campus newpaper

    Write an article for the campus newpaper that briefly discusses the history of D&D and why it matters today. You might consider using it as a way to combat the types of steroetypes and moral panic around video games.
    dungeons & dragons
    Single Volume Edition
    By Gary Gygax & Dave Arneson
    Dedicated to all the fantasy wargamers who have enthusiastically played and ex

    panded upon the CHAINMAIL Fantasy Rules, with thanks and gratitude. Here is
    something better! Special thanks to the Midwest Military Simulation Association, the
    Lake Geneva Tactical Studies Association, Rob Kuntz and Tom Keogh (in memoriam).
    Compiled by Greyharp
    Edited by Il Male™
    Illustrations by Frank Frazetta
    © 1974
    ?
    TACTICAL STUDY RULES
    Magic-User Spell List
    First Level Spells
    Second Level Spells
    Third Level Spells
    1
    Charm Person
    Continual Light
    Clairaudience
    2
    Detect Magic
    Detect Evil
    Clairvoyance
    3
    Hold Portal
    Detect Invisible
    Dispel Magic
    4
    Light
    ESP
    Fire Ball
    5
    Protection from Evil
    Invisibility
    Fly
    6
    Read Languages
    Knock
    Haste Spell
    7
    Read Magic
    Levitate
    Hold Person
    8
    Sleep
    Locate Object
    Infravision
    9
    Phantasmal Forces
    Invisibility, 10’ Radius
    10
    Wizard Lock
    Lightning Bolt
    11
    Protection from Evil, 10’ Radius
    12
    Protection from Normal Missiles
    13
    Slow Spell
    14
    Water Breathing
    Fourth Level Spells
    Fifth Level Spells
    Sixth Level Spells
    1
    Charm Monster
    Animate Dead
    Anti-Magic Shell
    2
    Confusion
    Cloudkill
    Control Weather
    3
    Dimension Door
    Conjure Elemental
    Death Spell
    4
    Growth of Plants
    Contact Higher Plane
    Disintegrate
    5
    Hallucinatory Terrain
    Feeblemind
    Geas
    6
    Massmorph
    Growth of Animals
    Invisible Stalker
    7
    Polymorph Others
    Hold Monster
    Lower Water
    8
    Polymorph Self
    Magic Jar
    Move Earth
    9
    Remove Curse
    Pass-Wall
    Part Water
    10
    Wall of Fire
    Telekinesis
    Projected Image
    11
    Wall of Ice
    Teleport
    Reincarnation
    12
    Wizard Eye
    Transmute Rock to Mud
    Stone to Flesh
    13
    Wall of Iron
    14
    Wall of Stone
    Cleric Spell List
    Fourth Level Spells
    Fifth Level Spells
    Sixth Level Spells
    1
    Cure Light Wounds*
    Bless*
    Continual Light*
    2
    Detect Evil*
    Find Traps
    Cure Disease*
    3
    Detect Magic
    Hold Person
    Locate Object
    4
    Light
    Speak with Animals
    Remove Cures
    5
    Protection from Evil*
    6
    Purify Food & Water*
    Fourth Level Spells
    Fifth Level Spells
    1
    Create Water
    Commune
    2
    Cure Serious Wounds*
    Create Food
    3
    Neutralize Poison
    Dispel Evil*
    4
    Protection from Evil, 10’ Radius*
    Insect Plague
    5
    Speak with Plants
    Quest
    6
    Turn Sticks to Snakes
    Raise Dead*
    14
    Spell Explanations
    Animate Dead
    Type: Magic-User 5
    Duration: see below
    Range: see below
    The creation of animated Skeletons or Zombies. It in
    no way brings a creature back to life. For the number
    of dead animated simply roll one die for every level
    above the 8
    th
    the Magic-User is, thus a “Sorcerer” gets
    one die or from 1-6 animated dead. Note that the
    skeletons or dead bodies must be available in order to
    animate them. The spell lasts until dispelled or the
    animated dead are done away with.
    Anti-Magic Shell
    Type: Magic-User 6
    Duration: 12 turns
    Range: caster
    A field which surrounds the Magic-User and makes
    him totally impervious to all spells. It also prevents any
    spells from being sent through the shell by the Magic-
    User who conjured it.
    Bless (reversible)
    Type: Cleric 2
    Duration: 6 turns
    Range: see below
    During any turn the prospective recipients of a Bless
    spell are not in combat the Cleric may give them this
    benison. A blessing raises morale by +1 and also adds
    +1 to attack dice.
    Charm Person
    Type: Magic-User 1
    Duration: see below
    Range: 12″
    This spell applies to all two-legged, generally mam

    malian figures near to or less than man-size, excluding
    all monsters in the “Undead” class but including
    Sprites, Pixies, Nixies, Kobolds, Goblins, Orcs, Hob

    goblins and Gnolls. If the spell is successful it will
    cause the charmed entity to come completely under
    the influence of the Magic-User until such time as the
    “charm” is dispelled (Dispel Magic).
    Charm Monster
    Type: Magic-User 4
    Duration: see below
    Range: 12″
    The counterpart of a
    Charm Person
    spell which is em

    ployable against all creatures. If animals or creatures
    with three or fewer Hit Dice are involved determine
    how many are affected by the spell by rolling three six-
    sided dice. It is otherwise identical to the
    Charm Per

    son
    spell.
    Clairaudience
    Type: Magic-User 3
    Duration: 12 turns
    Range: 6″
    A spell which allows the user to hear whatever lurks
    behind doors or in the darkness. It can penetrate solid
    rock up to about 2′ in thickness, but a thin coating of
    lead will prevent its penetration. This is one of the few
    spells which can be cast through a Crystal Ball.
    Clairvoyance
    Type: Magic-User 3
    Duration: 12 turns
    Range: 6″
    Same as Clairaudience spell except the spell user can
    visualize rather than hear.
    Cloudkill
    Type: Magic-User 5
    Duration: 6 turns
    Range: see below
    This spell creates a moving, poisonous cloud of vapor
    which is deadly to all creatures with less than five Hit
    Dice. Movement: 6″/turn according to wind direction,
    or directly away from the spell caster if there is no
    wind. Dimensions: 3″ diameter. Duration: 6 turns, but
    the cloud is dispelled by unusually strong winds or
    trees. Note that the cloud is heavier than air, so it will
    sink to the lowest possible level.
    Commune
    Type: Cleric 5
    Duration: referee’s option
    Range: caster
    A spell which puts the Cleric in touch with the powers
    “above” and asks for help in the form of answers to
    three questions. Communing is allowed but once each
    week) maximum; referee’s option as to making less
    frequent). Veracity and knowledge should be near to

    15

                                                                                                                                      Order Now