Things That Go ‘BOOM’ Issue Four
Things That Go ‘BOOM’ and Other Stuff That Rulez
Issue Four
Written by
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High Wizard Cerberus
/>
Count Zero
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Shroud of Deception
/> Gut Shoveler (Gutz)
616.775.2945
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4-14-94
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WARNING: Don’t try this at
home. If you’re stupid enough to try any of this
shit, we’re not responsible. We aren’t
gonna pay your hospital bills because
you blew off your thumb. We’ll just laugh at you.
WE AREN’T RESPONSIBLE FOR
ANY DAMAGES CAUSED BY USE OF ANY OF THE MATERIAL PRESENTED IN
THIS FILE.
No, you don’t have to go to an occult board to find
information on casting
AD&D ™ spells. We are now going to reveal some of the
greatest secrets
unknown to mortal men for so very very many milenium. This issue of
BOOM
is dedicated to teaching you apprentice fire elementalists a few spells.
/> Remember, if the gods don’t like you and cause your spells to backfire, it
ain’t our
fault.
Magic Missile (Wizard 1st level):
This idea is from
Sophere who sugested it as a replacement for the rockets
used in ‘Pin the Rocket on the
Moron’ (issue 3). We really don’t think
you should do that. But, you can if you want
to. Remember, if you get hurt
it ain’t our fault.
Spell Components:
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1 multi-staged rocket engine
some gunpowder
some good duck
tape
1 rocket igniter
Directions:
Take the mulit-staged
rocket engine and put gunpowder in the end opposite to
the one you ignite. Now, cover
the end you put the gun powder in with duck
tape. Ignite the engine and run.
/> A Brief Lesson on Rocket Engines:
Rocket engines come in two kinds: one stage and
multi-stage. One stage
engines just run out of power and die. Multi-stage engines run
out of fuel
and then set off a small explosion design to start the next engine (or
for
this experiment, the gun powder). This is why you need a multi-stage
engine. Rocket engines also have different sizes: A, B, C, and D are the
most common
and most easily accessable. Some small companies also produce
larger (E, F, and G)
engines. For this project we recommend A’s and B’s.
The larger engines would make the
rocket travel too far before exploding.
Burning Hands (Wizard 1st
level):
This spell is most definitely NOT recommended for novice spell casters.
/>
Only high level casters are able to cast this spell without injuring
themselves.
Spell Components:
lots of holy fire water (gasoline)
/> 1 disposable magic fire wand (or one of the permenant Zippo variety)
Directions:
/>
Dip your hand into the holy fire water. This is to purify your hand so it
can
recieve the gift of fire from the magic fire wand. After your hand has
been purified,
light the magic fire wand and touch it to your palm. Your
hand now has the power to
start small fires. If you are only a novice spell
caster, you will now feel some slight
discomfort. This is why this spell is
only recommended for experienced fire
elementalists.
Flaming Sphere (Wizard 2nd level):
The
Flaming Sphere spell creates a burning globe within ten yards of the
caster (usually
right next to him/her). Flammable substances are set afire
by contact with the
sphere.
Spell Components:
1 large ball of cotton (or other fabric)
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some vasoline
1 disposable magic fire wand (or one of the permenant Zippo
variety)
Directions:
Depending on the size of the sphere you wish to
create, you may wish to
soak the fabric in holy fire water before beginning.
Afterwards, you cover
the fabric (soaked or not) in vasoline. Make sure you have lots
of vasoline
as this is what controls the spell duration. Then, add holy fire water
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and/or holy fire powder to taste. Light the sphere with your magic fire
wand
and run (or fly away on your magic carpet).
Flame Arrow (Wizard 3rd
level):
This spell enables the wizard to turn normal arrows or crossbow bolts into
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magical flaming missiles.
Spell Components:
1 arrow (or crossbow
bolt)
some of which ever mixture you choose (see list below)
1 disposable
magic fire wand (or one of the permenant Zippo variety)
Directions:
Cover
the arrow (or crossbow bolt) with the mixture you elect to use. Then,
light the tip of
the arrow with your magic fire wand. Afterwards, load up
the arrow and fire it. Watch
out though, this spell has one wierd side
effect. Whoever you hit (if you’re lucky
enough to hit anyone) will be very
pissed off at you. This spell has been known to
cause frenzy and/or raise
the target’s morale to 20. In other words, get ready to run
the hell away.
Mixtures:
1. Chud (issue 1): Chud and it’s varients have
long been used by wizards for
spells such as this. It doesn’t stick quite as well as
the other
mixtures, but it’s flammability is high.
2. C & C Hellfire
Mix (issue 2): C & C Hellfire Mix serves an important
purpose. It allows magicians
who cast Flame Arrow to save their arrows
for later use. However, mages using C & C
Hellfire Mix do give up some
flammability.
3. Holy Vasoline Mixture (this
issue): The vasoline and holy fire water mix
listed under Wall of Fire in this issue
also works well in the Flame
Arrow spell. It is quite possibly the best mixture of
flammability and
sticking power that can be achieved.
4. Straight Holy
Fire Water: Yes, you can just use holy fire water for this
spell. However, the spell
duration is cut short. Therefore, it is not
recommended.
Wall of Fire (Wizard 4th level):
Here are the instructions for the 4th level wizard
spell ‘Wall of Fire.’
It is recommended that you have a quick escape route (car, magic
carpet,
ect.) from where ever you cast this spell.
Spell Components:
/>
1 part holy fire water (gasoline)
2 parts vasoline
1 disposable
magic fire wand (or one of the permenant Zippo variety)
Directions:
Mix
the gasoline and vasoline together in your enchanted kettle. Make sure
to stir them up
real good. If you don’t, the spell will not function
correctly. Now, put the mixture on
a wall (or other solid object). The
vasoline causes the gasoline to stay in place.
After you cover the wall
with the mixture, light your disposable magic fire wand and
throw it at the
wall. Be sure to say the magic words "Fire, Fire, Fire!" as
you throw the
wand.
Beware, further issues to come…
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