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Magik

Magikal Items

Fire Gauntlets

First seen worn by the Hunter Skald and later taken by Rikk, these gauntlets allow the wearer to fire a blast that deals 1D4x100 S.D.C. to a 20 foot radius area. Due to the kick, the user needs to have a strength of at least 18 not to be knocked off balance by the force of the fire ball. Cost: As much as 10,000 to a million drues on the Tellos Market.

Tellos Amulet

A powerful amulet, it is currently held by the young adventurer Jarek whom the Djinn: Oge K'Tion, the Warrior of Light is sworn to protect. The Djinn was imprisoned and bound to the amulet by the forces of evil after his last battle with the Warrior of Darkness. At this time the extent of the Djinn's power is unknown other then that he is sworn to obey and protect his master. The amulet is a one of a kind artifact.

Shadow Cloth

These special garments allow the Shadow Jumpers to hide within Shadows as per the Shadow Meld spell as well as travel distances using the shadows themselves. Only the person wearing the cloth is effected by the powers of the cloth. The shadow meld feature of the cloth lasts for one hour and can be used 5x day. Using the cloth to travel between the shadows, functions much like a teleportation spell and can be used 3 x day. Cost: As much as a million drues on the Tellos Black Market due to scarcity and fact only the Shadow Jumpers are known to have excess to this cloth.

Sphere of Squerade

Stolen by the fox Rikk in the city of Luftholder, the Sphere is able to disguise it's bearer and who ever he wishes to look like someone else through the power of illusions. Only one of these is known to exist. Though other "Cloaking Charms" do exist.

Magik Spells

Water Serpents

Level: Fourteen
Range: 200 ft (61m) plus 100 ft (30.5m) per level of experience.
Duration: Five minutes per level of experience.
Saving Throw: None other then save vs horror factor.
P.P.E.: 350

The only requirement for this spell, is the caster have a large enough body of water to create these creatures. A mage can create up to one plus one water serpent per level of experience. The creatures are made entirely of water and as such, are very difficult to destroy.

Water Serpents
Attributes of Note: I.Q. 5, P.S. 30, P.S. 20, P.E. 20, P.B. 4, Spd. 10
Horror Factor: 10 A.R.: 18
Hit Points/S.D.C.: 300; electrical attacks have no effects on the creature though it will certainly have full effects on those trapped within or nearby in the water.
Attacks per melee: Four
Damage: 5D6 bodyslam or when frozen solid, attacks usually by drowning victims by engulfing them, crashing down in wave-like fashion and similiar attacks.
Bonuses: +3 strike, parry and dodge.
Fearless: Only magik and magik weapons can harm or effect these creatures, energy, fire and cold, even magik energy, fire and cold inflict no damage. Only entense heat which inflicts 2D4 S.D.C. per melee seems to harm them.
Special Abilities: Supernatural P.S. and P.E., impervious to poisons, drugs, disease, cold, horror factor, phobias, fear, illusions and most psionics.