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Posted: Sat Jun 10, 2006 10:15 pm
Scrolls Displacement Scroll -- When used, the incantation within this scroll will displace the target from its current location to a random one within the spell's maximum perimeter. Be warned that its results are completely random and could result in doing more harm than good when used on violent creatures.
Circle Scroll -- this scroll's incantation places a glowing blue circle on the ground. When used in combination with a homing spell, the caster is teleported directly back to this circle.
Circleward Scroll -- this scroll's incantation places a glowing red circle around its caster. Anything attempting to cross the circle to reach the caster will find themselves in the grips of a fiery pain. The circle is disspelled should the caster be struck or the scroll destroyed. It does not protect against missile attacks.
Flame Scroll -- A column of flame erupts in front of the caster for a few seconds. Only one use per scroll.
Curing Scroll -- the incantation within this scroll acts as an antivenom with the same healing properties. While more expensive than antivenom, it is also far more portable.
Language Scroll -- when cast upon target, they are able to read and speak other languages fluently
Silence Scroll -- reduces all noise made by the target by about fifty percent. This scroll is incredibly helpful with missions requiring utmost stealth
Shrink Scroll -- the incantation in this scroll shrinks its target to a tenth of its original size. Can be used on both animate and inanimate objects and its effects last for upward of four hours.
Spoilspell Scroll -- interrupts any magical attacks within the immediate vicinity and leaves all magic-users unable to summon or cast for as long as its effects remain in-place.
Slowness Scroll -- reduces the speed of target by up to 75% for a brief time
Stoptrack Scroll -- if target fails to resist this magic, it is unable to move in any direction. It is still able to attack and use weapons from the point where it was stopped, however.
Vampyre Scroll -- when cast on a target, it drains a certain amount of strength and transfers it to the caster. This effect lasts up to twenty minutes.
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Posted: Sat Jun 10, 2006 10:19 pm
Potions Minor Healing Vial -- Contained within this vial is a basic healing potion made from local herbs, which will mend most cuts, abrasions, and bruises within five minutes after being injested.
Major Healing Vial -- a potent healing potion that fetches a higher price, meant to cure cases of poison that have advanced beyond the antivenom's capabilities and more serious wounds. Effects take up to ten minutes to work.
Heart Of Phoenix -- The potion contained within this vial glows a vibrant orange-red as though with the very essense of life itself. It is hard to come by and extremely expensive. If used on someone who has recently expired (within a few moments), it will revitalize them to allow for further healing
Focus Serum -- Favored by hunters, magicians, and other professions where focus and patience is a must. When taken by needle beneath the skin, this serum brings the world into utmost clarity and focus, allowing its user to devote full attention to one object at a time without distraction. Take care when using this potion as some users become so engrossed, they do not notice they are being robbed or even that their homes might be burning down around their ears!
Mortis Powder -- Makes its taker become still and quiet as a corpse when inhaled. Bloodflow slows, and one's pulse becomes near-nonexistant. Its effects last up to 24 hours before full vitality is restored. This is a must for stowaways, hiding amongst corpses on a battlefield, or otherwise falsifying one's own death. Take care, however, lest you wake up on a bonfire, in a grave, or at the bottom of a lake.
Neko's Sight -- A gold-tinted potion which hones its taker's reflexes to a sharp edge. They become more agile, smell things more keenly, and are able to see clearly in the dark. This potion is favored by assassins and thieves
Merman's Breath -- inhaling this powder will allow the user to temporarily breathe underwater. The length of time it lasts is dependant entirely on the amount of powder taken. An entire vial will allow up to two hours of underwater breathing.
Golem Salve -- when applied to one's skin, this magical salve makes one's flesh temporarily as hard and resilliant as stone. Its effects last only a few moments, so it is not wise to rely on this item in battle.
Banshee's Gift -- this potion's focal effects are on the taker's throat. Ingesting a single vial will give its taker the power to give a banshee-like shriek, deafening those in the immediate area and shattering glass. This is a wonderful deterrant for escapes in missions gone awry
Featherfall Potion -- Recommended for miners and climbers. When taken, this potion's effects last for up to a full day. When falling from high places, your body weight will lessen the further you plummet, rendering you as light as a feather with an equally light landing when you reach bottom.
Heart's Desire -- a floral-scented potion often placed in the tea of an unsuspecting object of one's affection. Upon drinking this concoction, the target will become enamoured with his or her pursuer.
Cradlewarmer -- a potion brewed of rose petals and lavender, which is given to a woman hoping to concieve to increase her fertility
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Posted: Sat Jun 10, 2006 10:20 pm
Summoning Items Small Soul Crystal -- this crystal can be used to entrap the soul of a smaller being (a lizard, a bat, a rat, etc). When broken, the entrapped being will spring back to life. These are popular for the transport of familiars through dangerous zones.
Medium Soul Crystal -- Entraps the soul of a greater beast (a fox, a dog, a cat, etc.)
Large Soul Crystal -- Used for entrapping the soul of large beasts (bison, horses, bears, sheep, etc.) In emergency situations, magically-inclined holders have used medium soul crystals to safely transport all of their livestock in a single satchel out of harm's way.
Grand Soul Crystal -- For the trapping of extremely large or extremely feral beasts such as wyrms, gryphons and dragons. The crystals that are forged strongly enough to contain such creatures are incredibly hard to make, making this item incredibly expensive and hard to come by.
Warrior's Crystal -- Entrapped within this crystal is the soul of a powerful beast or of a skeletal warrior captured by its previous user and sold to a shop. Those using this crystal are advised to practice extreme caution when breaking it on the battlefield. What could be a formidible foe to your enemies could likewise be the end of you.
Faerie Salve -- Made from Four-Leafed clovers picked by the light of a full moon, this green salve is applied beneath the eyes, making the otherwise-invisible wee folk visible and able to cross over into our realm for a short time. This is often used when asking favors of the fey court, but is sometimes used for mischief.
Recall Rune -- When this rune has been placed on an item or person, the marker of the rune needs only to recite an incantation to summon them to wherever they are immediately.
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Posted: Sat Jun 10, 2006 10:21 pm
Herbs Foxglove -- a small white blossom. Its petals are a common ingredient in healing potions and salves
Primrose -- It is said that only one holding a primrose could enter into the realm of fey. This herb is often used in potions that draw heavily from fey magics. They are sold dried on the stalk or pre-ground into a powder
Gladiola -- used primarily in salves after being ground via mortar and pestal to give them texture.
St. John's Wort -- when eaten by itself, it is known to cure smaller ailments. It is more commonly used for creating focus serum and as a componant in spells that augment one's wisdom.
Rowanberries -- Fresh, they are used to create a spicy sort of wine that is popular around the holidays. Dried, and they can be powdered and used in certain tranquilizers and poisons
Brownie Moss -- a thick lush moss that is found only in deep caves or in especially-lush forests. It is said to contain earth essense and is an important ingrediant in stronger healing potions as well as such vital ones as Heart Of Phoenix
Black Nightshade -- a toxic herb that is used in foretellings of prophecy, works related to death, or in witchcraft
Yarrow Flowers -- because it is aromatic, yarrow is often associated with the Element of Air, and is used to accentuate the power of other herbs in incantations. It is also used in divination and to ward off evil by being placed or hung in a door threshold. It is also placed in love satchels, believed to keep a couple together for seven years.
Vervain -- a blossom used primarily in a magical drink known as Cauldron of Cerridwen. It is believed that he who drinks it is gifted with creativity for bardic song and prose-writing.
White Sage -- This waxy leaf is wrapped around magical componants to protect them from negative energies.
Tonka Beans -- These black beans are often used in fortune spells and it is believed that throwing seven of them into a river or a lake will make a wish come true
Rose Petals -- Often used in love spells, this herb is also excellent for delving into mysteries both spiritual and otherwise; its petals represent the layers of knowledge gained.
Lavender -- Lavender is a traditional aid in sharpening vision and clarifying thinking, which makes it an excellent herb for scholars. It is also used in love/fertility rituals and placed in pillowcasings to help with insomnia.
Mandrake -- a humanoid-looking root that is used in healing elixirs.
Lotus Pod -- this magic herb is often used to cast love spells or to protect oneself against a love spell. Its cup-like shape makes it idea for asking for a blessing or for use in water magic.
Pennyroyal -- In the old vernacular, it was known as dweorge dwosle, which roughly translates into "dwarf destroyer" due to its tendancy to flourish on deep mining ridges in the dark where mining dwarves were unable to see them and tripped over them, often falling to their doom. They are used in secret rituals of initiation and are also good for warding disease if burned as an incense.
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Posted: Sat Jun 10, 2006 10:23 pm
Charms- Cat's Eye Shell -- This shiny piece of sea snail shell is thought to ward of the effects of the Evil Eye when worn in a pendant or a ring.
Anchor -- A tiny silver charm of an anchor entwined in rope. Wearing it on a chain around one's neck ensures safe travelling for the wearer, or it is worn by a loved one back home to ensure the safe return of a traveller.
The Corno -- a tiny gently-twisted horn crafted from gold, said to ward off curses and hexes.
Neko Coin -- generally crafted from gold, silver, or platinum, they are emblazoned with the visage of a neko and said to bring luck to the bearer if carried in a pocket or hung from a necklace.
Talisman of Protection -- This double-sided pendant is inscribed with a symbolic sigil taken from a European Renaissance-era grimoire. The talisman is alleged to form a spell of protection around those who wear it.
Peace Water -- This water has been blessed by a high priest and, when puddled in the threshold of a doorway, causes all who step in it, friend or foe, to treat one another with benevolence.
Blessed Salt -- Seawater that has crystallized into salt on a seaside alter of worship. A small amount has been placed in a bag and marked with a cross. If placed beneath your pillow, or within the lining of your bed, evil will be kept at bay as you sleep.
Ouroboros -- A metal pendant with a hole in the center. The flat sides are engraved with a snake devouring its own tail. When worn, this pendant speeds healing a little, though it offers no protection against receiving wounds.
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Posted: Sat Jun 10, 2006 10:24 pm
Channeling Items Kindling Stone -- A rock charged with fire energy, used as a tool for beginners or non-magic users to activate arcane orbs
Vacant Orb -- An empty crystal ball which can be enchanted with one's own orb magic.
Mage's Orb -- Enchanted with white magic by a knowledgeable mage. Each orb contains the power for ten arcane shots, requiring no prior knowledge of magic whatsoever.
Mana Orb -- Replenishes one's inner well of magic when the caster's natural supply has run out.
Orb of Knowledge Absorption -- used by scholars and wizards alike to store thoughts, texts, and quotes in one convenient vessel. Some have been known to record the entireity of their studies or memoirs in one of these orbs which are later transcribed to paper by a surviving relative.
Chaos Orb -- an orb charged with demonic magic which, when released, has an unknown negative effect on its target ranging anywhere from possession to utter obliteration.
Kestral Orb -- summons a spectre of an eagle to kick up a sudden and giant windstorm with its ephemeral wings. This orb should be used by an experienced magician only.
Hurricane Orb -- from within this orb can be channeled the fury of nature. This orb, due to its volitile nature, has had a safety enchantment placed on it to ensure that it only responds to magic users of a high enough level to control its power.
Sonic Orb -- when used, the caster can channel an extremely powerful high-pitched sound to temporarily disable enemies or shatter glass, crystal, or stone
Nereid Orb-- there are many of these orbs, one for each of the sea god's 50 daughters. They vary in the strength of their powers, some only able to summon a small amount of water, others able to make large bodies of water shudder and churn. The most powerful can overturn ships.
Gryphon Orb -- a very rare artifact, of which five are fabled to exist. Trapped within them are the souls of ancient chromatic gryphons that have knowledge of all that came before us -- the creation of the universe, the meaning of life, and many other riddles mankind has pondered. They are hidden in unknown locations and only extremely powerful mages and wizards have the ability to dominate them to learn of their secrets.
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