Magic Items
Here is a list of acceptable magic items.  If you have an idea for an new one or would like to request one please email:  Teran Beck [email protected].  Thank you
Potions

*All potions are kept in vials or small glass containers.  They can be drunk (quaffed) or used on the area such as a wound.

Heal-  Heals wounds.  Minor to moderate depending on amount of potion consumed or used.  Can keep some severe wounds from killing a char until medical help can be sought.  (00, 0, 9, 7 wound is healed/healing.  5, 3 wound has minor healing= Time stamp)

Poison and anti-poison-  Just as it sounds.  (Follow same time stamp rule as for heal.  Though with poison person 'being' poisoned must get 11, 1, 8, 6 for major poisoning.  4, 2 for minor)

Blindness and cure for blindness- Just as it sounds.  (Follow same times stamp rule as heal and anti-poison)

Invisibility and see invisible- Invisibility= nothing is completely invisible when taking this potion.  The object or char will appear near to invisible.  See Invisible- allows one to see hidden and invisible objects/characters.  (Both follow time stamp rule.  The better the number the longer lasting the potion will be.  A perfect 00, 0 will allow the potion to take affect for 30 rt minutes)

Holy light- Has to be quaffed.  Can be used on armor and or weapons for temporary protection.  Protects characters from attacks from evil magic.  (Time stamp rule= If you receive a 11, 1, 8, 6 you still take damage but less than what you would usually take.  Anything less than a 6 your character takes the damage.  If the magic attacker gets 00, 0, 9, 7 you take the damage.  Less than 7 you only take minor damage)

Flaming Touch and Chill Touch- Just as it sounds.  Flaming touch sets area on fire if potion makes it's mark.  Chill touch freezes area if the potion makes its mark.  (Follow time stamp rule for Bless and Holy light)

Sleep and slow- Has to be injected or quaffed.  (Use Bless time stamp rules)
Wands

*All wands must be purchased at a magic shoppe.  Some wands can only be purchased in certain areas of Rydion/Mystique.  All wands at purchase have three charges unless otherwise stated.  A wand can be recharged at a magic shop.  A wand can have maximum of five charges unless stated otherwise.
**If you get a 11, 1, 8, 6 timestamp the wand failed.  Loses one charge for the attempt.
***Damage timestamp rule to be followed as comparable potion rule.
****Warrior's cannot use magic attack wands.  BUT can use heal/cure/silence wands.

Heal or poison or blindness or flaming hand or chill touch or invisibility or lightning bolt or bless-  Just as described.  Follow chill/flaming potion time stamp rules.

Silence 15-foot radius- Creates a barrier of silence within a 15 square foot radius of the char.  Lasts for three posts.

Lightning bolt, fire ball, icy blast- Just as described.  Emits one of attack listed at target.

Hell's Fury-  VERY RARE.  Must be purchased in hidden realm of Mystique at Mikal de Mystique's temple.  This wand only has ONE charge upon purchase.  Can only be recharged to two charges.  Can only be recharged once then it loses all power.  The wand emits an energy blast at the target that poisons, blinds and causes the target to go through immense pain for three posts.  The target is left unable to attack or defend for one post.  Target must heal poison and blindness.  Follow regular time stamp rules.  If used by a Dark Lord or Dark Lordess this can be an area attack.  Up to two chars and three NPC's can be affected.  Each given a post to check timestamp in their defense.  Only one wand can be purchased at a time.  Only one wand can be carried per char at a time. 

Heaven's Gates-
Very Rare.  Same charge rules as Hell's Fury.  This wand comes from the realm of Adonia.  It cannot be purchased in Rydion or Mystique.  Only good aligned characters can use this.  It has to be purchased from a Guardian in Adonia...most likely Samuel.  When used it will weaken/blind/ and slow the target and leave them in a state of confusion for three rounds.  The confusion disrupts use of magic abilities and the target will have to get a 9, 0, 00 to make any attack hits.  If the time stamp is 9, 0, or 00 the target will be completely unable to move for two rounds.  If used on an evil to neutral evil char it will also emit a Holy Light around the user protecting the user from magic and magically enhanced weapons used by the target.  If used by a Guardian or Cleric this can be an area attack.  Up to three NPC's or two char's can be affected by it.  Target must heal blindness and regain strength before fully healing. 
Amulets

*Follow wand time stamp rule unless told otherwise.

Shapeshifter- (Ok, I've had alot of requests for many types of these.  This is the acceptable list.  Only one per character allowed.  Must get previous permission.  Must show in tags you have it.  Amulet must be worn to be used.  And yes, if you get a 11, 1, or 8 while trying to transform the amulet will be broken and a new one will have to be purchased.)
*Thieves/Assassins/Dark Lords-Lordess cannot shapeshift or use these.
**Character only has animal abilites while in animal form.
***Time stamp rules apply to transform and turn back into main form.
****Each amulet allows the character to shift into ONE animal only.

Acceptable forms-
bear, wolf, tiger, eagle, dolphin, hellhound.

Amulet of Divine Light- Clerics/Paladins/Mages.  Good to neutral-good characters only.  If you get a 11, 1, or 8 while using this the amulet will break. 
-keeps character under the following spells at all times:  Bless, Protect Good, Detect Evil, Force Wall (Spell that protects good to neutral-good chars from evil magic attacks.  They will take only half damage.)

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