Hex [M:40:1020:][D3v:http://rpgmenagerie.com/index.cgi?action=display&board=cs&thread=483&page=1#17914][b]"As the iron leaves fall, our attack will spring..."[/b]
Spectral Cloak - The escape artist will love the expression on the mob's face as he leads them to a dead end. - Additional item. - Once per adventure, the user may turn 'phantasmal' for one turn to walk through solid objects.
Spidersilk Stockings - Who knew such leggings could leave a man in such a sticky mess? - Boots, no defensive value. - Once per day, the user may leave a wide trail of sticky webbing that can cover up to 50 yards of travel. - Those caught in the webbing are significantly slowed down. - These boots are immune to the sticky webbing's effects.
Woman's Intuition - They know... They always know... - Helm, no defensive value. - Any gender may wear this. - The user may tell whether someone is lying if their Kinship is at an equal or higher level than the other person.
Amulet of Elemental Form - Accessory - Upon purchase the buyer must select one area of magic to use with this item. It cannot be changed later. - Once per adventure the wearer may change his form to become an elemental of the type of magic chosen. - The change lasts for a number of rounds equal to the wearer's level of magic chosen. - While in this form the wearer is immune to negative magical effects of the same magic type. - While in this form the wear may use magic of the chosen type without incurring fatigue. - While in this form, the wearer may not use any other type of magic, nor wield any items or weapons. All effects from items worn are considered null. - Once the effect stops the wearer is considered FULLY fatigued for a number of rounds equal to the chosen magic level.
Big effect, but alot of drawbacks...
Silent as a shadow on padded feet...
Hex [M:40:1020:][D3v:http://rpgmenagerie.com/index.cgi?action=display&board=cs&thread=483&page=1#17914][b]"As the iron leaves fall, our attack will spring..."[/b]
High Elven Prayer - They say that the gods work in mysterious ways... - Accessory - One per day, the wearer may take a whole turn praying to the gods. - Praying to the gods protects you from any outside damage for that turn. - The user then feels fatigue equal to a level 4 spell.[/i]
Dryadic Remedy - The dryadic secret of natural healing and recovery is held within the amulet. - Accessory - Three times per adventure, the wearer may call upon the amulet to grow a small flowering plant. - This plant contains a healing pollen that slightly restores the health and wounds of your allies within 10 feet of the plant. - This effect lasts for three turns.[/i]
Demonic Vial - Wisemen say that power is a double edged sword, and you just happen to have the chance to drink it. - Accessory - Once per adventure, the user may consume this potion, gaining a moderate bonus to physical and magical damage. - Doing so also increases the amount of damage the user takes from physical and magical attacks by the same amount. - This lasts for three turns.[/i]
Hex [M:40:1020:][D3v:http://rpgmenagerie.com/index.cgi?action=display&board=cs&thread=483&page=1#17914][b]"As the iron leaves fall, our attack will spring..."[/b]
Ironleaf Shuriken - The leaves from the Takayama forests are said to be as hard as steel, yet as natural as the trees. - Shuriken. - These thin magical leaves are razor sharp and as tough as normal shuriken. - They cannot burn or manipulated by metal magic. - The user may use these leaves to camouflage himself in the forest and leave one undetected. [/size]
Elemental Resist - When it comes to defending against magic, use your head! - Helm, no defensive value. - Choose a Magic Element upon purchase. - Your choice will be permanent for this item and should be clearly indicated when added to your Inventory. - If the wearer suffers an attack by that Element, the strength of that attack is reduced by the eqivalent of 1 level. - $325.
Dryadic Remedy - The dryadic secret of natural healing and recovery is held within the amulet. - Accessory - Three times per adventure, the wearer may call upon the amulet to grow a small flowering plant. - This plant contains a healing pollen that slightly restores both health and fatigue of your allies who remain within 10 feet of the plant. - The plant cannot be moved. - This effect lasts for three turns. Effect is cumulative. - $650.[/i]
Fingerflame - They say fight fire with fire, but just how much fire can one fight? - Glove weapons. - When entering combat, the whole glove ignites with magical flame. - The glove deals moderate bonus damage to water and air based targets whilst on fire. - A fire mage wearing the gloves may power one spell up to level 3 with the glove fire. - Doing so extinguishes the gloves for the remainder of combat. - $600.
Spectral Cloak - The escape artist will love the expression on the mob's face as he leads them to a dead end. - Additional item. - Once per adventure, the user may turn 'phantasmal' for thirty seconds to walk through solid objects. - Any user not through that object before that time will be subject to suddenly being very solid inside another very solid object. - $475
Hotarubi's Hairclip - "With the light of love lost to warring clans, the butterflies will lead you to where your heart seeks." - Accessory. - Once per adventure, the user may summon a swarm of glowing pink butterflies that guide the wearer to their heart's true desire. - Everyone can see the butterflies but may not know their path, even the user. - The butterflies ignore dangers such as enemy camps, traps, and barriers. (Rivers, cliffs, gates). - The butterflies will not wait, or stall in their travel. They follower may lose them. - The butterflies cannot overcome magical interference, such as illusion. - The butterflies last 3 rounds only. - $225.
APPROVED.
Hex [M:40:1020:][D3v:http://rpgmenagerie.com/index.cgi?action=display&board=cs&thread=483&page=1#17914][b]"As the iron leaves fall, our attack will spring..."[/b]
Chi Stone - The strongest warriors wear this as a sign of inner peace and self-attuned power. - Accessory. - Once per day, the user may meditate, increasing his defense by a major amount. - The user is unable to take any action besides meditation. - After meditation is complete, the user will recover a moderate amount of fatigue. - This effect lasts for two turns.
Spellslinger - The witches of Highever formed a pact with the forces of nature, combining the powers of mage and spirit to form an artifact of power. - Accessory. - The user recovers from magic fatigue at a minor increased rate.
Dragonrage - The wrath of the dragon lies within... And it has now become unleashed. - Accessory. - The user is granted a minor boost in damage when attacking unarmed. - Once per day, the user may unleash the dragon within himself, causing unarmed physical attacks to become ranged. - This appears as a flying, fiery fist. - This lasts for two turns.
Solotus Circlet - Blades of searing light will punish those who defile nature. - Helm, no defensive value. - Once per day, the wearer may summon the Solar Lotus blessing on themselves. - The next basic attack will cause a small solar flare around the target. - This light scatters like a lotus as blades of fiery sunlight are released. - This does damage equal to a level two spell and deals both light and fire damage.
Cobra Charm - This amulet crafted by the shamans of Overwood has become immune to the toxins. - Accessory. - Once per adventure, the user nullifies the first poisonous effect used against them. - That poison effect will instead be cast upon the the attacker, if applicable.
Parastitic Band - Something wicked lies within this ring... Just be careful how you handle it! - Once per adventure, the user may expel the parasite from within the ring upon the opponent. - The opponent now has minor increased fatigue generation when attacking or casting spells. - Whatever fatigue is produce from the opponent, the user also feels. - This lasts for three rounds.
Vampiric Shawl - The secret blood mages of Highever thrive on the pain and suffering they cause. - Once per day, the user may imbue their next three physical attacks with a lifedraining force. - The next three physical attacks will restore a minor amount of health and fatigue.
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~Skyhigh~
Featherbane Amulet - Flying has it's advantages, but how long can one fly with clipped wings? - Accessory. - Attacks made towards airborne creatures gain minor bonus damage. - Melee attacks while airborne do minor bonus damage.[/i]
Valkyrie's Flight - With this, you'll have friends in high places. - Helm, no defensive value. - One per day, the user may be granted with temporary ethereal wings. - This allows the user to fly for three turns. - After three turns, the wings immediately disappear and the user will fall to the ground if not landed.[/i]
Airborne Armlets - I'll send you back to Neverland... - Gloves, no defensive value. - Three times per adventure, the user may lift one object as if it were as light as a feather. - The user may also punch an enemy to cause him to be airborne. - After one turn, the airborne enemy is gently put on the ground. - This punch doesn't use excessive force, but rather magical wind that carries the object.[/i]
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~Dark Carnival~
Dark Jester Jingles - Who said laughter is the best medicine? - Boots, no defensive value. - Once per day, the wearer may activate the Dark Jester's Dance. - By dancing around for a whole turn, this will cause nearby targets to go into a laughing fit. - This laughing fit lasts for two turns. - While in a laughing fit, the afflicted's attacks will become moderately inaccurate.[/size]
Mesmer's Mask - Eye contact can be the most intimate... and fearful action a person may take. - Helm, no defensive value. - Once per adventure, the user may mesmerize a target by making direct eye contact. - When mesmerized, the afflicted has a slower reaction time and does not see the wearer of this mask as hostile. - They are also more susceptible to persuasion based on the wearer's liaison. - If the user attacks the mesmerized target, the spell is broken. - This effect lasts for three turns.[/size]
Ventriloquist's Familiar - This little guy is so cute and cuddly... At least, that's what it wants you to think. - Accessory. - Once per day, the wearer may create an illusion by summoning Impy, the imp. - This illusion you tell Impy to make may be visual or auditory. - It lasts for two turns. - Impy can summon an illusion from up to fifty feet away.[/size]
Read these and not approving any at this time, sorry Hex.
Hex [M:40:1020:][D3v:http://rpgmenagerie.com/index.cgi?action=display&board=cs&thread=483&page=1#17914][b]"As the iron leaves fall, our attack will spring..."[/b]
Aegil [M:53:440:][D3v:http://rpgmenagerie.com/index.cgi?board=cs&action=display&thread=853]Everything Casts A Shadow...[0:In a rare occurance I am unavailable][1:As usual I am available]
Just some weapons and a mask I cam up with, especially since you don't have much for blood/dark mages and absolutly nothing for metal mages?....This first image is (in order from left to right) Buhkrah, Fahyrnii, Ehk-lahd, Sulnanis, Miishkyln, Ous-ahmn, and Hkalmnay. fc01.deviantart.net/fs9/f/2006/342/1/d/Anima__new_swords_set_1_by_Wen_M.jpg
Drakefang Blade - Buhkrah - A blade forged of a Drakes Fang, and imbued by the order of the Blood mage Buhkrah - Medium 1 Handed Melee. - Grants minor fatigue reduction and minor boost to Blood magic. Must have at least 2 points in Blood Magic to wield. - Once per adventure, the wielder may drain the blood of an enemy through the blade for use with blood magic, at GM discretion. The amount is based upon how deep the cut, how long its held and the users level in blood magic. Must be in a battle with more then four enemies alive other then the victim. Will cause fatigue similar to drawing blood from the users own body.
Drakefang Blade - Fahyrnii - A blade forged of a drakes fang by order of the Fire mage, Fahyrnii. - Medium 1handed melee weapon - Grants minor fatigue reduction and minor boost to Fire Magic. Must have at least 2 points in Fire Magic to wield. - Once per adventure the wielder may infuse the blade with Fire Magic and throw this blade at a group of enemies. The flames will morph into the shape of a dragon of pure flame, causing the blade to become red hot and severly burn the enemy it hits, equivilant to wielders Fire Magic + 1. Cannot go above rank 5 Fire Magic. Rank determines temperature and size of the fire. - Cannot hit more then three enemies at once with the above ability, depending on proximity to one another. Accuracy and effectiveness is at GM discretion. Will leave user vulnerable for one turn due to fatigue/cooling down of the blade itself. Weapon must be retrieved. Caution suggested when using near grass or trees...
Drakefang Blade - Ehklahd - A blade forged of a drakes fang by order of the Earth mage, Ehklahd. - Medium 1handed melee weapon - Grants minor fatigue reduction and minor boost to Earth Magic. Must have at least 2 points in Earth Magic to wield. - Once per adventure the wielder my imbue the weapon with earth magic and bring to life the thorny vines wrapped around the hilt to assault nearby enemies. This ability lasts one turn for level 2 Earth Magic, two turns for level 3, and three turns for level 4. May not go longer then three turns. Level 5 Earth magic increases the strength/range of the vines slightly. User may not otherwise attack or defend during this time, but may dodge. Dodging ends the attack. Attack is minorly stronger when used in wooded areas. Fatigue is slightly stronger then if the user was controlling ordinary vines. Number of vines is at GM discretion.
Drakefang Blade - Sulnanis - A blade forged of a drakes fang by order of the Light mage, Sulnanis. - Grants minor fatigue reduction and minor boost to Light Magic. Must have at least 2 points in Light Magic to wield. - Medium 1handed Melee weapon - Once per adventue when the user first unsheathes the blade, a blast of light is emmitted, blinding nearby units. This does not effect the wielder. Some units may be immune to this effect. The higher the light magic of the user, the more likely it will effect, and is especially effective against dark magic users. Enemies with points in light magic will have increased defense against this effect. WILL ALSO EFFECT UNPREPARED PARTY MEMBERS! (Those who are not shielding their eyes) Lasts one-three turns at GMs discretion.
List continued in next post cuz phone lags.....
Revenge is a knife you point to your own heart It's a poisoned dish you wind up eating yourself...
Aegil [M:53:440:][D3v:http://rpgmenagerie.com/index.cgi?board=cs&action=display&thread=853]Everything Casts A Shadow...[0:In a rare occurance I am unavailable][1:As usual I am available]
Drakefang Blade - Miishkyln - A blade forged of a drakes fang by order of the metal mage, Miishkyln. - Medium 1handed melee weapon - Grants minor fatigue reduction and minor boost to Metal Magic. Must have at least 2 points in Metal Magic to wield. - User may use their metal magic to 'undo' an internal lock, changing the blade into a 'whip' sword. This does not take a full turn to do, however changing it back into a sword requires a full turn, as the metal must be retracted and then relocked. - Has silver inlay, giving it a minor boost against were and undead.
Drakefang Blade - Ous-Ahmn - A blade forged of a drakes fang by order of the Water mage, Ous-Ahmn. - Medium 1handed melee weapon - Grants minor fatigue reduction and minor boost to Water Magic. Must have at least 2 points in Water Magic to wield. - Passive Abilty: At GM discretion based on the user water magic talent the blade may cause frostbite on contact with flesh. - Once per adventure user may draw water from the blade and slash across to throw a number of small ice shards. The number/strength of the shards is dependent on users water talent and GM discretion.
Drakefang Blade - Hkalmnay - A blade forged of a drakes fang by order of the Dark mage, Hkalmnay. - Large 1handed melee weapon - Grants minor fatigue reduction and minor boost to Dark Magic. Must have at least 2 points in Dark Magic to wield. - Passive ability: Allows wielder to see in the dark. - Once per adventure the sword may be imbued with Dark magic to release a cloud of choking darkness, blinding enemies and friends alike within a 50 foot radius and making the air heavier and harder to breath. Enemies/Friends who can see in the dark or have high Dark magic are immune to this effect. Light magic wielders are more suseptable to this attack. Lasts one to three turns at GM discretion.
www.lunascircle.org/images/sword.jpg Drakefang Blade - Fefnir - A dagger forged of a drakes fang by order of the Wind mage, Fenfir. It will knock your socks off... literally. - Grants minor fatigue reduction and minor boost to Wind Magic. Must have at least 2 points in Wind Magic to wield. - Small 1handed Melee weapon - Once per adventure when the dagger is unsheathed for the first time it creats a blast of wind around the user to knock nearby units off their feet. This is ependant on GM discretion and the users wind magic versus the enemies weight. - Passive Ability: Attacks are faintly blurred making them more difficult to see and dodge/counter.
Revenge is a knife you point to your own heart It's a poisoned dish you wind up eating yourself...
Aegil [M:53:440:][D3v:http://rpgmenagerie.com/index.cgi?board=cs&action=display&thread=853]Everything Casts A Shadow...[0:In a rare occurance I am unavailable][1:As usual I am available]
(I made this image myself...) mob111.photobucket.com/albums/n122/dragoness335/Untitled-8.png?t=1329015026 Furions Twin-Scy Polearm For one must master their weapon lest it bite them back. - Requires at least a four in Polearm talent to wield without harming yourself. - Wind talent increases ability with this weapon. - Can be unscrewed in the center to form two medium 1handed melee scyth weapons. Requires one turn to do this, unless user has a level 2 or higher metal magic. - Cannot be wielded with another weapon. Even when wielding as two 1handed scythes as this will throw the users balance off.