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SourD
09-17-2010, 09:29 PM
1) a cracked orase runestaff
It has a bonus of +20 from a normal runestaff, and the way it vibrates in tune with your voice tells you that it requires skill in twohanded weapons to use effectively. It also has some type of special ability, but you can't tell what yet.
The harmonics generated tell you that the runestaff helps defend the one who wields it.
The runestaff resonates with your voice, indicating that it enhances its owner in the following ways:
It provides a bonus of 7 to Influence Bonus.
This enhancement may not be used by adventurers who have not trained 39 times.
It provides a bonus of 6 to Max Mana.
This enhancement may not be used by adventurers who have not trained 13 times.
The runestaff looks to have a lot of charges remaining.
You sense that the orase runestaff will persist after its last enhancive charge has been expended.
The first thing that strikes you about the runestaff is the weight, which is about 2 pounds.
MB 500k
CB 0

2)a filigreed ora band
You sense a faint aura of magic around the ora band. You also feel a faint drawing sensation from it, as though when its charge is depleted, it may be refilled. From the pitch of the vibration you determine that the purpose of the band is to cast a spell or perform some magical purpose. Also, it seems to have some sort of enhancive properties.
The ora band contains the spell Heal, from the Empath circle.
The band resonates with your voice, indicating that it enhances its owner in the following ways:
It provides a bonus of 2 to Spell Aiming Ranks.
This enhancement may not be used by adventurers who have not trained 10 times.
The band looks to have a huge number of charges remaining.
You sense that the ora band will crumble into dust after its last enhancive charge has been expended.
You sense that the ora band will persist after its last magical charge has been expended.
This is a small item, under a pound.
MB 500k
CB 0

3)a polished eahnor greathelm
The magical harmonics reveal that the head and neck are better protected when wearing the eahnor greathelm.
The greathelm resonates with your voice, indicating that it enhances its owner in the following ways:
It provides a bonus of 8 to Trading Ranks.
This enhancement may not be used by adventurers who have not trained 51 times.
It provides a bonus of 8 to First Aid Ranks.
This enhancement may not be used by adventurers who have not trained 51 times.
It provides a bonus of 2 to Spiritual Lore - Summoning Ranks.
This enhancement may not be used by adventurers who have not trained 10 times.
The greathelm looks to have a lot of charges remaining.
You sense that the eahnor greathelm will persist after its last enhancive charge has been expended.
The first thing that strikes you about the greathelm is the weight, which is about 3 pounds

MB 2m
CB 0

4) a carved carmiln runestaff
The runestaff resonates with your voice, indicating that it enhances its owner in the following ways:
It provides a bonus of 5 to Mental Lore - Telepathy Ranks.
This enhancement may not be used by adventurers who have not trained 51 times.
It provides a bonus of 4 to Spell Aiming Ranks.
This enhancement may not be used by adventurers who have not trained 20 times.
It provides a bonus of 2 to Influence Bonus.
This enhancement may not be used by adventurers who have not trained 4 times.
It provides a bonus of 1 to Spiritual Lore - Summoning Ranks.
This enhancement may not be used by adventurers who have not trained 4 times.
The runestaff looks to have more than your average giantman could count charges remaining.
You sense that the carmiln runestaff will persist after its last enhancive charge has been expended.
The first thing that strikes you about the runestaff is the weight, which is about 4 pounds.

MB 2m
CB 0