Kastrel
03-03-2013, 02:41 AM
a silver-tinted crystal orb
Casts Blink 5x a day, charges regenerate every 288 minutes.
Elemental Detection description:
You gesture at a silver-tinted crystal orb.
You sense that the crystal orb is a magic item that contains an unknown spell with a total of 5 charges when fully charged. It recharges a single use roughly every 288 minutes. The orb has used at least one charge recently.
Cast Roundtime 3 Seconds.
>rub orb
You rub the crystal orb in your hand.
Feels smooth!
1d100: 85 + Modifiers: 225 == 310
The crystal orb darkens for a moment.
A momentary eruption of starlit darkness engulfs you. As the shadow thins, double images of the world sway dizzyingly around you before regaining solidity.
Cast Roundtime 3 Seconds.
>
Blink works like Fasthr's Reward, but for physical attacks. It gives a 25% chance to let you "reroll" a successful physical hit. If it activates, it will grant you the lower of the two rolls, so you will never end up worse for it having activated. If it allows you to avoid an otherwise successful attack, the spell will wear off. In other words, it will only completely allow 1 successful avoidance, but can decrease the severity of a number of attacks.
MB: 16 million to crb twice
BO: 20 million
Casts Blink 5x a day, charges regenerate every 288 minutes.
Elemental Detection description:
You gesture at a silver-tinted crystal orb.
You sense that the crystal orb is a magic item that contains an unknown spell with a total of 5 charges when fully charged. It recharges a single use roughly every 288 minutes. The orb has used at least one charge recently.
Cast Roundtime 3 Seconds.
>rub orb
You rub the crystal orb in your hand.
Feels smooth!
1d100: 85 + Modifiers: 225 == 310
The crystal orb darkens for a moment.
A momentary eruption of starlit darkness engulfs you. As the shadow thins, double images of the world sway dizzyingly around you before regaining solidity.
Cast Roundtime 3 Seconds.
>
Blink works like Fasthr's Reward, but for physical attacks. It gives a 25% chance to let you "reroll" a successful physical hit. If it activates, it will grant you the lower of the two rolls, so you will never end up worse for it having activated. If it allows you to avoid an otherwise successful attack, the spell will wear off. In other words, it will only completely allow 1 successful avoidance, but can decrease the severity of a number of attacks.
MB: 16 million to crb twice
BO: 20 million