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TalismansRegular Talismans: The enchantment of a talisman is fixed when it is created, and cannot be further upgraded. The following talismans can be purchased by anyone. Available: One per month of each talisman, regardless of the level of enchantment on it.Agility (500gp base, 500gp per enchantment increased exponentially): +1 to hit for entire match, to the class minimum. Power automatically activated at the start of the match.
+1: 1000 gp Concentration (2500gp): Grants the wearer the ability to continue casting if hit before his turn. In a situation that would otherwise cause the caster to lose a spell, a saving throw is permitted. Success indicates the caster may continue with the spell, although he still takes damage from the attack. Power automatically activated at the start of the match. Energy (750gp): Heals 4d6+4 points toward spell casting, once per match. Takes one full round to operate. No further enchantments are available on this talisman. Healing (1000gp): Heals 4d6+4 points of damage, once per match. Takes one full round to operate. No further enchantments available on this talisman. Invisibility (1000gp base, 500gp per enchantment increased exponentially): -1 to hit for your opponent(s) for the entire match. Power automatically activated at the start of the match.
+1: 1500 gp Luck (750gp): Bearer of this talisman has incredible luck and may change, before the roll, any single d20 roll by +/- 10, once per match. This change does not change critical effects nor create them (they must be rolled naturally and any naturally rolled crits cannot be changed). No further enchantments available on this talisman. Magic Presence (250gp base, 500gp per enchantment increased exponentially): -1 to save from spells cast by wearer. Power automatically activated at the start of the match.
-1: 750 gp Magic Resistance (250gp base, 500gp per enchantment increased exponentially): +1 to save from spells. Power automatically activated at the start of the match.
+1: 750 gp Preservation (1500gp): +1 duration on spells cast by wearer. Maximum durations may be exceeded by this talisman. Power automatically activated at the start of the match. No further enchantments available on this talisman. Stoneskin (1000gp base, 500gp per enchantment increased exponentially): -1 from damage from any missile or weapon (including Running Jump Kick, Knife Hand, and Spinning Roundhouse) for entire match. If modified damage is 0 or less, no damage is taken, and spellcasting will not be disrupted. On a critical hit, all net minuses to damage are taken AFTER it is multiplied. For example, a Fighter attacks a Cleric with a Talisman of Stoneskin +2. The Fighter rolls a 20 to hit with his great axe. He rolls a 4 for damage. The total damage for the critical hit would be (4 x 2) - 2 = 6. Power automatically activated at the start of the start of the match.
+1: 1500 gp Strength (1000gp base, 500gp per enchantment increased exponentially): +1 to damage per physical hit (including Running Jump Kick, Knife Hand, and Spinning Roundhouse) for entire match. On a critical hit, all net pluses to damage are added to the rolled number BEFORE it is multiplied. For example, a Ranger with a Talisman of Strength +2 rolls a 20 to hit with her broad sword. She rolls a 6 for damage. The total damage for the critical hit would be (6 + 2) x 2 = 16. Power automatically activated at the start of the match.
+1: 1500 gp Guild Talismans: The followings talismans can be purchased and owned by Guilds only. Available: One per month, any type. Fire Resistance (750gp): Reduces the damage from fire in half or one quarter with a successful save. Power automatically activated at the start of the match. Free Move (1750gp): Prevents wearer from being affected by Hold, Entangle, and Taunt, or unique abilities with the same effect. In addition, grants wearer a +3 to save against Freeze,Fear,Immobilize and spells and items with similiar effects. Power automatically activated at the start of start match. Grounding (750gp): Reduces the damage from magically summoned electricity in half or one quarter with a successful save. Power automatically activated at the start of the match. Magic Control (2000gp): -3 to save from spells cast by wearer. Power automatically activated at the start of the match. No further enchantments available on this talisman. Magic Protection (2000gp): +3 to save from spells. Power automatically activated at the start of the match. No further enchantments available on this talisman. Refraction (750gp): Reduces the damage from prismatic illusions in half or one quarter with a successful save. Power automatically activated at the start of the match.
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