
Staff, Flicker:
The Flicker Staff harbors an unknown number of subtlely master-crafted runes upon its entire surface. These runes appear to be a flick of dust, a scratch here and there, so finely crafted are the runes.
Each rune harbors a certain power, infinite in the resulting posbilities caused by the witnessesing a rune's awakening. Each rune resembles an eye when it opens and closes (this eye will open and close in in the blink of a eye.
At times a single rune will spark with energy, emitting a faint lumin glow. Sometimes, a rune upon the staff does not glimmer for a long while, and seem to lay dormant forever. No one knows why, and everyone delights in guessing.
If one focuses on the sfaff for 8 hours, especially when it's dark, There will be a 1 in 100 chance (roll 2 0s using 3-D10) that something will happen. In the dark it is easier to witness the awakening of a rune (check twice).
If 000 is rolled, roll the result on the following chart:
%Roll: Awakening results: *These are permanent.
01-10: +1 Blood-Point added to your current maximum score.
01-10: +1 Damage-Point added to all 14 areas of your current maximum points.
41-89: +1 to 1 random characteristic.
90-00: +1" Added to base stand-still jumping.
90-00: +1 Language known (random).
90-00: +1 Modification-Point added to your current pool.
90-00: +1 Ability-Point added to your current maximum score.
90-00: +1 Spell-Point added to your current maximum score.
90-00: +1 Oxygen-Point added to your current maximum score.
90-00: Natural Element Immunity: : %Roll: Duration: GM: "Duration" unknown to the player.
01-10: 1-D6 days.
11-20: 3-D6 days.
21-30: 4-D6 days.
31-40: 5-D6 days.
41-50: 60-D6days.
51-60: 7-D6 days.
61-70: 8-D6 days.
71-80: 9-D6 days.
81-90: 10-D6 days.
91-99: 11-D6 days.
00: Permanent (click this link for specifics).
90-00: Minor Immortality: %Roll: Duration: GM: "Duration" unknown to the player.
01-10: 1-D6 days.
11-20: 3-D6 days.
21-30: 4-D6 days.
31-40: 5-D6 days.
41-50: 60-D6days.
51-60: 7-D6 days.
61-70: 8-D6 days.
71-80: 9-D6 days.
81-90: 10-D6 days.
91-99: 11-D6 days.
00: Permanent (click this link for specifics).
90-00: 1 Random Ability learned.
90-00: 1 Random Divine Favor learned.
90-00: 1 Random Spell learned.
90-00: 1 Mutant Power learned.
90-00: EXTRA LIFE (can use on another -- No Dithinoth check).
90-00: Minor Immortality: %Roll: Duration: GM: "Duration" is unknown to the player.
01-10: 1-D6 days.
11-20: 3-D6 days.
21-30: 4-D6 days.
31-40: 5-D6 days.
41-50: 60-D6days.
51-60: 7-D6 days.
61-70: 8-D6 days.
71-80: 9-D6 days.
81-90: 10-D6 days.
91-99: 11-D6 days.
00: Permanent (click this link for specifics).
90-00:
90-00:
90-00:
90-00:
90-00:
90-00:
90-00:
90-00:
90-00:
90-00:
, while in the best possible circumstances to observe it (like sitting with your back to a campfire, using the shadow you create, to study and watch the staff, one has to focus on the runes to catch the reflection of one emitting a Flicker.
The Flicker staff that can hold in stasis 1+ spells cast into it.
Roll on the following chart to know the "Maximum Spells:" the Flicker Staff can hold:
%Roll: Maximum Spells:
01-40: 1
41-89: 2
90-00: 3
which can be cast from the staff. All spells cast from this staff will take 1 turn (5 seconds).
If it can hold three spells, then three spells can be directly cast upon the staff (the target must be the Flicker Staff, or the spell cast must be ruled by the Game Master (it would be bad to cast certain spells at the staff you are holding . . . and miss (the spell will cast in the same space as the holder of the staff --- if the staff holder misses the staff, the Game Master will enforce all rulings).
houses spells to be used by the caster of the same class house 1-D4 random spells of the same class, and of no higher cost than 8 Modification-Points for each spell. This is considered a minor staff of magic.
The caster must expend spell-points to cast the spells within this staff (just as he or she is casting spells normally).
Area of Effect: As the rulings on the spell being cast.
Avoidance-Roll: As the rulings on the spell being cast.
Damage -------- : As the rulings on the spell being cast.
Duration ------- : As the rulings on the spell being cast.
Effect time ---- : As the rulings on the spell being cast.
Immunities ---- : As the rulings on the spell being cast.
Useable -------- : As long as the caster follows the same path of magic as is within this staff, and has the spell-points to cast the spell. The staff must be in hand to use it.
Value ----------- : This depends upon the spells housed within the staff.