Enchanted Items (M):
Clusters to sort out from the old school gaming system (many of these items are already installed into the current system):
%Roll: Item Type - M
01-05 Magic Scout
06 Map, discovery (requires the Trade-Skill, "Mapper" to use this artifice).
07-12 " ", Magic (You must be a mapper to use this artifice).
13-16 " ", Mystic (inquiring -- stores places personally traversed. Once this map changes
hands, it will not have the former owner's information on it. Requires the
Trade-Skill, "Mapper" to use this artifice
17-25 Match, Ever-burning
26-30 Mirror, Fear
31-35 " ", Fortune ("Mirror, mirror on the wall, who's . . . ? Chance to know something
about a certain thing is at 51-99%)
36-38 " ", Holy
39-41 " ", UnHoly
42-47 Molding Ball, Magic (Same as "Penetration Molding Ball", yet regenerates).
48-65 " ", Penetration (71% chance to open a key-hole lock)
66-70 " ", Reveal
71-75 " ", Silence (as: Magician L#2 "Silence" spell)
76-80 " ", Silvertone (rub on weapon to harm Lycanthropes)
81 " ", Strekklin's
82-85 " ", Sulphuric (as flash powder, yet more heat)
86-89 " ", Telekinesis (area of effect: Self only)
90-92 " ", Vision
93-95 " ", White (acid as thick as ground clay)
96-98 Mural, Transport
99-00 " ", Trap (painter traps target into another world, dimension, or plane of existence)
Mandolin, Soothing: Play this instrument to enhance the calming effect of a Bard's song.
Mandolin, Focusing: Help to focus listeners in a story spoken or sung by the Bard.
Mandolin, Legends: Enhances a legend recited or sung by the Bard.
Mandolin, Visionary: When played, al the Bard tells a tale, a vivid vision of the Bard's story will open up to listeners.
Mandolin, Calming: While playing this tune, all creatures wihtin the area of effect will be mesmerized, soothe, set into a trance by the power chant of the Bard., thus enhancing chants which cause creatures to be less aggressive, or become non-aggressive. This works in conjunction nicely with the bard chant: "Idle Words": All percieve threats in the area of effect pit manetal-strengthves. the Bard's Speech (race to 3). If the Bard wins, each creatures or her or she wins against will remain acting as if alone, or in a normal state of being congruent to the creatures nature. Note: Thsi chant can be used to navigate hostiles without being mobbed. A creature attacked will become enraged for 3 turns (+30 offense, defense, and avoidance-rolls). If the Bard is physically, spiritually, or mentally wounded, this chant will end. Note: The Bard CANNOT use this chant against creatures whilein combat.
Mandolin,
Mandolin,
Mandolin,
Mandolin,