Enchanted Items (M):

 

Minions

Mirrors

 

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,