Enchanted Items (Talismans):
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Characteristic:
Gifts the wearer with an increased characteristic (random, +1 to +60) while wearing it.
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Corporeal:
Gifts the wearer with one random physical power while wearing it.
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Dragon-Realm:
When the words of this Talisman are uttered, the holder of the Dragon-Realm Talisman will carry its wearer into the world and realm of dragonkind (wherein all dragons life forces are created). A maximum of 6 others can be carried into this realm with the wearer.
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Element:
Air, Earth, Fire, Water: One element power (there are more than one for each of the four elements), randomly gifted upon the wearer of this Talisman.
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Experience:
Gives the wearer additional experience-points.
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Kriastine: Another name for this Talisman is "Shield of The Guardian".
Guardian takes damage for the entire group... each point of damage taken, he or she gains +2 experience points. The Talisman has 25 Base Damage-points per level of the Guardian to absorb damage. When the BDPs are used up... Guardian starts taking real damage spread out over an even area of his or her body. When Guardian is actually wounded, that is when the bonus experience kicks in. Talisman heals at the same rate as the wearer vs. his or her constitution.
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Manic:
Causes unpredictablility in targeted creature (i.e., creature can take on multiple enemies, take a death-defying risk, pay too much for something, or do something for something that would normally not be done, etc.).
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Mind:
Gifts wearer with one random mind power while wearing it.
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Mortality's Veil:
Place (hide) this talisman within the plane you would go to, should you die. If you meet an untimely death, all you have to do is find and use this talisman to come back to life.
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Sharl:
Absorbs debris and shrapnel that would affect the wearer. Also, this Talisman will aid the wearer in perceiving fake images and illusions on a successful Awareness check. The higher level of the wearer, the more this Talisman does (i.e., shoots back debris, casts counter illusion, etc.).
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Shimmer:
1. Sheds magic light that maxes out all allies avoidance-rolls, including holder of the Talisman, in the area of effect. If already maxed = 2 rolls to succeed.
2. Distortion effect (2 images).
3. Heat-based spells and light (blinding) have no effect. Cold negated by 50%
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Spider:
Gives certain abilities that only spiders have.
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Spirit:
While wearing this Talisman, you will gain one random spiritual power.
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Tear:
Influential wear against the bare chest only.
%Roll Level of characteristic Adjust.:
01-10 +5
11-20 +10
etc.