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Posted: Sat Jan 22, 2005 11:22 am
 Under Construction This thread will have all magical items, spells, and artifacts listed here. Please do not post in this thread. It is for reference use only. What you see above is a key of the types of items that can be found. Scrolls, Rune Stones, and Gems. They vary in color, and each color is a key to what spell they possess. I'll be adding a directory here of the different sorts of spells that they contain along with a image of what the spell icon looks like. Gems will be very rare and will contain the strongest powers. Rune stones contain medium level powers, and scrolls contain very minor powers. Listed below is a image of the icon as it would appear in the Powers list of the cert. Next to it will be a description of what the power does and any restrictions it has. It is completly up to the owner of the Dream how this power is manifested. Artifact Rariety Index Mystical Dream Artifact's : One of a kind Artifacts that can not be traded or otherwise discovered/obtained for other dreams. Reward Artifact's : Artifacts gained only as a prize. Some of these artifacts are Unique items and one of a kind. Others are Common items and can be gained by other Dreams. Common Artifact's : These artifacts, while hard to come by, can be gained by any Dream. They vary in power, but are more frequently seen then other artifacts. Uncommon Artifact's : These artifacts are sort of the middle ground between common and rare ones. They are powerful, but not the most powerful. They aren't easy to find, but can be found a bit more often then rare ones. These items tend to be the ones usually hoarded by Lairing Nightmares. Rare Artifact's : These artifacts are nearly impossible to find. They only pop up once in a while, and most can not be traded after being used. Unique Artifact's : These are one of a kind artifacts. No others can be found or gained. Most Unique artifacts can not be traded. Comboing Magic Thats right. If you collect certain spells, stones, or items, it's possible to unleash a Combo attack upon your opponent! The means to learn new magic combos can be learned from anchient writings scattered throughout Nowhere! Free Action Free action spells are like...breathing. Free Action spells allow you to take some other action as well that round, such as attacking or casting another spell. They can only be cast during your turn of course and only one Free Action spell can be used per round. (Meaning you can't cast 'Spear of Waves' two times in the same round.)
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Posted: Mon Jan 24, 2005 10:59 am
Basic ScrollsQuote: Healing Light. This spell allows the Dream to cast a healing spell once every three rounds. It heals 1d6 points of Health Damage. This Spell is a Free Action Spell. Quote: Flame Bullet. This spell may be cast every third round after the initial casting. This attack is a automatic strike, and the damage done is equal to 2d6. Quote: Evening Mist. When casting this spell, a d6 is rolled for the Dream casting the spell, and the Nightmare defending against it. Whomever rolls higher is successful. If the spell is successful then for the next three rounds the Nightmare is partically blind and takes a -1 on all attacks. This spell may not be used multiple times to inflict stacked penalties, but may be combined with other spells. Quote: Combat Guidance. This spell lasts for 3 rounds. The Dream that has this spell cast on them gains a +1 to all attack rolls. This spell may not be used multiple times to gain stacked bonuses but can be used in combination with other spells. This Spell is a Free Action Spell. Quote: Fern Shield. This spell lasts for three rounds. While under the protection of Fern Shild, the Dream's Defense gains a + 1 bonus. This spell may not be cast multiple times for a stacked bonus, but may be used in combination with other spells. Requirement: This spell must be cast out of doors and in a area that will support plantlife. This Spell is a Free Action Spell. Quote: Cleansing Breeze. The spell cures Dreams suffering from Basic Poison. This Spell is a Free Action Spell. Quote: Escape When used, this spell allows the Dream to vanish from Nowhere and directly back to it's Guardians side, reguardless of whether or not it was in battle. This Spell is a Free Action Spell.
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Posted: Mon Jan 24, 2005 11:02 am
Advanced ScrollsQuote: Spark Paws This spell, when used, causes tiny electrical sparks to flicker around the Dreams paws. This activation counts as the rounds action. When a Dream attacks, a electrical jolt is released, dealing an extra 2d6 of elemental damage on top of the normal damage that would have been dealt. This spell lasts for 5 rounds and can only be used every 8th round. Quote: Breath of Flame This spell when used, causes a gout of flame to erupt from the Dreams mouth in a spiraling cone to strike the opponent. This spell never misses, and deals only 3d6 of elemental damage. Quote: Vine Armor When cast, thin lengths of vine surge up from the ground and wrap about the Dream designated to wear the armor.The Vines then detach from the ground to allow free movement. Use of this spell counts as a rounds action. It brings forth a magical shield which brings up defense by 2 points and lasts for five rounds, at which point the vines turn brown and crumble to the ground. This spell can not be cast multiple times for a stacked effect, though it can be used in conjunction with other spells. Spell Requirement: This spell must be cast in a environment that supports plantlife. Quote: Spear of Waves When cast, a spear of water forms above the dreams head, lingers a second, then shoots at the target to deal 2d6 of elemental damage. This Spell is a Free Action Spell.
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Posted: Mon Jan 24, 2005 11:03 am
Master ScrollsQuote: Ice Burst When cast shards of Ice fall from the sky in a hail covering a small are to hit a single or multiple targets. The first time it is cast, it is an automatic hit. Then, for every round that passes afterwards, the % of the spell hitting a target is raised by 25%. Example: (Sheyar casts Ice Burst her first round in combat and it strikes automatically. Next round, Sheyar attacks useing Ice Burst again. There is only a 25% chance the spell will strike. If Sheyar waits instead of casting it, the next round Sheyar's spell will have a 50% chance of striking instead of 25%. If Sheyar casts Ice Burst on the second round following her first attack, the next round the spell will have a 25% chance of hitting and start the sequence again. If Sheyar does not cast Ice Burst but waists yet another round, it will rise up to 75% chance of hitting the target.) Damage Dealt by Ice Burst is as follows: 100% power- 3d12 75% power- 2d12 50% power- 1d12 25% power- 1d8 Quote: Sparklers Glory Once upon a time there was a Yudou named Sparkler. Sparkler liked to make things that were flashy and loud. It was Sparklers passion to create the flashiest, loudest magical effect ever. After many trials and errors, Sparkler finally managed it. When a dream casts Sparklers Glory, the ground beneath a target suddenly...explodes. In a flash of brillant yellow light the enemy is dealt damage, and all surrounding individuals are temporarily blinded and deafened. Unfortunatly Sparkler never figured out a way to protect non-enemy targets from this side effect of it's most wonderouse creation. This spell may be cast once every 3 rounds, it is an automatic hit. It deals 8d12 damage to the targeted opponent, and 1d4 damage to all creatures involved in battle (This includes the caster and those fighting with the caster) In addition, all dreams in battle suffer a -4 to attack and a -5 to defense for 4 rounds following. Quote: Indifference This spell may effect a single target, or multiple targets. It may only be cast again after 5 rounds have passed from the first casting. If a single target is affected, the dream effected becomes completly immune to any fear or mind altering effects for 5 rounds. Any damage taken by the dream is lessened by 50% during these rounds as they ignore all pain and discomfort. If multiple targets are choose (up to 3) the dreams have a 50/50 chance of ignoring all fear and mind effecting abilities for 3 rounds. During these three rounds all damage dealt is reduced by 25%. This Spell is a Free Action Spell. Quote: Sonic Scream Every other round the Dream may emit a scream of such intensity that it may damage a single, or multiple targets. If the Dream is focusing on a single target, the hit is automatic. The scream deals 4d6 damage to the target. (You do not add the Dreams attack to this total) and the target suffers a -5 to defense due to disorientation for 3 rounds. This penalty can be compounded with others. If multiple targets are choosen, then there is a 50/50 chance the attack can be shaken off by the target. If the attack is successful, it deals 2d6 to all effected targets and they suffer a -2 to defense due to disorientation for three rounds. This penalty can be compounded with others.
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Posted: Mon Jan 24, 2005 11:06 am
Basic Rune StonesShadow Strike Shadow Strike. This Runestone conveys upon the Dream that activates it the ability to form arrow shaped bolts of dark energy. This spell deals between 6-15 points of darkness elemental damage (Randomly selected by interger program the Nightmare controller will be useing) in addition to whether other damage is dealt by the dream. If any at all. Quote: Shining Strike. This Runestone conveys upon the Dream that activates it the ability to form arrow shaped bolts of sparkling yellow energy. This spell deals between 6-15 points of light elemental damage (Randomly selected by interger program the Nightmare controller will be useing) in addition to whether other damage is dealt by the dream. If any at all. Quote: Flame Strike. This Runestone conveys upon the Dream that activates it the ability to form arrow shaped bolts of burning flame. This spell deals between 6-15 points of flame elemental damage (Randomly selected by interger program the Nightmare controller will be useing) in addition to wheter other damage is dealt by the dream. If any at all.
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Posted: Mon Jan 24, 2005 11:07 am
Advanced Rune StonesWunjo  This rune, when used in battle has two main effects. Surrounding the one the runes power has been used upon in a soft blue glow, it temporarily raises the attack of the dream by +10. It also raises the Luck of the dream by +5 temporarily too. The power granted by this rune allows the dream to use the power on themselves, or anyone else in battle at their choice. Each use of the rune counts as a rounds action, so only one dream may be empowered per round. The effects of the runes power lasts for 5 rounds before fading. Uruz  The rune of energy and vitality. When a dream is imbued with this rune's power, they may choose one of two effects at any time during battle. Only one choice may be selected, and they may choose to use the power on themselves or another. The dream that has this power energizeing them during battle glows with crimson flames that do not burn. 1) Regeneration; +10 every round till the end of battle. 2) Speed Enhancement; + 10 Defense till the end of battle. Thurisaz  The rune of focus and discipline, it hardly grants it's possessor much by way of power. In order to use the runes power, the dream must repeat it's attack unwavering upon it's opponents. The dream must attack it's opponents a total of three times in the same manner before they can use this rune granted power. Upon their fourth turn, the dream may focus upon any opponent it desires and unlease a sudden explosion of energy upon the target. The attack is a automatic hit, and deals damage equal to the total amount of damage the dream dealt in the last three attacks. (If one or more of the three attacks was unsuccessful it still counts to the three attack requirement.) Raidho  The path one takes through their life can often be fraught with terror and troubles. All most can do is trudge on through, never knowing what the final goal is that they are working towards. The one whom is imbued with the power of this runestone, however, is granted a blessing to carry with them on their walk through life. Once during battle, the dream may choose to intervene the dire fate of itself or another fighting along with it. When the dream is dealt a final blow by a target, it may choose to activate the runes power. This power causes a hazy sort of field to surround the dream that has just been rendered back into it's whisp state, and returns them back to their dream state with half their health restored. The dream may use this power upon itself, or a companion, but only once per battle. Kenaz  This rune bestows upon it's possessor a odd sort of ability. The dream is granted four different types of powers, that it may use in battle. When the dream activates this power, it becomes surrounded by a warm golden yellow glow. It may choose one of the four following effects upon it's turn in the round, or choose not to use any of the effects at all. 1) The defense of all dreams fighting on it's side gain a +2 bonus until it's next turn. 2) The attack of all dreams fighting on it's side gain a +2 bonus until it's next turn. 3) The attack of all opponents suffer a -2 penalty until it's next turn. 4) The defense of all opponents suffer a -2 penalty until it's next turn. This is a Free Action Power Hagalaz  The rune of destruction. When used in battle, the dream becomes encompased with black flames. Whenever the dream is physically attacked by an opponent, they take 1d6 negative energy damage. When the dream itself attacks, 3d6 negative energy damage is added to it's attack if it is a successful hit, or 1d6 negative energy damage if it is not a successful hit. Useing this stones power takes a full rounds action, and will remain in effect until the dream that activated it will's it's effect to end. Gebo  The rune of love and good fortune. This rune bestows upon it's user the Charm ability that it may use at any time in battle. A Luck roll must be made between the dream useing this power and it's target. If the target loses the luck roll, then it become infatuated with the dream and will savagely protect it. The target will automatically attack any creature that attacks the dream that has charmed it. If the charmed creature becomes attacked by those who are fighting with the dream that charmed it, the spell is broken and the target is released. Once a target breaks free of the Charm spell it can not be charmed a second time in that particular battle. If battle is ended, then the charmed creature becomes dazed and merely wanders off harmlessly, though if it is attacked then it will defend itself and will be immune to any attempts to charm it during that battle. This is a Free Action Power Ansuz  The dream that is imbued with the rune of cattle and wealths power may find themselves possessing a eyebrow raiseing power. Once during battle the dream may emitt a 'cattle call'. This action takes up the dreams turn for that round. The next round, no dreams may attack the opponents, and after the opponents have finished their attacks for the round... ...A herd of random wild sheep of rainbow colors suddenly appear out of nowhere, trampling over the opponents and kicking up a white dustcloud (Even if the area is soaked throughly and soggy). The sheep deal a strange amount of damage too. First 1d12 must be rolled, to see how many dice shall be rolled. This is #1. Then 1d20 is rolled for the damage dice. This is #2. Using this numbers, the NM rolls #1 d #2 damage per opponent. For every opponent that is defeated useing the cattle call, the dream gains one extra stat point instead of it's usual 1 point per battle. The Ansuz rune ability may only be used once per battle.
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Posted: Mon Jan 24, 2005 11:08 am
Master Rune StonesFlame Surge  This black and crimson runestone is hot to the touch. When used, it sears a image of a ball of flame into the dreams paw, a painful expereince, but one that has remarkable results. When in battle, the dream may take 2 points of health damage to shoot a surgeing stream of flame towards their opponent. This attack deals the normal amount of damage* + 5d6 fire damage to the target opponent if the attack is successful, and 2d6 damage if the attack is unsuccessful Acid Orb  This center of this green runestone seems to sear the eyes that look upon it. When used, it burns a image of a glowing orb into the dreams paw, a painful expereince, but one that has remarkable results. When in battle, the dream may take 4 points of health damage to summon and hurl towards their opponent a neon green ball of acid. This attack deals the normal amount of damage* + 3d6 acid damage to the target opponent if the attack is successful, and 1d4 damage if the attack is unsuccessful. If the attack is successful, the opponent takes an additional 1d6 damage every round following the attack round. This damage can be stacked with further Acid Orb attacks. * A normal attack roll is made useing the dreams Attack Stat vs. the opponents Defense Stat and damage is calculated normally, then the additional damage is added to this amount.
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Posted: Mon Jan 24, 2005 11:09 am
Minor Gems Obsidian  This small black gemstone throbs with power. When held, it almost feels as if it were beating like a small heart. This volcano born black 'glass' imbues it's weilder with a stong healing and defensive power. When used, it boosts the targets defense +5 for 2 rounds, lowers their attack -5 for two rounds, and heals them of 2d12 damage immediatly. If used in a Combo Attack this Gems power is applied to the Dreams stats first, then their action for the round may be taken. This is a Free Action Power Morganite  A glittering gem tinted with the pale hue of pink. Holding this gem, one feels almost as if one were touched with a emotinal calm akin to ones first crush. The weilder of this stone can not use it upon themselves, but they can direct the gentle energies of the crystal towards a companion that has been wounded or poisoned or otherwise inflicted with some form of damage. The crystal will glow pleasently, causeing the target to glow as well. Complete healing occurs, restoring the target to full health. This power can only be used in Nowhere, and only once per battle.
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Posted: Mon Jan 24, 2005 11:10 am
Major GemsAquamarine Crystal  A stone that possesses the power of Purification. After a battle is won, the Dream that possesses this stone may attempt to Purify the Nightmare that is Defeated before it escapes. In order to Purify the Nightmare Whisp, a d100 must be rolled. Depending on the number that it rolled, these are the following possible results: 1-60 : Nothing 61-70: The Nightmare is slightly Purified. 1in 10 chance of learning the location of the Lairing Nightmare that is it's Master. 71-80: The Nightmare is a little Purified. 1in 5 chance of learning the location of the Lairing Nightmare that is it's Master. 81-90 The Nightmare is mostly Purified. The Nightmare divulges the location of the Lairing Nightmare that is it's Master. 91-99 The Nightmare is Purified. It regresses back to the Dream it was before it's tainting. The Whisp is gained and may be kept by the Guardian of the Dream who Purified it, or given to a friend. The Whisp loses all memory of it's time as a Nightmare. 100: The Nightmare is completly Purified. It regresses back to the Dream it was before it's tainting and ascends to Yudou status. The Whisp is gained and may be kept by the Guardian of the Dream who Purified it, or given to a friend. The Whisp retains it's memories as a Nightmare and may divulge the location of the Lairing Nightmare that tainted it.
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Posted: Mon Jan 24, 2005 11:12 am
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Posted: Mon Jan 24, 2005 11:13 am
ArtifactsMystical Dream Artifact The Crown of Camalot. The crown itself contains no power However the green gem set within it is nothing less then a Soul Stone. This particular stone is a Green Diamond. It imbues the Dream possessing it with the following Abilities: Fern Shield, Poison Immunity, and Revival. Being a Artifact, the crown grants Camalot the power to assume Invulnerability once a day for seven combat rounds. Unique Item.Mystical Dream Artifact Bracelet of Atlantis. This bracelet grants Atlantis the ability to do as did it's civilization...dissappear! Once activated, the bracelet cloaks Atlantis in a light bending shield that, in essence, makes it appear invisable. For seven rounds Atlantis can not be seen, and gains a +50 to it's defense. After the seven rounds are over, the bracelet can not be used again in the same battle. Unique Item. Mystical Dream Artifact Circlet of Oberon. This circlet, like the Crown of Camelot, contains no power.And also like the Crown, the Moonstone gem set in it is a Soul Stone. It enables the Dream possessing it to do the following Abilities: Evening Mist, Cleansing Breeze, and Revival. Being a artifact, the circlet grants Avalon the ability to attack twice in a round, rather then once. Unique Item. Mystical Dream Artifact The Valkyries Wings. In the mythos of the Valkyries, these choosen female warriors would choose and escort fallen warriors to the land of valhalla to serve Odin in the eventual Ragnarok. These golden gilded wings confer upon the Dream Valhalla the ability to escort a single non-Dream pet into Nowhere. NOTE: The pet may enter Nowhere and interact with those within, however, if there is Nightmare encounter it is up to the Nightmare DM how the pet may aid Valhalla. If a Dream guardian enters Nowhere with the Dream, they take on a whisp like state of being. They can not interact with anything in Nowhere and are, in essence, floating talking clouds xd Whoever is brought into Nowhere by Valhalla can not be seperated from her or else they fade back into the real world. Unique Item. Mystical Dream Artifact Utopian Wand. Still...um...working on it... sweatdrop Unique Item. Reward Artifact Laurals. Grants the wearer complete immunity to Poison spells and abilities of any strength. Unique Item.
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Posted: Sat Feb 19, 2005 12:57 pm
Artifacts Common Artifact Clip Wings. These miniture wings clip gently into the fur of the Dream wearing them. The clips fade out of sight, and the wings act as if they were true wings. These wings can be jerked off, however, by a firm grip. So the Dreams wearing them should take care not to get them snagged on anything. When worn, the Dream has the ability to fly. 5 Possessed Common Artifact Cure Potion This glowing teal bottle contains a wonderouse concotion. With but a drink, half of the drinkers health points is restored. However, only one drink may be taken a round. The bottle seems to have a never ending supply of potion so there is no need to be concerned as to when the potion will run out. But, the bottle is made of fragil glass, and one must be careful not to drop it or else it may shatter and be destroied. 1 Possessed Common Artifact Gilded Dagger There are various different versions of this dagger, and not all of them do the same thing. Thus far only the Gilded Dagger with a ruby stone has been found. Ruby Stone: Adds +5 to Attack when used, and on a successful hit, casts Fire Bullet of the enemy, and Healing Light on the weilder. 3 Possessed Sapphire Stone: Adds +3 to defense the round following it's use, casts Cleansing Breeze on any one target with a successful hit. Topaz Stone: Undiscovered Emerald Stone: Undiscovered Amethyst Stone: Undiscovered Common Artifact Magic Materia These odd glowing spheres just started popping up with no warning! Brought from another world of dreams, these glowing stones grant their possesser magical spells unlike those that are gained through scrolls or rune stones. Unlike scrolls and rune stones, these orbs must be carried at all times for the Dream to use the spells contained within and can be removed from their possession. Though these stones look alike, there are many different types of them. Ice: Casts 3 different spells. 1 Possessed Ice 1 This spell summons a large chunk of ice to strike a single target from the sky. It deals 1d6 elemental damage. Ice 2 This spell causes large spikes of ice to shoot out of the ground to strike up to 3 targets. It deals 1d6 elemental damage. Ice 3 This spell causes a giant blizzard to suddenly kick up. Swirling around all the enemies, it deals 1d4 elemental damage with a 40% chance of paralyzing them for 1d4 rounds. Contain: Casts 4 different Spells. 1 Possessed Freeze: When cast it has a 40% chance of paralyzing it's target for 1 round. In addition it inflicts 1d6 water elemental damage. Break: When cast it has a 40% chance of paralyzing it's target for 1 round. In addition it inflicts 1d6 earth elemental damage. Tornado: When cast it has a 40% chance of paralyzing it's target for 1 round. In addition it inflicts 1d6 air elemental damage. Flare: When cast it has a 40% chance of paralyzing it's target for 1 round. In addition it inflicts 1d6 fire elemental damage. Barrier: Casts 4 different spells. Only one type of barrier can be used at any time. Casting a new barrier will cancel out any other barriers still up. 1 Possessed Barrier: When used it throws up a barrier that reduces all physical damage by 5 on all allies. MBarrier: When used it throws up a barrier that reduces all magical damage by 5 on all allies. Reflect: When used it creates a barrier that reflects back on enemies any spell cast on the dream itself or one of it's allies. The barrier vanishes on that ally after it has reflected one spell. Wall: When used it creates a magical barrier that protects against magical and physical attacks. When a enemy attacks physically or using magic, the attack is nullified and the barrier vanish's off that particular dream. Full Cure: 1 Possessed This spell may be cast twice per battle. A mysical breeze swirls around all party members, invigorating them and healing them of any wounds or ailments or status effects they may have. Poison: Casts 3 different spells. 1 Possessed Bio: When cast this spell reduces the casters Health by 5 points. It poisons a single target who will lose 5 pts of Health per turn until cured or defeated. Bio2:When cast this spell reduces the casters Health by 10 points. It poisons a single target who will lose 10 pts of Health per turn until cured or defeated. Bio3:When cast this spell reduces the casters Health by 15 points. It poisons all targets who will lose 5 pts of Health per turn until cured or defeated. Earth:Casts 3 different spells. 1 Possessed Quake 1 This spell summons a large chunk of earth to strike a single target from the sky. It deals 1d6 elemental damage. Quake 2 This spell causes a small earthquake to shake the ground to strike up to 3 targets. It deals 1d6 elemental damage. Quake 3 This spell causes a great earth quake to heave up the ground, it deals 1d4 elemental damage with a 40% chance of lowering their Defence by 10 pts for 1d4 rounds. Comet: Casts 2 spells 1 Possessed Comet: When cast a comet streaks from the heavens above (Magically passing through any building and unharming it. Hmmmm) and strikes a single target for 10 to 20 pts of Health damage. Comet2:When cast a comet streaks from the heavens above (Magically passing through any building and unharming it. Hmmmm) and strikes all enemy targets for 5 to 10 pts of Health damage. Destruct: Casts three different spells. 1 Possessed DeBarrier: When cast it removes any form of magical barrier from a single target. DeSpell: When cast it removes any form of magical ailment from any one target. This includes poisons and status effects. Death: When cast there is a 20% chance of instantly killing the target, but there is also a 5% chance of the spell turning back on the caster and killing them instead. Fire: Casts 3 different spells. 1 Possessed Fire 1 This spell causes a burst of fire to strike a single target from beneath their feet. It deals 1d6 elemental damage. Fire 2 This spell causes multiple bursts of flame to explode from the ground to strike up to 3 targets. It deals 1d6 elemental damage. Fire 3 This spell causes a storm of flames to burst into exsistence. Swirling around all the enemies, it deals 1d4 elemental damage with a 40% chance of blinding them for 1d4 rounds. Lightening: Casts 3 different spells. 1 Possessed Lightening 1 This spell calls down a bolt of lightening to strike a single target from the sky. It deals 1d6 elemental damage. Lightening 2 This spell causes multiple strikes of lightening to shoot down out of the sky to strike up to 3 targets. It deals 1d6 elemental damage. Lightening 3 This spell causes a giant lightening storm to suddenly kick up. Striking around all the enemies, it deals 1d4 elemental damage with a 40% chance of paralyzing them for 1d4 rounds. Unique Artifact Gaara's Gourd This large gourd belongs to Gaara of the Sand. Within it,you guessed it, is a lot of sand. While in battle with a Nightmare, the Sand may has the following effects: *Every other round that Gaara attacks, the sand attacks as well. It deals no damage however. If Gaara's attack is successful, then so is the sands attack and the Nightmares defense is lowered by -2 points for the next two rounds. *After Gaara is reduced to half his health, the sand may spin about him in a cloaking sandstorm, increseing his defense by +8. *After Gaara is reduced to a quarter of his health, the Sandstorm may intensify to the point it shall deal 1d8 damage to the Nightmare whenever it attacks Gaara, and Gaara's defense is raised by an additional +2.
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Posted: Tue Mar 22, 2005 6:15 pm
Artifacts exclaim Rare Artifact exclaim The Celestial Crystal is a gem rumored to be the heart of comet that has struck the earth. Glowing with a multihued light, the crystal hovers above a Dream for a few days. During this time, it begins to forge a connection with the Dream. After the connection is strong enough, the crystal begins to give off a brillant light and the dream falls into a deep slumber. Depending on whether the Dream is a regular Dream, or a Yudou, the outcome of the transformation brought on by the celestial energy will vary.
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Posted: Tue Mar 22, 2005 6:19 pm
Artifacts
exclaim Rare Artifact exclaim Distilled Nightmare Venom is a rare item to come across. Nightmares jealousely protect their venom, preferring to inflict it pure into the veins of Dreams. By distilling the venom, the poison loses the corrupting taint that turns Dreams into Nightmares. Rather, the Dream, after imbibing the distilled venom, undergoes a strange transformation that strengthens them without ripping away what they are inside.
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Posted: Mon Apr 18, 2005 9:53 pm
Artifacts Unique Artifact Chronos Seal This strange object is carried by a dream named Chrono. Though it appears to have no real purpose, and grants Chrono no special powers or abilities, this is only because he is, as of now, unmated. Once Chrono joins with another Dream, a second seal identical to the one he carries will be formed. When this happens, Chrono may give the seal to any dream his is bonded with. The giving can only happen once, and the copy seal will forever remain with the other dream. What the object will do then...remains a mystery.... 1 of 2 Possessed Unique Artifact Crystal Dagger A weapon carried by a dream named San. This glittering crystal shard looks to be very delicate at first glance, but when used in battle it's hardiness and keen edge become all too apprent. When San use's her dagger to attack, she gains a +5 to her attack. The dagger also grants her minor ice resistance. When a ice element spell is used against her, the dagger absorbs 10 pts of health damage per successful attack made. Uncommon Artifact Aegin Pin Special gems collected from the moon are polished and fashioned into these odd ornaments. Who collects them is currently unknown, and how they are imbued with their powers is also unknown. Yet somehow they manage to pop up now and then in Nowhere. There are various different kinds of lunar gems. Their abilities are as varied as their colors. Crulean Aegin This stone is imbued with the element of water. When out of battle, it grants the possessor the ability to heal any poison or restore any battle defeated whisp immediatly to it's oldest form with no repurcussions. This healing power can not be used in battle in any way. When in battle, it allows the possessor to summon a ribbon out of water to lash out at it's oppnent. This grants the Dream a +5 to their attack as long as they use the ribbon to attack. Pine Aegin This stone is imbued with a non-element type of magic. When out of battle it allows the Dream to create a invisable 'hand' that can pick up and move no more then 25 lbs of weight anywhere they desire so long as it is within their sight. This power requires them to consciously focus on it however. This ability can not be used in any way in battle. While in battle it allows the Dream to summon a invisable sheild around themselves or another. The Possessor forfeits any other actions as long as they keep the shield in place. This sheild protects the dream inside from all forms of attacks, but it also means the dream inside can not attack or effect anyone outside the shield either. Uncommon Artifact Mecha Claw There are two different versions of the Mecha Claw. The first is sort of like a sleeve of armor. It slides over a dreams paw and covers it. The second is a highly technological piece of equipment that is actually grafted on in place of a Dreams missing paw. (It is up to the Dream owner which one of these options they choose.) These claws may come in a wide varity of colors. Either choice, the effects are still the same. The Dream that wears a Mecha Claw gains a +5 to their attack and a +5 to their defense, but they suffer a -4 to their luck. (If this lowers their luck to below 0 then a penalty is applied to all luck rolls equal to the negative number) Unique Artifact  A pirate medallion that was somehow passed down from Jack Sparrow to one of his daughters. This heavy gold coin is securely tied about the throat of his child so it'll never be shaken or torn off. At the moment it appears to do nothing, but every so often it throbs with hidden and untapped power. Common Artifact Exsphere. These strange stones come in a variety of colors, and so too do their powers. Currently the only one known is owned by Lloyd. His Exsphere grants him a +5 to his defense and allows him to cast the spell Combat Guidance.
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