Bio-Wizard BHML-1 Multi-Frequency Heavy Laser
The Bio-Wizard Heavy Multi-Frequency Laser (BHML-1) is a relatively new design combining a heavy laser and a Bio-Organism a plant like parasite. The parasite and its housing are attach by a semi organic plant like creature that is an integrated part of the laser and missile launcher. The weapon can even recharge itself and recharge its own specially designed Bio-E-clips and comes standard with a limited range of spells.
This weapon also features a pump action bioelectrical plasma bomb missile launcher (located under the main barrel) that is generated by the weapon itself and recharged after each use. The parasite also provides the user with a H.U.D. display via a cyber-headjack or by plugging it in to most conventional visors or helmets that have H.U.D. capabilities.
The BHML-1 is even a miner mystic weapon that can harm supernatural creatures that could not otherwise by harmed conventional weapons. The BHML-1 is a mega damage construction that can regenerate damage to it self. The metallic part of the weapon has been replaced by organic steel that is a part of the semi organic parasitic creature that is grown in vats by a Collector weapon smith. Plant toxins or disease of any kind do not effect the Bio organism that makes up the gun.
Weight: 15 lbs
Primary Purpose: Assault
Mega Damage: Laser: 1D4x10
Rate of fire: Standard, see modern weapon Proficiency Section.
Maximum Effective Range: Laser: 3000 ft
Payload: 20 shots per Bio-E-clip or 10 per conventional E-clip. Recharges Bio-clips only, takes two full days to recharge one spent clip. Takes 2 hours to recharge 1 charge or 2 per hour if on a nexus point.
Mega Damage: BioElectrical Plasma Bomb Missile Launcher: 1D6x10 to a 10 foot radius plus 1D4 M.D. to every one within from a concussion blast in a 20 foot radius. Individuals caught in the blast are likely (01-88%) to be knocked to the ground and stunned (01-60%).
If only knocked down, the victim of the blast will have ringing ears and a headache, but only loses one melee action/attack and initiative. If stunned, the victim is dazed, -10 to strike, parry, dodge, roll and with impact or pull punch, is the last to attack (no initiative) and loses half his/her attacks/actions per melee round for 1D4 rounds. Speed is also reduced by half during this period.
Rate of fire: Once per melee round.
Maximum Effective Range: Missile Launcher: 1000 ft
Payload: 6 shots, regenerates one shot every hour or every 15 min by spending 10 P.P.E. per shot.
Market Cost: 1,000,000 credits comes with one extra Bio-clip and a H.U.D. visor each additional Bio-clip cost 100,000 each
Regenerates: 5 point on damage every 4-melee rounds.
M.D.C. by location:
Eye lens: 30
Main body: 65
H.U.D. System: Telescopic: 10 x mag. range 2000 to 6000 feet, Cross Hair Sight: Targeting cross hairs for better aim. Bonuses: add +1 to strike, See The Invisible: Same as the spell up to 500 feet away, Light Filter: Filters out harmful light and reduces glare, Thermal-imager: The operator can see heat as presented by bands of color and enables him/her to see in darkness, shadows and through smoke with 20/20 vision.
Standard Spells: Magic Net, Ground Thunder and Magic Armor each can be cast three times per day. All equal to 5th level wizard. Spells that are cast by the user of this weapon only affect the user of the BHML-1
Magic Net
Range: 60 ft
P.P.E. 15
Duration: 2 Melees per level of the spell caster.
Saving Throw: Special
This spell creates a net composed of magic fibers, which will snare 1-6 human sized victims within a 10-ft area. Normal weapons can not cut through the net; only weapons of superior quality, magic weapons, energy bolts or magic can affect this net. Even then it requires a full two melee rounds to cut or blast out (a dispel magic barriers will dispel it instantly). Anyone caught in the magic net is helpless and unable to attack or defend. The spell caster can cancel the net at any time.
Saving Throw: Although there is no save vs. magic, intended victims can try to dodge being snared by rolling a 16 or higher.
Ground Thunder
Range: One hundred and twenty feet (lighting reaches up to fifteen feet in the air).
P.P.E. Ten
Duration: Instant
Damage: 3D6 M.D.C. to 3D4 characters. Characters hit by this spell are -3 to strike, parry, and dodge due to the shock of being hit by the lightning for 1D4 melee rounds. All people with in a 90 foot range must roll to save vs. dethness from the clap of thunder that is realest when the spell strikes saving throw of 10. A failed role means that there hearing is affected for 4D6 melee rounds. The caster of this spell only needs to role a save vs. of 6 against dethness
Saving throw: To dodge natural 16 or higher.
Horror factor of 10
Magical Armor
Range: Self or others.
Duration: 4 melees per level of the spell caster.
Saving Throw: None
P.P.E.: 10
This powerful spell instantly creates an invisible, weightless, noiseless, full suit of mystic armor upon the spell caster (or others). This mystic armor has an A.R. of 14 and an S.D.C. (M.D.C. in mega damage worlds) of 100 plus 10 per level of the caster; fire, lightning and cold do one-half damage.
Long ago a mage of no small caliber wanted to explore the world around him. Unfortunately there was no way to traverse the vast empty spaces between the nine lands. Up until the time the first
Stone-ships where built the only way to travel to the other
lands was by random portals that open and close to any of the nine lands, small
islands or empty space. In a fit of
brilliance the mage realized that it would be possible to create ships that
could traverse the airways the same way that a ship of wood could cross over
water. Therefore they could cross
the expanses between the nine lands allowing the mage to explore them.
Ships of the storm (stone-ships)
are created by the Prog builders of mystical weapons and crafts of all types.
Circle Masters Rings Of Power.
Name: The Masters Ring Fire
Type of Item: Mystic Artifact
IQ: N/A Alignment: N/A
Length: Weight:2 Ounces
Color: Silver P.P.E./.I.S.P.:
Made from: Silver
Personality of the Item:
N/A
Original Essence: N/A
Link Time : None
Curses: None
Value: 150,000 in gold
Hit Damage:
Plus to Strike: Plus to Dodge:
Plus to Parry: Save VS +
A.R.: SDC/MD: (- )
Times Daily Spells or Psionic power can be used
All spells can be cast three time per day
Power Magical or Psionic
Spell/Psionic Power
Range
Duration
Save VS
Damage
PPE/ISP
Cure Poison Touch or 5ft Instant Bonuses Plus 2 to save vs poison and drugs.
Wall of Fire 15ft away 10 ft x 10ft x 10ft 2 min None 4D6 H.P./ S.D.C. or M.D.C if M.D
Notes: The Master’s ring is the creation of a Circle Masters lifetime of magic practice, only 15th level spell casters ever learn to make magical item of this caliber.
Name: The Masters Defender Ring
Type of Item: Mystic Artifact
IQ: N/A Alignment: N/A
Length: Weight:2 Ounces
Color: Black P.P.E./I.S.P.:
Made from: Onyx
Personality of the Item: N/A
Original Essence: N/A
Link Time : None
Curses: None
Value:150,000 in gold
Hit Damage:
Plus to Strike: Plus to Dodge:
Plus to Parry: Save VS +
A.R.: S.D.C./MD: (- )
Times Daily Spells or Psionic power can be used
All spells can be cast three time per day
Spell/Psionic Power
Range
Duration
Save VS
Damage
PPE/ISP
Greater Light 40ft 60min Creatures that can't stand sunlight suffer 2D4x10 damage for ever melee spent in the range of this spell
Repeal Undead 90ft Twelve hours Repeals 4D6 Undead
Create Food
20ft Permanent
will feed 1D4+4 people. Eating the mushroom will restore 2D4 H.P/ S.D.C or M.D.C.
drinking the water will restore 2D6 P.P.E./ I.S.P. only the first time that it
is eaten at each meal.
Wall of Sleep 15ft away 10ft x 10ft x 10ft Ten minutes 17 The victims of this spell fall asleep for the full time that the spell is in affect plus 2D6 minutes after words.
Quickness Self or others by touch 2 melees None Speed and reflexes are now doubled
Invisibility (Simple) Self 18 min None ( 6 times a day)
Notes: The Master’s ring is the creation of a Circle Masters lifetime of magic practice, only 15th level spell casters ever learn to make magical item of this caliber.
Name: The Masters Ring of Wind
Type of Item: Mystic Artifact
IQ: N/A Alignment: N/A
Length: Weight:
Color:Golden P.P.E./.I.S.P.:
Made from: Gold
Personality of the Item: N/A
Original Essence: N/A
Link Time : None
Curses: None
Value: 150,000 in gold
Hit Damage:
Plus to Strike: Plus to Dodge:
Plus to Parry: Save VS +
A.R.: S.D.C./MD: (- )
Times Daily Spells or Psionic power can be used
All spells can be cast three time per day
Spell/Psionic Power
Range
Duration
Save VS
Damage
PPE/ISP
Healing (Lesser) Touch Instant Restores 2D6 SDC/MDC
Magical Missile (Lightning Ball) 150 ft Instant 15 to Dodge 2D6 SDC
Ground Thunder
120 ft15 up
Instant
16 to Dodge 3D6 M.D.C. to
3D4 characters.
Notes: The Master’s ring is the creation of a Circle Masters lifetime of magic practice, only 15th level spell casters ever learn to make magical items of this caliber.