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Bio-Wizard BHML-1 Multi-Frequency Heavy Laser

biogun.gif (14263 bytes)

 

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 The metallic part of the weapon has been replaced by organic steel that is a part of the semi organic parasitic creature that is grown in vats by a Collector weapon smith.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.

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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.  The ships are monolithic constructions of stone and wood, they can achieve great altitudes and attain great speeds, they are also true works of art.  The skeleton of the ship is carved from finely chiseled stone that is engraved with mystical runes that empower it with the power of flight.  The hull, deck and cabins are constructed from wood and infused to the stone petrifying the wood. The petrified wood can now repair itself and sustain heavy damage before losing the ability of flight.  Even ships that have been split in half can still remain aloft and repair themselves given time.  The ships can sail over the tallest peeks and even rise to where the air is thin and the clouds are light.  Stone-ships can even travel under the nine lands braving the lava floes and burning plasma trails that feed the land.  Some of the ship can reach air speeds of up to 300 mph streamline bullets of stone and wood.  There have been rumors that there are ships that can obtain even greater speeds but these rumors have never been substantiated.

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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       

  Ball of Flames                                       600ft                        instant                    natural 18     4D6 M.D.C.

  Soul Flame                30ft                          Instant                16 if a successful save is rolled only take half damage.1D4 x 10 to hit points or MDC.

  Volcanic Gas                100ft or can be made to be stationary. Five Minutes 1D4 x 10 MDC (1D4 x 100 SDC in none mega damage worlds)

  Flame Wind                           15 wide 10 ft High 20ft long                Instant       None Dodge    1D4 x 10 SDC (MD on mega damage worlds)

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.  

 

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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  

Power Magical or Psionic                 

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.  

 

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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  


Power Magical or Psionic

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.

  Ice Wall                                 15 ft away 15ft Long 15ft High 5ft Thick   Until it melts  SDC 200 MD2 AR 8

  Magic Star                                             120ft                  Three melees     None Dodge Only     1D8 or 1D4 x10

  Poison Wind                         20 wide 15 ft High 30ft long                Instant                   16 to Save  2D6 HP or 1D4x10 MD

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.

 

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