Rodric D'Amour

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Rodric D'amour
File:None
Player: mazmo9191.
Title: Skull-King.
Age:  ??.
Race: Undead.
Eye Colour: Ruby.
Hair: White.
Skin Tone: None.
Height: 5'9".
Weight: 201 lbs.
Alignment: Neutral Evil.



Rodric D'Amour dead, is now back. His form mutilated and sent into the plane of Xel in Xelian burial for high ranking among the Xel cult. His soul had wandered endlessly on the plane of Kharlia, being around five years seeking revenge of the men that killed him. Before this was done however, his old friend before he was turned into a Grey Guard of Xel, Galdor Elensar found his spirit. He had been planning to bring Rodric back all this time, and now he is. Back upon the physical plane as a Warforge, his form standing tall at five foot eleven and weighing around three-hundred and more pounds. He restarts his research on necromancy and all magics he can do to strengthen his undead. He has taken a interest and ghost collecting!


Contents

Incorporeal Spells:

Spells that Rodric D'amour, known as Skull-King has created to affect the beings of the incorporeal.

Incorporeal Barrier Symbols

[FORCE- Barrier: Potency III]

  • Prerequisites: Tutor
  • Casting Time: Nine turns (Not meant for battle.)
  • Rank 1: Symbols that once etched in a line along the middle of a wall, creates a magical barrier that stops incorporeal beings from passing through that wall or surface.

Ghost Detection

[ENCHANTMENT- Necromancy: Potency II]

  • Prerequisites: Tutor
  • Casting Time: Three turns (Not meant for battle.)
  • Rank 1: The caster designates a item and casts the enchantment onto it. Whenever a ghost comes within forty feet of the caster, the item starts to glow in warning. The closer the creature, the brighter it glows. Once the incorporeal creature reaches ten feet, the glowing expands quickly up to forty feet and materializes all etheral and incorporeal beings so they may be strcuk by non-magic equipment.

Capturing Jar

[NEGATIVE- Necromancy: Potency III, Force Potency IV]

  • Prerequisites: Incorporeal Barrier Symbols, Ghost Detection
  • Creation Time: Three days(One out of character day)
  • Rank 1: A ordinary jar, but upon opening it in front a incorporeal creature. Tendrils of shadow imbued with necromantic properties. The tendrils attempt to entangle the incorporeal creature out to ten feet away from it, but can only hold weakened or naturally weak spirits. After entangling the target they reel it inside. Once stuffed inside, and the lid in place, the Jar will keep hold of the creature for a day keeping it in a weakened state, and also reduce their size. After that time period it can escape unless precautions were taken. They spirit will remained weakened while left in the jar. The jar can only do this once per week. If the jar is broken while a spirit is inside of it, its size is restored.

Ray of Ghostly Spite, minor

[NEGATIVE- Necromancy: Potency I, Force Potency I]

  • Prerequisites: None
  • Casting Time: One turn
  • Rank 1: The caster gathers necromantic energy into their hands in the form of violet mist radiating out from their hand. After doing so the caster points at a target and a finger width ray shoots from their fingertip at the target. If the target was corporeal, it is unaffected, and goes through them. If the target was incorporeal, the ray will pierce into them and act as a lodged dagger that requires to be pulled out.
  • Rank 2: The caster may now gather more power, and shoot from two fingertips. The spell will now fire two rays instead of one at the target.

Special: Skull-King may now gather the energy into his eyes, in the same form as before. The spell will now fire two rays instead of one at the target.

D&D term rank 1: 1d4 + Int Modifier D&D term rank 2: 2d4 + Int Modifierx2

Ray of Ghostly Spite

[NEGATIVE- Necromancy: Potency III, Force Potency II]

  • Prerequisites: Ray of Ghostly Spite, minor
  • Casting Time: Two turns
  • Rank 1: The caster raises up their hand and points their palm at a target. Violet gaseous energy runs up along their arm, gathering at their palm and forming into a circle where the energy is condensed. After all of it is condensed, the ray fires out toward the target at the speed of a bolt. When it comes into contact with a incorporeal creature, the beam disrupts their forms. They must take a turn to pull themselves back together and nothing else.

D&D Terms: 2d10 Damage + Int Modifier

Spiritbane Javelin

[NEGATIVE- Necromancy: Potency III, Force Potency III]

  • Prerequisites: Ray of Ghostly Spite (minor), Ray of Ghostly Spite
  • Casting Time: Three Turns
  • Duration: One minute

The caster begins to draw necromantic energy within their hand, fingers slowly coming to a close as they do. This energy is in the form of a violet gas, that slowly expands out into a form of a javelin, solidifying from its gaseous form. This javelin can travel farther then physical ones and curves toward its target. It's damage would do the same as any other javelin thrown, but extra to incorporeal creatures.

D&D Terms: 2d6 Damage + Str Modifier

Enchantments

Infernal Eyes

[ENCHANTMENT- Enchantment: Potency III, Shadowmancy: Potency II]

  • Prerequisites: Been trained in Shadowmancy for two months OOCly or Tutor
  • Ritual Time: 1 hour

The caster brings their palms to the eyes they wish to enchant. Readying themselves or telling the other to ready themselves mentally. Opening their eyes, or telling them to keep their eyes open, the caster thrusts his or hers palms against their own eyes or the target's eyes after the long ritual. The manifested shadow elemental in the ritual doer's palms, ready to be bound, will be forced inside the persons pupils and stretch around inside their eyes making them temporarily blind from one hour to a day. After their blindness is over with, they see everything in black and white, and have dark vision of up to one hundred and twenty feet. They can not switch back to their normal sight unless the enchantment is broken.

The Bloodthirsty

[ENCHANTMENT- Enchantment: Potency III, Necromancy: Potency VI]

  • Prerequisites: Tutor
  • Ritual Time: 2 hours

Drawing devilic language on a blade, they weave shadows around on the blade as a purple glow shines within each word when they finish. With a devil blood soaked cloth, they run the cloth a crossed the sides of the weapon with the devil blood. The runes begin to glow red as they draw in the tainted mana, the shadows holding onto the weapon sink into the weapon until the metallic sheen is restored. Rubbing along the sharp edge of the blade, both of them if it's a two edge sword, the blood is soaked into the weapon. The weapon now draws more blood from its wounds, giving it the properties of a hasten wound spell.

Pyromancy

Flame Tongue

[FIRE- Manipulation: Potency I, Force: Potency I, Fire: Potency I, Offensive]

  • Duration: N/A
  • Cooldown: 1 Turn
  • Range: 20 Feet
  • Target: A foe
  • Tier I: The mage holds its hand in a karate chop sort of formation, fingers outstretched and held together. A small flame will then appear on the Mage’s hand, It is similar to a candle fire. This attack can be used as a pseudo-fireball, but the mage must use his own physical power to throw it. (Think throwing a baseball). It has combat applications, but is not as effective as a true fireball.
  • Tier II: The flame tongue can be extended up to two feet, and the mage can now control the direction of the flame (As opposed to it just pointing up)

Flame Shot

[FIRE- Force: Potency II, Fire: Potency II, Offensive]

  • Duration: N/A
  • Cooldown: 2 Turns
  • Range: 30 Feet
  • Target: A foe
  • Tier I: The mage condenses fire into a ball in their palm, and then throws it. It can fly faster and farther than the flame tongue. The ball will cause burns on impact and has potential to force back objects and opponents if thrown with enough force.
  • Tier II: The mage learns to use the spell to hold the ball within to hands, increasing its size by another palm full.

Matchflame

[FIRE- Manipulation: Potency I, Fire: Potency I]

  • Duration: N/A
  • Cooldown: 1 Turn
  • Range: Melee
  • Target: A flammable object
  • Tier I: The mage holds out one hand. Over any finger they desire, a small flame will appear, similar to a candle flame. This flame can be used to light other objects on fire.

Smokescreen

[FIRE- Manipulation: Potency II, Fire: Potency I, Offensive]

  • Cooldown: 2 Turns
  • Duration: Five
  • Prerequisites: None
  • Type: Miscellaneous
  • Tier 1: The pyromancer moves his hands out in front of him as if spreading something out, and rubbing it in. Many small red flames (They don’t burn) will appear on the ground around the area and immediately begin giving off smoke at a high rate to hinder all senses within a 5x5 foot area around the caster. The caster can be affected by the smoke and it has the possibility of going very wrong.
  • Tier 2: The range extends to a 10x10 foot area, leaving a space with a lower smoke concentration directly behind the pyromancer.

Arcane

Prestidigitation

[ARCANE- Illusion: Potency I]

  • Duration: N/A
  • Cooldown: 1 Turn
  • Range: 30 Feet
  • Target: The mage or a surrounding person
  • Effect: Prestidigitation allows the mage to create one small magical effect instantly. Only one object may be changed by this spell, and the list of possible changes is finite: the mage can clean it, change it's color, make it glow very faintly, or palm it as if using sleight of hand. This spell is not generally considered particularly useful, and is usually used as a training exercise.

Alter Appearance

[ARCANE- Illusion: Potency II]

  • Duration: 10 Turns
  • Cooldown: 1 Turn
  • Range: 30 Feet Diameter
  • Target: non-living objects
  • Effect: This spell alters the appearance of any non living movable object in terms of size, shape, texture, color and surface. The item can still be moved though it's original traits do not realistically change.
  • Rank II: The spell can now be performed with a gesture and can last for an hour. It can also be applied to a set of items (for example clothes, book pages, etc.)

Change Face

[ARCANE- Illusion: Potency II]

  • Duration: 1 Hour
  • Cooldown: 2 Turns
  • Range: N/A
  • Target: The caster
  • Tier I: Picturing the desired alterations to their facial features, the mage uses mana to create the impression that they look different than they do. Any facial features many be altered (including hair), but the mage cannot use the spell to change their height, weight, stature, gender or so on.
  • Tier II: The illusion may now be maintained for as much as two hours.

Orb of Force

[ARCANE- Force: Potency II, Offensive]

  • Duration: N/A
  • Cooldown: 1 Turn
  • Range: 20 Feet
  • Target: A foe
  • Tier I: The mage gathers raw mana in their palm, shaping it into an orb. When it makes contact with a target, the orb strikes with blunt force, knocking them back and winding them. If not thrown immediately, the orb will dissipate.
  • Tier II: The mage may now create an Orb in each hand, and no longer needs to throw the orbs immediately. The orbs can be held for up to two rounds before they break down.

Illusory Wall

[ARCANE- Illusion: Potency I]

  • Duration: 2 Turns
  • Cooldown: 1 Turn
  • Range: 10 feet
  • Target: Terrain
  • Tier I: The mage creates a flat illusion roughly the size of a full-length mirror. It has no depth, and will only look convincing head-on.
  • Tier II: The Illusion can now become the size of a house front, allowing it to be cast over a wall, a gate, etc. It can also be maintained for up to 5 turns.

Shadowmancy

Phantom Grasp

[NEGATIVE- Necromancy: Potency I]

  • Duration: N/A
  • Cooldown: 1 Turn
  • Range: Melee
  • Target: A corpse
  • Tier I: The mage taps into dead creatures to converse with them and steal information from remaining energies (If a spy is killed in duty, it could be used to gather some information from him)
  • Tier II: The necromancer becomes better at grasping for useful information, and can search for specific pieces. (Success may be determined with a dice roll).

Animate

[NEGATIVE- Necromancy: Potency II]

  • Duration: N/A
  • Cooldown: 3 Turns
  • Range: Melee
  • Target: A corpse
  • Tier I: The necromancer taps into the energies of Everdark, and uses this empty soulstuff, can imbue corpses with life. Necromancers are limited to creatures of less than humanoid size, and can only raise mindless undead. Also, the necromancer can only animate one creature at a time.

This caster can animate several human sized corpses and abominations of his creation, along with one sentient undead.

De-animation

[NEGATIVE- Necromancy: Potency II, Offensive]

  • Cooldown Time: Two
  • Duration: Three
  • Range: Up to ten feet
  • Tier 1: The necromancer starts a incantation while focusing on a undead. They extend their arm out toward the animation while a violet mist starts to form in the palm of their hand. After the incantation is complete the mist compacts and forms into a beam shooting at the animated corpse. If the beam makes contact it starts to disrupt the bond of the everdark soulstuff, taking three turns to tear away the bond and unanimate the corpse. During those two turns the undead is slowed, only able to move a good distance or a short one to attack each turn.

De-animation Negate

[NEGATIVE- Necromancy: Potency II, Offensive]

  • Cooldown Time: One
  • Duration: Instant
  • Prerequisites: Animate, De-animation
  • Type: Counter-spell
  • Tier 1: The shadowmancer focuses on a undead being de-animated, bringing up his or her palm toward the undead. After a incantation, the caster shoots their own beam to counter-act the de-animation spell and restablize the bond.

Halt Wounds/Hasten Wounds

[NEGATIVE- Necromancy: Potency II, Offensive/Defensive]

  • Duration: N/A
  • Cooldown: 2 Turns
  • Range: Melee
  • Target: A foe/An ally
  • Tier I: The necromancer can coax a wound to either stop bleeding, or to bleed faster. Even a minor wound can become very serious when the wound is hastened. Both spells must be performed at touch range, and to hasten a wound, a scab from the Necromancer’s own body is required. Halted wounds must still be given first aid with conventional methods.
  • Tier II: The spell can now be used at close range, no touching required so long as the necromancer is aware of the location of the wound.

Manipulate Shadow

[NEGATIVE- Manipulation: Potency II, Shadow: Potency I, Defensive]

  • Duration: 2 Turns
  • Cooldown: 2 Turns
  • Range: 10 Feet
  • Target: A shadow
  • Tier I: The caster may create or manipulate a shadow into the form of a dark cloud, approximately five feet in diameter. He or she may move it freely as you wish, engulf an opponent in it, or cover yourself in it. This cannot be used to attack as it has no physical properties, though it may slow objects that are thrown through it, and may also slow spells or projectiles used against the caster by 50%. Opponents with Darkvision will be able to see through the cloud, but will still be affected by it's slowing properties. Opponents without Darkvision are not blinded, but might have their vision hindered depending on the circumstances of the encounter.

Shadowmeld

[NEGATIVE- Manipulation: Potency I, Shadow: Potency III]

  • Duration: 3 Turns
  • Cooldown: 2 Turns
  • Range: 10 Feet
  • Target: A shadow
  • Prerequisites: Manipulate Shadow
  • Tier I: The caster can combine two shadows. The objects attached to the shadows will not be able to move away from this binding and thus will have to stay at shadow's length from that object. Similar to a dog on a leash, the shadowmelded victim is able to move around the object they're bound to - or carry it with them IF it's small or light enough - but are otherwise unable to get away from it. The maximum length of the combined shadows is the height of the person plus the height of the other person or object. For instance, if someone is 6 feet tall and shadowmelded to a 10-foot shed, they can move up to 16 feet away from the shed.

Shadow Puppet

[NEGATIVE- Manipulation: Potency II, Shadow: Potency I]

  • Cooldown Time: One
  • Duration: Lasts as long as the caster can concentrate
  • Prerequisites: Manipulate Shadow
  • Range: 20 Feet
  • Tier 1: The caster concentrates on any shadow and may manipulate it into whatever form they would like, but it will only spread as 2d across a surface of greater size. For example, they may take the shadow of themselves, or perhaps a nearby building, and shape it into a monster. It can be altered to look like it’s moving, but it won’t make noise, and won’t cause any harm.
  • Tier 2: The caster may now move their voice through the shadow, making it seem as though the puppet is speaking, but the puppet’s voice will be the same as the caster’s.

Animated Explosion

[NEGATIVE- Necromancy: Potency II, Fire: Potency II, Offensive]

  • Cooldown Time: Two
  • Duration: Instant
  • Prerequisites: Fire pool
  • Range: 50 Feet
  • Tier 1: A undead animated by the caster when looked upon and focused on, will slowly start to stink worse then it already does. Afterword, it explodes with a powerful force.
  • Tier 2: Depending on the size of the undead, its explosion is also fiery. Small sized undead explode with a two foot fiery radius around them. Medium sized undead explode with a six foot fiery radius around them. Large sized undead explode with a ten foot fiery radius around them.

Unholy Sight

[NEGATIVE- Necromancy II, Enchantment: Potency I]

  • Cooldown Time: One
  • Duration: Ten
  • Prerequisites: Animate
  • Range: 100 Feet
  • Tier 1: The caster can see through the eyes of their own undead, if they have none they create them. The caster must be within one-hundred feet of range to keep this spell active. The caster sees what the undead sees in his mind, not through his own vision. Unholy Sight dies off when the caster leaves the range or wills it. The caster can also more easily control the undead's actions through a telepathic link.
  • Tier 2: The caster may now speak through their animation as well as control their animation more fluently.

Phantom Eyes

[NEGATIVE- Manipulation: Potency VI, Shadow: Potency II, Necromancy: Potency I]

  • Ritual Time: Five minutes
  • Duration: One hour
  • Prerequisites: Animate, Unholy Sight
  • Range: Five Miles
  • Tier 1: The caster of this spell must be sure he is in a safe area and can not be found easily when he brings this up into work. Instead of being able to see through the eye(s) of a animation and there own, they create purple eye(s) that can move around in the air itself without needing a host! These purple mana eye(s) can drift through obstacles as long as there isn't a barrier of force in place. While this spell is in effect, the caster can not see out of his real eye(s), until the purple mana eye(s) return and place themselves back into the socket(s). The speed in which they can return takes one minute, but up close within fifteen yards they'll instantly pop back into his sockets. They're pretty much a astral projection of the caster's sight, but actually being their sight means they will lose a eye if it is destroyed through means of Force magic. When summoned back to the host, they become invisible and the caster can not see at all until they return.

Blood Writing

[NEGATIVE- Manipulation: Potency II, Necromancy: Potency I]

  • Cooldown Time: One
  • Duration: Lasts as long as their is blood or until the caster stops concentrating the spell.
  • Prerequisites: None
  • Range: Ten Feet
  • Tier 1: With the prick of a finger and concentration, a necromancer when pressing the bleeding finger onto a sheet of paper or anything that can be written upon, will have blood drawn onto it. Text or images, the caster just has to imagine the image or say aloud what they want written. This spell may also use an others blood, or from a pool of blood, not from anything else.

Shadow Covering

[NEGATIVE- Enchantment: Potency II, Shadow: Potency II]

  • Cooldown Time: One
  • Duration: Twenty minutes
  • Prerequisites: Manipulate Shadow, Shadow Puppet
  • Range: Touch
  • Tier 1: Concentrating shadow by magical, natural, or shadow realm means, the caster of this spell targets a animation, creature, person, or himself. Building up all the shadow the caster has collected in their hand, all they have to do is touch themselve or something else. Once doing so, a deep shadow covers the creature, replicating its exact form but not allowing you to say any detail of it. Anyone or thing that sees through shadows magically cannot pierce this for it was made to block such a thing, anyone with natural sight through darkness like a drow, can see through it. This spell is pretty much to hide a figures appearance, and to stop others necromancers from being able to replicate how the animation was made. This spell fades after time has expired, or when it dies.

Shadow Cut

[NEGATIVE- Shadow: Potency II]

  • Cooldown Time: One
  • Duration: Instant
  • Prerequisites: Shadowmeld
  • Range: Fifteen Feet
  • Tier 1: The caster places their index & middle fingers together while looking at a active Shadowmeld spell. After a brief incantation, the caster swings their fingers toward the spell and severes the connection of the shadows, negating the spell.

Hinder Sight

[NEGATIVE- Shadow: Potency I, Curse: Potency II, Offensive]

  • Cooldown Time: Two
  • Duration: Lasts as long as the caster concentrates
  • Prerequisites: Infernal Eyes
  • Type: Offensive
  • Tier 1: The caster starts to make a incantation, bringing both their hands out in front of them with the bottom of their palms touching against one another. Designating a target, they focus on the target and continues their incantation. The person designated becomes fifty percent blind, every movement is blur-like and aiming becomes difficult. The caster must keep focus for this spell to continue. When focus ends, the curse ends.

Skull-King's unique toys

Machez

The golem would stand tall at around seven foot, where there was a head there was none, but a gapeing maw opened wide to reveal the rotted and white sharp fangs. The right arm is a overgrowth of muscle, twice as large as a macho body builders. On the hands there were no fingers, but two feet long claws made of bone, that dragged acrossed the ground as it walked. The left arm being the only common looking thing you'd see, a normal mocho body builder's bulk. Upon the chest were five eyes on the right bicep no eyelids for them to shut or blink, blood shot they were. The legs were the quickest to catch a persons eye, from foot to thigh it was heavily enlarged, the skin ripping of the muscle that was stuffed inside, it mostly resembled a elephant's leg besides the sharp bone coming out form the knee heading up along the thigh when standing straight up..

Skull-Spider

Skull-King has created his own model of undead in the shape of a spider. This spider is large as the palm of a grown man's hand. Quick at moving and having a nasty hard bite, they're perfect for spying. Their abdomens however have two holes in it which could only be eye sockets. They're given partial sentinence so they can deliver messages and remember what has happened that they have watched. To access this, one requires phantom's grasp.

Wraith

A incorporeal undead that is incapable of complex thought and almost completely immune to physical attacks. Only magical or blessed objects can touch these beings, while only arcane and shadowmancy based magic can do harm to these creatures every time, while elemental based magic have a chance of phasing through the Wraith. They look like ghastly figures of human beings, with claws instead of fingertips. They use these claws to savage claw their opponents to death, and if that is ineffective they stick their hands into their victim's chest and drain their life from them, though this takes longer then it would to claw them to death.

Manual on how to create a Brain in a Jar

Required to create ~ Cylinder glass container seven inches across and seven inches tall, several ounces of embalming fluid, & brain.

Creation Process ~ To start one must visit Lerhyn and learn the ways of creating embalming fluid, while also buying some! It quickens the process. Pouring the fluid into the glass container, one must make sure they fill it to the utmost top of the container.

  • This part is not needed if you have a Psion’s brain, but if you don’t it is very vital if you want your brain to be useful - or to have someone to chat to. Unless you just want a brain to think and not be able to speak in anyway.. Pour the drug ‘Minds Eye’ into the embalming fluid and mix it, personally I use my hand to stir it because the fluid won’t effect me in any manner. Make sure it is fully spread out a crossed the fluid to insure that the brain has the Minds Eye’s peek effect on it.

Now onto the brain - you must take it -FRESH- from the body. The latest you can let the brain be from post mortem is five hours, and you know how much of a bother it is on my conscious to kill a man to experiment this.. Anyway, I prefer to kill them before I start so they don’t scream and ruin the procedure by jerking around.. You must cut through the person’s flesh and bone while being careful to not strike the brain, I personally haven’t nicked the brain to see if it effects on the ritual but I don’t want to kill too many people to experiment on this. While it’s nice and gushy, one must insert a metallic rod with a pointed tip on one side into the bottom side of the brain up the stem. On the bottom of said rod it is HIGHLY advised to put ones arcane mark on it so they can control this minion.. If it is found out the owner of said brain is a Psion.

Place the brain carefully into the center of the glass container in the middle of the embalming fluid and place a lid over top of the container. Personally I use a glass lid and meld the two parts together with pyromancy so no air ever has a chance to each the brain so it may rot, WHICH IS NOT WANTED. Now unlike other animations where you cover the whole body with negative soul energy from the Everdark, you want to focus it on the metallic pin or brain stem on the bottom of the brain. The reason why is because you want to work the energy from the inside out, if you do it the other way which I have learned after seven mistakes, it eats away at the brain and ruins the embalming fluid unless you filter it for further use. Allow the energies to settle, which takes ten seconds, and congratulations - you have made a Brain in a Jar.

Uses ~ The uses of this minion are limited. It can’t move, it can’t talk normally, it can’t see, it can’t hear, and it can’t smell. How ever it can sense another’s thoughts about to eighty feet out, and act as a perfect ‘guard dog’ for that area. Using a unpsionic brain with Mind’s Eye limits it powers to minor telepathy where it can send messages (Sending) from itself to a thinking being, and listening to people’s thoughts (Scanning). It can also defend itself from weak strikes and a few projectiles (Shielding) for three times per day. It can also move things slowly around with its mind(Push/Pull), have not found a use for this yet. It can levitate light weighing objects and propel them forward. (Levitate - Propel)

Notes: Finishing the Uses category requires a Psion’s brain.. Find one.

Lute of Torment

A archlute with fourteen white spider-silk strings that are nearly indestructible. The wood is a light dull black color, and underneath the strings are six small emeralds evenly spread along the neck. It was from the mana vault adjacent to the manawell in the old Ignis Fatuus tower. Once you start to play, it releases a beautiful sound if one is properly trained in using the lute. The second turn it is played, the emeralds emanate a light glow. Playing it for three turns makes it so everyone that hears the music, minus the wielder, feels like they're being stabbed repeatedly in the gut, their body is on fire, their arm is doused in a acid that is eating away their flesh, someone is thrusting their thumbs into there eye balls and much more!

This lute is a powerful magical item of illusionary pain.

Collar & Leash of Oppression

A metal chain and collar, that has a dull blue line running along each chain's link and a crossed the inside of the metal collar. Other then that, it looks like a normal leash for a beast, how ever when placed around a neck smaller, or bigger it grows or shrinks to be a snug fit. The person holding the chain(leash) of the item feels like they have power over the one wearing the collar. Upon saying a key word, voltage will run through the chain from the holder's hand into the wearer of the collar. Enough to shock and stun them for two turns.

Rod of Volts

A steel metal rod with a diameter of two and a half inches and a length of two feet. Running along opposite sides are dull blue lines, and on one end it is covered in a leather covering up to four inches. On the very end on the other side it has a 8 symbol with the same blue lines. Once picked up, the lines brighten and glow, signs of electricity is seen over the tip. When the tip comes into contact with anything, it emits volts to stun a opponent for a turn.

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