If you see an item which is in stock and which you would like to purchase, you can buy it on the updates board provided you have enough doubloons.
Character Edits/Additions
| Assigns a random power, familiar or defect removal to your character (like a coin, but no choice what you get from it). A coin must be paid to reverse the effects of the player doesn't like them, so use this item wisely. | |||
| Allows you to change the name or gender of your fairy or familiar. | |||
| Allows you to change your character's eye colour to a natural or unnatural colour. | |||
| Allows you to change your character's hair colour to a natural or unnatural colour. | |||
| Removes one physical defect, psychological disorder or genetic disorder from your character. | |||
| Assigns a random number of points to your character. | |||
| Removes one magical power or physical trait from your character. | |||
| Generates a random power for you to give to 1 character or bank. | |||
| Generates a random trait for you to give to 1 character or bank. | |||
| Generates 5 random powers, of which you choose 1 to give to 1 character. | |||
| Generates 5 random trait, of which you choose 1 to give to 1 character. | |||
| Allows you to transfer a power, trait or coin from a character in the database to your bank. | |||
| Changes the form of an existing familiar into your choice of an ordinary familiar form. | |||
| Grants your character a familiar in the form of an extinct animal. | |||
| Grants your character a familiar in the form of a mythical animal. Includes Shamanimals. Mythical familiars have no associated powers of their own. | |||
| Grants your character a familiar in the form of a shamanimal. Shamanimal familiars have no associated powers of their own. | |||
| Can be used to upgrade your mythical familiar to a magical one, if the familiar should be inherently magical anyway. One voucher = one magical power for your familiar. | |||
| Causes your familiar to shrink to an unnaturally small size of your choice (pocket lion, anyone?). | |||
| Restores your familiar to a natural size. | |||
| Allows you to choose unnatural colours and/or markings for your familiar. | |||
| Allows you to add one physical, non-magical trait to a familiar (e.g. horns, extra tail etc). |
| Can be traded to obtain a "special" baby when breeding. The "special" baby may be born with an exceptional power or amount of powers, or be unique in some other way. | |||
| Guarantees live twins. | |||
| Guarantees a child with no defects, psychological disorders or genetic disorders. | |||
| Allows you to choose the eye colour of your child. | |||
| Allows you to choose the hair colour of your child. | |||
| Allows you to choose the skin colour of your child. | |||
| Guarantees a random power for the baby. Maximum 3 can be used on one baby. | |||
| Guarantees that your baby will have no powers at all. | |||
| Guarantees a single child, no multiples. | |||
| Guarantees a random trait for the baby. Maximum 3 can be used on one baby. | |||
| Guarantees that your baby will have no physical traits at all. | |||
| Guarantees live triplets. | |||
| Guarantees a live female child. | |||
| Guarantees a live male child. |
post enhancers
| Drink to induce a slow-acting poison with the power to override magic. Warning: cannot be stopped by any magic, including healing/divinity. Can be stopped with purifying water. Takes 24 hours to kill. 1 use only. | |||
| Consume to temporarily receive the unique power "divine mimicry", which gives your character divinity if they are near enough to a divine character. Effects wear off after about an hour. Note that being near a character with uncontrollable divinity will give yours uncontrollable divinity. 1 use only. | |||
| Divine character must drink or become submerged in to have their divinity temporarily knocked out. Effects wear off after about 20 minutes. | |||
| Carved from the lacewood tree, these totems can take many forms, but are always small enough to be held in one hand. They are often utilized in rituals to allow the user to project their soul into the dimension of dreams, where they may encounter other characters, even in other worlds. Cannot be used tactically, as the results of the totem are random. 1 use only. | |||
| Activated by a combination of saliva and oxygen. Chew, then spit at an item or enemy to give it/them a mild electric charge. 5 per pack, 1 use each. | |||
| Once lit, the Everlasting Candle cannot be blown out and will never reach the end of its wick. | |||
| Consume to be able to breathe fire. Effects wear off after 3 hours. 1 use only. | |||
| Consume to be able to adopt elemental control of earth. Effects wear off after 3 hours. 1 use only. | |||
| Rub over external wounds to close them. Will not help with internal wounds. 10 uses. | |||
| Enables 1 journey off-planet to another world. Two are required for a return journey. | |||
| Drink to return to full health. Can be used on otherwise incurable diseased/fatal wounds. 1 use only. | |||
| Rub over an area of the body to prevent wounds. For complete immunity, total immersion required. Effects wear off after 2 hours. 1 use only. | |||
| Throw to invoke instant darkness. No light source (including divinity) can penetrate. Effects wear off after 10 minutes. | |||
| Rub on if you wish to become invisible. Total immersion required for total invisibility. Effects wear off after 2 hours. 1 use only. | |||
| Drink to learn a new skill in a fraction of the time. Effects wear off after 24 hours. | |||
| Person you wish to fall in love with you must drink. Effects wear off after 24 hours. 1 use only. | |||
| Drink to become lucky. Effects wear off after 12 hours. 1 use only. | |||
| First-class travel with the magic carpet. Can be used in the place of a flying familiar on flight explorations. | |||
| A blank piece of paper most of the time, it will draw a map which will lead you to your heart's desire. Affects explorations. | |||
| Most accurate form of divination. When used correctly will give the user some information about the future. 1 use only. | |||
| Drink to adopt the appearance and voice of another character. Requires a piece of DNA from that character. Effects wear off after 1 hour. 1 use only. | |||
| Your character could squish an elephant in there and still sling it over their shoulder, light as a feather! | |||
| Drink to rid the body of poisons. The only substance which will save a person who has taken basilisk venom. 1 use only. | |||
| Allows the temporary power of scrying. 1 use only. | |||
| Allows a one-off communication with one deceased person for approx 15 mins. 1 use only. | |||
| Drink to become a sexual magnet. Effects wear off after 12 hours. 1 use only. | |||
| Can be used to unlock any lock. | |||
| Enables your character to do any one thing for one action. | |||
| Drink for a one-off teleport out of anywhere. Overrides magical restrictions, even divinity. 1 use only. | |||
| Person you wish to hear the truth from must drink. Effects wear off after 24 hours. 1 use only. |
exploration items
| It points north. What did you expect? | |||
| Produces an unlimited supply of basic food. Combine with water carrier to produce a permanent alternative "survival kit". | |||
| Hires a single person to accompany you on your exploration. 1 use only. | |||
| A large wooden ship designed to carry up to 30 people. Ideal for deep water sailing but cannot be kept in shallows. Comes with its own crew! | |||
| If you can't afford your own ship, lease one! 1 use only and must be returned in good condition. | |||
| A map of Shaman. | |||
| Scans the immediate environment (up to 50 metre radius) for signs of magical spells, barriers or enchantments. Can also detect nearby fairy forts and divine characters but not track their whereabouts. | |||
| Can perform a wider scan than the standard Omni Scanner (up to 5 mile radius) for signs of magical spells, barriers or enchantments. Can also detect and track whereabouts of any fairy forts or divine characters within a 20 mile radius. Omni Scanner Plus also has DNA memory; if injected with the DNA of a particular character, it can in future scan an enchantment and determine if that character cast it. | |||
| Can stabilise an environment by completely removing all magical traces, spells, barriers or enchantments, including those cast by a divine character, unless the divine character is present and actively trying to combat the Omni Stabiliser (god vs computer = god wins). Does not affect characters' powers; only wipes the magic of inanimate objects. NOTE: Cannot detect enchantments. Omni Scanner or Omni Scanner Plus is required for this. | |||
| A wooden sailing boat. Not ideal for sailing in very deep waters far from land. | |||
| If you can't afford your own boat, lease one! 1 use only and must be returned in good condition. | |||
| Drink to remove the need to sleep. Effects wear off after 1 week. 1 use only. | |||
| Contains first aid kit and sustenance for 5 days. 1 use only. | |||
| Produces an unlimited supply of water. Combine with food bag to produce a permanent alternative "survival kit". |
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