Post by Karana on Feb 24, 2006 20:18:47 GMT -5
The Prancing Pony offers a wide variety of magical products, as well as magically enchanced weapons. The prices are generally fair, and some haggling will be allowed. Note: Some.
Magical Potions:[/u] All effects from the potions happen after the potion is ingested, either through drink, food, or swallowing it directly, unless stated otherwise.
Sudden Growth: 5 sps. (Will make you grow 1/3 taller. Must be swallowed)
Shrinking Solution: 7 sps. (Will shrink your enemy to 1/2 of their original height. Must be dosed on enemy)
Shadow Solution: 1 gps. (Turn you or your enemy into a shadow for a full hour. Enemy or yourself will be obliterated if shoved into direct sun light or exposed to bright light)
Light Solution: 1 gps. (Makes you as bright as a ray of sun, effects of someone looking at you, as in an enemy, are the same as someone looking directly up at the sun)
Enlargement Potion: 8 sps. (Makes your weapons grow 1/3 larger)
Poison Potion: 8 sps. (Poisons your enemy, who, depending upon race, will die within 2-hours of injesting the potion, unless legally cured through valid RP. Potion has no taste)
Flesh Eater: 2 gps. (When poured upon victim, the potion, due to its high accidy content, eats through the flesh, muscle, and bone within a matter of 3-minutes, unless legally cured through valid RP. Only through the part of flesh that it is poured on, not the entire body)
Forget-Me-Not: 3 gps. (Causes the victim to turn into a brainless mentally handicapped child for an hour)
Paralyze Solution: 10 sps. (Victim cannot move their entire body for a full hour. Must be ingested through food or drink, or solution must be swallowed directly)
Soul Fire: 5 gps. (The victim feels as though their soul is being burned, and experience terrible pain for an hour, where the solution finally destroys their soul. Unless cured through a healer, etc, through valid RP)
Clothes:[/u]
Whisper Cloak: 4 gps. Blends you into your background, though not perfectly.
Light as a Feather Boots: 5 sps. Wearer makes no imprints in the ground they walk on.
Steel Armor (Breast, stomach, arms, legs, shins, helmets, etc): 5 gps. For protection.
Invisable cloak: 7 gps. Renders you invisble, though not completely. Moving just right will reveal yourself faintly.
Happy Scarf: 5 cps. Makes the wearer happy during the duration that it is worn.
Tippy Feet: 9 cps. Whoever wears them are unable to stand up on their feet longer than a few seconds. Effects last an hour.
Weapons:[/u]
Shadow Blade: 5 gps. Appears as a shadow, as sharp as the strongest steel blade. Obliterated when exposed to direct sunlight. 2-feet long.
Poison/Paralysis Arrows: 9 sps. When shot into a victim, the victim is poisoned and could possibly die within a couple hours. If hit with the paralysis arrow, that limb is damaged and unmoveable for half a day. (Up to 6-hours)
Steel Blade: 2 gps. Strong, durable, long-lasting, unrustable enchaned steel blade. 2-feet long.
Steel Shield: 5 sps. Strong, unrustable enchanced steel shield.
Whip: 7 sps. Unbreakable whip, in colors black or dark brown. Can either be enchanced to cause paraysis in the limb it strikes, or just as a regular whip.
Buzzzzzer: 3 gps. Like a joy buzzer, but with a more possibly deadly effect. When the buzzer on the circular button is pressed, when hidden on your palm, it is like being struck with a lightning bolt, though only half of its potentcy. (Lightning strikes are 50,000 degrees Fahrenheit. So the bolt would be 25,000 degrees Fahrenheit, or less)
Meteor Hammer: 5 gps. A steel chain, about 11-inches long, with two spikey balls, about the size of a large mans fist when balled together. For more information, see here or here.
Items (Jewelry, etc):[/u]
Fake Flower: 4 sps. A fake flower worn on the outside of a coat or shirt. When the stem is squeezed, a mase-like substance is sprayed at the victim, intended to hit the eyes.
Cursed Necklace: 3 gps. When handled by the intended victim, the victim is suddenly feeling as though they are being hideously tortured to death. Feeling lasts an hour and a half.
Smoke Ball: 8 cps. When thrown onto the ground, a large black puff of magical smoke will block out all light, magical and natural, for 15-minutes.
Poison Ring: 7 gps. When slipped on the finger, the victim begins to feel the effects of being poisoned. (Severe flu-like symptoms, weakness, increased heart rate, etc)
Heated Silver Earings: 5 sps. After they are put on by the victim, the heat in the earlobes and ears increase until the ears are litteraly burned off the head of the victim.
Black Hole: 8 gps. Two black seemingly flat discs. One is placed in one spot, the second in another place. The discs are instantly magically bound to where they are placed, and people or creatures are able to teleport between those two points only.
Animals: (Non-magical)[/u]
Black Widow Spider: 8 sps.
Black Mamba: 9 cps.
Gila Monster: 10 sps.
Scorpion (Black, yellow, orange): 5 cps.
Owl (Spotted, barn, white): 2 gps.
House Cat (Various colors): 8 cps.
Hawk (Various colors): 3 gps.[/font]
Magical Potions:[/u] All effects from the potions happen after the potion is ingested, either through drink, food, or swallowing it directly, unless stated otherwise.
Sudden Growth: 5 sps. (Will make you grow 1/3 taller. Must be swallowed)
Shrinking Solution: 7 sps. (Will shrink your enemy to 1/2 of their original height. Must be dosed on enemy)
Shadow Solution: 1 gps. (Turn you or your enemy into a shadow for a full hour. Enemy or yourself will be obliterated if shoved into direct sun light or exposed to bright light)
Light Solution: 1 gps. (Makes you as bright as a ray of sun, effects of someone looking at you, as in an enemy, are the same as someone looking directly up at the sun)
Enlargement Potion: 8 sps. (Makes your weapons grow 1/3 larger)
Poison Potion: 8 sps. (Poisons your enemy, who, depending upon race, will die within 2-hours of injesting the potion, unless legally cured through valid RP. Potion has no taste)
Flesh Eater: 2 gps. (When poured upon victim, the potion, due to its high accidy content, eats through the flesh, muscle, and bone within a matter of 3-minutes, unless legally cured through valid RP. Only through the part of flesh that it is poured on, not the entire body)
Forget-Me-Not: 3 gps. (Causes the victim to turn into a brainless mentally handicapped child for an hour)
Paralyze Solution: 10 sps. (Victim cannot move their entire body for a full hour. Must be ingested through food or drink, or solution must be swallowed directly)
Soul Fire: 5 gps. (The victim feels as though their soul is being burned, and experience terrible pain for an hour, where the solution finally destroys their soul. Unless cured through a healer, etc, through valid RP)
Clothes:[/u]
Whisper Cloak: 4 gps. Blends you into your background, though not perfectly.
Light as a Feather Boots: 5 sps. Wearer makes no imprints in the ground they walk on.
Steel Armor (Breast, stomach, arms, legs, shins, helmets, etc): 5 gps. For protection.
Invisable cloak: 7 gps. Renders you invisble, though not completely. Moving just right will reveal yourself faintly.
Happy Scarf: 5 cps. Makes the wearer happy during the duration that it is worn.
Tippy Feet: 9 cps. Whoever wears them are unable to stand up on their feet longer than a few seconds. Effects last an hour.
Weapons:[/u]
Shadow Blade: 5 gps. Appears as a shadow, as sharp as the strongest steel blade. Obliterated when exposed to direct sunlight. 2-feet long.
Poison/Paralysis Arrows: 9 sps. When shot into a victim, the victim is poisoned and could possibly die within a couple hours. If hit with the paralysis arrow, that limb is damaged and unmoveable for half a day. (Up to 6-hours)
Steel Blade: 2 gps. Strong, durable, long-lasting, unrustable enchaned steel blade. 2-feet long.
Steel Shield: 5 sps. Strong, unrustable enchanced steel shield.
Whip: 7 sps. Unbreakable whip, in colors black or dark brown. Can either be enchanced to cause paraysis in the limb it strikes, or just as a regular whip.
Buzzzzzer: 3 gps. Like a joy buzzer, but with a more possibly deadly effect. When the buzzer on the circular button is pressed, when hidden on your palm, it is like being struck with a lightning bolt, though only half of its potentcy. (Lightning strikes are 50,000 degrees Fahrenheit. So the bolt would be 25,000 degrees Fahrenheit, or less)
Meteor Hammer: 5 gps. A steel chain, about 11-inches long, with two spikey balls, about the size of a large mans fist when balled together. For more information, see here or here.
Items (Jewelry, etc):[/u]
Fake Flower: 4 sps. A fake flower worn on the outside of a coat or shirt. When the stem is squeezed, a mase-like substance is sprayed at the victim, intended to hit the eyes.
Cursed Necklace: 3 gps. When handled by the intended victim, the victim is suddenly feeling as though they are being hideously tortured to death. Feeling lasts an hour and a half.
Smoke Ball: 8 cps. When thrown onto the ground, a large black puff of magical smoke will block out all light, magical and natural, for 15-minutes.
Poison Ring: 7 gps. When slipped on the finger, the victim begins to feel the effects of being poisoned. (Severe flu-like symptoms, weakness, increased heart rate, etc)
Heated Silver Earings: 5 sps. After they are put on by the victim, the heat in the earlobes and ears increase until the ears are litteraly burned off the head of the victim.
Black Hole: 8 gps. Two black seemingly flat discs. One is placed in one spot, the second in another place. The discs are instantly magically bound to where they are placed, and people or creatures are able to teleport between those two points only.
Animals: (Non-magical)[/u]
Black Widow Spider: 8 sps.
Black Mamba: 9 cps.
Gila Monster: 10 sps.
Scorpion (Black, yellow, orange): 5 cps.
Owl (Spotted, barn, white): 2 gps.
House Cat (Various colors): 8 cps.
Hawk (Various colors): 3 gps.[/font]