Magic Item Status

Magic Potions:

general notes:

- All of the following potions simply implement existing spell effects, with a random spellpower from 25-75. This range may need to be adjusted for some potions.
- Potions have, for the most part, not yet been assigned an appropriate value.
- The reveal spell should, in principle, identify these potions but I haven't been able to get it to work yet.
- note that many of the potions are the same color and have the same description, so as to necessitate either getting them identified or gambling on it.
- None of the new potions have been placed for sale or as monster/quest treasure.

specific notes:

- shadow form potion:

- functional (same as spell)

- anonymity potion:

- functional (same as spell)

- The Widow Qesino's Secret Sauce:

- functional (same as bait spell)

- pungent elixir:

- functional (same as nodeburst spell)
- note that this potion, unlike the others, should always be labelled.

- potion of deflection:

- functional

- potion of denial:

- functional
- looks like the healing flask and the poison flask.

- Karahol's accursed elixir

- functional

- potion of shielding

- functional (same as magic shield spell)

- feline vitreous humour

- functional (same as night vision spell)

- potion of haste

- functional

- potion of poison resistance

- functional

- potion of good detection

- functional
- enchantment starts, but good creatures don't flash... bug with potion, or spell itself? Please test both.

- potion of evil detection

- functional

- potion of invisibility detection

- functional

- antifreeze

- functional (same as resist cold spell)

- succulent salve

- functional (same as resist fire spell)

- elixir of magic resistance

- functional

- potion of nonconductivity

- functional (same as resist shock spell)

- potion of super strength

- functional

- possum potion

- functional (same as feign death spell)

Magic Weapons:

- There is one new magic weapon itemattribute, which has a certain percentage chance of enacting a particular spell effect on a target hit by the weapon.
- Such weapon attributes are generated randomly when monster treasure is created, just like with other weapon attributes.
- When the attribute is first added to a weapon, a spell effect is randomly chosen from a list of possible spell effects, and a power is chosen randomly for the weapon.
- the power of the weapon ranges from 10 to 50.

- the percentage chance that a hit will enact the spell effect is (power/10).
- The spellpower of the resulting spell effect is (power).

- The weapon can enact the following spell effects upon its target:

- blind
- dement
- enfeeble
- vertigo
- purify
- swap
- invisibility
- forget
- evil twin
- mark of dishonor