Jun 1, 2019 21:54:11 GMT -6
Post by Devin Rhodes on Jun 1, 2019 21:54:11 GMT -6
Name of Talent: Enchanter's Aptitude
Concept: The user is able to create and remove magical effects from items. These effects fall under one of several categories: utility, combat, and enhancement. Utility effects constitute as an effect that adds a non-damaging effect to an item such as boots that muffle footsteps, flasks that magically refill themselves with water, or emitting a magical light source. Combat effects constitute as an effect that adds a damaging effect to an item such as fire damage, adding a ranged attack effect to a melee weapon, or even an armor piercing effect. An enhancement effect constitutes as enhancing one's aspects temporarily.
All enchantments on items are temporary effects that diminish over time and with use. Various circumstances cause the effect to diminish faster than others. All enchantments take time to apply to their respective items and so are not suitable for in-combat application. If uninterrupted he may apply effects in a combat thread however must not be interfered with during that time.
The user, while versed in applying these magical effects, may also choose to remove magical effects from items as well. Enchantments and curses may be removed or overwritten so long as the user understands the magical structure of the enchantment or curse. Likewise, certain enchantments or curses must require the permission of staff or other players to tamper with and without explicit consent cannot be removed or overwritten.
Extra(s): Enchanting an item is like crafting a magical matrix. Each matrix looks different with a different algorithm, pattern, symmetry (or lack thereof), and can even exhibit a form of chaos or change based on the effect. This makes it incredibly difficult for one who does not know or understand the structure of enchantments to apply them, remove, or alter them. Having a visual of the enchantment or curse helps drastically to its composition and removal.
From an outsider's perspective while enchanting, blue wisps of Eldritch power blink in and out of existence and dance around the area. As the enchanter molds the magical structure of the enchantment the color of the wisps may change as well as the number and how vigorously they dance about the area. When initiating the enchanting process they fly out from the item being enchanted and inversely condense back into the item when the enchanting process is finished. Without some visual representation of the magical structure, the success or failure of the enchanted item can only be confirmed by the use of the item and taking its effect.
Positive Mechanics:
+ Allows the user to overwrite enchantments/curses or remove them completely.
+ Allows the user to Dual Enchant. Dual Enchanting is the application of two enchantments onto the same item. It is an overlay of two magical matrix and is a very complex endeavor.
+ Allows the user to Amplify Enchant. Amplify Enchant is much easier than its Dual Enchant counterpart as the overlay is an identical structure of the enchantment being placed upon an item. However, both matrix are crafted from scratch and thus takes longer to apply than a normal enchantment. Essentially, the same enchantment must be made twice, one identical to the other. Small deviations can ruin the effect.
+ The user may enchant armor to increase his fortitude and upon activation temporarily increases his vitality by 1 for 1 post. May be used 3 times in a thread.
+ The user may enchant footwear to increase his speed and upon activation temporarily increases his speed by 1 for 1 post. May be used 3 times in a thread.
Negative Mechanics:
- Enchantments are not permanent and the effects of the enchantments wear off in effectiveness over time, faster with use and must be reapplied.
- Amplification of an enchantment or Dual Enchanting causes the effect(s) to wear off twice as fast as normally enchanting it.
- The user cannot remove player owned enchantments/curses or event enchantments/curses without prior approval.
- Magical matrices are complex and require either years of study or a visual aide to assist the enchanter in the creation of enchantments.
Concept: The user is able to create and remove magical effects from items. These effects fall under one of several categories: utility, combat, and enhancement. Utility effects constitute as an effect that adds a non-damaging effect to an item such as boots that muffle footsteps, flasks that magically refill themselves with water, or emitting a magical light source. Combat effects constitute as an effect that adds a damaging effect to an item such as fire damage, adding a ranged attack effect to a melee weapon, or even an armor piercing effect. An enhancement effect constitutes as enhancing one's aspects temporarily.
All enchantments on items are temporary effects that diminish over time and with use. Various circumstances cause the effect to diminish faster than others. All enchantments take time to apply to their respective items and so are not suitable for in-combat application. If uninterrupted he may apply effects in a combat thread however must not be interfered with during that time.
The user, while versed in applying these magical effects, may also choose to remove magical effects from items as well. Enchantments and curses may be removed or overwritten so long as the user understands the magical structure of the enchantment or curse. Likewise, certain enchantments or curses must require the permission of staff or other players to tamper with and without explicit consent cannot be removed or overwritten.
Extra(s): Enchanting an item is like crafting a magical matrix. Each matrix looks different with a different algorithm, pattern, symmetry (or lack thereof), and can even exhibit a form of chaos or change based on the effect. This makes it incredibly difficult for one who does not know or understand the structure of enchantments to apply them, remove, or alter them. Having a visual of the enchantment or curse helps drastically to its composition and removal.
From an outsider's perspective while enchanting, blue wisps of Eldritch power blink in and out of existence and dance around the area. As the enchanter molds the magical structure of the enchantment the color of the wisps may change as well as the number and how vigorously they dance about the area. When initiating the enchanting process they fly out from the item being enchanted and inversely condense back into the item when the enchanting process is finished. Without some visual representation of the magical structure, the success or failure of the enchanted item can only be confirmed by the use of the item and taking its effect.
Positive Mechanics:
+ Allows the user to overwrite enchantments/curses or remove them completely.
+ Allows the user to Dual Enchant. Dual Enchanting is the application of two enchantments onto the same item. It is an overlay of two magical matrix and is a very complex endeavor.
+ Allows the user to Amplify Enchant. Amplify Enchant is much easier than its Dual Enchant counterpart as the overlay is an identical structure of the enchantment being placed upon an item. However, both matrix are crafted from scratch and thus takes longer to apply than a normal enchantment. Essentially, the same enchantment must be made twice, one identical to the other. Small deviations can ruin the effect.
+ The user may enchant armor to increase his fortitude and upon activation temporarily increases his vitality by 1 for 1 post. May be used 3 times in a thread.
+ The user may enchant footwear to increase his speed and upon activation temporarily increases his speed by 1 for 1 post. May be used 3 times in a thread.
Negative Mechanics:
- Enchantments are not permanent and the effects of the enchantments wear off in effectiveness over time, faster with use and must be reapplied.
- Amplification of an enchantment or Dual Enchanting causes the effect(s) to wear off twice as fast as normally enchanting it.
- The user cannot remove player owned enchantments/curses or event enchantments/curses without prior approval.
- Magical matrices are complex and require either years of study or a visual aide to assist the enchanter in the creation of enchantments.