Friday, February 6, 2015

WotA Weekly: Enchanting

Hi guys!

This week I'm discussing the magick of enchanting.

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Enchanting is considered a universal magick, which means that any race can practice it, although some are better suited than others.

If you didn't know, every race in WotA has at least one magick system that is unique to their kind. Humans have elemental magicks, high elves have force magicks, the ursa have a magick they call navigation which is based on Feng Shui, dwarves have natural antimagicks, galts have their probabilistic reality-warping magicks, and more. Different racial magicks may be able to accomplish similar effects, but they are at their heart, disparate. On the other hand, universal magicks can be learned by anyone of any race. They include things like, witchcraft, alchemy, prayer, enchanting, and other recipe/ritual magicks. Before the polarization and condensation of aether and nether discussed last week, there was the universal true magick which encompassed all of magick and can mimic any racial magick. In order to be granted the title of Magician, a magicker must display some ability to control universal true magick.

Within universal magicks there are racial specializations, and this is especially true for enchanters. Weapons and armor enchanted by humans are nearly always going to have elemental properties, while dwarves can create a pseudo-cold iron effect in their crafts.

As an adventurer, enchanters fall into two main camps similar to alchemists: preparers and disposables.

Enchanters that are the former spend most of their time between adventures fine-tuning and honing their equipment and the equipment of their friends that adventure with them. They are incredibly likely to come equipped with a variety of tools containing unique properties, whether that is a lightweight rope that stretches to any distance and can hold several tons without breaking, caltrops that spread out like a fireball and return when called, belts, girdles and masks that change appearance, or even boots that enable one to walk on the air, as well as a backpack of holding to contain it all. These enchanters usually have some skill as craftsmen (frequently craftsmen will look to enchanting to take their craft to the next level) and dabble with their racial magicks as well, although adventurers that are enchanters first will pay masters of craft and masters of magick to create the best items with the best magickal effects for their gear, and this is frequently one of their purposes in adventuring.

Enchanters with a focus on disposables do not care or need to prepare at all. They take whatever is at hand and enchant it on the fly to serve the purpose they need; by using short-term enchantments of limited utility, these enchanters can accomplish incredibly powerful effects. Rocks can change shape into bullets with the speed and force of a gun upon being thrown, blades of grass can interweave into a shield, a branch be enchanted into steel with the cutting quality of a sword. These enchanters work well with disposable equipment, and many become archers or gunners, enchanting their ammunition with each shot. These types of enchanters are less likely to become craftsmen and far more likely to have originally been magickers, so that they use enchanting in the same way that they've used their racial magicks.

Enchanters work with crafts, the higher quality an item is, the more power it can receive from an enchanter. All enchanters are able to increase the native purpose of an item (i.e. durability, sharpness, etc) without much required in the way of focus or external magicks. Enchanters like to work with focusing stones, gemstones they direct their magicks through in order to enchant items. These gemstones can be a keepsake that the enchanter keeps with them, or imbued into the item directly. They are frequently enchanted themselves, and it is not unheard of to use alternative foci than gems either, especially in poor areas.

For the most part, enchanters empower items through their own reservoir of magick, but they are capable of capturing magickal effects within items, either by working in concert with a magicker, providing the spell themselves, or by tapping into the natural magicks of a location. For instance, enchanters wishing to create items empowering necromancy will frequently go to areas involving the dead; places like graveyards, battlefields, or places of natural necromantic magicks like the Unthal Mountains.

There is a specialization of enchanter that develops this ability further and can actually steal magick. They are uniquely qualified as magick-hunters in that they can turn the spells and powers of creatures and beings back on the caster, but enchanters that make a living doing this usually attract the attention of creatures and magickers that are too powerful for them to defeat, so they rarely make a living doing this for long.

Enchanters are less common in frontier towns than alchemists, but most cities and places of trade are home to enchanters. A skilled enchanter is always welcome amongst craftsmen.



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