Enchantments: Difference between revisions
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The keywords used in a ritual define the nature of the enchantment. If a specific goal is in mind, the keywords must match. Ritualists can use some magical items in rituals as a keyword, but they are destroyed or become inert after the ritual unless otherwise stated. | The keywords used in a ritual define the nature of the enchantment. If a specific goal is in mind, the keywords must match. Ritualists can use some magical items in rituals as a keyword, but they are destroyed or become inert after the ritual unless otherwise stated. | ||
In the case of Arcanists, they have chosen keywords they have studied, and they are very skilled in using them. However, Arcanists can also use keywords they do not know and keywords outside of their portfolios, but this incurs a penalty. | In the case of Arcanists, they have chosen keywords they have studied, and they are very skilled in using them. However, Arcanists can also use keywords they do not know and keywords outside of their portfolios, but this incurs a penalty. Everything pertaining to rituals and penalties can be found in the [[Rituals#Ritual Failure|Ritual Failure]] section of the document. | ||
==== Strike and Cinder Notes ==== | ==== Strike and Cinder Notes ==== |
Revision as of 09:14, 26 April 2024
Enchanted items are bespoke items created through the process of a ritual or magical objects created by some other means beyond our understanding. They populate the world, scattered in innocuous spots, forgotten or misidentified, stored away, or misplaced. This page refers to the process of creating an enchanted item in a thread. Although enchanted items are difficult to replicate, to the degree of making mass production impossible, a skilled arcanist can repeat a ritual to create an item of a similar or identical effect when they have the same components available to them.
Ritual Enchanting[edit]
To create an item, one must first prepare a ritual. Before this ritual begins, the enchanter must know what they plan to make, or the results will be unpredictable. An uncertain caster results in unstable magics. Preparing the ritual itself requires the ritual circle with the ritual runes, components placed on the ritual circle, and then finally activated by a drop of blood.
Components[edit]
Components are a vital part of a ritual, as five need to be placed within the circle. Components come in several different qualities, there are Poor, Average, Good, and Superb Components, all of which define the quality of the enchantment cast on the object. Superb components are exceedingly rare, often found in encounters with mythical creatures or by extremely lucky or clever Arcanists.
The quality of a component is entirely in the meta, although an Arcanist might have a feeling of how suitable something is for ritual work. The act of collecting as well is generally in the meta, although it might be ascribed in a post as the intent to pick up something the Arcanist intends for a ritual.
An Arcanist uses their Collector ability to collect components using their Cinder dice pool. The results below define the quality of the components gathered.
- Partial Failure: Poor
- Complete Success: Average
- Exceptional Success: Good
- Critical Hit (10 Passes): Superb
Poor and Average components are the most common, and both define how long-lasting an enchanted item is and how powerful the enchantment can be. Components that are not gathered through rolling Cinder are all considered Average components.
The Conduit[edit]
Having set your mind to create an enchanted item, you must also have something to enchant. The conduit is whatever the ritual magic is supposed to anchor to; this can be a pen, a necklace, an item of clothing, whatever you may have on hand. Be mindful of what you choose your conduit to be. Whatever object used will be channelling the primal forces of magic and wear and tear is expected. Inanimate objects don't naturally heal. Natural materials, such as wood, metal, or stone, seem to have a great deal of staying power, while human-made materials like plastic tend to fall apart more quickly. Consider also how it is to be used, for example snapping an enchanted toothpick in half to trigger a spell.
Conduits do not need to be rolled for, they are defined by what object they are and players use this in the flavour of object creation.
Keywords[edit]
The keywords used in a ritual define the nature of the enchantment. If a specific goal is in mind, the keywords must match. Ritualists can use some magical items in rituals as a keyword, but they are destroyed or become inert after the ritual unless otherwise stated.
In the case of Arcanists, they have chosen keywords they have studied, and they are very skilled in using them. However, Arcanists can also use keywords they do not know and keywords outside of their portfolios, but this incurs a penalty. Everything pertaining to rituals and penalties can be found in the Ritual Failure section of the document.
Strike and Cinder Notes[edit]
- If an enchanted item is to have a mechanical effect (impact the dice system), the dice system must be used throughout the whole ritual.
- Components are collected with Cinder rolls by Arcanists. The result determines the quality.
- Components that are not collected with a Cinder roll are by default Average quality.
- For a full overview of Strike and Cinder rules pertaining to Rituals (and by extension Enchantments) carefully read the Ritual Failure section of the ritual page.
Flavour and Mechanics[edit]
Enchanted objects come in two forms: pure flavour and mechanical. Magical items that have an effect that is purely for flare or flavour–like a pen that writes by itself–can be in the world without rolling dice or even going through a ritual. Magic has been around for as long as written history and longer, so there will be magical items dotting the world, and players are free to think of as many as they want.
However, a magical item that offers modification to dice odds, adjusts Thresholds, or impacts the Strike & Cinder system in any way, must be created through a ritual using said dice system. The process through which these enchanted objects are made is through a ritual using Cinder rolls, components, and a conduit. At the activation of this ritual, a player must post a moderation request for the enchantment to be defined and take effect.
Requesting Mechanics[edit]
Once the ritual is activated and the player has enchanted an item, the player must drop a magic item request in the Moderation Request thread.
The template used is shown below and must include: a link to the thread, keywords used (or introduced randomly), the power source involved, the quality of the components, a description of the object, whether or not it is intended to be one-time use or rechargeable, and what effect the object has. On the last section, do not suggest specific mechanical effects in the dice system, such as specific dice bonuses, just what you imagine it doing.
[b]Link:[/b] Link to the specific post where the Cinder roll was made.
[b]Name:[/b] The name of the magical item.
[b]Keyword(s):[/b] The keywords used in the ritual and any randomly added keywords thanks to non-human or tainted blood.
[b]Power Source:[/b] Which power source did the ritual use? Yourself or something else?
[b]Component Quality:[/b] Are the components Poor, Good, or Superb in quality?
[b]Description:[/b] General appearance of the object.
[b]Consumable?:[/b] Can it just be used once?
How are effects determined?[edit]
Only a few factors go into determining the mechanical effect of an enchanted object: The quality of the components, the success range of the rolls, and how the energy source is used. Component quality offers little boosts, with Poor quality providing unexpected side-effects and Average adding nothing at all. Good and Superb are things that can elevate an enchantment.
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