The Court Jester
Enchantment for the vast majority of Alterans refers to a symbiotic relationship between a mortal and a minor elemental focused around a material object. This union of arcane and mundane is entirely outside the awareness of a mortal user, with nothing of the mechanics behind it known in-character. This brand of enchantment differs from that achieved through the magic system, and is facilitated through use of an enchantment table.
At their most elementary function, enchantment tables act as a rudimentary channel of communication between a mortal user and an elemental within the Planar Infinity. The construction of an enchantment table comes as a form of instinct to all Alterans imparted by the Immortal Kings, who granted such as a means for their creations to co-inhabit productively.
Enchantment tables operate through a form of pact magic embedded in the construction of the table itself. Once completed, the table acts as a conduit and beacon for ambient adolescent elementals seeking strength and security in residence. Through the table a would-be enchanter offers essence, an approximation of the memories and experiences of the user, and an item within which the elemental may reside. By incorporating the use of lapis into the ritual, the the enchanter is able to regulate and lessen the mental burden. In return of sharing this essence, the elemental will inhabit said item for a time, and imbue it with a trait of the elemental’s composition. By consuming essence the adolescent elemental both grows stronger and deeper in sentience as it incorporates the experiences of another being into its own. Additionally, residing within a physical body provides a secure environment for the young elemental to grow and further realize its sentience. Physical items generally tend towards tools and weapons, though elementals are also able to inhabit books for a time before being applied to a tool or weapon at additional essence cost. In this case, the class of elemental and trait that it wishes to impart is pre-determined and readily visible within the book, viewable as a further byproduct of the innate understanding of the enchanting table.
The practical effects of elemental residence vary in both class and magnitude. Class refers to the trait that the elemental imparts upon the item, dependent upon the specific element with which the elemental is associated.
· Earth: Protection, Unbreaking, Bane of Arthropods
· Fire: Fire Protection, Smite, Fire Aspect, Flame,
· Wind: Feather Falling, Knockback, Looting
· Water: Aqua Affinity, Blast Protection, Depth Strider, Luck of the Sea, Lure
Magnitude refers to the relative strength of the elemental that inhabits the item, and thus the strength of the imbued traits. In general, a greater offering of essence will attract a more powerful elemental, thus yielding greater results. It is also possible for greater quantities of essence to attract multiple elementals to the same item, resulting in heavily enchanted items that contain several traits.
At such a time when the residence of an elemental is physically broken, the pact is deemed complete and the now-stronger elemental is released back in to the wild. However, elementals are not immutable in their choice of residence. If the offering of essence is sufficient, an elemental within an item is willing to transfer over to another to continue the pact, though the now-stronger elemental is wont to desire a steeper price than before. In the case of a residence being repaired rather than replaced, the elemental will demand additional essence for the increased duration of its pact.
In a similar vein, elementals are not opposed to transferring to intact items already inhabited by other elementals. In such a case, elementals imparting the same trait will merge their efforts to produce a greater tier of magnitude than either of the individual enchantments.
Location of the enchantment table also plays a role in attracting elementals. A universal step in such is to construct a repository of knowledge around the table, usually in the form of bookshelves. Having such in the proximity of the table allows it to channel more of the user’s essence, information acting as a catalyst for the memories and experiences that essence is comprised of.
The setting of the table determines the prevalence of each class of elemental, corresponding to the prevalence of each respective element in the periphery. Elementals tend to flock around displays or sources of their element, with increased frequency in specific regions making it more probable for elementals of the corresponding element to be attracted to an offering of essence in proximity. For instance, an item is more likely to be inhabited by an element of fire if the table resides near a forge, or by an element of water if the table is aboard a ship. However, guaranteeing a specific element is virtually impossible to do via environmental manipulation, as boundaries get muddled and are often difficult to define.
Application On Clothes
Specification of what Enchanting can be applied to does range towards armor and cloth pieces. It does not apply to capes, gloves, arm bands, pauldron pieces, and so on. The armor or piece of clothing must be whole.
- Aqua Afinity: Helmet with front covered of the leather variety.
- Feather Falling: Boots of a leather variety.
- Depth Strider: Boots of the leather variety.
- Blast Protection: Head, Chest, Legs, Boots of the metal variety.
- Protection: Head, Chest, Legs, Boots of the metal variety.
- Unbreaking: Head, Chest, Legs, Boots of the metal variety.
- Fire Protection: Head, Chest, Legs, Boots of the metal & leather variety.
Anything smaller or thinner than a Stiletto dagger or bigger and wider than a Two-handed sword cannot be applicable to the Enchantment effects. Cannot Enchant Robes, jewelry, gloves, knucklers, throwing daggers, staffs.
- Bane of Arthropods- Can be applied to any variation of Melee weapons (Swords, Axes, Hammers, Daggers and Spears) but not projectile weapons. Elemental requires contact between the two entities.
- Fire Aspect- Can be applied to any Melee weapon but not projectile. In case of thrown weapons, like Javelins, does not trigger when out of contact with the wielder. Cannot be used in combination with Flame.
- Flame- Can be applied to any projectile but not Melee. In case of thrown weapons like, Javelins, only effects WHEN thrown but does not trigger when in contact with the wielder. Cannot be used in combination with Fire Aspect.
- Fortune- Only effective on hand-held tools and has no effect in combat. Spearfishing with a fortune enchanted spear doesn’t help.
- Knockback- Can be used on any melee weapon, only makes “shiing” sound for something with a sheath (Sword or dagger as examples). Ineffective on ranged weapons. In case of equal power knockbacks colliding, they recoil upon their users with full effect, otherwise the more powerful enchantment overpowers the others and knocks them back at most 5ft.
- Looting- Only effective on melee weapons that can cut or pierce with some precision (Swords, Spears). Weapons that rely on brute force (Hammers, Maces and Axes) gain no benefit from the enchant. Ineffective on Ranged weapons.
- Luck of the Sea- Only effective on fishing implements (Nets, trotlines and Fishing rods), with no tangible benefit when used on anything else.
- Lure- Much like Luck of the sea, but only works on metal when submerged in water. Using this on anything other then a hook such as a spear underwater, causes the metal to move irregularly thus making it harder to aim. Outside of water there is no effect.
- Smite- Can be placed on any melee weapon but not ranged weapons.
- Sweeping Edge- Can be placed on any melee weapon but no effect on ranged weapons.
- Unbreaking- Can be placed on any tool, as a catch all makes the item more resistant to breaking, does nothing for the hardness so they can be scratched without interference from this enchantment.
Elementals now require a source of contact from the wielder. Melee enchantments draw their power upon the enchants activation thus if they are thrown they will not activate. Ranged weapons are the inverse and draw power slowly over time from their wielder and thus only activate when thrown with 'force' from the wielder, a javelin with a ranged enchant will only work when it is used as a projectile while one enchanted with a melee enchant will not trigger when thrown.
There are a few exceptions such as Unbreaking, Lure and Luck of the Sea. These would draw all their power at creation and might be harder on the user then normal enchants, at least in the case of unbreaking, as lure and luck of the sea are far weaker enchants that draw their power from contact with water.
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