30 – Enchanting, Enhancing Enchantments
1.1k 6 53
X
Reading Options
Font Size
A- 15px A+
Width
Reset
X
Table of Contents
Loading... please wait.

Got a cover art. Was getting annoyed that I didn't have one.

Amara looked over the haul she got from the battlefield where Ezme was currently neck-deep in demons. The first she inspected was an oversized warhammer, which had a head as big as her own.

Spoiler

Warhammer

Abilities & Effects: Durability, Greater Strength

Creator: Sonyah Lackbrawn

Durability - While mana is supplied, the item will be more durable.

Greater Strength Boost - While mana is supplied, the wielder may activate the enchantment to temporarily double their strength. Lasts until cancelled. Drain: 5 mana / s.

[collapse]

Looks like this item isn’t able to hold any mana. But the effect of Durability is similar to the effect of Strong Edge.

That strength boost seems pretty handy as well. Need to have a pretty large mana pool for it to be effectively used though.

Lets see what the staves have to offer.

Amara put the warhammer away and grabbed the first of the two staffs she snatched. In appearance it looked rather ordinary.

Spoiler

Staff 

Titles: The Stinky Stick

Abilities & Effects: Poison Cloud, Lesser Willpower Boost

Creator: Madka Owizlouze

Poison Cloud - While mana is supplied, the wielder may activate the enchantment to create a stream of poisonous gas. Lasts until cancelled. Drain: 10 mana / s. Warning! The gas stinks!

Lesser Willpower Boost - While mana is supplied, the wielder may activate the enchantment to temporarily increase their willpower by 25%. Lasts until cancelled. Drain: 8 mana / second. My very own innovative design! Sonyah is a copycat!

[collapse]

Let's not try that one inside. Maybe I should find out where Alarice’s room is to test it.

Amara smiled wryly before she considered. This one has an attribute boost too. And it seems pretty powerful. I should get a staff from Ramay to see what kind of effects they have.

Amara put the first staff away and picked up the other. It was made of black wood with red lines painted along it, giving it an intimidating appearance.

Well that name is ominous.

Spoiler

Staff

Titles: Chaotic Staff of Inferno

Abilities & Effects: Inferno, Greater Inferno, Willpower Increase, Warning, Chaotic Instability

Creator: Madka Owizlouze

Inferno - Creates a firestorm at the targeted area. Increased mana supply increases the heat. Lasts until cancelled. Drain (Minimum): 20 mana / s. Area of Effect is limited to 2 meter radius!

Greater Inferno - Create a firestorm everywhere. Drain: Requires minimum 50 mana to activate, but drains all mana at once. Warning! Users are not protected! Use only when you’re the last one standing, and want to claim your vengeance!

Willpower Increase - The wielder gains 15 willpower while wielding this item. My very own innovative design! Sonyah is a copycat!

Warning - Item apparently has an unknown effect. Everything works as intended in testing, but when wielding during combat, users have reported unreliable results. Not sure if it’s actually true, or if it’s simply Sonyah being jealous and paid off the magicians. Anyway, the king got cranky so I had to set this up as a warning.

Chaotic Instability - When the wielder’s emotions are high, targeting specifications of other enchantments on this item are disabled. 

[collapse]

Oh dear. Was nobody able to appraise the item? It says it right there what the cause is.

I’d certainly like to see it in action though. But I don’t feel that tempted when reading about the instability. 

I suppose I should get some books on enchanting from that world too.

Spoiler

Shield

Titles: Captain Shield of the Knight-Magician Order

Abilities & Effects: Attribute Increase, Attribute Boost

Creator: Sonyah Lackbrawn

Attribute Increase - The wielder gains 10 to all attributes while wielding this item.

Attribute Boost - While mana is supplied, the wielder may activate the enchantment to temporarily increase all their attributes by 50%. Lasts until cancelled. Drain: 80 mana to activate, 50 mana  / s.

[collapse]

That...is overpowered. Fifty percent increase to all attributes?

Certainly the mana cost is high though...but if I could create an item that could store mana as well? Or have a seperate item purely for storing mana? It would be very useful if I could store excessive amounts of mana...maybe even to the point that enchantments such as Attribute Boost can be kept active indefinitely. 

Although...it looks like this shield might be kind of important. Maybe they actually need it for the war more than I do for research. 

I’ll keep an eye on the battle. And maybe ask Ezme what she thinks.

Amara put down the weapons and went to pick up the book, Introduction to Magical Enchantments, that she snatched from Ramay and went to lay on her bed to read it.

Let’s see…

‘...the basics of enchanting requires the class skill Imbue Mana granted by the Enchanter class, as items aren’t able to absorb mana otherwise…’

Guess it might be difficult to imbue mana without the class skill.

‘...once an item is imbued with mana, enchanters can draw a magic circle for the desired spell or effect they wish the item to have, and tie it to the item with the class skill Enchant…’

Another required class skill. 

‘While the magic circle drawn determines the basic requirements of the spell, the materials and craftsmanship of the item determines how much mana, as well as the number and complexity of magic circles it can hold, and thus limits the possible enchantments…’

Guess that means that bullets might be limited if it depends on size. However, with good quality steel it might be able to hold some useful ones? I should find out if there is stuff like mithril, or if it’s only a thing of fiction. 

‘...to use an enchanted item, one simply needs to supply it with the mana required and state the name of the spell. Mental images are only required for abilities enchanted for the item that require it. Enchantments such as Durability or Strong Edge require no mental image.’

'...enchanted items can be wielded by anyone, so long as they can provide the mana required to fuel the enchantment. If the item is able to hold its own mana, then that requirement is not needed either. Instead the only thing required will be the mental image needed to complete enchantments in the cases when the enchantment is more complex...'

In a way, enchantments should be more powerful than regular spells. After all, the magic circle is completed already. 

A sudden realization crossed Amara's mind.

With Mana Sight I might be able to see the magic circles in the weapons?

Amara jumped off the bed and walked back to the room where she had left the weapons. 

Mana Sight.

Immediately Amara saw that the weapons she had taken from Ramay were glowing in a faint blue hue. She picked up the sword and looked closer at it.

Along the blade she saw that there were magical circles she hadn’t seen without Mana Sight.

Holding the blade by the hilt, Amara held it in front of her as she kept her eyes on the magic circles.

Flaming Edge.

As she thought the command, Amara could see the magic circle for Flaming Edge flare up brightly as the fire enveloped the edge, the flames licking the length of the blade. 

Amara watched as she saw the mana inside the blade be drawn towards the magic circle as the spell was maintained. Once the sword was completely out of mana and the flames died out, the magic circles faded away.

[Ding!]

Spoiler

Mana Sight has reached level 12!

[collapse]

Amara began channeling mana into the blade and watched the mana spread out into the blade, like ink drawn on wet paper. The magic circle for Strong Edge reappeared almost immediately, but it took longer for the magic circle for Flaming Edge to appear.

Probably because it requires more mana to activate.

Amara put down the sword and picked up the warhammer she snatched from the battlefield. She couldn’t see any mana or magic circles on it. 

As she let mana flow into the handle, she saw the mana spread just like in the sword from Ramay, and the magic circle for Durability and Greater Strength Boost came to life. 

Greater Strength Boost.

Immediately Amara felt a significant increase in strength as the magic circle burned brighter, and instinctively felt the weapon in her hand demand more mana from her to maintain the effect.

[Ding!]

Spoiler

Mana Manipulation has reached level 16!

[collapse]

Amara increased the flow of mana and watched as mana rushed through the handle, like water running out of a tap, to the head where the magic circle was.

As Amara ran out of mana to maintain the spell the magic circle disappeared, while the one for Durability remained. Amara cut off her flow and watched as the mana that was in the hammer evaporated.

Looks like items really can't hold mana unless they are somehow made to do so. Even enchanted items lose the mana supplied to them otherwise.

Really inefficent too in comparison. I wonder how the Durability enchantment works if you aren't supplying it with enough mana at the moment it would break. If it could hold mana, it could at least draw on those reserves.

Amara thought back to the announcements she recieved.

At least I’m getting closer to obtaining the magician class. Just need nine more levels in Mana Manipulation.

Status.

Spoiler

Status

 

Name: Amara

Race: Human (Ascended)

Age: 1992 (Teyrin)

Level: 14

Class: None (Classes available.)

Titles: 

the Ascended

Learner of Forbidden Knowledge

 

Divine Power:

442 614 / 442 614  (100%) 

+ 22851 / h (5%)

+ approx. 10 715 000 000 / h (2420845%)

 

Mana:

2/31 (7%)

+ 0 / h (0%)

 

Remaining points: 11 

Strength: 225 

Agility: 290

Dexterity: 249

Vitality: 265 

Stamina: 242 

Willpower: 331 

 

Divine Skills:

Spoiler

Angelic Language lvl 9

Language Comprehension lvl 5

Appraisal lvl 8 

Telepathy lvl 11

Creation lvl 9

Realm Gate lvl 18

Open Sesame lvl 3

Select Mouthpiece lvl 1

Divine Body Strengthening lvl 8 

Divine Punch lvl 6

Divine Kick lvl 6

Divine Headbutt lvl 1

Divine Regeneration lvl 1

Farsight lvl 15

Mana Sight lvl 12 (New!) 

Mana Funnel lvl 10

Levitation lvl 13

Explosive Decompression lvl 12

Electricity

Snatch

Make A Call

Maid Service lvl 1

[collapse]

Class Skills: 

None

 

Magic Spells:

Spoiler

Flame lvl 6

[collapse]

 

General Skills: 

Spoiler

Mana Manipulation lvl 16 (New!)

Sense Mana lvl 5

Selective Hearing lvl 19

Pain Tolerance lvl 4

Fear Suppression lvl 1

Body Strengthening lvl 11

Punching lvl 15

Kicking lvl 13

Headbutting lvl 4

Marksmanship lvl 10

Sword Slash lvl 10

Sword Stab lvl 10

Halberd Slash lvl 10

Halberd Thrust lvl 10

Halberd Chop lvl 1

[collapse]
[collapse]

I guess I’ll get some books on enchanting from the world Ezme is fighting on. I suppose it’s a big plus that I can get information on how different worlds do their enchanting.

I’ll likely be able to combine effects from both worlds. 

While I’m at it, I’ll look for a book on classes and see if there is anything the people on Ramay had missed. I'm already quite confident that I'll get the most out of the enchanter class though, as I can use divine power for combat. If I can adapt the enchanting techniques for divine power as well, I'll truly have a chance.

It wouldn't matter how large my divine power pool is, if I can have items like Sophelia's sword, and simply store up divine power over the years.

53