Magic Weapons Sept 4, 2019 19:20:23 GMT -6
Post by Nayru Al-Saiduq on Sept 4, 2019 19:20:23 GMT -6
Magic WeaponsPowerful but rare constructs that can wield arcane magics, magic weapons allow even those with no understanding of the arcane arts to launch blasts of searing flame at their foes or bolster their own abilities in combat. Attuned to a single Tome or Staff, a magic weapon can use that tome/staff's abilities. While powerful, these weapons are gated out of character by seals and and in-character by their attachment to the wielder; as they grow in power and personality alike they become sentient or reveal existing sentience, and in turn the bearer must grow along with them to safely unleash their power; while the weapon supplies the vast majority of the magic, a small part of the user's spirit is used to fuel Advanced magic.
While a single character can theoretically have an infinite number of magic weapons, and in-character you can either fluff them as being different abilities of the same weapon or dual-wield separate magic weapons, you must buy the base Magic Weapon AND all desired seals for each of them regardless. So 3-5k gold for each completed weapon. For the sake of balance, no matter how many weapons you have, you can only use up to two active abilities per post, less if you have augments active as well.
Magic weapons are split into three main categories; offensive, utility, or augments.
- Offensive weapons are attuned to clearly offensive tomes like Mire, Volcanon, and Thani. Depending on their seals, can use that magic to varying degrees of potency and range. The larger and more powerful the spell, the more they drain the weapon and the longer a cast time the spell requires, similar to a mage albeit requiring less concentration from the user. Super-tier magic like Bolting can only be tied to ranged weaponry; Nosferatu cannot be tied to a weapon normally.
- Utility weapons are bound to an activated staff (Heal, Barrier, Warp), or a tome (Aura, Divine) that lacks innate offensive powers. Similar to offensive weapons they drain the weapon to use. Staff-based utility weapons are limited to only one seal and thus cannot access Advanced staff effects. Aura and Divine magic can be upgraded normally. Physic and Fortify cannot be bound to a weapon.
- Augments like the Strength staff are passively active as long as desired, but use up enough of the weapon's power to maintain that they limit offensive magic usage. You need one seal for each effect of the Strength staff you desire, up to 3 total, and applying 2+ augments means you cannot use offensive magic the same post you benefit from these buffs.
As a basic overview of a magic weapon's capabilities;
- Sleeping - at 0 seals, a magic weapon is completely dormant, essentially a very expensive iron sword.
- Stirring - at 1 seal, a magic weapon gains the ability to safely cast Basic offensive/utility magic with a roughly 10 meter range up to 3 times a page, or sustain a single Basic augment permanently. At the user's discretion, a weapon of this level or higher can have purely aesthetic effects like a flaming blade or glowing brightly that have little or no combat effect.
- Awakened - at 2 seals, a magic weapon can safely cast Advanced magic with a roughly 20 meter range up to 3 times a page, Basic magic up to 5 times a page at minimal cost, or sustain two effects from the Strength augment.
- Unleashed - at 3 seals, a magic weapon can cast Advanced magic with a roughly 30 meter range up to 5 times a page, use Basic magic freely, or apply all three effects of the Strength staff to themselves. While the user cannot control offensive magic akin to how a mage might, its power is on par with an experienced mage's spells, and takes much less toll on the wielder since the weapon is fueling the majority of each spell.
It is required that you note that tome each weapon is linked to and how many seals are attached to it in your sig or in the Character Journal sub-board. How much description you add beyond that point is up to you.
Overusing a magic weapon beyond the limits listed here will cause the weapon to shut down for the rest of the topic to recover; attempts to go even further may lead to the permanent destruction of the weapon. Mage responsibly.