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Enchanting and Magic

Created Sunday 23 October 2022


People can be enchanted. Everything can. Magic works via ritual and preparation, there is no instant magic. This means that a mage can prepare a spell long before, and it can be reused. The more powerful a spell, the more dangerous it is, always. People who are enchanted are tattooed with the needed ritual marks. Most often these ritual marks will be continued on an object, allowing the user and the item to become one discreet enchanted object. Magic enchanting of anything can be fucked up, and it is especially hard on living things.


The most common form of magic enchanting is prosthetics. A person will have minor enchantments on the missing limb, and the prosthetic will have the rest, making the prosthetic literally a part of their body. Magic enchanting can disrupt the natural flow of spirit and soul within a persons body but like literally only when it's done to an excessive degree and most people would die before then. A normal prosthetic is an extension of the person. Minor enchantments or ones that mimic natural bodies become a part of the soul with minimal side effectrs, major enchantments are the problem.


The flow of spirit and soul being disrupted in a person doesn't change their personality or behaviors innately. It can affect perception, physical wellness, and in some very very extreme enchantments it can disconnect the emotions, which causes problems. Enchantments that cause these effects are usually done on purpose and is so deadly that enchanters will actively refuse to do it because ethically it just is bad.


There is a concept of tiers of magic weapons but its more of a hypothesis than a fact.


Tier 1/mundane weapons can (with difficulty) temporarily harm Maligned and Demigods, but would not be easily able to kill either, and would not be able to harm a God whatsoever.


Tier 2/Simple Enchanted weapons, the most common type due to if you can afford a weapon you can probably afford a simple enchantment, can cause temporary harm to maligned and demigods, the wounds being equal to ones mortals would get but they could still heal. Killing would still be difficult, but less. These weapons could scratch a God, but not cause any wounds.


Tier 3 or Hunter Weapons can cause permanent harm to maligned and demigods and are able to kill under proper circumstances. They can cause temporary wounds to gods.


Tier 4 or Maligned Killing Weapons are actively destructive to maligned and demigods to the point it is considered impossible to wield. These weapons can permanently harm and kill gods.


Tier 5 are godly weapons. They are equal to tier 4 in power, but only the specific God they are a part of should be able to wield them. (edited)


Maligned claws are effectively between 3 and 4. These are at best used by lorists and historians of enchantment, and most people do not understand nor think of these concepts. Tier 4 and 5 are exceptionally rare and are often lumped into a "mythic" category. The categories are mostly just descriptive for simplicity sake. Enchantments are more fluid and shifting than the categories might imply.


So magic in Sheakara is like, ritual and powerful as a rule right? But you can pre prep rituals on like scrolls or items or tattoo or even by carving them into something. A trained caster tends to follow certain formulas but intuitive or alternately trained or indie casters will often have entirely different systems because different systems of ritual can have the same results in a lot of cases. Anyway this changes warfare because castles court mages will prep defense magic rituals and this can include offensive and defensive measures. Some I've thought up before is one way magic shields and also giant fuckoff fireballs.


The most common simple enchantments include two way linked communication devices, which are always linked to one single other thing. There can also be a centeral communicaiton device each is linked to, but this cannot be used to connect two others except in theory. Every attempt to make a routable link has ended in failure.