Seal Enchantments on 08/04/2003 10:10 AM CDT
Links-arrows 1
Reply Reply
Seal Enchants

A form of item enchantment I’ve thought up is called seal enchants. These are similar to the Chinese and Japanese practice of writing special kanji on pieces of paper to create magical seals. It would work the same but have a lot more fantasy abilities. Like another enchanting idea I posted earlier, enchanting would be done mainly by the use of special sigils. Instead of being etched onto weapons or armor though you would use a stylus and ink and written onto sheets of paper (steal Meriel’s origami paper). Anyway here are the details.

Creating Seal Enchantments

Seal enchants as stated before are rune patterns written or drawn on pieces of paper. A special potion must be poured on the paper to power the seal and hold the runes. Once treated regular ink and a stylus can draw the rune onto the sheet and once drawn the Mage then focuses on the sheet of paper locking the rune pattern and activating the enchantment. This allows anyone with enough skill to use the Seal. Downside to creating a seal is that upon focusing on the enchantment it begins to deteriorate. It takes awhile but the paper will slowly begin to disintegrate making the seal useless. Seal enchantments must be stored in a special wrapping or case such as a spellbook case till they are ready to be used. Once opened the seals will begin to decay again but now cannot be stored again.

As well as specific types of enchantments there can be modified enchantments, ones that act the same but have variances based on one or two different sigils used in the creation process. On both regular and modifiable enchantments supplementary sigils called marks can be added to them. These are different from the first two because on their own they are useless but when adding another seal enchantment can be very useful especially when stacked, which requires a great amount of skill to do.

Using Seals

The longevity and potential power of seal depends on the creator’s skills, how well the seal operates is based on the user’s skill. When a person wishes to use a seal enchantment Some seals can be placed on object after being activated and is no more difficult than <put seal on (object)>. These are often wards that activate when something triggers their enchantment or operate over a bit of time. Others require you to focus upon the seal and then THROW the paper at your target, this can be done with the ones that can be placed but is usually much easier to just put them on something.

Thrown seals do not use light thrown skill unless the user is a Barbarian. The accuracy depends manly on the users skill in magical devices. When focused the seal reacts to the magical device skill of the user and that is used for strength of the seal. When placed either set or thrown on their target they activate immediately and start burning through there magic. The length of time they last depends on who created the seal. Skill in target magic provides a significant bonus to hitting at target with a seal.

When thrown the skill in TM reflects the stealth of the throw. The throw is compared to the target’s perception skill as to whether of not they see the seal come at them or attach. Once attached, if the seal throw is seen or not, the target must search themselves for the seal incurring a RT. Those with magical skills can perceive themselves to scry the location of the seal. Removed seals can still be used as long as the enchantment last.

Types of enchantments (all tentative names)

Arhat’s Seal – This seal is thrown and can attach to a creatures weapon or shield. Once placed the seal heats whatever it’s attached to causing severe damage. If it is placed on a weapon or shield the creature must drop the object or suffer injury to its hands. If placed on the body the seal will cause burns and exteme amount of pain as it burns the flesh. So intense is the pain the creature cannot usually focus on combat.

Weight of Mountains Lock – A powerful and difficult seal, weight of mountains lock can be placed on any object causing it to become too heavy to carry or lift. Even lids and flaps of the object can not be opened because of the sheer weight. Only the person who placed the ward can lift it and remove the ward.

Fae Scream Ward – This Air enchantment creates a scream in the ears of whoever it is attached to like that of someone being tortured to those who here it. So loud and awful is the sound it can cause long stuns to intelligent creatures and drive animals mad causing them to attack at random.

Absence Seal – A very useful Aether Seal weakens the mana resistance of whomever the seal is placed on. This makes it easier to create area spell matrixes, but it also makes whomever the seal is placed upon more difficult to target magically.

Bond of Blood – When this ward is placed (or thrown) the Bond of Blood enchantment will draw from the enchanted’s vitality as well as their harness to give more mana for spell use. The seal links the harness to the physical health of the target but if used to much, can kill the enchanted, which may be the purpose of the seal being placed anyway. The better crafted the seal the less damage it does to vitality when the enchanted uses magic.

Spirit Seal – Spirit Seal works much the same way Bond of Blood does but in this case it will drain from ones spirit. To activate this enchantment though it requires a cleric to bless the seal before it is focused on.

Finder Charm – Finder Charm creates a beacon in the lines of mana and placed on another person can make them very easy to locate by various magical means. As well anything bearing this charm will be much easier to target with spells.

Modifiable Seals

The Nine Winds – A difficult ward to create, The Nine Winds creates a powerful barrier of wind that impedes any effort to travel in a certain direction. One direction wards are not uncommon but two and three are much more difficult to create, wards with all nine winds are unheard believed to be legend. The seal itself is not placed on any object; it is focused on and hangs in mid-air blowing strong gust of air.

The seal can be modified to use the other elements as well. Aether will allow a creature to pass just to come back to the same location. Though seemingly impassable there is a way to figure out how to circumvent the Aether variation. Earth creates an unbreakable barrier but due to the power it takes to create this type of enchantment the barrier does not last long. Each element does something unique or in a different way. All can be overcome though and broken with the right combination of skills/tools.

Weakness Charm – The primary function of this spell is to for elemental magic to cause greater damage to whoever the charm is attaches. Any armor covering the area of the person body where the seal is placed also becomes like capable of protecting against elemental damage. Elemental properties can be used to put additional stresses on the person body. A weakness charm altered with the water elemental cause those whom it has been attached to grow fatigued faster, water is added to their blood causing it to thin. Air weakness charm is constantly throwing the cursed off balance by sudden gust of wind blowing at them.


Seal Additions

Vanish Mark – This addition causes whatever seal it is written on to partially slip into the plane of Aether. This makes the offending seal much more difficult to find, as it is near impossible to see. A side effect of placing this mark on a seal is that it slightly weakens the power of the seal.

Flame Brand – A very handy mark when one is not good or having trouble at concealing their seals when attempting to attach it to a victim. The mark will surround the seal in a sphere of intense flame whenever someone tries to remove the seal. The more they try the more damage they incur but stubborn targets will suffer the pain to just remove the seal.

Trickster’s Emblem – Mark shifts the currents of air during a seal throw attempt so that it attaches to the foot, the most difficult place to locate a seal. This is handy if a target cannot see the throw but is very good at locating and removing seals.

Mark of Hate – The name given to this mark was because of the frequency of the most spiteful of Mages using it. Whenever a victim locates the seal on their person the mark and the seal will be destroyed in a violent explosion of electricity. This can be overcome if the victim is good at disarming or very perceptive.

Familiar Sigil – A familiar sigil placed on a seal will cause it to return at the creator’s command. In the event that the victim locates a seal the mark will activate immediately and return to creators hand. If no free hand is available the seal will drop at the maker’s feet.



"Oderint dum metuant."
Reply Reply
Re: Seal Enchantments on 08/04/2003 11:08 AM CDT
Links-arrows 2
Reply Reply
Hmmh...a rather good idea, if I do say so myself.


~The Blackfire Mage Magmus
Reply Reply
Re: Seal Enchantments on 08/04/2003 02:30 PM CDT
Links-arrows 3
Reply Reply
I like it.


The mage formely known as Burnz, Dalkzin.

"All are equal in the fading echoes of mortality. One spell, one kill."
- Me
Reply Reply
Re: Seal Enchantments on 08/04/2003 03:29 PM CDT
Links-arrows 4
Reply Reply
Thanks.


"Oderint dum metuant."
Reply Reply
Re: Seal Enchantments on 08/04/2003 04:06 PM CDT
Links-arrows 5
Reply Reply
I like it, too, if that means anything.


Player of Visceraat, Albino S'Kra
Reply Reply
Re: Seal Enchantments on 08/05/2003 10:35 AM CDT
Links-arrows 6
Reply Reply
Nice


"What is a warrior's worth, when there is no one left to fight?" - Lord Seihjin Verackai
Reply Reply
Re: Seal Enchantments on 08/06/2003 11:03 AM CDT
Links-arrows 7
Reply Reply
Yes, mean's quite alot, if players/GMs favor it it might see developement one day. What I'm really watching for is post of modifications or additions to the previous idea, makes interesting reading.


"Oderint dum metuant."
Reply Reply