Post by Janx on Jan 22, 2007 22:04:56 GMT -5
Enchanting and Alchemy are 2 vaguely similar processes that result in the creation of an object can simulate the effects of a magical spell, with little or no MP cost. This section is designed to instruct you on how Enchanting and Alchemy are to work in this RP.
Enchanting:
Enchanting is primarily using souls trapped in soul gems (from the Soul Trap spell) in order to either re-charge an enchanted item, or create a new one. A weak creature will only allow you to have a weak enchantment, while a powerful creature will allow a more powerful enchantment. Enchantment’s can be pretty much any kind of spell effect that your character has, though their duration is usually shorter (for example a paralyzing sword only paralyzes for a few seconds compared to the normal spell). If you are in control of an RP don’t suddenly insta-kill a powerful monster just because you soul trapped it, as owner of this board I reserve the right to say you were not able to capture the soul if I deem you were too cheap in your aquiry method.
Alchemy:
Alchemy is using the magical properties of plant and animal components in order to simulate magical abilities. The magic of the potion created should relate to the region in which you obtained the ingredients or the creature. Potions simulating magical abilities which involve things other than the one drinking it (fireball breath for example), require half the MP cost of the usual spell from the caster without a lot of ingredients being used. Once used once, the bottle becomes empty, ready to be filled again. An Alchemist usually requires some of the following equipment: Mortar and Pestle, Calcinator, or Alembic.
Common Magic Properties:
Morrowind / Elsweyr = Fire or Poison
Skyrim/Solsheim = Frost
Black Marsh / Vallenwood = Poison or Illusion
Summerset Isle = Shock
Underwater = Alteration (usually swift swim, water breathing, or water walk)
Tombs = Mysticism
Daedric Parts (Hearts, Skin, Silk) = Conjuration
Food = Restoration
Enchanting:
Enchanting is primarily using souls trapped in soul gems (from the Soul Trap spell) in order to either re-charge an enchanted item, or create a new one. A weak creature will only allow you to have a weak enchantment, while a powerful creature will allow a more powerful enchantment. Enchantment’s can be pretty much any kind of spell effect that your character has, though their duration is usually shorter (for example a paralyzing sword only paralyzes for a few seconds compared to the normal spell). If you are in control of an RP don’t suddenly insta-kill a powerful monster just because you soul trapped it, as owner of this board I reserve the right to say you were not able to capture the soul if I deem you were too cheap in your aquiry method.
Alchemy:
Alchemy is using the magical properties of plant and animal components in order to simulate magical abilities. The magic of the potion created should relate to the region in which you obtained the ingredients or the creature. Potions simulating magical abilities which involve things other than the one drinking it (fireball breath for example), require half the MP cost of the usual spell from the caster without a lot of ingredients being used. Once used once, the bottle becomes empty, ready to be filled again. An Alchemist usually requires some of the following equipment: Mortar and Pestle, Calcinator, or Alembic.
Common Magic Properties:
Morrowind / Elsweyr = Fire or Poison
Skyrim/Solsheim = Frost
Black Marsh / Vallenwood = Poison or Illusion
Summerset Isle = Shock
Underwater = Alteration (usually swift swim, water breathing, or water walk)
Tombs = Mysticism
Daedric Parts (Hearts, Skin, Silk) = Conjuration
Food = Restoration