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Scorp40left.png Enchanter, Master of Enchantment Scorp40right.png



Overview: While trying to find a way to fashion new runestones, mighty spell-users discovered that certain materials could store arcane energies if constructed and treated properly. Sorcerers draw and enchant sigils, magical signs that serve as temporary traps of magical power, turning mundane objects into magical items.

Narrative: Magic, whether born of Faith or Arcane Lore, has been studied by the Wise since the very beginning of the World. The Ancient Arts of Wizardry and Channeling, called by some the "True" or "Eternal Arts" were first developed and practiced by the Elves in the Age of Twilight before the count of time began. Indeed, ancient records reveal that the Elves of the Twilight Kingdom had reached the pinnacle of perfection in those lost times, and that what we know today as Magic is but a humble shadow of the power known of old. Sadly, too many secrets of the Elder Days have been lost forever, obliterated when the rise of the Dragon swept away the ancient, pristine order of the World. None, save perhaps Zaristan the Wise, can claim to rival the power of those long vanished Masters.

The Age of Days witnessed a new ordering of the World, and the rise of the Sons of Men. As the World changed, so did Magic change with it, and seekers of arcane power soon developed New Arts, called by some the "Lesser Arts" or the "Arts of Man," for human Magi stood at the forefront of their development. Of all the New Arts, Sorcery was the first to be discovered, and has had the greatest effect on the studies of the Wise.

Early in the second century of the Age of Days the Elves of the Deathless Empire first discovered the scattered Runestones, the lost fragments of the Giant-Carved saga that foretold the destiny of the World. After much experiment, the Elvish masters learned to tap into their power. Some Magi, not content with harnessing the Stones' power, tried to fashion new Runestones of their own. Their efforts all failed, and most ended in disaster. Finally, the High Concordat of Magi ended their experiments, and further study or research in the topic was forbidden. So it would remain for centuries, until the rise of Men.

Almeus the Young, tutor of Zaristan and one of the greatest Wizards Humankind has ever known, discovered the principles of Sorcery after he seized the throne of Paolus, First King of Brethild. From arcane grimoires of the Deathless Empire the Wizard learned of the Elvish efforts to create Runestones, and took up the cause himself. Even Almeus could not succeed in fashioning new Runestones (for truly, they are the work of the All-Father, and beyond the power of lesser beings), but his attempts prompted other discoveries which revolutionized Magic throughout the World. While trying to find the ideal medium from which to fashion Runestones, Almeus determined that certain objects and materials hold an inherent "resonance potential," a sensitivity to specific magical auras and energies. In time, he found that objects placed at the intersections of ley lines slowly accumulate magical force, called Mana by initiates. Almeus devised ways to tap into the stored Mana within these objects, as well as other ways to trap mana within the substance of particular grades of stone or metal. Thus were born the Rings, Talismans, and Powerstones so prized by Wizards and Channelers alike.

Two centuries later Almeus devised the first Sigils, arcane marks based both upon the Runes and the arcane geometry of the Tapestry of Creation. When properly enchanted, a sigil acts as a trap for magical energy, a net that can bind a spell and hold it indefinitely. Once inscribed into an object, the Sigil fashions the object into a vessel for spellcasting. Once a spell is cast upon the object, its power is stored within the Sigil and can be released again with a single word. This, then, is the true essence of Sorcery: the ability to craft and enchant items of power. Almeus continued his work for centuries, and in the years after the Sorcerers have refined their Art even further. Now while lesser Sorcerers craft and enchant magical wands, staves, and talismans that hold specific spells, masters can enchant items that can store almost any spell, vast numbers of spells, or hold a spell permanently, infusing its effects upon the bearer. Techniques and Sigils have also been devised that can store the spells of Healers and Priests within enchanted objects, and Sorcery has become a universal Art, valued by all practitioners of magic.

The Sorcerer's art is an arduous one: there are thousands of seals, each with its own magical affinity, and a Sorcerer must also know what form and materials best suit a given spell effect. Items of power often require rare or expensive materials, and demand the finest workmanship. For those who have the skill and the patience, the rewards are great. While some purists still scoff at Sorcery, dismissing it as a Lesser Art, few can deny its potential, or the effect it has had upon the World.





Infuse with Power -"Temporary Jewelry Enchantment"


  • Granted: Level 20
  • Power Rank: 0 ( Untrained)
  • Teachers: Master Enchanter (20)
  • Focus Skill: None
  • Flagged As: Spell (Cancels effects which are cancelled by Spellcasting).
  • Mana Cost: 36 to 56 (at power ranks 0 to 20)
  • Casting Time: 7 seconds
  • Recycle Time: 600.0 seconds
  • Generates Hate: No
  • Power User Requirements: Player must not be moving when he activates this power.
  • Mode Required: Either Combat or Non-Combat Mode
  • Requires Hit Roll: No
  • Target and Range: Jewelry (inventory items)
  • Applies Effect(s): (From Power Ranks0 to4)
    • Duration: 30:00 minutes
    • Stackability: Can be stacked with any spell other than itself.
    • Strength Adjustment: + 2
  • Applies Effect(s): (From Power Ranks5 to9)
    • Duration: 30:00 minutes
    • Stackability: Can be stacked with any spell other than itself.
    • Constitution Adjustment: + 2
    • Strength Adjustment: + 2
  • Applies Effect(s): (From Power Ranks10 to14)
    • Duration: 30:00 minutes
    • Stackability: Can be stacked with any spell other than itself.
    • Constitution Adjustment: + 2
    • Dexterity Adjustment: + 2
    • Strength Adjustment: + 2
  • Applies Effect(s): (From Power Ranks15 to19)
    • Duration: 30:00 minutes
    • Stackability: Can be stacked with any spell other than itself.
    • Constitution Adjustment: + 2
    • Dexterity Adjustment: + 2
    • Spirit Adjustment: + 2
    • Strength Adjustment: + 2
  • Applies Effect(s): (From Power Ranks20 to 20)
    • Duration: 30:00 minutes
    • Stackability: Can be stacked with any spell other than itself.
    • Constitution Adjustment: + 2
    • Dexterity Adjustment: + 2
    • Intelligence Adjustment: + 2
    • Spirit Adjustment: + 2
    • Strength Adjustment: + 2


Races Available: Professions Available:
Aelfborn
Centaurs
Dwarves
Elves
Humans
Irekei
Shades
Assassin
Bard
Channeler
Confessor
Doomsayer
Druid
Fury
Prelate
Warlock
Wizard