Enchanting (23) (5 perks)
- Call Me Parry (Eureka-Warehouse 13-Alphas) (400CP)
You have a unique insight into how to combine Artefacts in order to enhance and alter the nature of their effects, often by an entire order of magnitude, and even create new Artefacts through careful research and experimentation.
- Loremaster (Divinity - Original Sin) (200CP)
Dusty tomes and yellowing scrolls are remnants of history, fragments of knowledge from ages past sent forward through ink and paper. While much of the world fails to give these storehouses of information their proper credit, those who dive into them discover lost secrets to hold true power. Or at the very least, a few answers. Loremasters nearly always have some form of magical talent, as it is the study of the arcane in essence. However, there are those for whom it is the extent of their abilities to draw out a few secrets from the books and little else.
Apprentices of the old lore are taught, not by rote, but by arguments. They are told to seek out the flaws in others' logic, to pick apart the minutia of another's words, and to seek the shades of truth in every conversation. While at first no student sees the value in this, they soon learn that they can apply such introspection to the magical items they find. With a few moments study and a jeweler's loupe they can discern the enchantment bound to a particular item.
Unlike the other skills, this one requires further training to see its true worth. In the beginning, a novice Loremaster will only be able to discover the basics of an enchantment. The essential element or driving force. But as one grows more experienced they will be able to pick up the minutia, dipping into the ins and outs of even the most subtle enhancements.
- The Fire in the Forging (Circle of Magic) (400CP)
You have acquired a mastery of enchantment, the imprinting of permanent or semipermanent magical effects into your chosen medium. Weapons imbued with fire, cloth as protective as armor, far more powerful potions, cupcakes that satisfy all food cravings for days, trees that eat sound, stone paths that rearrange themselves every day... if you can figure out an effect, there's a good chance you can, eventually, figure out how to impart it... assuming you have the right magics and enough power at your disposal..
- Excellent Craftwork (JLD) (300CP)
Power matters, knowledge matters, but when it comes down to it, skill might just be the most important trait for a burgeoning witch to have. And you're an absolute Artist. The efficiency of your spellwork is mind-boggling. You could do more with a flicker of power than dozens of mages working together could even dream of accomplishing. Your enchantments are top-notch to the point that even a goddess might need a few hours to unravel them, if she can unravel them at all. And your sorceries are sturdy; if you paid the right price, you'd be capable of giving near any spell you know an indefinite duration. Turning a mirror into a maximum security prison isn't out of the question for you anymore. If only you had the power and knowledge for a spell like that...
- Voodoo Crap Magic (Rick And Morty) (600CP)
Are you the devil? Well even if you're not you have the ability to enchant objects. These enchantments are undeniably potent, the more fitting the object/enchantment combination the more powerful it is. Aftershave that causes intense attraction in females, a microscope that shows fundamental truths and so on.
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Magitech (24) (2 perks)
- Sufficient Enough (400 CP) (Winger's World)
Magic. Tech. Same thing. It's all in how you explain it. You can now take any magic, and boil it down to the point that you can reproduce it as technology. You can also take any form of technology, and make it into an easily accessible form of magic.
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- Programming Miracles (Alterworld 2.4) (400 CP)
The metaphysics of this world allow for some interesting things to happen. Creating a fully realized dimension with its own malleable laws and rules is something common place though such a thing was never intentional. The Perma Effect caused many new worlds to spring into being from the playgrounds of humanity, video games become more than their intended distractions from reality and become real in themselves all through the power of belief and the divine spark of a human soul.
By buying this perk you can take a little of this divinity with you, you become an able game designer and programmer. Someone who could create entire worlds from scratch with amazing amounts of detail. People would be astounded to see the worlds you create.
This on its own is amazing but that is not all, by merely getting enough people to willingly play your game in your world you can slowly split it off into its own self contained world. The numbers are not low, requiring a large amount of people to play for extended amounts of time before your world begins to go from unreal to real.
A minimum of 200,000 souls all playing in your world all believing in it and wishing it was real will be your lower threshold for such a feat, that is your minimum threshold to start an unreal world down its path become a real world of its own.
Surely you can pull that off, yes? You can toggle this effect if you wish to simply craft some of the best games around and not have them become miniature world of them own I guess. If you were into that.
