Enchanting (23) (5 perks)
Geomancy (World of Darkness - Mortal) (100CP)
The art of geomancy (known as feng shui in the East) is the study of harmonizing the physical environment with the flow of energy. The goal of feng-shui is to create the ideal place to live or work. Through a combination of architectural design and mystic mathematics, a geomancer plans a pattern that must be duplicated within the entire structure (in the case of a building) or the layout of a room or series of connected rooms (in the case of interior design). Implementing this design increases the time required and the cost of the work involved, but practitioners consider it well worth the effort. When designing a geomancy effect, the thaumaturge chooses a single Attribute or Skill to be the focus.
Once assigned, the Trait cannot be changed without completely redesigning the location. Attribute-based designs are more difficult to create than Skill-based ones. The selected Trait must reflect the building or space's function. For example, a library might enhance academic or research skills. If the thaumaturge is successful, she creates a unique design that benefits those who use the location in the manner for which it was created, provided that the design is followed perfectly. If the thaumaturge creates her geomancy design successfully, and the architect or interior designer successfully integrates the design into the physical location, the flow of energy is modified within the space. Any action that takes place in the space using the designated Attribute or Skill may gain a bonus.
Once a geomantic design is created and implemented, it remains in effect indefinitely unless something happens to disrupt or change the flow of energy. Natural disasters may change the magical landscape more than they appear to affect it physically, requiring geomantic designs to be realigned. New construction or destruction of buildings or even spaces within a building may require that a thaumaturge reassess the location for potential updates. Poorly designed geomantic locations may disrupt those around them, as well. The only limits on the number of designs a geomancer may create are her time, her capability and the ability of others to come up with the resources to put her designs into place.
- 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.
- Iterative Improvement (Worm) (400CP)
Each day you gain a certain amount of charge, which you can spend to effectively enchant objects with superpowers. The more charge you invest in a particular object, the more you can improve and expand its abilities. A single day's charge would give an object a minor power, but over time you can increase it with no upper limit beyond your investment. These objects only work for you unless you make it otherwise. As you use your power, experiment with it, and it matures from conflict and experience, the amount of charge you gain per day will increase. You can hold about a month's worth of charge at any one time, any more will be wasted.
* Do note that at the end of the jump the power turns innate and is not supplied by a shard anymore
- Call Me Parry (Eureka-Warehouse 13-Alphas) (600CP)
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.
- The Fire in the Forging (Circle of Magic) (600CP)
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.
- Eight-Fold Geomantic Mastery (Generic Exalted) (200CP)
You possess the inherent understanding and skill with geomancy and the manipulation of natural energies such that you may now create manses in any area where such a thing could conceivably be created. The stronger the mystic or magical significance of a given place the more powerful the manse that can be built there, but even in the barest and most mystically barren areas you will still be capable of producing, given some time, a manse of the least (1-dot) power. The process of creating a Manse is tremendously faster for you than it would be for others, the necessary geomantic arrays and arrangements seeming to simply leap to your mind with a clarity of insight few if any could match. The Eight-Fold part of it is that you understand the methods for creating manses aspected towards all five of the elemental essences of fire, earth, wind, water, and wood as well as manses aspected towards solar, lunar, and stellar (sidereal) energies. Given time and effort you may discern methods for creating other types of manse, twisted mockeries of what nature intended, but such insights will take considerable effort, time, and resources to bear fruit. Taking this perk explicitly allows you to create manses even outside of Creation and, indeed, is the only way to create manses outside of Creation.
- Maker's Prodigy (600CP)
The makers decide to teach you the ways of creation and you may choose to become their pupil, they will teach you how to create magical artifacts, imbue places and objects with power and even how to create magical constructs with sentience. Regardless if you spend the time learning from them or not, you will find you learn future skills related to creation, enchantment and forging will come to you as if they were second nature, waiting to be remembered.
- 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.
•
Magitech (24) (3 perks)
- Technomage (Libriomancer) (200CP)
While not a magic user per se you have the unique ability to make magic and technology play along together in just the right kind of way. Perhaps you can take a fictional operating system out of a book and install it on a real computer. Or create a self replicating swarm of nanomachines from a sliver of magically created tissue. Whatever it is, you can do it and are likely to be the envy of your magical peers.
·
- Programming Miracles (Alterworld 2.4) (600CP)
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.
·
Sufficient Enough (600 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.