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Chapter 20 - Crafting : Magical Items • Magitech

Magical Items (30) (3 perks)

- Innate Talent: Magic item creator (Overlord - The Series) (200CP)

You possess the good fortune to have an Innate Talent. Innate Talents are abilities that people are born with, and usually only one in two hundred people will actually have one. They can run the gamut of all sorts of things, though there is no certainty people will be born with an ability they will actually be able to make use of. For example someone born with an innate talent for learning magic doesn't actually help them find a magic teacher, and thus some innate talents may go to waste. Thankfully for you you can choose what Innate Talent you have from the following list. You possess the unheard of ability to have more than one Innate Talent, assuming you purchase more than one.

You're really, unnaturally, good at making magic items. If you know how to make something then you can make it magical. Spoons, bowls, armor, books, weapons, toasters, anything. You actually have to know some magic in order to enchant items with a magical effect, and you don't gain any skills in actually making items, so if you want to make magic swords you'll have to learn some magic and then how to make regular swords first. You can copy down into scrolls any spell you know, which others can use to learn those spells (if they are capable of using that magic system and put in the time to study) or use them as one-use magic items. Additionally any magic item you create will be marginally better than it would have otherwise been, regardless of whatever abilities you might have brought with you from other worlds. You don't have to have this talent to make magic items or spell scrolls, but someone that does have this talent will always be much better than someone that doesn't.

- The Science of the Soul (The Games We Play) (400CP) 

The human soul is the oldest and most mysterious subject discussed by man. In this world, its existence is a proven fact, and anything that exists can be subjected to the pitiless processes of science. Like the Angels of ancient Babel, you are greatly skilled in the study and understanding of the soul, be it humans, animals or stranger. Just as someone would test and interact with chemicals or bodies or metals or whatever, you find yourself capable of designing devices and methods that can interact with souls, and things like them on the same level. You can measure them, diagnose them, operate on them and do pretty much anything else you can imagine to them. With time and some research, you might even be able to construct your own custom made souls from free Sephirot like the Angels once did, perhaps even custom designing it's abilities in the far future.

- Item Construction EX (Fate Servant Supplement) (600CP)

The Skill to manufacture magical items, from implements of war to items for daily use. The EX Rank represents something that falls outside of the numerical ranking scale, a value that cannot be quantified under the normal system because it is in a league of its own, powerful to the extent of rendering comparisons meaningless. (Descriptions taken from the Type-Moon wiki.) You have the knowledge and skill to build things rivaling anything seen in the Fate franchise.

EX: Able to make healing potions that grant true immortality, craft Kaleidosticks and other world altering artifacts.

A: Capable of making healing potions that grant limited immortality.

B: Production of devices that carry magic power.

Magitech (31) (3 perks)

- Clarketech (Generic Space Opera) (400CP) 

Not only are you able to reverse engineer, extrapolate from, and eventually replicate with a device of your own make any technology you encounter, you also are able to do so with any other phenomenon, be it a physical occurrence, magical or even divine in nature, or even just theorised by you to be possible, though in the latter case you naturally will encounter failure if your theories prove false, in addition to research and prototyping taking a prohibitively long time to do.

- Magitech Master (World Seed) (600CP) 

If you looked at Neolife's technology for only a bit, you'd be surprised to see that it is not technology at all. Well, not pure technology at least. Rather, the technological standard in the game is magitech, a fusion of magic and technology. And it looks like you've taken a shine to this kind of thing, evident by your new skillset.

 First of all, you are able to build a technological equivalent of any magic or other supernatural ability, like a Psychic power, and vice versa. If you could cast a basic fireball or lightning bolt spell, you could build a gun that can do the same. If it's something more complex than that, for example a whole skillset like fire magic, you might instead be able to build a nanite swarm or a glove that could grant it wholesale to other people, or a robot innately able to do it.

 The same goes for any technology you are able to build. If you had a device at your hand that could stabilize space in a radius, preventing any dimensional shenanigans, you'd be able to create a spell that could do the same. And if you studied a space ship, you could create a spell that would let you travel the void unhindered at the same speed and with the same protection.

 But of course, you are also able to make actual magitech, using the strengths of both fields to negate their weaknesses and make something surpassing what you could do just using one of them. Whether it is space ships powered by magic and enchanted to be far sturdier and more powerful than their material makeup would suggest, ships powered by white holes that are contained through magic, warp gates allowing for unmolested travel throughout the galaxy once they are set up, or bombs that break open rifts to subspace, capable of easily scorching a planet through mana acting like antimatter rushing out of them, there's no technology to be found in Neolife that is beyond your ability to create.

- Technomancy (World Seed) (600CP)

Often hailed as the most innovative magic, users of Technomancy are capable of creating, controlling, scanning, and even assimilating technology with magic. And now you are one of them. But not just a normal one, oh no. Your talent with Technomancy can rightfully be said to be quite monstrous. Whether it is commanding machines to do your bidding with just a thought, probing devices with your magic to discover their functions and any possible flaws, or disassembling and reassembling them, you can do it all with contemptuous ease.

If you trained a bit, you could of course also create your own technology to use, entirely through magic, as long as you have any necessary materials before you. Another interesting ability of Technomancy is its function to let you interface with technology and use yourself as a medium for information to be displayed. So if you, for example, wrote a program to let something pass through your Aura, such as the hologram function of your companion bracelet, you could simply use Technomancy to establish a connection with the bracelet and yourself.

But your biggest talent lies in the replication of implants and other technological marvels within yourself and others. You could for example quite easily copy the aura of a camera and adapt your eye to mirror it, or do the same to the auras of memory banks and computers to enhance your brain. With your skill, you don't even have to worry about overloading your puny biological body by using technology that is too advanced.

Beyond that, what you can do is up to you. After all, the potential of magic is only limited by its users ability, creativity, and skill. Though I'm sure that with your potential, you'll manage to go quite far in the rat race of life. Concerning technology at least, social skills are not included in this package.

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