Enchanter's dust is a magical ingredient used in spells, potions and combat. It is made from grinding up stones which have aether locked within them as well has herbs, and metal shavings.
The main purpose of enchanter's dust is to sprinkle it over the thing that is too be enchanted thus increasing the chance of success and the power of the enchantment.
Though it has found other uses as well, In combat it can be thrown on to a friend for foe to have the same effect. This also increases the strength of illusions, and while lingering in the air, any spell cast through the dust has a chance of amplifying.
The dust itself can be pre-enchanted, creating a dust of that spell.
Effect on aether draining / sensing creatures
Enchanter's dust is a great line of defense against creatures like Nigh Kin
as it fills the air with with lingering aether packed dust, plus it has the normal blinding effect throwing sand and metal shavings in someones eyes has. If a mage is being tracked by their aether this dust can easily throw even the best trackers off scent.
Dispelling the dust
- a strong gust of wind and easily get rid of the dust, but if that isn't available casting a few spells into the dust with effectually rending it just normal dust, at the cost of amplifying the spell.
Use in potions
- when used in non-magical potions it has aether restoring properties at the cost of some internal damage which is typical when swallowing rocks and metal shaving. When added to magical potions it increases the effect and duration.
Another way this can be used is by pouring a potion over the dust and allowing the dust to absorb the potions effects.
- Not everyone's dust is up to the same standards, and novice mages can easily be tricked, False dust is just that a cheap rip off with little to no dust of any power in the container.
Some people selling have some what of a heart though, often mixing half of the dust in with stuff like sands or rocks, effective making it half as effective at enchanting but just as effective as bag of sand would be.
This is a controversial magical practice that several countries have forbidden, though others have no issues or simply place restrictions on the practice. It manipulates the way aether changes objects, in this case people. The result is an increase of power but at a small but grave risk.
Elemental branding is done by laying on a specially crafted rack which slowly infuses the body with elemental aether via specially created runes. It usually takes a few uses to create a noticeable change, know as an Aether-base
. While these changes are small and cosmetic at best, prolonged use increases the power, changes and risks.
The more a person is exposed the greater their risks increase, but in turn they have more power for longer. Those who use it extensively are sometimes *
Creating a base takes 10 to 20 days of exposure based on the person. 1-2 hour of exposure 22 hours of rest. Once the base is created it takes 3-5 days to see magical changes. After this point the risks steadily increase. The chances of running into theses risks increases by a fraction every 10-20 times they're branded.
The base usually last 7-10 days, slowly fading in power during those times. Those who have branded for years have been known to go months without losing power, however.
Light exposure, causes an increase in body heat, They find it easier to cast fire magic. Their skin shifts into red-ish orange hue, as does their eyes and they steadily become more resistant to fire.
Moderate exposure, causes fever like temperatures to be the norm. Their fire spells grow in power often creating massive, high temperature flames from simple spells. They coloring in their skin increases further, as well as their hair and finger nails also changing color. Finally by this level of exposure they are fully immune to fire.
High exposure, Their skin is burning to the touch at all times, a walking fire hazard. their spells are so hot they burn blue. They are wreathed in fire, Their is now a deep shade of red or orange sometimes both, and fire seems to flow off of their eyes. With a single touch they can heat up objects to the level which they combust. And finally they no longer need air to survive, replacing it with the same need as a fire: fuel to burn.
Light exposure, causes Water based spells are easier to cast. In addition their skin often becomes paler and moister. Finally they gain the ability to breath underwater.
Moderate exposure, causes them to become cold-blooded, and causes them to be able to generate large amount of water from their spells. They become high resistant to the cold, and their skin becomes white and reflective.
High exposure causes, an immunity to cold temperatures, they find themselves wreathes in water and ice. They can produce water without the use of spells and manipulate it, finally their skin becomes super reflective like that or a mirror.
Light exposure, causes a darkening of the skin to light gray or light brown. Earth spells becomes easier to cast, and their skin get's slightly tougher.
Moderate exposure, causes the Skin darken to dark gray or brown, as well as rock like armor patches to form on the skin. Finally they can the ability to manipulate near by sand and rocks with a thought.
High exposure, causes bits of earth and sand float around the person, They gain the ability to manipulate massive portions of the earth with a thought. Finally their skin and hair becomes highly rock like and armored.
Light exposure, causes them to gain the power to manipulate the air around them to create small breezes at will. In addition they gain the ability to hold their breath for longer.
Moderate exposure, causes them to be Surrounded by a gust of wind at all times, they can easily create massive gusts from much smaller spells, and can even glide through the air, and negate fall damage.
High exposure, causes Wind swirl around them at a rapid rate, allowing them to deflect arrows and such without worry. They can call upon power storm force winds with the flick of a wrist and even fly long distances at great speeds.
Light exposure causes their eyes glow in the dark, they also gain a static aura with amps up their electricity based spells.
Moderate exposure, causes them to be able to call lighting with ease, their skin gains a slight purple-ish blue tint and they are always charged with electricity as well as high resistant to damage from it.
High exposure, causes their eyes glow pure white, their skin comes a deep shade purple-ish-blue skin. They can fully manipulate electricity from calling lighting from storms to manipulating bio electric currents, in addition they are fully immune to the effects of electricity.
The bodies ability to contain the elemental energies fails and the element begins to slowly eat at the creatures basic make up. Fire slowly burning them from the inside, the burn so slow and tiny it might not even be noticeable for weeks. Water and air break down the body to the point where it can on longer heal and then even retain it's form, electricity which causes the body and minds signals to misfire rapidly, and earth which slowly turns to cells to stone one at a time.
This is not a guaranteed death, if it is discovered early it can be treated with healing magic, and stabling magic but the treatments are long and nothing short of a miracle will cause it to fade over night. It's likely something the person will have to fight off their entire life.
The immunities some brands grant at high levels are not present during the break downs. In fact being hurt by the power of your own brand is often the first sign of the break down.
Brands do not work well with other brand. They either cancel each other out or near immediately start to break down the body due to over loading.
Also I'll ask again did one of those ideas last round give spireroc a creator cause I left that ambiguous for a reason.
edited 27th Mar '12 8:31:37 PM by Vyctorian