Lye
02-12-14, 02:07 PM
This is not an enchantment, but a curse. These curses are permanent and cannot be lifted once placed. That being said, these blades cannot have additional enchantments placed on them or have the current ones removed. This curse will apply to any materials added to the blades in terms of repair and maintenance. All repairs and professional maintenance must be done by a master smith trained in arcane forging. It is recommended that Ai’Brone be present during their repair or maintenance since a single slip may have disastrous results.
I want my Twin Titanium Wakizashi (http://www.althanas.com/world/showthread.php?26068) downgraded to Twin 10" Steel Tanto (http://www.swordsoftheeast.com/ProductImages/musashi/Musashi_Asuka_Tanto_Red.jpg) and have the following enchantment placed on them:
The Scabbard:
Enchanted to activate the primary enchantments on the blades by voice. The vocal commands are “War”, “Pestilence”, “Famine”, and “Death”. A fifth command of “Salvation” will also be added to dismiss a target marked by the forth enchantment. The scabbards will only activate the enchantment if the blades are sheathed. After they are drawn, vocal commands will not affect the current enchantment. Since there are two blades, it is possible to enchant one blade, draw it, and enchant the second differently to wield two cursed blades at once. To switch from one enchantment to the other, the active blade must be sheathed. If the activation word is spoke before sheathing, it will still switch the enchantment when returned to the scabbard. If no words are spoken, the default enchantment is “War”.
The Blades:
War:
This curse will drink the blood of its foes. For every blow that draws fluid, the blades will absorb it. As the blades absorb this life essence, they become more deadly. Specifically, their edge becomes increasingly honed and strengthened. Their ability to cut flesh, bone, and armor transcends until nearly no effort is needed at all. Since the blades are steel, five decent slashes or one stab will allow the blades to effortlessly cleave bone and thin iron. Ten successful slashes or two stabs will allow them to render steel and other tier two metals. If the blade is continually fed, it can cleave up to tier 3 materials and hold its edge against higher tier weapons such as Mythril, Predvalida, and Adamantium. It cannot compete with Icemold no matter how much blood is fed. This enchantment can also be fed by self inflicted wounds of equivalent caliber. If the blades are sheathed, their increased capabilities will be dispelled back down to steel. The curse will start anew on the next conflict or re-enchantment of “War”. If the blades switch ownership at any time, they will lose their benefit unless the new owner also wears the scabbards, knows the activation words, and cites the activation rite that Lye will record at time of enchantment. If Lye retrieves the blades back, he must sheath them before reinstating an enchantment.
Pestilence:
This curse will rot whatever the blades touch. If the blades meet flesh, a growing two inch patch of necrosis will extend from the wound over a period of ten seconds. This is excruciatingly painful and enough necrotic tissue will severely hinder local muscle control. Necrotic tissue over time will become similar to a liquid or gelatin and slough off. Should the blades contact an inanimate object or artificial construct, it will inflict a state of decay in the same radius from the blow. Over a period of ten seconds the patch afflicted will see 100 years of time under the harshest conditions. This will crumble stone, turn wood to ash, rust metals, smooth diamonds, and wither plants. These inflicted wounds will not repair or heal while within 100 ft of the blades (or if sheathed), which will prevent rapid healing of natural, magical, or paranormal nature.
Famine:
This curse will not only force the living to bleed blood, but their very essence and energy. Those with additional endurance can resist the effects of the drain better than those without. Blows made with these blades can reduce the average man to an exhausted wreck from just two deep slashes or a single piercing. This blade will draw out magic energy, successfully destroying the ability to cast magic, closing affiliations to alternate planes, and dispelling other enchantments. The effects of the drain are not immediate, but take place over 30 seconds. That being said, if two deep blows are made on the average man within seconds of each other, he would be completely drained of energy and incapacitated within 30 seconds (meaning that they will stack). Respectively, one blow after 30 seconds will give the feeling of running a mile at sprint to the average man instead of complete exhaustion. For magical items and disenchanting, the draining effect works similarly. Two deep blows will fatigue a basic mage's magical affinity to the point of exhaustion. Alternately, A disenchantment of an item will take place over five contacts: parrying, blocking, cuts, slashes, stabs, etc. This draining effect will persist while the target is within 100 ft of the blades or if the blades are sheathed. Afterwards, afflicted targets will recover naturally. Items that have lost their enchantment will return within 24 hours. Constructs that have been de-powered will be permanently immobile if powered by a traditional energy source (electric, fusion, steam, heat, etc). Magically powered constructs will reanimate in 24 hours unless they have been destroyed.
Death:
This curse is the only enchantment that maintains its benefits even after being sheathed. When this is active, targets touched with this blade will be marked for life. Marked targets will possess a one inch diameter three prong star tattoo at the site of contact. Targets can only have one of these marks at a time. These marks will last until the target is terminated or dispelled by imagining the target and stating “Salvation” while the blade is sheathed. Now, these marked targets will effect blades under the “Death” enchantment in various ways. The primary way is by pulling the blade toward the marked target with suggestive force. This does not make it difficult to block the blades away, but aids accuracy against their target. If thrown, they will seek out the target with 10 degrees of deflection. Since the blades maintain memory of the marks even after being sheathed, they can be used to “track” marked targets. They will pull the user toward the desired target over a distance of 5 miles. This effect is only active if the “Death” enchantment is active on the blade and the blade is drawn. The closer the target is, the stronger the feel of the pull. Sheathing will temporarily dispel the pulling effect on a marked target, but if it is redrawn with the voice activated enchantment, the pull will continue until the target has expired or been given “Salvation”.
I would like a quote on the full package of enchantments since the curse has to be placed on it during one session.
I want my Twin Titanium Wakizashi (http://www.althanas.com/world/showthread.php?26068) downgraded to Twin 10" Steel Tanto (http://www.swordsoftheeast.com/ProductImages/musashi/Musashi_Asuka_Tanto_Red.jpg) and have the following enchantment placed on them:
The Scabbard:
Enchanted to activate the primary enchantments on the blades by voice. The vocal commands are “War”, “Pestilence”, “Famine”, and “Death”. A fifth command of “Salvation” will also be added to dismiss a target marked by the forth enchantment. The scabbards will only activate the enchantment if the blades are sheathed. After they are drawn, vocal commands will not affect the current enchantment. Since there are two blades, it is possible to enchant one blade, draw it, and enchant the second differently to wield two cursed blades at once. To switch from one enchantment to the other, the active blade must be sheathed. If the activation word is spoke before sheathing, it will still switch the enchantment when returned to the scabbard. If no words are spoken, the default enchantment is “War”.
The Blades:
War:
This curse will drink the blood of its foes. For every blow that draws fluid, the blades will absorb it. As the blades absorb this life essence, they become more deadly. Specifically, their edge becomes increasingly honed and strengthened. Their ability to cut flesh, bone, and armor transcends until nearly no effort is needed at all. Since the blades are steel, five decent slashes or one stab will allow the blades to effortlessly cleave bone and thin iron. Ten successful slashes or two stabs will allow them to render steel and other tier two metals. If the blade is continually fed, it can cleave up to tier 3 materials and hold its edge against higher tier weapons such as Mythril, Predvalida, and Adamantium. It cannot compete with Icemold no matter how much blood is fed. This enchantment can also be fed by self inflicted wounds of equivalent caliber. If the blades are sheathed, their increased capabilities will be dispelled back down to steel. The curse will start anew on the next conflict or re-enchantment of “War”. If the blades switch ownership at any time, they will lose their benefit unless the new owner also wears the scabbards, knows the activation words, and cites the activation rite that Lye will record at time of enchantment. If Lye retrieves the blades back, he must sheath them before reinstating an enchantment.
Pestilence:
This curse will rot whatever the blades touch. If the blades meet flesh, a growing two inch patch of necrosis will extend from the wound over a period of ten seconds. This is excruciatingly painful and enough necrotic tissue will severely hinder local muscle control. Necrotic tissue over time will become similar to a liquid or gelatin and slough off. Should the blades contact an inanimate object or artificial construct, it will inflict a state of decay in the same radius from the blow. Over a period of ten seconds the patch afflicted will see 100 years of time under the harshest conditions. This will crumble stone, turn wood to ash, rust metals, smooth diamonds, and wither plants. These inflicted wounds will not repair or heal while within 100 ft of the blades (or if sheathed), which will prevent rapid healing of natural, magical, or paranormal nature.
Famine:
This curse will not only force the living to bleed blood, but their very essence and energy. Those with additional endurance can resist the effects of the drain better than those without. Blows made with these blades can reduce the average man to an exhausted wreck from just two deep slashes or a single piercing. This blade will draw out magic energy, successfully destroying the ability to cast magic, closing affiliations to alternate planes, and dispelling other enchantments. The effects of the drain are not immediate, but take place over 30 seconds. That being said, if two deep blows are made on the average man within seconds of each other, he would be completely drained of energy and incapacitated within 30 seconds (meaning that they will stack). Respectively, one blow after 30 seconds will give the feeling of running a mile at sprint to the average man instead of complete exhaustion. For magical items and disenchanting, the draining effect works similarly. Two deep blows will fatigue a basic mage's magical affinity to the point of exhaustion. Alternately, A disenchantment of an item will take place over five contacts: parrying, blocking, cuts, slashes, stabs, etc. This draining effect will persist while the target is within 100 ft of the blades or if the blades are sheathed. Afterwards, afflicted targets will recover naturally. Items that have lost their enchantment will return within 24 hours. Constructs that have been de-powered will be permanently immobile if powered by a traditional energy source (electric, fusion, steam, heat, etc). Magically powered constructs will reanimate in 24 hours unless they have been destroyed.
Death:
This curse is the only enchantment that maintains its benefits even after being sheathed. When this is active, targets touched with this blade will be marked for life. Marked targets will possess a one inch diameter three prong star tattoo at the site of contact. Targets can only have one of these marks at a time. These marks will last until the target is terminated or dispelled by imagining the target and stating “Salvation” while the blade is sheathed. Now, these marked targets will effect blades under the “Death” enchantment in various ways. The primary way is by pulling the blade toward the marked target with suggestive force. This does not make it difficult to block the blades away, but aids accuracy against their target. If thrown, they will seek out the target with 10 degrees of deflection. Since the blades maintain memory of the marks even after being sheathed, they can be used to “track” marked targets. They will pull the user toward the desired target over a distance of 5 miles. This effect is only active if the “Death” enchantment is active on the blade and the blade is drawn. The closer the target is, the stronger the feel of the pull. Sheathing will temporarily dispel the pulling effect on a marked target, but if it is redrawn with the voice activated enchantment, the pull will continue until the target has expired or been given “Salvation”.
I would like a quote on the full package of enchantments since the curse has to be placed on it during one session.