Magical, Chemical, and Empirical Enhancements
There are also certain magical (arcane talismans), chemical (alchemy transmutations), and empirical (sage) effects that can bolster defenses, but a character can only have one enhancement upon them at any given time. For example, if your character has an empirical enhancement, they cannot also receive a magical or chemical one. When an enhancement is placed upon a character, the effect lasts until the event is over, a character is cleansed (for magical and chemical enhancements), or, in the case of the empirical, another enhancement replaces it.
In order to obtain an enhancement, one must spend time with a Sage, have a spell cast upon them by an Arcane, or drink a potion from an Alchemist. Because many times the Alchemist will not be present when the potion is drunk, a tag system is used to describe the potion. All potions, on the inside of the tag, will describe the effect of the potion. For easy reference, all chemical enhancements will have a ê (triangle) symbol upon them and all poisons an X. Because all chemical enhancements are considered transmutations, it is important to know that these changes take 15-30 seconds to take place, during which time the player should read the effect of the potion carefully.
Cleansing is the only way to get rid of magical and chemical enhancements (known as Enchantments and Transmutations in their respective disciplines). To do this, a Cleansing Rite or Cleansing Potion, whichever is appropriate, must be performed or administered (See pages # and # respectively), after which a new enhancement may be placed upon the character. Empirical enhancements need no such cleansing. Instead they last until the event is over or until another enhancement(magical, chemical, or empirical) replaces it.
Buff Changes, 2/28/05
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