Enchanters practice the art of taking magical effects and binding them to other objects- clothes, weapons, armour and shields- so that they can be released at a later date. The manner in which these enchantments are done can vary a great deal. Some are painstakingly hand-written onto items using special calligraphy pens and carefully prepared inks, others are engraved or carved onto the surface using delicate tools, while others are embroidered into clothing with magical twines and threads. What each method will have in common is the incorporation of ground up magical stones and crystals into the ink/ thread/ tools that act as a conduit for the transferal of magical effects onto mundane items.
Regardless of the ‘cosmetic’ method used by individual players, all of the abilities described below will work the same.
Enchantments are represented in-game by different coloured ribbons to show that a particular effect has been bound to an item and it is now ‘enchanted’. The ribbons must have the name of the enchantment written on them as well as the name of the enchanting character.
Enchantments do not stack. This means if you enchant an item with a health enchantment, it cannot have a mana enchantment on it too.
Enchantment Ribbon Colours:
Health Related Enchantments: Red Ribbons
Mana Related Enchantments: Blue Ribbons
Damage Enchantments: Silver/Grey Ribbon
Protection Enchantments: Yellow Ribbons
Enchanting props: Anvil, vials, brew stands, cauldron, crafting tools, etc.
Making time: One potion/ oil/ elixir takes 10 minutes to produce.
Duration: All Enchantments last until the end of an event or until used- they do not carry over to the next event.
Gathering- Gem-cutting (Lvl 1)
Passive effect. Player gains +1d6 to their Gathering total when they search for Enchanting Elements. Stacks with the Gathering- Foraging skill for a +2d6 bonus.
Lesser Health Enchantment (Lvl 2)
Enchanting Elements needed: 5. Heal effect. Allows an enchanter to bind a red ribbon to a piece of clothing, jewellery or armour. When the ribbon is removed, the player heals 2 Hit Points.
Lesser Mana Enchantment (Lvl 2)
Enchanting Elements needed: 5. Alter effect. Allows an enchanter to bind a blue ribbon to a piece of clothing, jewellery or armour. When the ribbon is removed, the player gains back 2 mana bands.
Enchant/ Disenchant Loot Chest (Lvl 4)
Enchanting Elements needed: 6 Alter effect. Allows an enchanter to either enchant or disenchant a target Loot Chest.
Enchant Loot Chest: Allows an enchanter to tie a yellow ribbon around a Loot Chest, protecting it with an impenetrable magic so it will not open. Only the owner can ever open the Loot Chest while it is enchanted, but once opened, the enchantment ends and will need to be reapplied. This can be stacked with other Loot Chest protections.
Disenchant Loot Chest: Allows an enchanter to cancel out another Enchant Loot Chest effect already applied to a Loot Chest by another. This must be roleplayed as a 3 minute process, after which the enchantment is broken. The Loot Chest can now be opened and looted as normal.
Magic Resistance (Lvl 6)
Enchanting Elements needed: 8. Dispel effect. Allows an enchanter to bind a yellow ribbon to clothing, armour or shields to grant the target protection from magic. When the wearer becomes the target of an Area, Touch or Ranged spell, they can remove the ribbon and call ‘Magic Resistance’ to make the spell have no effect.
Artisan Health Enchantment (Lvl 8)
Enchanting Elements needed: 10. Heal effect. Allows an enchanter to bind a red ribbon to a piece of clothing, jewellery or armour. When the ribbon is removed, the player heals all Hit Points.
Artisan Mana Enchantment (Lvl 8)
Enchanting Elements needed: 10. Alter effect. Allows an enchanter to bind a blue ribbon to a piece of clothing, jewellery or armour. When the ribbon is removed, the player gains back all mana bands.
Scorch (Lvl 10)
Enchanting Elements needed: 10. Alter effect. Allows an enchanter to bind a silver/ grey ribbon to a weapon or shield. When the wearer strikes with the weapon, or blocks with the shield, they can call ‘Scorch’ to activate the enchantment to set their opponent on fire- they will flail around for 10 seconds trying to put out the flames. Remove the ribbon after the effect has been used.
Petrify (Lvl 12)
Enchanting Elements needed: 12. Alter effect. Allows an enchanter to bind a silver/ grey ribbon to a weapon or shield. When the wearer strikes with the weapon, or blocks with the shield, they can call ‘Petrify’ to activate the enchantment to turn their opponent to stone- they must stand completely still for 3 minutes- but in this time cannot be damaged by any form of attack. Remove the ribbon after the effect has been used.
Chain Lightning (Lvl 14)
Enchanting Elements needed: 15. Unblockable effect. Allows an enchanter to bind a silver/ grey ribbon to a weapon or shield. When the wearer strikes with the weapon, or blocks with the shield, they can call ‘Chain Lightning’ to activate the enchantment and electrocute their opponent for 1 Unblockable damage. If there is another opponent within 2 metres, they take 1 Unblockable damage as the lightning jumps to them. The Remove the ribbon after the effect has been used.
Master Enchanter (Lvl 16)
Passive effect. All Enchanting abilities now cost the player half Enchanting Element costs (rounded up).