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Oct 25 2020, 08:35 PM
(This post was last modified: Mar 21 2025, 09:11 PM by Wilder.)
ENCHANTMENTS Enchant - High-Intensity Manipulation (no element); imbue a suitable item with passive spell effects. Requires a successful (barely+) cast of Enchant, and then a successful (barely+) cast of the chosen spell on the item, used in succession within one thread.
Items enchantable will have a default base/gray icon. Once a player has enchanted an item, they can post in Update Me to get this base icon--of a shield (defensive), sword (offensive) or pendant (other)--placed into their Enchanted Items inventory with an on-hover name of the item. They can use their description section to describe it themselves. Items can ONLY have one enchant applied to them... for now.
Further enchantments may be discovered through trial and error, but not ALL spells can be enchanted. Enchantment ONLY works with magic spells, not techniques or tactics, since Enchantments are, by definition, magic. A character may only create two Lesser Enchantments (Low- or Medium-intensity spells) per cycle, and only one Greater Enchantment (High-intensity spells) every two cycles. They may attempt to create one more, but this will drain them of magicka, and they will be unable to return to their chrysalis for one cycle--leaving them helpless if facing death. Enchantments fade if the enchanter dies.
Defensive Enchantments
These enchantments can be used on defense-oriented items, like shields and armor.
They provide slight additional protection.
 Fire Trap
Blasts attackers with a small burst of flame when physically struck.
 Flame Shield
Provides a small amount of resistance to fire.
 Purify
When used as an armor enchantment, Purify provides a small resistance to environmental toxins, such as poisonous gases or radiation.
 Blessing of Pisces
This Blessing draws magicka from the enchanted item to provide a constant but very minor healing effect to the bearer, gradually mending scratches and bruises.
 Vacuum,  Repel
Provides a small knock-back to attackers, but does not prevent damage done.
 Warp
Items enchanted with Warp will cause anything striking them, or anything they strike, to slightly weaken. Living tissue may become numb, and feel weaker. Also imbues weapons with a shifting, unstable appearance, as if flickering with unreality.
 Weave
Armor enchanted with Weave will automatically grow to slightly close any wounds near where it's worn on its own wearer.
 Bonecase,  Shell
Items enchanted with Bonecase or Shell reduce the wearer's flexibility and agility, but provide additional armor in the form of bone-like plates across the object enchanted.
 Adrenaline
The wearer of armor enchanted with Adrenaline is slightly stronger and faster in combat, but wears out more quickly.
 Reflect
The armor becomes highly-reflective, partially shrouding any armored body parts from sight.
 Regeneration
Armor enchanted with Regeneration grants a constant, low-level healing to a wounded wearer, but at the cost of draining energy.
 Hallucinate
Attackers striking Hallucinate-enchanted armor will see and hear things in addition to what is actually there, potentially confusing them in battle.
 Immunity
Slightly lessens the effect of diseases inflicted while the armor is worn.
 Stoneskin
Reduces the wearer's flexibility and agility slightly, but slightly decreases damage taken by way of rocky plates.
 Summon Void
The item darkens an area several feet around it. This darkness is near complete at the center, but only slight at its outer edges. If applied to weapons or armor, the effect is reduced to an aura, but can blind those struck (weapons) or those striking (armor) for a brief moment.
 Generator,  Call Current
Armor provides a short, nasty shock to attackers.
 Muffle
Armor imbued with Muffle dampens sound given off by its wearer.
 Pickup,  Jetstream
This armor lightens the bearer's weight, making them travel a little faster, and a little lighter on their feet.
 Gravity Trap
This armor sticks the attacker to whichever point of the armor they may strike, forcing them to pull back free and making shorter, faster attacks more difficult.
 Barrier
Provides a slight general damage reduction to its wearer.
 Failed Timeline
These items may take some of the damage intended for their wearer, but will quickly degrade and eventually break the more damage they take.
Offensive Enchantments
These enchantments are intended for weapons.
They provide minimal additional power to weapon-based attacks.
 Incinerate,  Engulf
Imbues weapon strikes with a short burst of searing flame, and adds a fiery aura to weapons.
 Glaciate
Imbues weapon strikes with bitter cold ice, and adds an icy aura to weapons.
 Fountain
Imbues weapon strikes with splashes of water, and adds a watery aura to weapons.
 Dispel
Weapon strikes are granted slight additional kinetic force, and a slightly vibrating energy aura.
 Warp
Items enchanted with Warp will cause anything striking them to slightly weaken. Living tissue may become numb, and feel weaker. Also imbues weapons with a shifting, unstable appearance, as if flickering with unreality.
 Supernova
Weapon strikes ignite struck targets with a small amount of flame, and imbues the weapon with a warm aura resembling white fire.
 Event Horizon
Causes magical crushing damage when the weapon strikes, and imbues the weapon with a black, shadowy aura.
 Pulsar
Weapon strikes with Pulsar enchants can inflict eventual radiation damage or sickness. Grants a warm, sickly energy aura.
 Life Steal
Weapon strikes absorb a small amount of health from the target, granting it to the caster instead. Imbues the weapon with a plantlike aura, green and organic-looking..
 Flora Call, Plantcharm
Weapon strikes with these enchantments cause any plants nearby the target to become uncooperative, for example slightly tripping up, tangling or scratching them. Also imbues the weapon with a plantlike aura, green and organic-looking, as if covered by small vines.
 Ephemevenom
Imbues items with a very weak paralytic venom that never runs out. This venom gradually slows enemy reaction times, and grants the weapon a slick, toxic green sheen. Works best on organic items, ex. those fashioned from fangs, wood, or bones.
 Decay
Decay-enchanted weapons may infect inflicted wounds with necrotic fungus that may, over days or weeks, prevent healing and cause pain. Imbues the weapon with a bumpy, grayish, organic appearance, like fungus.
 Viral Strike, Hunger
Weapons enchanted with Viral Strike or Hunger slightly sicken the target on a successful strike, making them feel ill. Grants a sickly-looking aura.
Weapon strikes with these enchants cause the target to stagger, as if the ground beneath them has shaken. Imbues the weapon with an earthy or rocky aura.
 Blinding Beam
Swings of this weapon give off directed beams of blinding light. Imbues the weapon with a bright, constant light.
 Summon Void
The item darkens an area several feet around it. This darkness is near complete at the center, but only slight at its outer edges. If applied to weapons or armor, the effect is reduced to an aura, but blinds those struck (weapons) or those striking (armor) for a brief moment.
The weapon gives off an aura of constant, crackling, visible electricity. Strikes inflict searing shocks that can numb and weaken the affected area.
 Dust Devil, Blast Breath
These weapons provide a burst of wind with each swing. Also grants the item a stormy aura.
 Corrupted Magic
Weapons may be imbued with Corruption spells to inflict one point of corruption on impact (limit one per fight). These weapons will gain a slightly black or oily appearance, and give off constant, quiet whispers. They may become hot to the touch. These items may only be safely wielded by Converted characters, and will inflict one Corruption point per hour to non-Corrupted characters, becoming therefore fatal after five hours.
Other Enchantments
These enchantments can be applied to jewelry, clothing, weapons and armor, and anything else the user wants, without restriction. They can provide minor usefulness, decoration, and entertainment.
 Char
Constantly emits acrid-smelling smoke.
 Smolder Step,  Flametouched
Gives off mild warmth and a soft glow.
 Torchlight
Gives off stronger warmth and a bright glow.
 Cauterize
Gives off extreme heat; can be used for closing wounds.
 Airdrink
Dries the air around the item, giving it a shimmering, watery appearance and beading moisture on its surface.
 Blue Sense
The item will glow blue in the presence of water. A stronger glow indicates a closer proximity.
 Bubble
Occasionally gives off bubbles.
 Summon Water
Slowly, but constantly, draws moisture to itself from the environment. This may drip off of the item if not somehow captured.
 Mist Cover
Emits a constant, low-intensity mist in a small area around the object.
 Purify
Items enchanted with Purify can be used to purify water sources up to the size of a small pond, though more polluted sources will require longer contact with the item; at worst, it can require several hours.
 Water Breathing
When worn or held, items enchanted with Water Breathing will grant the user the ability to breathe underwater for several minutes.
 Heat Up
Very slightly warms the area two feet or so around it.
 Cool Down
Very slightly cools the area two feet or so around it.
 Bounce
Items imbued with bounce become bouncy. Enchanting clothing will not make the wearer bouncy.
 Transfer
Tools and the like imbued with Transfer can be used to help push, move and maneuver heavier objects more easily.
 Reverse Gravity, Levitate
The item floats several inches above its surface. Does not work with particularly heavy items, and will not support additional weight greater than itself.
 Green Sense
Items glow green in the presence of plant life. A stronger glow indicates a closer proximity.
 Host
Items can host a single, small plant, regardless of item type. Plants may still die if exposed to ex. very hot or cold items, etc. Please water your plants.
 Flourish, Blossom
Items enchanted with Blossom or Flourish tend to increase the rate of plant growth around them.
 Red Sense
Items glow red in the presence of living creatures. A stronger glow indicates a closer proximity.
 Chromatophore
Items can be enchanted to change shade to match the environment, though the color is not altered.
 Night Vision
Holding or wearing an item enchanted with Night Vision very slightly increases the bearer's ability to see in the dark.
 Camouflage
Items constantly, though gradually, shift hue to match their environment, even when worn.
 Reflect
Items become really, really difficult to see, reflecting their surroundings instead.
 Charm
Items enchanted with Charm tend to be viewed positively by Gembound. How cute.
 Greater Empathy
Items enchanted with Greater Empathy can choose to allow those touching this item to share their emotions.
 Grey Sense
Items glow silver-grey in the presence of fungus. A stronger glow indicates a closer proximity.
 Fungal Wake
Items promote the healthy growth of nearby, existing fungus.
 Mycelial Swarm
An item enchanted with Mycelial Swarm can play host to fungus, regardless of its material. Fungus may still die to ex. extreme heat or cold.
 White Sense
An item enchanted with White Sense will glow white in the presence of prokaryotic life. Since such life can be found nearly everywhere, this enchantment glows stronger not based on proximity, but intensity: the stronger a bacterial or viral life presence, the brighter the glow.
 Sterilize
An item can be made permanently sterile by enchanting it with Sterilize. It cannot be used to sterilize other items or surfaces; however, it will never host bacterial or viral life, itself.
 Plaguebearer
Enchant an item with a sickly, blackish film of bacteria, constantly attracting swarms of Blackflies to buzz around it.
 Many Eyes
A Gembound touching an item with this enchantment will receive a weak visual and touch feedback from bacteria within about fifty yards. This is imperfect, and even slight use results in vertigo and nausea.
 Pebblequake
Items with this enchantment constantly, slightly seem to tremble.
 Gem Sense
Items glow light, bright blue in the presence of living Gembound entities, except anyone touching the items. A stronger glow indicates a closer proximity; glow can begin a hundred yards away. The glow instead becomes a dull purple-black when in the presence of certain stones, such as ones belonging to particularly ancient Gembound: old Hydra Champions, Oilstones, and particular Masters.
 Magical Melody
Items enchanted with Magical Melody give off a gentle, soothing song, or can instead chime with a chosen note when struck, depending on the enchanter's intent.
 Glow
Items enchanted by Glow function identically to Baubled items, giving off a permanent light.
 Prism
Items give off rainbow beams of light.
 Black Light
Items give off a soft, constant UV light.
 Illuminate Orb,  Desert Heat
This enchantment causes items to emit a light that provides nourishment and warmth, allowing it to, for example, grow plant life beneath them.
 Dissipate, Shadowplay
The item is shrouded by a black, shadowy aura.
 Summon Void
The item darkens an area several feet around it. This darkness is near complete at the center, but only slight at its outer edges. If applied to weapons or armor, the effect is reduced to an aura, but can blind those struck (weapons) or those striking (armor) for a brief moment.
 Aether Dance
The item gives off a constant, gentle flickering of lights, colors constantly shifting at random, pleasant to look at.
 Static
Provides a constant crackle of harmless, but visible, electricity.
 Gust
An item enchanted with Gust can, when swung or moved, direct small bursts of air like blown breaths.
 Mimicry
An item can be imbued with a particular sound that the Mimicry-caster has heard, and emit that sound whenever touched.
 Scale, Claustrophobia
These items seem to increase or decrease nearby air pressure very slightly, creating what might be a faintly unpleasant sensation to those within a few feet.
 Sonic Boom
An item can be enchanted to make a very loud noise whenever touched.
 Whisper
These items give off a constant, unintelligible whispering.
 Will o' Wisp
Items imbued with Will o' Wisp generate a single, tiny wisp of their own to constantly orbit them.
 Telepathy
Items can be enchanted to grant a chosen mental message to any who touch the item in the future. This message will be heard in the subject's mind as the enchanter's voice, and can be recognized if known.
 Pause
This enchantment very slightly slows the apparent passage of time close around it, causing actions to occur more slowly within. Those outside its small (several feet) area of effect may view those within as moving somewhat more slowly.
 Mind Reader
This item allows those touching it to share their thoughts directly so long as they maintain physical contact. Alternatively, two items may be enchanted at the same time (each requiring a cast of Enchant and Mind Reader) to link their two bearers' thoughts, even at a distance, although this effect fades more than one cave away.
 Dreamwalk
Gembound touching a Dreamwalk-enchanted item may have elaborate daydreams that might be prophecy, or might simply be misplaced magic.
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