Enchantments of Lumeris

Spells, Effects, and Soft Enchantments · A Botanica Magica Guide

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The Enchanter's Craft

When your last fight with a mage had you feeling like a boiled lobster in that metal can you call armor... When you want a vibrator, not a dildo, but batteries have not been invented... When you want to make sure you can find that pesky runaway slave... Who are you going to call? You call the enchanter, and for a price they might just be able to help you out by adding a little something extra to that plate mail, or that sex toy, or that collar you clamped around your slave's neck.

This is the enchanter's list of Spells, Effects, and Soft Enchantments — the wares of the Botanica Magica's back room, where steel, gem, ink, and leather are made a little more than they were.

NoteMithril weapons and armor receive a 25% discount, and mithril jewelry and tattoos receive a 10% discount on these prices.

Types of Enchantments

There are many different types of enchantments, from the mundane to the more heavy-hitting spells. Below is an explanation of enchantments, how they work, and what they work on.

Attack (ATK)

Works on: All weapons, and armor that has an ATK value

Attack, or ATK, enchantments can be placed on all weapons, and on armor that has an ATK value. The maximum allowable is +5 to any one item.

Most mithril weapons and armor already have +1 ATK on them, so please check beforehand. Mithril weapons cannot have their +1 ATK enchantment removed — it will always be one of the 3 allowable enchantments on that item.

Cost

  • 100 Cl per +1
  • Max +5 on any one item
  • Max +4 on mithril items

Defense (DEF)

Works on: All armor, jewelry, tattoos, and all weapons

DEF enchantments on armor allow +5 to one piece, but they allow a stackable +15 DEF bonus vs. Physical and Magical attacks. DEF enchantments on weapons only work vs. Close Physical Attacks.

Cost

  • Weapons: 100 Cl per +
  • Armor, Jewelry, and Tattoos: 125 Cl per +
  • +5 per item (+4 per item if mithril)

Stat

Works on: Jewelry, tattoos, clothing (check listing), and qualifying armor

Stat enchantments add extra to any stat desired, to a maximum of +5 on any one item, and +15 total. These enchantments require a turn to activate per item.

Stat enchantments are allowed on armor, but only on pieces that already come with a natural bonus to a statistic: such as INT on a mithril circlet, or WIS on a Robe of the Arch Magi. Stat enchantments on jewelry are limited to Stamina and INT only. Only one item from a particular group (e.g. tattoos / jewelry) can count for a given stat.

Stat enchantments cannot be activated prior to an initiative being called, though they can be activated during free form. If diced combat is called, one round must be sacrificed to activate each stat enchantment, just like any defensive spell. It is considered cheating to try and circumvent this during tournaments or dice combat scenes.

Cost

  • 200 Cl per +
  • 100 Cl per + to Stamina (max +5)

Spell

Works on: Weapons, armor, jewelry, tattoos, wands, potions

Spell enchantments are a complex and versatile enchantment. A spell enchantment can go as high as 15 levels of one particular spell, but using the spell will cost Stamina. Each spell enchantment counts as 1 enchantment, regardless of whether it is done as 1 level or 15 levels.

If the spell enchantment is done at 1 level, the player may increase the spell levels of the enchantment without having to re-enchant the entire item all over again.

Cost

  • First level: 50 Cl
  • Levels 2–5: 100 Cl
  • Levels 6–10: 250 Cl
  • Levels 11–15: 750 Cl

NoteLevel costs are cumulative — every level beneath the one being purchased is paid for as well. For example, an item with no enchantment on it that receives a level 11 Fireball enchantment costs 2,450 Cl in total: 50 Cl for the first level, 100 Cl for each of levels 2–5 (400 Cl), 250 Cl for each of levels 6–10 (1,250 Cl), and 750 Cl for level 11.

Charges

Works on: Weapons, armor, jewelry, tattoos, wands

There are two types of Charge enchantments: Expendable and Refreshing. These enchants are similar to spell enchantments, but with a limited number of uses and with no drain on Stamina. Expendable charges will run out, while Refreshing charges refresh over time. The maximum number of charges is 15.

Cost

  • Expendable: 25 Cl for the first level, 50 Cl for each additional level
  • Refreshing (recharges per day): 600 Cl per 3 levels
  • Refreshing (recharges per week): 450 Cl per 3 levels
  • Refreshing (recharges per month): 300 Cl per 3 levels

Focus

Works on: Weapons, armor, jewelry, tattoos, and MISC items that can hold 2 or more enchantments

Focus enchantments can be very useful to casters. Focus enchantments reduce the Stamina cost of a spell already known — not enchantments — to a maximum of 7. Focus does not cover the Stamina upkeep for spells, only the initial casting cost.

Cost

  • 100 Cl for the first level
  • 200 Cl for each level up to 7

Effect

Works on: Weapons, armor, and other wares

Effect enchantments are for RP use only and have no real effect on a combat situation. They can range from giving a weapon a glowing effect to a piece of armor being able to change itself into an article of clothing.

Cost

  • 50 Cl (shared price with Soft Enchantments)

Soft Enchantment

Works on: Intimate wares — toys, collars, and similar

For RP use only, with no effect on a combat situation. Soft enchantments can be put on items such as dildos turned to vibrators, an inability to cum on collars, and other private curiosities.

Cost

  • 50 Cl (shared price with Effect Enchantments)

The Rules of Multiple Enchants on One Item

  • ◆Enchanting can be done slot by slot. That is to say that a mithril ring with 3 empty slots can be brought in and enchanted with one thing, then brought back later and enchanted with another.
  • ◆Adding to the power of an enchantment later on is possible. A +1 ATK can be later enchanted up to +5 by adding +4 ATK — you don't need to rebuy that first +1 ATK enchant.
  • ◆You cannot selectively clear enchants from slots. If a gold ring has +5 DEF and a glow effect, and a player wishes to replace the glow effect with a Focus enchant, they would have to re-enchant the +5 DEF, then place it on the Focus effect.
  • ◆You cannot combine two enchanted items, such as a gem or ring, in the hopes that the enchantments will stack; rather than stacking, the enchantments on each will cancel each other out. In addition, if an enchanted item, such as a gem or jewel, is broken apart, the original enchantment is nullified.
  • ◆Mithril weapons and armor cannot have their inherent +1 ATK/DEF enchantment removed. It will always be one of the 3 allowable enchantments on that item.

How Many Enchantments on Which Items

Cloth

1 enchantment (Shadow Weave holds 2)

Wood / Bone / Stones / Gems

1 enchantment

Metals (Platinum, Gold, Silver)

2 enchantments

Tattoo ink

1 enchantment (mithril ink holds 3)

Mithril

The only material that holds 3 enchantments

It should also be noted that the innate DEF or ATK that some armor and weapons come with automatically counts as 1 of those 3 slots.

Weapons and Armor

Weapons and Armor are allowed the following types of enchantment: ATK, DEF (Close Physical only on weapons), Spells (see listing for available spells), Charges, Focus, and Effects.

  • ◆ATK enchantments only apply to armor that holds an ATK value, such as a Spiked Shield or Gauntlets.
  • ◆Spells on Weapons and Armor can cast the desired spell from the weapon (up to 15 levels); however, it does use up Stamina to do so. Each spell enchanted onto the weapon counts as 1 enchantment.
  • ◆Spells enchanted on weapons and armor are not restricted by normal armor rules — e.g., if you have Magical Armor on your gauntlets that do not normally allow spellcasting, the gauntlets will not prevent the enchantment from working. They will only prevent normal spellcasting from the Mage themselves from working.
  • ◆Arrows will be enchanted in bundles of 10, just as they are bought, and need to be deducted from your inventory at each use to deduct the one that was just used, if not retrievable. Non-mithril arrows are not retrievable.
  • ◆Effects on Weapons and Armor can vary, from a glow of any color to a morphing ability that changes the armor into a regular piece of clothing. These have no combat influence whatsoever.

Jewelry and Tattoos

Jewelryis allowed the following types of enchantment: Stats (Stamina and INT), DEF, Spells (see listing for available spells), Charges, Focus, and Effects.

Tattoosare allowed the following types of enchantment: Stats, Spells (see listing for available spells), Effects, Focus, and Defense enchants.

  • ◆Stat enchantments on jewelry and tattoos add an additional + (up to 5) to any one desired stat, and can stack up to +15 total. It takes one round to activate this enchantment.

NoteMithril ink CAN be enchanted before or after the tattoo has been done, up to the player's discretion.

Clothing

Clothing is allowed the following type of enchantment: Stats — as listed below:

Cloaks

Wisdom only

Boots

Dexterity only

Gloves

Dexterity and Strength

Wands

Wands are allowed the following types of enchantments: Spells (see listing for available spells), Charges, Focus, and Effects.

Spell enchantments on wands can cast the desired spell from the wand (up to 15 levels); however, it does use up Stamina to do so.

Potions

Potions are allowed the following types of enchantments: Stats (STR, DEX, INT, STA, WIS, CON), Spells (see listing for available spells), and Effects.

  • ◆Stat enchantments on potions can increase the desired stat by 1 for the length of one combat scene.
  • ◆Spells on potions grant the imbiber the spell-like effect in any form, usually to mimic a breath-like attack (up to 15 levels); however, it does use up Stamina to do so.
  • ◆Effects on potions range from adding a glow of any color to an item, to a temporary morphing ability to an item.

NotePotions have a different price listing, which can be found below. Each potion takes up 1 equipment level. Drinking 1 potion takes up 1 round.

Potion Price List

Stat Potions

+1 Strength

200 Cl

+1 Dexterity

200 Cl

+1 Intelligence

200 Cl

+1 Stamina

100 Cl

+1 Constitution

200 Cl

Healing Potions

Small Heal

25 Cl — heals 10% of HP

Medium Heal

50 Cl — heals 25% of HP

Large Heal

150 Cl — heals 50% of HP

Full Heal

300 Cl

Stamina Potions

Small Stamina

15 Cl — replenishes 10% of Stamina

Medium Stamina

25 Cl — replenishes 25% of Stamina

Large Stamina

50 Cl — replenishes 50% of Stamina

Extra Large Stamina

75 Cl — replenishes 75% of Stamina

Full Stamina

100 Cl

Curative Potions

Cure Senses

50 Cl per level (up to 15) — cures loss of blindness or deafness caused by spells

Cure Disease

50 Cl per level (up to 15) — cures diseases up to the number of levels purchased

Spells / Effects Potions

Combat Spells

10 Cl for the first level, 5 Cl for each level after (up to 15)

OOB / Anywhere Spells

5 Cl (can only hold 1 level)

Magic and Enchantments

The full registry of spells available for enchantment, to date — battle spells, out of battle spells, and anywhere spells, marked accordingly. The list is expanded as visitors to the roleplay suggest what they want to see.

Open the Magic and Enchantments Registry
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