
Spells, Effects, and Soft Enchantments · A Botanica Magica Guide
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.
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.
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
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
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
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
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.
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
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
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
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
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 are allowed the following types of enchantment: ATK, DEF (Close Physical only on weapons), Spells (see listing for available spells), Charges, Focus, and Effects.
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.
NoteMithril ink CAN be enchanted before or after the tattoo has been done, up to the player's discretion.
Clothing is allowed the following type of enchantment: Stats — as listed below:
Wisdom only
Dexterity only
Dexterity and Strength
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 are allowed the following types of enchantments: Stats (STR, DEX, INT, STA, WIS, CON), Spells (see listing for available spells), and Effects.
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.
+1 Strength
200 Cl
+1 Dexterity
200 Cl
+1 Intelligence
200 Cl
+1 Stamina
100 Cl
+1 Constitution
200 Cl
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
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
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
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)
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.