
The Available Enchantment Spells · A Botanica Magica Guide
Listed below are the available spells to date. This list is being expanded as visitors to the roleplay suggest what they want to see here. Spells can either be used in battle, out of battle, or both, and are marked accordingly.
Suggestions can be made via the Message Board if there are spells you would like added to the list, or if you would like to join discussions about the use of magic in Lumeris.
These enchantments are bought at level 1 and may then be raised by additional levels, up to level 15, without re-enchanting the item. Level costs are cumulative — a level 11 enchantment is paid for by adding the price of every level up to and including the eleventh.
Casting Method
None
Defending Method
None
Can Be Placed Upon
All weapons, and armor with an ATK value
Cost
100 Cl per +1
Attack, or ATK, enchantments can be placed on all weapons and on armor that have an ATK value. The maximum allowable is +5 to any one item. Please note that the +5 limit includes the +1 inherent in mithril weapons. An attack bonus from this enchantment may only be used if the item enchanted is used to strike. ATK-enchanted gauntlets, for instance, will not help a character swing a sword better, but would help them punch someone more effectively. This enchant is always considered active and costs no Stamina to activate.
Mithril weapons cannot have their +1 ATK enchantment removed. It will always be one of the 3 allowable enchants on that item.
Casting Method
None
Defending Method
None
The boat's endurance can be increased up to +15 for the cost of 250 Cl for every +1 to endurance.
Casting Method
None
Defending Method
None
The ram can be enchanted to subtract up to 15 damage from the recoil of a ram (the damage inflicted to their own vessel) for 1000 Cl.
Casting Method
None
Defending Method
None
The boat can be enchanted for speed, adding up to +5 to its max speed in knots at the cost of 500 Cl for every +1 to speed.
Casting Method
Close Magical Attack
Defending Method
Close Magical Defense
Can Be Placed Upon
Weapons, armor, jewelry, wands
Cost
Normal enchant cost
By casting this spell, an aura of blue, freezing air is created around the caster's hand, nearly snug against their skin. With this energy, they can attempt to touch someone, sending a mind-numbing cold rushing through the victim, causing the body to shiver and shake and the skin to take on a glacial blue tint.
:MECHANICS: Damage is dealt per the normal Close Magical Attack combat rules, adding +1 to the ATK per level used. If enchanted upon a weapon, it provides an extra +1 damage per 5 levels enchanted. Please note that this is extra damage applied AFTER a hit, and is NOT extra ATK.
Casting Method
Ranged Magical Attack
Defending Method
Ranged Magical Defense
Can Be Placed Upon
Weapons, armor, wands, jewelry
Cost
Normal enchanting cost
The Mage creates a brilliant light in their palm which bursts into rainbow colors as if cast through a prism, dazzling onlookers and even temporarily blinding a foe.
Mechanics: A Ranged Magical Attack vs a Ranged Magical Defense determines the success of the spell. If the victim fails their roll, they become confused with spotty vision and suffer a blanket 30% loss to all attack rolls. The effect lasts 1 round for every 3 levels invested, and can only be used once in a combat scene. This spell can be canceled immediately by spells stated to repair sight, such as Cure the Senses.
Level Required
Level 8
Casting Method
None
Defending Method
None
Can Be Placed Upon
Armor, jewelry, wands
Cost
Normal enchanting costs
Upon casting this spell, a barrier of magic is created around the Mage, though not with the intention of guarding against blows. Instead, the almost invisible sheen of that ward is activated only when a blow is struck, condensing around the offending blade, bludgeon, or fist and sending a dangerous jolt of magical force back through it, often accompanied by a warning flash of brilliance.
:MECHANICS: While active, any successful close physical attack made against the caster will result in damage returned to the attacker. The amount of damage dealt is 1 point for every 3 levels invested, to a maximum of 5 damage back. The spell lasts for one round for every level invested and costs 2 Stamina each round active, on top of the normal Stamina for the initial cast. This spell may be used with defensive spells, magical and physical armor, or defense enchantments, but not with any other defensive spells or magical shields.
Casting Method
None
Defending Method
None
Can Be Placed Upon
Weapons, armor, jewelry
Cost
100 Cl if placed upon a weapon, 125 Cl otherwise
Defensive enchants add +1 to a player's defensive rolls against magical or physical attacks. Each item can only hold up to +5 DEF. There is a hard cap of +15 total defense enchants a character can hold. (Note: Defense enchantments on weapons will only count against close physical attacks.)
Casting Method
None
Defending Method
None
Can Be Placed Upon
Weapons, armor, jewelry, wands
Cost
Normal enchanting cost
This spell creates a blast of raw electrical energy that can be fired from the caster's hand towards a target of their choice.
Mechanics: A standard Ranged Magical Attack vs. Ranged Magical Defense is used to determine success; damage is rolled as normal damage. If enchanted upon a weapon, it provides an extra +1 damage per 5 levels enchanted. Please note that this is extra damage applied AFTER a hit, and is NOT extra ATK.
Casting Method
None
Defending Method
None
Can Be Placed Upon
Weapons, jewelry, wands
Cost
Normal enchanting cost
This spell creates a small, fist-sized bolt of fire that springs from the caster's hands and streaks out towards the target, leaving a small trail of fiery light, which disappears after a moment.
Mechanics: A standard Ranged Magical Attack vs. Ranged Magical Defense is used to determine success; damage is rolled as normal damage. If enchanted upon a weapon, it provides an extra +1 damage per 5 levels enchanted. Please note that this is extra damage applied AFTER a hit, and is NOT extra ATK.
Casting Method
None
Defending Method
None
Can Be Placed Upon
Weapons, armor, jewelry, wands, any item with 2 or more enchantment slots
Cost
100 Cl for the 1st level, 200 Cl for each level after that, up to a maximum of 7 levels
Focus enchants work to reduce the Stamina cost of a spell that the caster already personally knows. It will not work with spells that are cast from an item. Each rank will reduce the Stamina cost of the spell it is applied to by 1, up to a maximum of 7. All contested spells will cost a minimum of 1 STA to cast.
Casting Method
None
Defending Method
None
Can Be Placed Upon
Weapons, armor, jewelry
Cost
Normal enchanting cost
Casting this spell sends a fist-sized cloud of unnatural cold and whirling, razor-edged ice crystals soaring into a single target, as selected by the caster.
Mechanics: A standard Ranged Magical Attack vs. Ranged Magical Defense is used to determine success; damage is rolled as normal damage.
Casting Method
None
Defending Method
None
Can Be Placed Upon
Armor, jewelry
Cost
Normal enchanting cost
When a Mage casts this spell, a shimmering in the air appears around them for a moment before dissipating. This spell reduces the magical damage that the caster takes.
Mechanics: The duration of this spell is determined by a roll of combat dice: INT + WIS + levels. The effect of this spell, adding to your defense against magical attacks, is the number of levels you have in the spell; so, if you have 10 levels in the spell, it will add 10 to your magic defense.
Casting Method
None
Defending Method
None
Can Be Placed Upon
Armor, jewelry
Cost
Normal enchanting cost
When a Mage casts this spell, a shimmer in the air appears around them for a moment before dissipating. This spell reduces the physical damage that the caster takes.
Mechanics: The duration of this spell is determined by a roll of INT + CON + levels. The effect of this spell, adding to your defense against physical attacks, is the number of levels you have in the spell; so if you have 10 levels in the spell, it will add 10 to your physical defense.
Casting Method
None
Defending Method
None
Same as the Arcana spell.
If enchanted upon a weapon, it provides an extra +1 damage per 5 levels enchanted. Please note that this is extra damage applied AFTER a hit, and is NOT extra ATK.
Casting Method
None
Defending Method
None
Can Be Placed Upon
Armor, jewelry, clothing, tattoos
Cost
200 Cl per point of STR, INT, DEX, WIS · 100 Cl per point of Stamina
Stat enchants add to a character's dice pool for a given stat. It will take one full turn to activate per stat bonus per item, and once activated, the bonus will last the duration of the combat scene. Stat enchants can cap at 15 total bonus to any single stat. Only one item from a particular group (e.g. tattoos / jewelry) can count for a given stat.
Stat enchantments are further limited to items that already hold a natural bonus to a stat; e.g., a circlet could be enchanted with an extra +2 to INT, since it already carries a natural bonus of +3 to INT. It could not be enchanted beyond a further +2 to INT, since that would bring the INT bonus of that item above +5.
Jewelry may be enchanted with INT and Stamina.
Stat enchantments on clothing work as listed below: Cloaks — Constitution only.
The enchantments below are a single purchase. They have no levels to add on later.
Level Required
Level 5
Casting Method
None
Defending Method
None
Can Be Placed Upon
All items
Cost
50 Cl
This spell lets the caster open a dark, shadowy door to another point within the caster's line of sight. It takes one full round to cast this spell, and at the end of that round, the door has fully formed, and at the beginning of the second round, he may enter the doorway, blinking himself to the point where the other door is waiting. This spell can only be used once every other round and uses all actions if used in combat.
Casting Method
None
Defending Method
None
Can Be Placed Upon
All items
Cost
50 Cl
Causes the sound of the caster's choice to emit from the location of the caster's choice within or around 20 yards. Good for adding mood to tales or distracting your foe before your attack.
Casting Method
None
Defending Method
None
Can Be Placed Upon
All items
Cost
50 Cl
This Out of Battle spell allows the caster to send a very simple message to a single recipient in any one language of the caster's choosing (that they can normally speak and understand — the spell 'Tongues' will not help). The range of the spell is 1 mile for every two levels of the caster, rounded down (with the exception of level 1 casters being able to utilize a 1-mile radius). The intended receiver must be well known to the caster, or the spell will simply fizzle and go nowhere. The spell requires one full minute per mile to deliver and can only transfer very short messages. The caster must actually speak the words of the message aloud at the time of casting, though keep in mind that if you whisper this spell, so too will the recipient hear but a whisper. If they are gagged or otherwise cannot speak, the spell fails. The message is delivered audibly, so anyone within earshot may hear it. Once delivered, the intended receiver has 1 minute per level of the caster to 'answer' it; otherwise, the spell dissipates unheard.
Casting Method
Other
Defending Method
None
Can Be Placed Upon
All items
Cost
50 Cl
This spell lets the user change minor details about their person: eye color, hair color and length, skin color, warts, etc., but nothing besides that. They could appear to be a different person by changing facial shape, etc. Clothing doesn't change — it stays the same. One couldn't dramatically change their shape (like changing from human to dwarf sized, or to Minotaur size), but they could, in theory, appear as an elf by changing their facial features and changing the shape of their ears.
Casting Method
Other
Defending Method
None
Can Be Placed Upon
All items
Cost
50 Cl
When the caster casts this spell, they totally clean and refresh the person or object they touched. To do this on a person, that person must be willing for it to work, or it has no effect. This spell could be used on an old table, and suddenly the table would look brand new and polished.
Casting Method
None
Defending Method
None
Cold or Hot Effect — keeps items at different temperatures: to keep food cool, or warm plates hot; make a cold box to store food within, etc. Dildos with cold, beads with warm, and so on.
Casting Method
Other
Defending Method
None
Can Be Placed Upon
All items
Cost
50 Cl
This spell, when cast, does nothing more than make 3-inch globes of torch-equal light that can be used to float around the room, darting and dancing as the caster sees fit. This spell is great for entertainer types, and is a good distraction for someone that might have to go over and find out what the lights are, while you get away without ever having to get into combat.
Casting Method
None
Defending Method
None
This spell creates light in a given space as strong as gentle daylight. It will not blind, but it is strong enough to read by and search through dark woods without moonlight. This spell will also counter magical darkness spells for as long as the duration of the spell holds.
Mechanics: This spell costs two Stamina points; it lasts for one round per level of the caster. E.g., Dawn is level 12 and casts Dawn's Early Light — the spell lasts for 12 rounds.
Level Required
Level 5
Casting Method
None
Defending Method
None
Can Be Placed Upon
All items
Cost
Normal spell cost
This spell lets the caster see an illusion for what it truly is. Something might have made the Caster think, so they cast the spell to test if what is seen is real or unreal.
Mechanics: This spell's skill needs to be higher than the skill of the opposing illusion spell for it to work. It acts immediately, revealing the truth behind the illusion.
Casting Method
None
Defending Method
None
Can Be Placed Upon
All items
Cost
50 Cl
Casting this spell lets the caster (and only the caster) see magic items within their field of vision. This spell does not let the user see people who can use magic, but it would let them see someone with, for example, a Magical Armor spell around them. This spell will not allow the caster to see someone who has an illusion-based spell as is, but might show the person with an illusion about them with a hazy light, without giving them a true clue of what it is.
Casting Method
None
Defending Method
None
Can Be Placed Upon
Wands, jewelry
Cost
50 Cl
This spell allows the caster to determine what ailments may have befallen a person, and the severity of their sickness. Only the casting Healer will see where the source of the illness lies and the nature of how it is afflicting the victim's body.
Casting Method
None
Defending Method
None
This effect has to be put upon two items to have them dissolve together into one item. This does not change how the two items function and does not carry over in combat if the items are weapons or armor.
Race Required
Centaur
Casting Method
None
Defending Method
None
Same as the Common spell.
Casting Method
None
Defending Method
None
This spell lets the user or someone they touch fall as lightly as a feather. Regardless of distance, they will fall gently, causing no harm to themselves or the recipient of the spell whatsoever.
Casting Method
None
Defending Method
None
Can Be Placed Upon
All items
Cost
50 Cl
This spell creates a 5' by 5' flat plane of energy. This energy IS NOT a surfboard; its main purpose is to carry things that the user couldn't normally carry. The disc doesn't move faster than a walking pace and requires 3 STA to create. It lasts for 30 minutes before it needs to be recast. The disc can hold up to 300 lbs.
Casting Method
None
Defending Method
None
Can Be Placed Upon
All items
Cost
50 Cl
With this simple OOB spell, the caster is able to form up to a 5-foot furry tail from their backside. The fur can be any color but is in every way a tail for them, for whatever purpose they may wish. The spell will last one hour per level of the caster, to a maximum of 24.
Casting Method
None
Defending Method
None
Can Be Placed Upon
All items
Cost
50 Cl
This spell will cause a small patch of hair or fur, 1 foot by 1 foot, to grow on any living thing. The created hair or fur stays until it is shaved or cut off. The fur/hair can be any color the user wishes.
Casting Method
None
Defending Method
None
The feel of cold against one's nether regions and sensitive buds has always had a great effect upon the body. This spell enhances such an effect. Fingertips glow an icy blue, and wherever they're placed, it feels as if ice cubes run and glide along smooth, warm flesh, causing the body to react with nearly a jump of nerves. Depending on how intense the caster wishes to get, this could either cause great sexual need in such body parts, or a bit of pain.
MECHANICS: A few simple words are whispered freely; fingers glow as if covered in ice and are placed upon the nether lips of a woman or the nipples of her breasts, causing a shattering of warmth and cold to imbue itself. The Caster reserves the right to either cause intense pleasure to such parts, or to cause a twinge of pain with but a push rather than a light touch of fingertips. No Stamina or life is lost, and the spell lasts until the caster dispels it, or the scene is finished. OOC consent required for anything sexual.
Level Required
Level 5
Casting Method
None
Defending Method
None
Can Be Placed Upon
All items
Cost
50 Cl
This spell will aid the caster in being able to tell what a Magic item could be. A roll of 1d10 will determine how close the caster is to knowing.
Results: 1–3, the caster can only tell it's magical; 4–6, the caster will know what kind of sphere the item could be, i.e. Nature, Elemental, Necromancy; 7–10, the caster can give an accurate call upon what a magical item is and what it does.
Casting Method
None
Defending Method
None
This allows the strings of an instrument to be enchanted with any of the Visual Effects. For instruments without strings, the instrument itself.
Casting Method
Ranged Magical Attack
Defending Method
Ranged Magical Defense
Can Be Placed Upon
All items
Cost
50 Cl
This spell will cause one person to just laugh out loud, as if they heard something funny.
Casting Method
None
Defending Method
None
Same as the Common spell.
Casting Method
None
Defending Method
None
Same as the Common spell.
Casting Method
None
Defending Method
None
Same as the Common spell.
Casting Method
None
Defending Method
None
Same as the Common spell. It does not count as the sole active Locator Anchor for that character.
Casting Method
None
Defending Method
None
Same as the Common spell. It must be matched to a specific Locator Anchor.
Casting Method
None
Defending Method
None
Morphing of items, clothing, weapons, and armor can be done. When applied to weapons and armor, these items can change, but only to something of similar size, and they retain the same weight as before. E.g., if a long sword is morphed into a pen, that pen will be the size of one's forearm and weigh the same as before. This effect does not carry into combat.
Casting Method
None
Defending Method
None
Same as the Sexual spell.
Casting Method
None
Defending Method
None
Same as the Common spell.
Casting Method
None
Defending Method
None
Same as the Common spell.
Casting Method
None
Defending Method
None
This can be placed upon items to give them a subtle 'perfume'. Scents may include: Lemon, Lavender, Peaches, Roses, Apple, Cinnamon, Oranges, Strawberry, Clove, Vanilla, Lilac, Bacon (Famfrit Special), Cherries, Kiwi, Forest Evergreen, and more.
Casting Method
Close Physical Attack
Defending Method
Close Physical Defense
A simple spell that spreads added warmth through fingers to palms of the hand. When placed on any region of the body, a tingling sensation of warmth spreads outwards, a vibration-like feel that causes the one it's used upon to writhe and squirm for more, spreading further heat and sexual need from where the touch first began.
MECHANICS: No Stamina is lost upon such a simple spell; merely cast it, and it will last until the user of this spell casts it off, or the scene ends.
Casting Method
None
Defending Method
None
Can Be Placed Upon
Wands, jewelry
Cost
50 Cl
By casting this spell, the caster must touch the victim they are trying to affect. On a success, the victim falls into a restless sleep.
:MECHANICS: A normal close magic attack roll is made, and if successful, the difference between the failed resistance roll and the attack is how long the victim remains asleep. This counts as normal sleep, so any loud noise, physical or magical attack, or jarring motion will instantly awaken them.
Casting Method
None
Defending Method
None
Soft Enchantments are for Role-Play use only and have no effect in combat; they can be put on mundane items as well as armor and weapons. These effects are only usable by the character wearing the item enchanted and CANNOT be cast upon others.
They include, but are not limited to: Vibrate, Inability to Cum, Cum on Command, Flavored Cum, Self-Lubricating, Transfer Feelings (can be placed upon dildos and strap-ons to transfer the sexual pleasures while being used to the user), Decreased Recoup Time (for sexual use only), and Male Milk (makes the cock dribble cum). If you are unsure if a Soft Enchantment is allowed, please see an SS Manager or place the request in 'Spells and Magic' on the forum.
Casting Method
None
Defending Method
None
Same as the Common spell.
Casting Method
Close Magical Attack
Defending Method
Close Magical Defense
Can Be Placed Upon
All items
Cost
50 Cl
This spell lets the caster touch a target and engulf their mind in a haze of euphoria so that they are incapable of coherent action. The spell must overcome the target's close magical defense for it to function, and if used out of combat, it will last ten minutes per level of the Caster before the target recovers. Someone who has failed their resistance roll is under the effects of this spell, having no actions of their own until either the spell effects pass, or the spell is canceled. "I hasten to assure the reader that the rumors of the addictive properties of this spell, if used repeatedly on a person, have been vastly overstated..."
Special OOC Note: The effect of the spell on the victim is immediately broken if they are subject to any form of attack — magical or physical.
Casting Method
None
Defending Method
None
Can Be Placed Upon
All items
Cost
50 Cl
This spell lets the user understand any spoken language, including animals. It does not let the caster speak new languages; only understand the ones they hear.
Casting Method
None
Defending Method
None
Same as the Common spell.
Casting Method
None
Defending Method
None
Same as the Common spell.
Casting Method
None
Defending Method
None
Visual Effects allow an item to take on a different look without changing the actual item. These include the illusion of vines, flowers, flames, ice covering, smoke (all colors), brilliance, glowing, lighting, motion, shadows, and dancing notes. The effect does not carry into combat.
Casting Method
None
Defending Method
None
Can Be Placed Upon
All items
Cost
50 Cl
By means of this spell, the caster is able to surround their body with heated arcane energy. This allows the caster to feel warm even in cold areas without suitable clothing. This does not, however, keep a person dry in a rainstorm or snowstorm, though it would definitely prevent frostbite or hypothermia. The spell lasts for 15 minutes per level of the caster. However, if the caster is a Fire Mage, then the duration is automatically doubled, making it 30 minutes per level of the Fire Mage, and the Fire Mage can affect up to one more target. The spell requires 3 STA to activate.
Casting Method
None
Defending Method
None
Cost
400 Cl
Sails can be enchanted to be fire resistant, making an attack against them have a 50% chance of not lighting them on fire. So if hit by something that would normally light the sails on fire, roll a 1d2 — the sails do not light on fire if you roll a 2.
Casting Method
None
Defending Method
None
Can Be Placed Upon
Armor, jewelry, clothing
Cost
50 Cl
With the casting of this spell, the caster rolls a 1d100 plus their level, and that is the number of minutes that they can stay in the air before the spell loses effect. This spell makes it so the caster can launch into the air, carrying no more than their normal weight, unable to support the weight of passengers.
No matter who uses this spell, the amount of concentration required to remain airborne is taxing, and if the caster is forced or partakes in combat, they will find themselves drained of their Stamina very quickly. Every full round a person using Fly is in combat, they lose 10 STA in addition to any offensive or defensive maneuvers they make, and no 'Evasion' roll is allowed to regain their STA while the spell is in use. Those that use the Fly spell are not nearly as nimble as creatures or beings with natural Flight.
Casting Method
None
Defending Method
None
Same as the Sexual spell.
Casting Method
None
Defending Method
None
Same as the Common spell.