Enchantments (Lumen)

"*The old enchantments. From the days of Lumen."*

### Description

Enchantments are powerful magical effects tied to pieces of equipment from Lumen. Most were naturally found with Enchantments, but supposedly some people could enchant items. An item can only have 1 Enchantment, and they can be used with other Investiture. Enchantments become Soulbound when grabbed, tying them to the user's soul. If it is grabbed while unconscious, or after death, it can be taken.

### Variants

There are two main forms of Variants for Enchantments.

Blessings: Little to no downsides. Mostly just a buff.

Curses: Tends to be quite powerful, but has a big downside in return.

### List of Blessings

#### Weapons

Blazing: Sets enemy on fire upon hitting them.

Chilling: Applies slowing effect, and upon hitting an opponent 3 times, they get totally frozen for 1 turn and can't move.

Deferred: The victim takes 1/10 of the initial damage over a period of time after the first hit. (Example: I hit you for 20 damage. You take 2 damage over the next few seconds.)

Detonation: After hitting a victim 3 times, they explode and take damage. It affects all nearby, except the user. This will instantly kill those who are knocked out.

Elastic: When hitting an opponent 3 times, a pink string will appear between you and the enemy, pulling them towards the user.

Gluttony: The user steals some of the target's food and water on hit.

Grim: After hitting a victim 5 times they get affected by Grim. Grim lasts 1 turn and makes the victim lose 3 AC, and take 1.5x more damage.

Heroism: When above 75% HP, have +3 to hit with. When at 50% health, only have +1 to hit with. While below 25% health, have +4 to hit with.

Metal: Upon hitting the victim, durability from the victim's armor and weapons is stolen.

Nemesis: Upon hitting an opponent, they gain a Crimson Eye. The user can then instantly teleport and deal an attack with a +2 bonus to any afflicted by a Crimson Eye. The Crimson Eye then vanishes.

Obfuscation: The weapon has a +2 attack bonus, and the user gains a speed boost upon hitting an opponent.

Providence Thorns: Whenever an attack misses, parry the attack and deal a portion of damage back.

Sear: Drains victim's water reserves on hit. Also applies 1 Sear Stack per hit. Every 5 Sear Stacks lowers AC by 1 till the end of the fight.

Solar: Applies a Solar Mark upon hitting an opponent. Solar Marks reduce Investiture and regeneration for their whole turn.

Stone: Bypasses blocking, parrying, and similar things. Doesn't ignore armor.

Storm: Beings hit by a weapon enchanted by this must roll a DC 16 Constitution saving throw or be stunned by a lightning bolt.

Stormbreaker: It will zap targets with immense electricity, allowing for a second attack that has +5 to hit.

Tears of the Edenkite: On hit, bubbles shoot out and home into an enemy. The bubbles stun and do massive damage.

Vampirism: The user has lifesteal on their attack.

Wild: Upon hit, an AOE effect which takes a DC 15 Dexterity saving throw to dodge accompanies all attacks made.

Astral: Special enchant. Only given by 1 source. Astral gives +5 to hit with on the weapon used.

Unstable: Special enchant. When attacking, roll a d20. If 15 or higher, then pick a random Enchantment and activate its abilities.

Impact: Each hit of 10 or higher builds 1 Impact Stack. On 3 Impact Stacks, the user's next attack will send the opponent flying with immense knockback.

#### Equipments

Adhesive: Whenever hit, roll a d20. If 10 or higher, pull the attacker towards you.

Allure: Whenever hit, the user inflicts a status effect known as Charm. Charm makes the victim have a -2 penalty to hit the user.

Bounce: Whenever hit, roll a d20. If 5 or higher, pushes the attacker away to make repeated attacks harder.

Displacement: Whenever hit, roll a d20. If 5 or higher, the user gains a speed boost.

Drowned: Gives +3 AC, +1 on rolls, and +2 to hit on all attacks.

Entanglement: Whenever hit, roll a d20. If 5 or higher, it greatly slows the user and gives a -5 penalty to the next 5 attacks made against them.

Ferocity: Whenever hit, roll a d20. If 10 or higher, gain a speed boost and +1 AC. Caps out at +4 AC.

Multiplicity: If the user is successfully hit, they may roll a d20. If they roll a 15 or higher, the user heals slightly and negates one of the attacks made against them.

Stench: When the user is hit, they release a toxic cloud that requires a DC 14 Constitution saving throw. On failure, they take damage.

Viscosity: Incoming damage is taken over time. The user can only be knocked out after being hit on 1 health. Has +1 AC.

### List of Curses

#### Weapons

Curse of the Bloodthirsty: Has +5 to hit with and inflicts bleed on a failed DC 17 Constitution saving throw. While above 10% HP, missing an attack deal 1% of max HP as self damage.

Curse of the No Life King: While held and in combat, gain immense health regeneration. Every hit adds 2% insanity to the opponent. While the weapon is equipped, if you die, you are sent to The Depths. When unsheathed in The Depths, lose 100 sanity. You will immediately die upon using the Curse in The Depths if you don't have the sanity to use it. It gives +4 to hit with.

Curse of the Unbidden: Drains the victim's Investiture on hit. The user also has 3 counter abilities per day, they may be used as a reaction. Counters don't negate damage, but they instead drain massive amounts of Investiture. The user's maximum Investiture reserves go down by half while this weapon is equipped.

Curse of Yun'Shul: Upon attacking, roll a d20. If rolling a 10 or higher, the user has +7 to hit with for that turn. If the user rolls a 3 or lower, they lose 10% of their health.

Curse of the Umbral Knight: It gives the weapon +3, as well as summoning a dark clone surrounded by red fog which adds 1d4 to every attack. Because it is a Curse, the user must kill one being every day, or else the blade will absorb their soul.

Curse of Enchantment Absorption: Special Curse. Absorbs other Enchantments.

Curse of the Plaguebearer: On hit, activate a Plague Stack effect. Each Plague Stack eats the opponent from the inside out, lowering their attack bonus by 2 and doing a small damage over time effect. This effect lasts as long as the user is holding their weapon while conscious. Due to being a Curse, if the user hits no entity in 20 seconds (3 turns), they gain 1 Plague Stack.

Curse of Varicosa: The user drains the opponent's currency and wealth on hit. The user may choose what types of currency to drain, but it will be limited to the currencies that both the victim and user perceive as currency. If the user misses, they lose double the currency they would have stolen. If the user has less than the equivalent of 65$ (65,000 Credits) of their currency, they lose 3 AC. If the opponent has less than the equivalent of 65$, have +4 to hit with.

Curse of Draining: While holding the weapon, the user slowly loses 2 health every second. This can drain them down to a minimum of 1%. All healing is negated, but the user does heal a considerable amount when knocking opponents unconscious/or killing them. Also, every hit the user rolls a d20. On a 15 or higher, the victim takes all of the damage the user has over time since they equipped the weapon. (The over-time damage bonus on activation goes away when the weapon is sheathed.)

Curse of the Truth: While this weapon is within 3 feet of the user, its Curse is active. If the user speaks a single lie, or attempts to deceive someone, they have to roll a DC 21 Intelligence saving throw. On failure, the user takes half their health in damage. On success, they take 25%. Any attacks made with the weapon deal **True Damage**, meaning they go through resistances, buffs, armor, etc. Therefore, it purely relies on base AC. (Generally 10, for most beings.)

Curse of All the Dead Gods: On hit, the user disables all healing of victims for 8 seconds. (1 turn.) The Curse aspect of this, is that whenever the user is hit, they also lose all healing for 8 seconds. The user also has reduced healing by 50% even outside combat.

### Trivia

* Combining items with Enchantments can be rather powerful.