Enchanting

Enchanting, a rare form of magic, is a type of euloric art which allows the user to transfer powerful effects into items or surfaces by channeling ethir through their body. Originally created by the ancient dwarven blacksmiths with the intention of improving their inventions, enchanting was shared with Aurilia’s many kingdoms shortly prior to the cataclysm and is now found almost entirely amongst craftsmen, scholars, and in more uncommon circumstances, mercenaries.

## **Basics of Enchanting**

In order to enchant an item or surface, one must  remain in physical contact with it for a prolonged period of time, and through channeling ethir through one’s body in specific ways, magical properties are translated into the item or surface. Different ethir-channeling techniques cause different enchantments to occur, and the caster must know the technique specific to their desired enchantment before performing it successfully. Additionally, while many enchantments are accessible to all casters, some require that they possess a high level in order to be utilized successfully.

Enchantments only last for a limited amount of time, the duration and power of which is entirely dependent on the level of the caster. While refilling enchantments is possible, only enchanters who are capable of replicating the enchantment up to the same power level are able to do so (ex: while a quillin and oracle might both know the ‘hearth’ enchantment, a quillin is unable to refill an oracle’s hearth enchantment, since the quillin does not possess the power of an oracle). An enchanter is only capable of performing a limited number of enchantments per day before succumbing to spellcasting fatigue. Furthermore, the creation of new enchantment types is only possible at higher levels.

*One of Enchanting's drawbacks is that when they're using their magic on an item they're left completely exposed. They cannot react to anyone or anything as long as they're enchanting.*

### **Restrictions**

1. *Enchanting does not work on humanoids or creatures.*
2. *Only two enchantments are able to be applied to one item or surface at a time. This restriction applies to all euloric levels.*
3. *Some enchantments are not able to be equipped on the same item or surface together (ex: putting both flames and frost on a sword). If an enchantment has restrictions with another enchantment, this will be indicated in **bold italics**.*
4. *A non-enchanter is only capable of having a maximum of FIVE enchanted items on their person, while enchanters are only capable of possessing a maximum of TEN enchanted items on their person. Exceeding this limitation will cause the wearer to suffer from spellcasting fatigue (i.e. a slowed mind and fatigued mind), even if they are not a magic user. If the restriction is exceeded for too long, the spellcasting fatigue will rapidly increase in power until the wearer is rendered unconscious.*

**Range of Current Enchantments**

## **Errant-Caito Enchantments**

*Enchanters of these levels are capable of creating enchantments that last a maximum of two days. Both of these levels are only capable of creating 1 enchantment per day.*

**Decrease Weight:** Perhaps one of the most-common enchantments, the decrease weight enchantment is typically used on hand tools, weapons, or certain pieces of clothing. At most a caito could cause a sword to lose a few pounds of weight, while an oracle could cause it to be near

* *If the enchanter is attempting to apply the enchantment to a suit of armor, they must select a specific portion to apply the enchantment to (ex: helmet, cuirass). Applying a decrease weight enchantment to an entire suit is not possible.*
* *Cannot be used with **Increase Weight**.*

**Increase Weight:** The precise opposite of the decrease weight enchantment, however, the magnitude of the increase weight enchantment is notably higher than that of the decrease weight enchantment.

* *If the enchanter is attempting to apply the enchantment to a suit of armor, they must select a specific portion to apply the enchantment to (ex: helmet, cuirass). Applying a decrease weight enchantment to an entire suit is not possible.*
* *Cannot be used with **Decrease Weight**.*

**Hearth:** Hearth allows an item to radiate a warm temperature when exposed to certain cold conditions, making it perfect for heaters and warm clothing. At most, an errant’s hearth temperature increase is at most a few degrees, whereas a fiskan’s temperature increase could allow a person to survive for a prolonged period of time in a blizzard.

* *Cannot be used with **Cold Touch**.*

**Cold Touch:** Opposite to the hearth enchantment, cold touch allows an item to decrease in temperature when exposed to certain hot conditions. It is typically used by those seeking to do expeditions into the desert or volcano. At most, an errant’s cold touch could decrease temperature by a few degrees, whereas a fiskan’s temperature decrease is far more significant.

* *Cannot be used with **Hearth**.*

**Latch:** This enchantment causes an item to latch onto whatever it first makes contact with outside of the user. It stays latched onto that item unless de-enchanted, although the connection is extremely strong it can still be broken if the opposing force is strong enough. Such as a werewolf or other strong monster.

## **Fiskan Enchantments**

*An enchanter of this level is capable of creating enchantments that last a maximum of one week and may perform up to 2 enchantments per day.*

**Flames:** This enchantment causes whatever surface or item it’s applied to to burst into flame upon command. In addition to a fiery effect, the item or surface that flames is applied to will be immune to heat given off from the enchantment, though not from any other heat source. At fiskan, the power of the fire is equivalent to one given off by a campfire, though it becomes stronger at higher levels of the euloric arts.

* *The effect itself is able to be activated or deactivated through any method that the enchanter chooses, such as a specific touch, uttering a phrase, etc. Should the enchanter choose to do so when first applying the enchantment, they can also restrict the activation to only occur through the actions of one they authorize, other non-authorized people of which will be unable to activate the enchantment.*
* *Cannot be used with **Frost**, **Gust**, or **Shock**.*

**Frost:** Exact opposite to flames, the frost enchantment causes the item or surface that it’s applied to to give off a freezing effect, the applied item or surface of which is also immune to the effects of the enchantment, though not from outside sources of cold. At fiskan, the power of the frost is equivalent to a freezing spell cast by a scholar of the common arts, though the enchantment becomes stronger at higher levels of the euloric arts.

* *The effect itself is able to be activated or deactivated through any method that the enchanter chooses, such as a specific touch, uttering a phrase, etc. Should the enchanter choose to do so when first applying the enchantment, they can also restrict the activation to only occur through the actions of one they authorize, other non-authorized people of which will be unable to activate the enchantment.*
* *Cannot be used with **Flames**, **Gust**, or **Shock**.*

**Gust:** The gust enchantment allows the surface or item that it’s applied to to release a directional blast of air when activated. At fiskan, the power of the blast is capable of staggering an average-sized human, however, oracle and architect gust enchantments can easily provide enough force to knock a person down. Gust has a one-minute cooldown before it can be used again.

* *The effect itself is able to be activated or deactivated through any method that the enchanter chooses, such as a specific touch, uttering a phrase, etc. Should the enchanter choose to do so when first applying the enchantment, they can also restrict the activation to only occur through the actions of one they authorize, other non-authorized people of which will be unable to activate the enchantment.*
* *Cannot be used with **Flames**, **Frost**, or **Shock**.*

**Spectrum:** Upon a person or creature coming into physical contact with the enchanted surface or item, spectrum causes the victim to have their emotions manipulated (ex: decreased aggression, increased sadness, etc.) according to specifications set out by the caster during its application. For surfaces, the range of this enchantment is very limited; a fiskan could at best create a 3x3 meter area if seeking to make full use of spectrum. Those affected by spectrum slowly become capable of resisting its properties after a short moment of exposure, with higher-level spectrum enchantments being more difficult to resist than low-level ones.

**Sharpen:** An Enchantment that causes the edge of an item to become as sharp as a steel sword, if the weapon already is a blade it increases its effectiveness and causes that item to never go dull. Meaning a steel sword would be slightly sharper than it was before, allowing it to cut just slightly better. The sharper the base material is, the better the enchantment works.

## **Oracle Enchantments**

*An enchanter of this level is capable of creating enchantments that last a maximum of three weeks and may perform up to 4 enchantments per day.*

**Shock:** The shock enchantment causes the item or surface that it’s applied to to give off an electrified effect, the applied item or surface of which is also immune to the effects of the enchantment, though not from outside sources of lightning. At oracle, the power of the shock enchantment is equivalent to a lightning spell cast by a scholar of the common arts, though it becomes stronger at higher levels of the euloric arts. Of note, the shock effect can only electrocute something for a duration of two seconds, after which it enters a five-second ‘cooldown’ state before being able to electrocute again.

* *The effect itself is able to be activated or deactivated through any method that the enchanter chooses, such as a specific touch, uttering a phrase, etc. Should the enchanter choose to do so when first applying the enchantment, they can also restrict the activation to only occur through the actions of one they authorize, other non-authorized people of which will be unable to activate the enchantment.*
* *Cannot be used with **Flames**, **Frost**, or **Gust**.*

**Fortify:** Fortify increases the durability of the surface or item that it’s applied to, causing it to have a more powerful resistance to physical and chemical trauma. At oracle, the enchantment provides an additional 50% durability to the substance in question (i.e., if applied to a steel sword, the sword would gain an additional +½ steel durability).

**Link (ITEM only):** The link enchantment allows the enchanter to link a small item to their will, permitting it to levitate and move in the air according to the wishes of the caster, though such objects do not convey much kinetic energy as they travel through the air. If desired, the enchanter may also choose to grant additional individuals authorization to manipulate the enchantment upon first applying it. At oracle, link may only be applied to an item with a weight of ten or less pounds, and the oracle is only able to manipulate a maximum of five items at once. The maximum range for this enchantment’s effectiveness is one hundred meters at oracle, and three hundred meters at architect.

**Anti-Fatigue:** When applied to a surface or item, the anti-fatigue enchantment causes whatever it’s in direct contact with to suffer less from the effects of spellcasting fatigue when using magic. Anti-fatigue cannot be wielded by an enchanter (i.e. making a positive feedback loop is not possible). Those who use the anti-fatigue enchantment typically limit the percent effectiveness of this enchantment to a low number (ex: 5%, 10%, 15%), however, oracles are capable of a maximum percentage of 20% and architects a maximum of 75%.

## **Architect Enchantments**

*An enchanter of this level is capable of creating enchantments that do not expire as time passes and may perform up to 6 enchantments per day.*

*Additionally, an architect may create their own enchantments, though any custom enchantments they create remain restricted to the level of architect. If in doubt about whether a custom enchantment is too powerful, ask a moderator+.*

**Bind (ITEM ONLY):** A more advanced version of the link spell, the bind causes whatever item that it’s applied to to teleport into the caster’s hand upon activation of the enchantment with no range limitation. Should the enchanter choose to do so, they can also grant others the ability to activate its effect.