Enchantment

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Overview

Enchantment is your ability to use various reagents to perform spirit-based enchantment magic. The primary purpose of Enchantment is to allocate bonuses to weapons and armor. Enchantment can also be used in RP for things such as purifying water or generating power.

For a list of reagents, see the Harvesting article.


Magic Weapons

All energy weapons are created and upgraded with Enchantment, with the exception of Instruments, Energy Blades, and Energy Blasters.


Creation

In order to create an energy weapon, you must have the required reagents. To determine success, roll a 1d100 and add your Enchantment skill plus any modifiers. Compare this against the target number for what you're attempting to do. If you meet or exceed the target number, then you succeed. Here is a list of target numbers:

Create an Energy Weapon: 110
Improve an Energy Weapon: 80


Similar to the Blacksmithing skill, you can use Enchantment to create magic weapons as well as increase their level.


One-Handed

For all of these, add 6 Lodestone to create a level 11-20 one handed weapon, and 6 Orichalcum to create a level 21-30 one handed weapon.

Elemental Energy: (See below) x5, Ojo Powder

Divine Energy: (See below) x2, Amber, Ojo Powder

Spiritual/Mental Energy: Moonstone x2, Ojo Powder


Two-Handed

For all of these, add 8 lodestone to create a level 11-20 two handed weapon, and 8 Orichalcum to create a level 21-30 two handed weapon.

Elemental Energy: (See below) x7, Ojo Powder

Divine Energy: (See below) x3, Amber x2, Ojo Powder

Spiritual/Mental Energy: Moonstone x3, Ojo Powder


For creating an Elemental Energy weapon, the reagent you choose determines the affinity of the weapon created. Ruby creates a Fire Energy weapon, Emerald an Earth, Sapphire a Water, and Jade a Sky.

For creating a Divine Energy weapon, the reagent you choose determines the affinity of the weapon created. Pearl creates a Sun weapon, Amethyst creates a Moon weapon, and Obsidian creates Divine Darkness.


Upgrading

Note that these are the cost per level.

Weapon lvl 1-10: Amber, Ojo Powder

Weapon lvl 11-20: Lodestone, Ojo Powder

Weapon lvl 21-30: Orichalcum, Ojo Powder


Rebuilding Equipment

Enchantment can also completely change an energy weapon to a different type of energy weapon through a rebuilding process. If changing between craft types, such as between fire energy and a gun, they must work with a Gunsmith or Blacksmith, whichever applies to the other weapon type.

For full information, see the article on Rebuilding Equipment.


Equipment Enhancement

The chance of success for an Enchantment is equal to your ENC skill minus 1, to a maximum of 99%.


Stat Increases

With Enchantment, you are allowed to use reagents to add points to certain stats on armor. (Not on weapons.) You can do this twice to each of the stats listed below.

Note that this means you can raise any one stat a maximum of two times; this does NOT mean that you can raise any stat twice on a single piece of armor. Each piece of armor can only have one enchantment, with a new enchantment on that piece of armor overwriting the old one. The reagent requirements are listed below:

ATK, +5: Ojo Powder, Ruby x5
DEF, +5: Ojo Powder, Emerald x5
ACC, +5: Ojo Powder, Sapphire x5
SPD, +5: Ojo Powder, Jade x5


Damage Bonus/Resistance

Enchantment can be used to give your weapon and armor resistance and damage bonuses against certain affinities. Each one these either raises resistance to attacks performed by someone of the given affinity by 5%, or raises your damage done to characters of a given affinity by 5%. These can only raise each resistance/bonus by 10%, and you may only have three affinities resisted and three affinities given a bonus at any one time.

Fire Bonus, 5 PLM: Ojo Powder, Ruby x10
Water Bonus, 5 PLM: Ojo Powder, Sapphire x10
Earth Bonus, 5 PLM: Ojo Powder, Emerald x10
Sky Bonus, 5 PLM: Ojo Powder, Jade x10
Moon Bonus, 5 PLM: Ojo Powder, Amethyst x10
Sun Bonus, 5 PLM: Ojo Powder, Pearl x10
Void Bonus, 5 PLM: Ojo Powder, Obsidian x10
Rift Bonus, 5 PLM: Ojo Powder, Lucid Prism x10


Scripting Enchantments

See article: Scripting

Scripting Enchantments are special abilities created as either a circle or a scroll for casting, doing anything from lighting a room to cloning your own body.

For information on creating and using scripting enchantments, see their article.


Legendary Enchantments

The ancient Alibaas, founders of Enchantment, developed thousands upon thousands of spells, charms, and enchantments, some of which are still used in the contemporary world. The least known and most powerful, known as the Legendary Five Enchantments, are known by very few and are considered forbidden. Performance of these Enchantments is a felony in many countries, though most countries refuse to admit that such Enchantments exist.

For a legendary enchantment to be successful, the target number to beat is 150. If more than one Enchanter with the skill + participates in the enchantment, this target number is lowered by 5 for each additional Enchanter involved the first. (So, if there are two enchanters, the number to beat would be 145.)


Reanimation

This enchantment uses magic energy to reanimate a dead body and applies a special seal to place it under the control of the caster. While the body may be alive, it has no soul of its own and it is controlled entirely by the caster.

Reagents: Ojo Powder x1, Moonstone x 2, Diamond x1, 
Obsidian x Level of Target, Onyx x 1

If it fails, there is a 20% chance of Crippled on the caster. If it succeeds, there is a 5% chance of Crippled on the caster.

Upon success, the body is reanimated and a seal is placed on its chest and the Enchanter's palm. This serves as a mediator between the Enchanter's will and the body. The body is controlled entirely by the Enchanter's will. This is permanent unless the body is destroyed. You gain the dead body as a Personal NPC with the Meat Shield, Footstool, and Scout traits, but no skill points. It does not count toward your one Personal NPC limit.


Corporeal Seal

Forbidden like the rest but, unfortunately, Corporeal Seal is performed often. Corporeal Seal requires an object or person to serve as the anchor for a seal. Once this seal is set, the target object (or person) is sealed into the anchor. Undoing this seal requires the same reagents.

Reagents:
 Ojo Powder x1
, 
Onyx x1
, Lucid Prism x2, 
Pearl x5, 
Obsidian x Level of Target

Unsealing Corporal Seal requires the same reagents, so this is sometimes done to make the seal stronger.

If it fails, there is a 20% chance of you being sealed inside instead. If it succeeds, there is a 5% chance of this happening anyways.

If this is used with a living being as an anchor, there is a 15% chance they die if this fails and a 5% chance they die even if it succeeds.


Spirit Bind

Spirit Bind is difficult, dangerous, and has the potential to be enormously useful. It involves halving the soul of the target (usually oneself) and then binding that half into an object or person. If the owner of the soul happens to die, reversing this Enchantment can remove the soul-half from the storage item and replace it in its owner, allowing them to come back to life. However, this Enchantment is incredibly dangerous and easy to mess up.

Reagents: Gorobo Powder x2, 
Ojo Powder x1, 

Diamond x3, 
Moonstone x1
, Onyx x2
, Obsidian x Level of Target

If the Spirit Bind fails, the target has a 20% chance of Cripple and the caster has a 5% chance of Cripple. Either way, the target has halved stamina and stats for d4 days. If the person whose soul was bound dies, then the bound soul can be released for immediate resurrection.


Destroy

Pretty much what it says on the box. The reagents are placed in a circle around the target and, if successful, the target is completely and utterly destroyed. This is usable on items, equipment, animals, stones, rocks, and, if you're particularly sadistic, people. However, it requires the target to remain still through the Enchantment process.

Reagents: Gorobo Powder x1
, 
Diamond x1, 
Silver x1, 
Gold x1
, Platinum x1

If the Destroy Enchantment fails, there is a 25% chance that it affects the caster instead. In the event that it succeeds on a person, they are instantly killed.


Decay

The most sadistic and one of the most useful of the Legendary 5 Enchantments. Decay can be used on just about anything under the sun, just as long as it can fit inside an enchantment circle with a yard or less radius. Decay's Enchantment produces a field of magic around the target(s) that very slowly, atom by atom, breaks them down into different substances and rearranges them into more a useful material. All reagents are applicable materials to come from this.

Reagents: Ojo Powder x3, 
Diamond x 3, 
Item to Create x 5

Result: If used on a person, 1 of the desired item is created per level, with 5 of the item being the base. If used on a non-person, it always provides 10 of the item.

In the event of failure, there is a 35% chance that the spell backfires and hits anyone within a fifteen foot radius. For each 5 WLP below 20, add 5%. The caster is always in danger, no matter their distance.

In the event of success, there's still a 10% chance that the spell backfires and hits anyone within a ten foot radius. For each 5 WLP below 20, add 5%. The caster is always in danger, no matter their distance.


The Enchantment Plus

The Enchantment + raises success rates by 25% and allows you to use Legendary Enchantments, as well as allowing you to put up to two spells on a single scroll, both of which would be activated upon reading it. You also have enough understanding of the composition of scrolls and enchantment circles that you can attempt to identify one without knowing the language it's written in. However, you will have a -25 penalty to your identification roll if attempted in this way. Furthermore, you have the ability to refit Rare energy weapons. This allows you to roll its effects over again, replacing its current effects with the new randomly generated effects. Specifications are below:

  • Energy Weapon Refit: Lucid Prism x1, Gorobo Powder x3, Orichalcum x3

It does not raise your points in the skill by 25 and, as such, cannot be used to unlock scrolls that would otherwise be unavailable at your base skill number.


Skills
Physical: AthleticsStealthStrength
Mental: AwarenessHarvestingPerceptionWillpower
Social: CharismaDeceitSpeechcraft
Craft: BlacksmithingChemistryEnchantmentEngineeringGunsmithing
Special: Angelic RunesInfernal Runes