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2006-08-02 14:41:35
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~: Enchantment Magic :~

      Enchantments are empowering spells that boost or hinder their intended targets. Sometimes such spells are linked to symbols, carved or displayed upon coins for intended usage. Often associated with witchcraft & sorcery, enchantments are the source of all brilliant artifacts as they tie spells directly to them via these symbols.


Types of Spells
(x = Magic)



Enchanting (1 Skill Point)
      Enchanting objects takes on the magic of familiars and implants access energy into weapons of spiritual power from fairies to imps, rarely ever are weapons imbued with the chaotic energies of havocs. This style of enchantment is known to be the only way a spell can be linked to and cast from a weapon, changing many ordinary sticks and stones into artifacts of true power.
(*Note: Enchantments cannot be done more than once.)

Enchant Accessory (Default): Improves 1 trait of an accessory item by x or binds a known spell. (x Mana)
Enchant Perishable (1): Increases charges on perishable items by x or binds a known spell. (x Mana)
Enchant Weapon (1): Improves 1 trait of a weapon by x or binds a known spell. (1 Mana)
Enchant Armor (2): Improves 1 trait of an armor piece by x or binds a known spell. (y Mana, x Mana maximum)
Disenchant (3): Removes x enchantments in effect within x radius. (3 Mana)


Runes (1 Skill Point)
      Runes are the letters of the fairies and imps, though often cases are referred to as glyphs or sigils depending on use. When enchanters first grabbed hold of these letters, they made them their own and with their own designs they found the magic released by their spellings. Runes are typically the art of runecasters, and in three Ætt's of classification which are named after the enchanters that discovered them; Freyr, Heimdall, & Tyr. Some suspect that a rune which has escaped the writings of language was discovered by an runesmith ages afterwards called woden, but this rune is unspeakable as it was developed without writing. Skeptics often trace this rune as false or mythical.
(*Note: Maximum of 2x Runes per Ætt only. Objects can only support a number of runes equal to their size when enchanted, otherwise Runes are temporary. Whether a rune is used Esoteric or Merkstave depends on hit or miss, Merkstave effects happen to the caster.)

Freyr's Ætt
<img:http://elftown.eu/stuff/Freys%20AEtt.bmp?y=40>
      Fehu (1) (1 Mana)
            Esoteric: Creates x*Intelligence credits.
            Merkstave: Causes a random ailment (Level 1) for x turns.
      Uruz (1) (1 Mana)
            Esoteric: Increases Strength by x for x turns.
            Merkstave: Decreases a random Physical Stat by x for x turns.
      Thurisaz (1) (1 Mana)
            Esoteric: Increases Health by x for x turns.
            Merkstave: Decreases physical resistance by x for x turns.
      Ansuz (1) (1 Mana)
            Esoteric: Increases Awareness by x for x turns.
            Merkstave: Decreases magical resistance by x for x turns.
      Raidho (1) (1 Mana)
            Esoteric: Increases Speed by x for x turns.
            Merkstave: Decreases Health by x for x turns. (Can result in death)
      Kenaz (1) (1 Mana)
            Esoteric: Creates x radial light for x turns.
            Merkstave: Decreases Armor Resistance by x for x turns.
      Gebo (1) (1 Mana)
            Esoteric: Increases Charisma by x for x turns.
            Merkstave: Decreases a random Physical Stat by x for x turns.
      Wunjo (1) (1 Mana)
            Esoteric: Increases Faith by x for x turns.
            Merkstave: Causes Anger ailment (Level 1) for x turns.
Heimdall's Ætt
<img:http://elftown.eu/stuff/Heimdalls%20AEtt.bmp?y=40>
      Hagalaz (1) (1 Mana)
            Esoteric: Casts a random Tier 1 Elemental offensive spell.
            Merkstave: Causes 1 DOT for x turns.
      Nauthiz (1) (1 Mana)
            Esoteric: Increases Resistance by x for x turns.
            Merkstave: Causes x DOT to money for x turns.
      Isa (1) (1 Mana)
            Esoteric: Cold Immunity for x turns.
            Merkstave: Decreases Awareness by x for x turns.
      Jera (1) (1 Mana)
            Esoteric: Increases defensive actions by x for x turns.
            Merkstave: Drops all automatic traits for x turns.
      Eihwaz (1) (1 Mana)
            Esoteric: Increases Stamina by x for x turns.
            Merkstave: Causes Confusion ailment (Level 1) for x turns.
      Pertho (1) (1 Mana)
            Esoteric: Increases Intelligence by x for x turns. (+50% x for Female characters)
            Merkstave: Causes a random ailment (Level 1) for x turns. (+50% x for Female characters)
      Algiz (1) (1 Mana)
            Esoteric: Casts a random Tier 1 Elemental defensive spell.
            Merkstave: Decreases Faith by x for x turns.
      Sowilo (1) (1 Mana)
            Esoteric: Increases Accuracy by x for x turns.
            Merkstave: All targets have +2 Auto-Counter for x turns.
Tyr's Ætt
<img:http://elftown.eu/stuff/Tyrs%20AEtt.bmp?y=40>
      Tiwaz (1) (1 Mana)
            Esoteric: Increases Sub-Racial Stat by x for x turns.
            Merkstave: Decreases Intelligence by x for x turns.
      Berkano (1) (1 Mana)
            Esoteric: x Health Regeneration for x turns. (+50% x for Female Characters)
            Merkstave: Decreases Sub-Racial Stat by x for x turns. (+50% x for Female characters)
      Ehwaz (1) (1 Mana)
            Esoteric: x Stamina Regeneration for x turns. (+50% x for Mounts)
            Merkstave: x*10% chance to take x damage during a turn. (+50% x for Mounts)
      Mannaz (1) (1 Mana)
            Esoteric: Increases Sub-Racial Stat by x for x turns. (+50% x for Male Characters)
            Merkstave: Causes Sorrow ailment (Level 1) for x turns. (+50% x for Male characters)
      Laguz (1) (1 Mana)
            Esoteric: Heal by y in water & have water damage immunity for x turns. (y = Water amount)
            Merkstave: Causes Fear ailment (Level 1) for x turns.
      Ingwaz (1) (y Mana)
            Esoteric: Increases x Physical stats by y for x turns. (+50% x for Male Characters)
            Merkstave: No effect, lost mana & actions.
      Dagaz (1) (1 Mana)
            Esoteric: x Stamina, Mana, & Faith Regeneration for x turns. (+50% x in daytime)
            Merkstave: Decreases Awareness & Accuracy by x for x turns. (+50% x for Male characters)
      Othilo (1) (1 Mana)
            Esoteric: Increases Stamina by x for x turns. (+50% x in homeland)
            Merkstave: Removes 2x credits from purse.
Woden's Rune (Must know all Runes)
      Wyrd (3) (2 Mana)
            Esoteric: +1 All stats for x turns.
            Merkstave: -2x Health for x turns. (Can result in death)


Witchcraft (1 Skill Point)
      Witchcraft is known as the dark arts of witchery, practiced by cults of hags and their followers. However, these spells are few but are so often used that they have become immortalized by legend. Many witches abstain from these spells, to keep from soiling the name of witch covens throughout the world.

... (Default): . (1 Mana)
... (1): . (1 Mana)
... (1): . (1 Mana)
... (2): . (2 Mana)
... (3): . (3 Mana)


Cartomancy (1 Skill Point)
      ...



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