Difference between revisions of "Enchantment"

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POINT <ring> AT <target> - to use<br>
POINT <ring> AT <target> - to use<br>
RUB <ring> - to use
RUB <ring> - to use
|description = To begin, you must place the [[Jewellry#Rings|ring]] on a mystic pentagram, and then enchant a spell onto it (one charge per enchant). Each such enchantment will drain your power reserves, unless you are lucky enough to be wielding a [[powerstone]], in which case the power for the enchantment will be drained from the powerstone instead. If you want to change the spell that a ring is already charged with, you must <tt>DISENCHANT</tt> the ring first. Rings can hold up to 10 charges.
|description = To begin, you must place the [[Jewellery#Rings|ring]] on a mystic pentagram, and then enchant a spell onto it (one charge per enchant). Each such enchantment will drain your power reserves, unless you are lucky enough to be wielding a [[powerstone]], in which case the power for the enchantment will be drained from the powerstone instead. If you want to change the spell that a ring is already charged with, you must <tt>DISENCHANT</tt> the ring first. Rings can hold up to 10 charges.


As your skill in enchantment progresses, you will be able to enchant rings with certain spells that you have already learned. To use an enchanted ring, you must first be wearing it. Also, it will need to be accessible (for instance, wearing gloves may prevent you from using a ring on your finger). As a general rule, depending on the spell, you must <tt>RUB</tt> the ring if you are targetting yourself or no target is required. Otherwise, <tt>POINT</tt> the ring at your target.
As your skill in enchantment progresses, you will be able to enchant rings with certain spells that you have already learned. To use an enchanted ring, you must first be wearing it. Also, it will need to be accessible (for instance, wearing gloves may prevent you from using a ring on your finger). As a general rule, depending on the spell, you must <tt>RUB</tt> the ring if you are targetting yourself or no target is required. Otherwise, <tt>POINT</tt> the ring at your target.
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{{AB
{{AB
|skillname = Kingdom
|skillname = Kingdom
|description = If you have the skill of [[Highmagic#Malkuth|Malkuth in High Magic]], you may now enchant the spell of the Kingdom upon jewellry as you would any other spell.<br>
|description = If you have the skill of [[Highmagic#Malkuth|Malkuth in High Magic]], you may now enchant the spell of the Kingdom upon [[jewellery]] as you would any other spell.<br>
Activating the Kingdom spell will provide automatic [[clotting]] of bleeding wounds.
Activating the Kingdom spell will provide automatic [[clotting]] of bleeding wounds.
}}
}}
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{{AB
{{AB
|skillname = Beauty
|skillname = Beauty
|description = If you have the skill of [[Highmagic#Netzach|Netzach in High Magic]], you may now enchant the spell of Beauty upon [[jewellry]] as you would any other spell. Activating the Beauty spell will provide 1/2 ego regeneration.
|description = If you have the skill of [[Highmagic#Netzach|Netzach in High Magic]], you may now enchant the spell of Beauty upon [[jewellery]] as you would any other spell. Activating the Beauty spell will provide 1/2 ego regeneration.
}}
}}
{{AB
{{AB
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{{AB
{{AB
|skillname = Perfection
|skillname = Perfection
|description = If you have the skill of [[Highmagic#Tipheret|Tipheret in High Magic]], you may now enchant the spell of Perfection upon jewelry as you would any other spell. Activating the Perfection spell will provide 1/2 mana regeneration.
|description = If you have the skill of [[Highmagic#Tipheret|Tipheret in High Magic]], you may now enchant the spell of Perfection upon [[jewellery]] as you would any other spell. Activating the Perfection spell will provide 1/2 mana regeneration.
}}
}}
{{AB
{{AB
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Charm: Typed according to damage type. Requires one [[Tailoring#PhysicalKnots|tailoring knot of the appropriate type]]. Provides 1/6 resistance of the selected damage type.<br>
Charm: Typed according to damage type. Requires one [[Tailoring#PhysicalKnots|tailoring knot of the appropriate type]]. Provides 1/6 resistance of the selected damage type.<br>
Influence: Types according to influence type. Requires one [[Tailoring#InfluenceKnots|tailoring knot of the appropriate type]]. Provides 1/6 buff to selected influence type.<br>
Influence: Types according to influence type. Requires one [[Tailoring#InfluenceKnots|tailoring knot of the appropriate type]]. Provides 1/6 buff to selected influence type.<br>
Quickening: Requires 5 wood and 5 silk. Increased celerity/movement speed.<br>
Quickening: Requires 5 wood and 5 silk. Increased [[Celerity|celerity/movement speed]].<br>
Mass: Requires 10 steel. Increased rooting/summoning resistances.<br>
Mass: Requires 10 steel. Increased [[Rooting|rooting/summoning resistance]]s.<br>
Prestige: Requires 3 gold, 3 silver, 3 platinum, 1 silk. Increased prestige.<br>
Prestige: Requires 3 gold, 3 silver, 3 platinum, 1 silk. Increased prestige.<br>
Weatherproofing: Requires 10 cloth. Increased resistance to weather effects.
Weatherproofing: Requires 10 cloth. Increased resistance to weather effects.
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{{AB
{{AB
|skillname = Mercy
|skillname = Mercy
|description = If you have the skill of [[Highmagic#Gedulah|Gedulah in High Magic]], you may now enchant the spell of the Merciful Hand upon jewelry as you would any other spell. Activating the Mercy spell will provide 1/2 health regeneration.
|description = If you have the skill of [[Highmagic#Gedulah|Gedulah in High Magic]], you may now enchant the spell of the Merciful Hand upon [[jewellery]] as you would any other spell. Activating the Mercy spell will provide 1/2 health regeneration.
}}
}}
{{AB
{{AB
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ENCHANT DREAMCATCHER
ENCHANT DREAMCATCHER
|cost = Power: 25% Reserves (any)
|cost = Power: 25% Reserves (any)
|description = As an enchanter with the skill of [[Planar#Rift|Rift in Planar]], you can create dimensional pockets in ordinary items, turning card decks into magical tarot card decks or ordinary silk bags into magical rune bags. You may also create a dreamcatcher out of 3 rope and 3 silver commodities. The item(s) must be placed in an inscribed enchanter's circle.
|description = As an enchanter with the skill of [[Planar#Rift|Rift in Planar]], you can create dimensional pockets in ordinary items, turning card decks into [[Tarot#CardPacks|magical tarot card decks]] or ordinary silk bags into [[Runes#Runebags|magical rune bags]]. You may also create a [[Dreamweaving#DreamCatchers|dreamcatcher]] out of 3 rope and 3 silver commodities. The item(s) must be placed in an inscribed enchanter's circle.
}}
}}
{{AB
{{AB
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Put it on the ground - to use
Put it on the ground - to use
|cost = Ingredients: silver 2 platinum 1
|cost = Ingredients: silver 2 platinum 1
|description = At a mystic pentagram you can create palm sigils at a small cost of power reserves. The palm sigil will prevent the Acquisitio ritual from picking up items in a location.
|description = At a mystic pentagram you can create palm sigils at a small cost of power reserves. The palm sigil will prevent the [[Rituals#Acquisitio|Acquisitio ritual]] from picking up items in a location.
{{Sub|syntax = DISENCHANT SIGIL PALM|cost = Power: 2 (any)}}
{{Sub|syntax = DISENCHANT SIGIL PALM|cost = Power: 2 (any)}}
You can disenchant sigils from anywhere, though it must be on the ground before you. This will return the sigil to its component parts.
You can disenchant sigils from anywhere, though it must be on the ground before you. This will return the sigil to its component parts.
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|Syntax = ENCHANT FIGURINE
|Syntax = ENCHANT FIGURINE
|description = You now have the ability to activate battle figurines. See HELP MINIATURE BATTLES.
|description = You now have the ability to activate battle figurines. See HELP MINIATURE BATTLES.
|notes = [[Jewellery#Miniatures|Jewelers make blank figurines]], [[Arts#Miniatures|artists sculpt them]] and influencers load them with [[esteem]].
}}
}}
{{AB
{{AB
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