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The Court Jester
Retired Staff

Enchantment for the vast majority of Alterans refers to a symbiotic relationship between a mortal and a minor elemental focused around a material object. This union of arcane and mundane is entirely outside the awareness of a mortal user, with nothing of the mechanics behind it known in-character. This brand of enchantment differs from that achieved through the magic system, and is facilitated through use of an enchantment table.

At their most elementary function, enchantment tables act as a rudimentary channel of communication between a mortal user and an elemental within the Planar Infinity. The construction of an enchantment table comes as a form of instinct to all Alterans imparted by the Immortal Kings, who granted such as a means for their creations to co-inhabit productively.

Enchantment tables operate through a form of pact magic embedded in the construction of the table itself. Once completed, the table acts as a conduit and beacon for ambient adolescent elementals seeking strength and security in residence. Through the table a would-be enchanter offers essence, an approximation of the memories and experiences of the user, and an item within which the elemental may reside. By incorporating the use of lapis into the ritual, the the enchanter is able to regulate and lessen the mental burden. In return of sharing this essence, the elemental will inhabit said item for a time, and imbue it with a trait of the elemental’s composition. By consuming essence the adolescent elemental both grows stronger and deeper in sentience as it incorporates the experiences of another being into its own. Additionally, residing within a physical body provides a secure environment for the young elemental to grow and further realize its sentience. Physical items generally tend towards tools and weapons, though elementals are also able to inhabit books for a time before being applied to a tool or weapon at additional essence cost. In this case, the class of elemental and trait that it wishes to impart is pre-determined and readily visible within the book, viewable as a further byproduct of the innate understanding of the enchanting table.

The practical effects of elemental residence vary in both class and magnitude. Class refers to the trait that the elemental imparts upon the item, dependent upon the specific element with which the elemental is associated.

· Earth: Protection, Unbreaking, Bane of Arthropods

· Fire: Fire Protection, Smite, Fire Aspect, Flame,

· Wind: Feather Falling, Knockback, Looting

· Water: Aqua Affinity, Blast Protection, Depth Strider, Luck of the Sea, Lure

Magnitude refers to the relative strength of the elemental that inhabits the item, and thus the strength of the imbued traits. In general, a greater offering of essence will attract a more powerful elemental, thus yielding greater results. It is also possible for greater quantities of essence to attract multiple elementals to the same item, resulting in heavily enchanted items that contain several traits.

At such a time when the residence of an elemental is physically broken, the pact is deemed complete and the now-stronger elemental is released back in to the wild. However, elementals are not immutable in their choice of residence. If the offering of essence is sufficient, an elemental within an item is willing to transfer over to another to continue the pact, though the now-stronger elemental is wont to desire a steeper price than before. In the case of a residence being repaired rather than replaced, the elemental will demand additional essence for the increased duration of its pact.

In a similar vein, elementals are not opposed to transferring to intact items already inhabited by other elementals. In such a case, elementals imparting the same trait will merge their efforts to produce a greater tier of magnitude than either of the individual enchantments.

Location of the enchantment table also plays a role in attracting elementals. A universal step in such is to construct a repository of knowledge around the table, usually in the form of bookshelves. Having such in the proximity of the table allows it to channel more of the user’s essence, information acting as a catalyst for the memories and experiences that essence is comprised of.

The setting of the table determines the prevalence of each class of elemental, corresponding to the prevalence of each respective element in the periphery. Elementals tend to flock around displays or sources of their element, with increased frequency in specific regions making it more probable for elementals of the corresponding element to be attracted to an offering of essence in proximity. For instance, an item is more likely to be inhabited by an element of fire if the table resides near a forge, or by an element of water if the table is aboard a ship. However, guaranteeing a specific element is virtually impossible to do via environmental manipulation, as boundaries get muddled and are often difficult to define.

Application On Clothes
Specification of what Enchanting can be applied to does range towards armor and cloth pieces. It does not apply to capes, gloves, arm bands, pauldron pieces, and so on. The armor or piece of clothing must be whole.
  • Aqua Afinity: Helmet with front covered of the leather variety.
  • Feather Falling: Boots of a leather variety.
  • Depth Strider: Boots of the leather variety.
  • Blast Protection: Head, Chest, Legs, Boots of the metal variety.
  • Protection: Head, Chest, Legs, Boots of the metal variety.
  • Unbreaking: Head, Chest, Legs, Boots of the metal variety.
  • Fire Protection: Head, Chest, Legs, Boots of the metal & leather variety.

Application On Tools
Anything smaller or thinner than a Stiletto dagger or bigger and wider than a Two-handed sword cannot be applicable to the Enchantment effects. Cannot Enchant Robes, jewelry, gloves, knucklers, throwing daggers, staffs.
  • Bane of Arthropods- Can be applied to any variation of Melee weapons (Swords, Axes, Hammers, Daggers and Spears) but not projectile weapons. Elemental requires contact between the two entities.
  • Fire Aspect- Can be applied to any Melee weapon but not projectile. In case of thrown weapons, like Javelins, does not trigger when out of contact with the wielder. Cannot be used in combination with Flame.
  • Flame- Can be applied to any projectile but not Melee. In case of thrown weapons like, Javelins, only effects WHEN thrown but does not trigger when in contact with the wielder. Cannot be used in combination with Fire Aspect.
  • Fortune- Only effective on hand-held tools and has no effect in combat. Spearfishing with a fortune enchanted spear doesn’t help.
  • Knockback- Can be used on any melee weapon, only makes “shiing” sound for something with a sheath (Sword or dagger as examples). Ineffective on ranged weapons. In case of equal power knockbacks colliding, they recoil upon their users with full effect, otherwise the more powerful enchantment overpowers the others and knocks them back at most 5ft.
  • Looting- Only effective on melee weapons that can cut or pierce with some precision (Swords, Spears). Weapons that rely on brute force (Hammers, Maces and Axes) gain no benefit from the enchant. Ineffective on Ranged weapons.
  • Luck of the Sea- Only effective on fishing implements (Nets, trotlines and Fishing rods), with no tangible benefit when used on anything else.
  • Lure- Much like Luck of the sea, but only works on metal when submerged in water. Using this on anything other then a hook such as a spear underwater, causes the metal to move irregularly thus making it harder to aim. Outside of water there is no effect.
  • Smite- Can be placed on any melee weapon but not ranged weapons.
  • Sweeping Edge- Can be placed on any melee weapon but no effect on ranged weapons.
  • Unbreaking- Can be placed on any tool, as a catch all makes the item more resistant to breaking, does nothing for the hardness so they can be scratched without interference from this enchantment.

Why do some enchantments only work in ranged/melee and not the other way?

Elementals now require a source of contact from the wielder. Melee enchantments draw their power upon the enchants activation thus if they are thrown they will not activate. Ranged weapons are the inverse and draw power slowly over time from their wielder and thus only activate when thrown with 'force' from the wielder, a javelin with a ranged enchant will only work when it is used as a projectile while one enchanted with a melee enchant will not trigger when thrown.

There are a few exceptions such as Unbreaking, Lure and Luck of the Sea. These would draw all their power at creation and might be harder on the user then normal enchants, at least in the case of unbreaking, as lure and luck of the sea are far weaker enchants that draw their power from contact with water.

Naelwyn for base notes and brainstorming.
Lannis for brainstorming and writing.
Immerael for enchantment on tools
Solus for enchantment on clothes​
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The Court Jester
Retired Staff
Enchantment effects:


  • Unbreaking: Earth elemental occupying the enchanted item exercises control over the base materials of the item itself, both distributing oncoming force more evenly and realigning imperfections that otherwise weaken the integrity of the item. At higher levels the passive maintenance on the item becomes more pronounced, with more powerful elementals able to fully prevent damage or even improve the quality of the original piece.
  • Protection: Enchanted piece of armor is more effective at dissipating the force of a strike to its surface. The degree to which the elemental can exercise damage mitigation is dependent on the degree from which the material differs from its natural state; rawhide technically enjoys the greatest benefit of such, whereas enchanted steel functions similarly to its mundane counterpart.
  • Fortune: Sophisticated interaction with an earth elemental to facilitate more productive resource gathering; said elemental nudging the tool where best to strike to reveal and safely obtain materials that might otherwise be missed.
  • Bane of Arthropods: In a similar fashion to the "Smite" enchantment, the involved elementals are experienced enough to have developed a hatred for Jishrim and his creatures. Abandoning the relative finesse of their counterparts-in-melee, the earth elemental within a weapon enchanted with Bane of Arthropods will exert their own violent force to bodily smash any such creature they make contact with.


  • Fire Aspect: Collision with another object causes the enchanted weapon to emit a burst of flame intense enough to ignite easily-flammable objects ("dry tinder"). This effect appears along the length of the blade or head of the weapon involved, and does not extend more than a few centimeters out from it. Literally flashy.
  • Fire Protection: Domain varies based on material enchanted. Metal items are occupied by a minor earth elemental that dissipates a fraction of the ambient temperature through its own devices, thus significantly slowing the rate at which the enchanted item heats up. However, it does not prevent the metal from reaching unsafe temperatures; it only slows the rate at which it reaches them. Organic materials such as leather are occupied by a minor fire elemental that works in a similar manner but to a greater degree, with those more powerful able to shield the enchanted item from reaching temperatures past severely uncomfortable.
  • Flame: The frame of the bow is host to a minor fire elemental that automatically ignites arrows prepared with the necessary combustibles to act as fire arrows. Stronger elementals stoke the flames a little higher, inspiring an arrow that burns more fiercely. This enchantment has no effect on ordinary projectiles.
  • Smite: Items enchanted with the "Smite" enchantment host slightly-less adolescent elementals, those old enough to have developed both petulance and a distaste for the undead. Dormant under normal circumstances, these elementals will burst forth at contact with the animate dead to damage them in a manner akin to sunlight. In accordance with the age of the elemental involved, when at maximum strength this effect is more powerful than the more general "Sharpness" enchantment.


  • Feather Falling: An air elemental gather beneath a set of enchanted boots, slowing the descent of its wearer by an exponential gradient the closer they are to the ground below. In reference to falls that would be damaging, the elementals can only exert to maximum effect for loads under seventy kilograms, or around one hundred and fifty pounds; characters heavier than such experience significantly diminished results, decreasing down to negligible at one hundred forty kilograms.
  • Knockback: Air elemental fights collaboratively with the user, sending a gust of wind to further disrupt an opponent when the user's attack connects. Intensity of the airstrike varies from a strong burst to a solid gust, resulting in either moderate distraction or minor inconvenience. Makes a "schiiiing" sound when drawn.
  • Sweeping Edge: A pact is made with an air elemental similar in nature to Knockback. The elemental fights collaboratively with the user, sending a gust of wind to disrupt the opponent and the surrounding area. The gust resulting from the strike fans outward to buffet those standing near the target, making it an aggravation to maintain footing before the gust dies down.
  • Looting: Wind elemental guides the strikes of the user to better carve off useful components without damaging them, the effect increasing as the elemental grows in power.

  • Blast Protection: Functions internal to the wearer of the enchanted item, with a water elemental exerting control over bodily fluids to minimize damage caused by massive, widespread concussive forces. (Mechanics note: Effect independent of material used. Only applicable to trauma over significant portions of the body, as would be caused by a nearby detonation.)
  • Aqua Affinity: Elemental aids the arm movement of the submerged user by redirecting currents of water to flow along with their motion. Effect scales with the strength of the elemental, those more powerful better able to move water.
  • Depth Strider: Elemental surrounds the submerged user with a buffer zone of water that moves in the direction that the user is travelling, affording relative ease of motion underwater. Effect scales with the strength of the elemental, those more powerful better able to move water.
  • Luck of the Sea: Elemental helpfully guides hook towards inexplicably-discarded submerged treasure. Abilities to detect such loot and actually move the hook towards it scale with the strength of the elemental involved.
  • Lure: Elemental jiggles hook to dance in a manner appealing to hungry fish, increasing their likelihood of noticing it and swimming over to take a bite. Ability to attract fish depends on the strength of the elemental that resides within the pole.

Lannis for content and writing.
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The Court Jester
Retired Staff
Mundane Effects Unrelated to Enchantment:

Projectile Protection: Armor is designed to be more effective against projectiles.

Punch: The arrow is very heavy.

Power: The bow is very strong.

Respiration: Character can hold their breath for a long while.

Thorns: Armor has spikes.

Sharpness: Weapon is very sharp.

Efficiency: Tool is very well made.

Silk Touch: Tool user is very good at using it to break things delicately.

Infinity: Quiver is very large.

Mending: Character is very good handyman.

OOC Only:

Frost Walker: Not an achievable affect IC without the use of the schools
Curse of Binding: Not an achievable affect IC without the use of the schools

Lannis for being bloody hilarious.
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The Lurker
Retired Staff

+ Added a short line about the usage of lapis in the enchanting ritual
+ Added Sweeping Edge under Wind
+ Added Mending to mundane effects.
+ Made note of Frost Walker being an OOC affect unless achieved via an arcane school


HollowWorld's Announcer

+Addition of Enchantment Application on Tools and Clothes as finally being set. Please refer to this for any future enchantments.
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