Enchanting skills
Enchanter
3xp – This skill allows you to make use of the Enchanting Skill and create items that have magical effects. When you select the Enchanter skill you are able to pick three effects from the Enchanting table below. (Please make sure you select an item to enchant as one of these picks or you will not be able to make anything)
Enchanter Mastery
1xp – Enchanting mastery gives you another pick from the Enchanting table
What is enchanting?
Enchanting is the skill of creating magical items by combining abilities and resources . Each ability or effect has a base cost, and adding additional abilities increases the cost. These creations are tied to specific elemental spheres, which affect the final resource cost.
What do I need to Enchant an Item?
The Enchanting of items requires Essence. The type of Essence needed will depend on the item you wish to create and you may need several different types in order to create it. Depending on the item, the amount of Essence needed will also vary. Essence is an ingredient that can be found via several sources in-game, and can be supplied through your base character skills, but there are also many other in-game ways of finding Essence.
How do I enchant an Item?
To make an enchanted item in Menhirs Fate there are a few simple steps to follow.
- Pick Your Base Abilities:
- After buying the Enchanter skill, choose 3 base abilities, items, or skills. These initial picks will dictate the type of item you can enchant.
- You can add more base abilities, items or or skills at the cost of 1 XP per ability. This will give you a broader spectrum for creating items.
- Creating the Enchantment:
- Visit an Enchanting Station which can be found in the City Centre and also in the nation camps, to perform the required roleplay. Please make sure you have the required Essence in advance of this, as you will need to hand it to the referee looking after this station.
- Roleplay the creation of the item. This may take up to five minutes and may include any thematic roleplay.
- A referee will check your item and approve it; please hand over the required Essence to the referee at this point. Once approved, they’ll print a ribbon for your item and provide you with a card detailing the enchantment.
- Important: You must have the ribbon on the item and the card with you to use its effects.
- The enchantment lasts for 1 year before it fades.
How does it work?
What you can enchant
What you can enchant is dictated by the base abilities you have chosen in Enchanter any further abilities you have added along the way. At least one of these picks must be a base item (sword, clothing, armour etc.). This dictated the type of items you can enchant. You may have multiple types of base items, meaning that you can enchant any item of those types.
**For example, Jess Bobbins has one base item, polearm. They can now enchant polearms.**
How you can Enchant them
The other abilities and skills you take in enchanter determine what magical effects you can enchant onto your items.
**Jess Bobbins has chosen Rend and Fuel Vigour. This means that they can now do any of the following
- Enchant a polearm that gives the wielder the use of Rend (only usable if they have Vigour)
- Enchant a polearm that gives the wielder the ability to call “Rend” once a day.
The polearms that Jess Bobbins makes still require the wielder to have the ability to use a polearm, but Jess may also pick up an extra pick of polearm use in enchanter at a later date.**
What it costs
The amount and type of Essence needed to enchant your items is determined first by the base costs that can be found in the enchanting chart below. Start by simply adding up these base costs.
**Jess Bobbins decides to make a polearm that can call Rend once a day so Jess has chosen both Rend and one Vigour point.
Base cost of polearm – 1 Earth Essence
Vigour x 1 – 1 Spirit Essence
Rend – 4 Fire Essence**
The Glue
All Enchanted items require “glue” to hold the magics together. Each time you add a skill or ability, spend an extra Spirit Essence to hold it all together
**Jess Bobbins is adding both Rend and Vigour to their Polearm. So this will cost them two extra Spirit Essence.**
The Alignment
All items, skills and abilities in the game have an alignment. This alignment determines what type of Essence you will need. It also defines how easy it is to put certain abilities on certain items. If the ability or skill alignment doesn’t match the base item alignment you will need to add an extra Spirit Essence each time to make them fit together.
**Jess Bobbins’ base item is Polearm which is aligned to Earth. As Vigour is aligned to Spirit, and Rend is aligned to Fire, they need to add a further two Spirit Essence to make it all work.
So Jess’ total Essence cost is now 5 Spirit Essence, 1 Earth Essence and 4 Fire Essence**
Alignment By Colour | |
Fire: | R |
Air: | A |
Water: | W |
Earth | E |
Spirit: | S |
Enchanting Table
Plain Text Version:
Base Item | Calls | Skill Proficiencies | Roleplay effects | Fuel |
Clothing (W) | Crush: 4(R) | Two handed weapon: 2(S) | Light 1(S) | Vigour: 1(S) |
Light Armour (A) | Stun: 3(R) | Pole arm: 3(S) | Medium 1(S) | Focus: 1(S) |
Medium Armour (R) | Petrify: 3 (W) | Light armour: 1(S) | Heavy 1(S) | |
Heavy Armour (E) | Ensnare: 3 (E) | Medium armour: 2(S) | ||
Dagger (S) | Rend: 4 (R) | Heavy armour: 3(S) | ||
One Handed Weapon (S) | Taunt: 3 (R) | Ambidextrous: 1(S) | ||
Two Handed Weapon (R) | Disarm: 3 (W) | Thrown weapon: 1(S) | ||
Polearm (E) | Stagger: 3 (A) | Ranged proficiency: 4(S) | ||
Bow/Crossbow (A) | Heal wounds: 3 (W) | Shield proficiency: 2(S) | ||
Item (S) | Mend: 3 (E) | I’ve seen worse: 3(S) | ||
Foci Wand (W) | Shatter: 3 (R) | Regeneration: 4(S) | ||
Foci One-Handed | Counter spell: 4 (A) | Focus +1 (This adds one focus to your current focus and can take you to above your maximum): 3(S) | ||
Foci Two-Handed | Shielding: 3 (E) | Vigor +1 (This adds one focus to your current focus and can take you to above your maximum): 3(S) | ||
Elemental Strike: 2 (S) | Focus Regain: (Restores 4 of the Character Focus) 3(S) | |||
Increase Range: 2 (A) [Increase the range of any cantrip call effect to 5 meters] | Vigour Regain: (Restores 2 of the Character Vigour) 3(S) | |||
Toughness: 2(E) This increases by one for each use on an Enchantment |
All spells have a melee range until you take the increased range pick. This turns the spell into the throwable version.
Weapons or Foci with Fuel are the casters of the call so no spell vocals are required, However without fuel the character must have the Vigour or Focus themselves an appropriate weapon as they would if they were casting the ability without an enchanted item including spell vocals
Fuel
Fuel in enchanting refers to the pools of strength that fuel those effects.
Calls that can be produced by Vigour require either your personal pool of vigour to power them or require at least 1 point of Vigour fuel on the item itself. The calls that require this can be drawn from the Vigour effects list
Calls that can be produced by Focus require either your personal pool of Focus to power them or require at least 1 point of Focus fuel on the item itself. The calls that require this can be drawn from the Spell list.
If a call can be found on either list then it may use either fuel source
Roleplay effects
For additional Essence costs, you may add roleplay effects onto your items. These effects will last for the duration of the item and always be in effect on the character when holding the item.
You may add roleplay effects to your items. These roleplay effects can activate either when the item is picked up or at an appropriately thematic moment. The user is able to choose. Light roleplay effects are free, medium or heavy roleplay effects may be added by spending additional Flicker.
Duration of the effects
- Light effects are short-lived, lasting 30 seconds
- Medium effects can last for 30 mins
- Heavy effects last for 3 hours
Guide to writing role play effects
You may if you choose, add roleplay effects to your creations. While we do not wish roleplay effects to dictate to characters what they are thinking or feeling, we instead encourage you to describe the physical or environmental effects of the creation on the target so that it may allow them to interpret and act accordingly as their character sees fit. For example, your creation, rather than stating that the target is frightened, might instead describe that the character’s heart is racing and they feel a pit in their stomach or that every loud noise or sudden move is a shock to the senses.
Other roleplay effects may include direct instructions for example “ you wish to seek out adventure”, sensory specific effects, like “ all colours seem brighter” or, “all sounds seem muffled” or they may include perceived environmental factors such as “the air feels thin to you, the ground is moving”.
Additional Notes
Consent and Collaboration: Heavy roleplay effects, in particular, should be discussed between players and Menhirs Fate Staff to ensure that they fit with ongoing narratives and are enjoyable for everyone involved.
We will not approve any roleplay effects that we feel do not meet our standards for safety or codes of conduct. Some effects such as love potions etc are not allowed and must reflect the game’s community standards, your Enchantment and Apothecary Refs will not allow those effects to work. For this reason, please check with them before creating any roleplay effects.