Enchantment is the name given to thaumic radiation, which may be given off either by a specific object, or by the background in a room.
- 1 Enchanted items
- 2 Background enchantment
- 3 Measuring enchantment
- 4 See also
- 5 Footnotes
Effects of enchantment on items
Enchanted items have the following effects, which vary in proportion to the degree to which they are enchanted:
- Enchanted armour has the following effects associated with it:
- It provides additional damage reduction.
- It is more durable.
- Enchanted weapons have the following effects associated with them:
- They deliver more damage on striking
- They are harder to use
- They are more durable.
Each item has an enchantment capacity proportional to its weight. The enchantment capacity is the amount of thaumic energy that can be channeled into the item.
As general guidelines:
- Items with a lesser enchantment capacity are quicker to enchant than items with a greater capacity.
- Items with a lesser enchantment capacity are harder to enchant to a given fraction of their total capacity than items with a greater capacity.
Enchanting an item
Almost any item can be enchanted, via one of three means:
- A wizard (or anyone else with an appropriate magic scroll) can cast:
- Witches can cast Mother Twinter's Yarrow Enchantment to enchant an item up to a medium level.
- The type of spell cast - Master Glimer's Amazing Glowing Thing allows an item to be enchanted to its maximum enchantment capacity, whereas the other two spells are capped at a lesser fraction of the total enchantment capacity, affected by the following:
- The item's weight - the lighter the item, the lower the limit is.
- The caster's magic.methods.physical.enchanting bonus - the higher the better.
Item enchantment levels
The degree of enchantment on an item may be seen when a wizard or witch looks at it, and is displayed as follows, based on the degree of enchantment as a fraction of the item's total enchantment capacity:
- 1-10%: 'It occasionally pulses with octarine light'
- 11-20%: 'It emits a slight octarine glow'
- 21-30%: 'It softly pulses in dull octarine shades'
- 31-40%: 'It gives off a steady but dull octarine glow'
- 41-50%: 'It gives off a steady octarine glow'
- 51-60%: 'It glows an intense octarine'
- 61-70%: 'It emits a bright octarine colour'
- 71-80%: 'It brightly pulses octarine'
- 81-90%: 'It glows brilliant octarine shades'
- 91-100%: 'It radiates pure octarine brilliance'
All items have a 'natural enchantment level', which is typically around 50% of the item's maximum enchantment capacity. If enchanted beyond this level, then the enchantment level of the item will gradually decay over a period of time (usually weeks to months) until it returns to this level.
Effects of background enchantment
Background enchantment has the following effects:
- It increases the power of some magical spells - for example, the item enchantment spells listed above impart more thaums into their target items in a higher background enchantment level.
- Higher levels of background enchantment attract Things from the Dungeon Dimensions. The Things are very eager to get close to magic users; so eager in fact that they may tear limbs off of anyone casting magic in such rooms.
- Thaum crystals are charged from the background enchantment of a room.
Natural background enchantment
All rooms on the disc have a natural background enchantment level. Usually this is very low, however, rooms in the vicinity of large magic sources gain a higher natural level due to thaumic fallout.
Examples of rooms with a high natural background enchantment level include:
- Rooms near the hub, which gain a lot of thaumic fallout as a result of the disc's magical field passing over the hub.
- Rooms near to the Unseen University (for example Unreal Estate) suffer from the fallout from the wizards' experiments.
- Rooms near to the Illusionary Institute of Learning likewise suffer fallout from the nearby wizards' experiments.
Increasing enchantment levels
Background enchantment levels can be increased via the following means:
- By casting any spell (either wizard or witch) in that room; the enchantment increase is proportional to the amount of GP spent on the spell.
- By smashing a thaum crystal, which causes it to release all its pent up enchantment into the room.
Enchantment proof rooms
There are a few rooms on the disc that have been specially proofed against enchantment - the thaumic radiation from spells cast in these rooms immediately leaks away, and does not build up. These rooms include:
- All magic circles have zero background enchantment in them when drawn, irrespective of the background enchantment level of the room containing them.
- All spells cast inside a magic circle affect and are affected by the background enchantment level of the circle, not the room containing it.
- When a magic circle is dispelled or fades, it does not transfer enchantment accumulated within it into the room containing it - this enchantment just fades away with the circle.
Background enchantment levels
- There is the residual taste of magic in this place
- This place has seen some use of magic
- A considerable amount of magic has been used here
- A very large quantity of magic has been manipulated here
- You can feel the Dungeon Dimensions trying to push in
- Little sparks flash in from the Dungeon Dimensions
- Apparitions of things with lots of tentacles seem to be on the edge of your vision
- So much magic has been expended here that the area is in danger of dumping itself into the Dungeon Dimensions
Background enchantment decay
Background enchantment levels in a room will decay to the room's natural background enchantment level, at a rate roughly proportional to the difference between the current and natural background enchantment levels. This is a considerably faster process than item enchantment decay - left alone, rooms will typically return to their natural levels within approximately an hour.
- Brother Happalon's Elementary Enchanting
- Master Glimer's Amazing Glowing Thing
- Mother Twinter's Yarrow Enchantment
- Divining bob
- Thaum crystal