M
Ms. Marvel
Guest
EVIL ENCHANTMENTS/CHARMS
WHAT ARE THEY?
Enchantments and Charms are rare unique items/effects that allow you to manifest an unusual attack/defense of STRONG potency or effectivness against your foe. Often unheard of and rarely able to be resisted, this little bonuses to your arsenal can provide a turn in the tide of a battle, surprise and humiliate your foe or provide other unexpected twists in your daily actions, battles and struggles.
HOW DO I GET THEM? HOW LONG DO THEY LAST?
There are now several ways for you to receive enchantments and charms. The first and most obvious way is by exceptional performance in training combat sessions or successful victories in training tournaments. You will thenbe awarded your enchantment/charm by your trainer and instructed to tell the shop owner who makes enchantments/charms that you have received a gift and would like to fill the order. As it is a gift you may have your pick of any enchantment without it counting toward your monthly limit AND you may hold it with other enchantment(s). You may also REQUEST enchantments/charms at any given time on your own. you can only have a total two enchantments per month (not including ones rewarded to you).
Requests for enchantments can be made in Midnight Plaza shopping centre, inside the shop called Spellbound.
HOW ARE ENCHANTMENTS/CHARMS USED?
When an enchantment is bestowed upon you you must list in in your attributes field as items that you carry(located along the bottom of your post bits). ONLY items that are listed in the attributes field will be considered valid when used in battle or other action situatinos. When you use your enchantment in battle, you must clearly state that you are usingyour enchantment/ charm in your action including: what it does and how long it lasts. Upon the use of your enchantment/charm, you MUST remove the enchantment from your attributes when the alloted uses/times are up and make your requests once more or earn bonus enchantment/charms. Those who FAIL to accurately keep track of the aquisition/use/disposal of their enchanments will find theirs TAKEN AWAY and they will no longer be able to request/earn them.
ENCHANTMENTS/CHARMS
Stench of the Twenty Corpses
This enchantment allows the holder to bewitch an opponet with the stetch of 20 dead corpses. The caster and allies are immunie to the enchantment and thus do not smell the stentch, however the allies of the one it was cast on can smell it. 1 Use/ 5 Posts
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Wings of the Soaring Wind
This enchantment allows the holder to either grow wings and gain the ability of flight, or cast the ability on one of their teammates. The wings are stong and muscular and can create strong gusts of wind to blow your opponets back.1 Use/5 Posts
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Soothe Pains of the Beast
This enchantment allows the holder to either heal themselves, a teammate, or their familiar but ONLY while the one being healed is in animal form. 3 Uses
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Beast of Outlandish Size
This enchantment allows the holder to grow to double their normal height. Can be cast on themselves or another teammate. 2 Uses/3 Posts
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The Gentle Beast
This enchantment allows the holder to tame any beast opposing it. The attacking beast becomes complacant and will not attack anyone. 3 Uses
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Gift of the Frog's Legs
This enchantment gives the holder "super jumps". The holder can eailsy jump over projectile objects or even over their opponetes. 1 Use/5 Posts
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Lungs of the Fish
Allows the holder to prevent all dammage to them from water based attacks. 2 Uses/3 Posts
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Eyes of the Past
This enchantment when cast on an enemy will slow them down. It will make them see slower and thus they will not be able to react to attacks in time to avoid them. 1 Use/3 Posts
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Disenchant
This allows the holder to disenchant another person or object of equal or lower level than them. 2 Uses/3 Posts
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Discern the Images of Truth and Falsehood
This allows the holder to discearn between glamour's and reality....the holder is able to distinguish between what is false and what is real. 2 Uses/As long as the illusion spell is in effect
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Viper's Gaze
This allows the holder to mezmerize their opponnet and gain control of them and their powers. 1 Use/3 Posts
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The Faerie Glow
This enchantment allows the holder to cast a 'faerie aura' around their entire body. The Aura is made of Dark Light and can absorb ALL white magic powers/spells thrown at the caster.3 Uses/2 Posts
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Air's Ghostly Form
This allows the holder to turn into air allowing all attacks, physical and magical, to pass through them. The user can also pass through magical force fields using this as well as being able to pass through other solid objects. 3 Uses/1 Post
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Breath of the Open Sky
This enchantment allows the user to blow forthe a power blast of wind from their lungs. It causes their opponets to go flying backwards, even the strongest cannot stay put by their own means. 3 Uses/1 Post
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Whispering Winds
This is related to the 'power of suggestion'. The holder of this enchantment calls forthe the winds to put an idea so strong in your opponetts mind that they must carry through with the idea. 2 Uses/1 Post
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Talons of the Winds-
This attack calls forthe a continous gust of wind that suspends your opponet in mid air....rendering all their physical attacks useless. 2 Uses/2 Posts
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Jupiter's Resounding Blow--Titans and GladiatorsONLY!
This enchantment allows the user to throw a "super punch." The punch is extremely powerful and send your opponet flying into the air and crashing down on the ground. Renders them Unconscious for 2 Posts. 3 Uses
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Circling Winds of Protection
This calls forthe a tornado of winds to encircle the user. The Winds act as a shield against all forms of physical attack and can deflect lower forms of powers (fireballs, waterballs, etc...)...beware another wind spell can counter it! 1 Use/3 Posts
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Hunter's Sense
This gives the user super senses. All senses are increased, hearing, sight, smell, taste, etc.... 2 Uses/3 Posts
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The Hunter's Lethal Arrow
(Your character must have a bow pr agression tailsman!)
This enchantment allows arrows fired from the holder's bow to be tipped with a nullifying enchantment. Once hit with the arrow, the enchantment nullifies all their powers for 5 posts and emits a steady poison that makes them become sick and weak until they are healed. 5 Arrows
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The Chirurgeon's Healing Touch
This allows the user to completely heal either themselves or another teammate entirely without counting toward the "only 3 healings rule." 1 Use
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The Shadow of Life Renewed
This allows the user to either regenerate after being killed once, or bringing a killed teammate back to life. The person whom this was used on cannot be healed in any way even once.1 Use
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Evil Eye (Gypsys Only)
This enchantment augments the use of the gypsy's evil eye...magnifying the power twice to what it normall is. 3 Uses/1 Post
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Shape of the Woodland Prowler
This allows the user to take the shape of one of the beasts of the forest with all of it's attributes. The creature can be real or fantasy, but must live in the forest! 2 Uses/3 Posts
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Ward Against Heat and Flames
This enchantment forms a circle of flames around the user. It prevents all dammage to the user from a heat/fire source AND protects from physical attacks. 1 Uses/5 Posts
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Wizard's Subtle Touch
This enchantment allows the user to tap into the powers of their opponet. Upon physical contact with the had, the user is able to use one of the opponets powers against them 1 time. 2 Uses
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Exchange of the Two Minds
This enchantment allows the user to actually switch the mind of themselves and a teammate or opponet. Inside the other body you assume control of all the powers of teh body, but the other person also assumes your powers.... 3 Uses/3 Posts
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The Mystical Hollow
This enchantment allows the user to absorb powers for a limited amount of time. The user can absorb all magics/spells thrown at them...the collected powers can be agumented and thrown back at the origional sender or just held onto. The powers may only be thrown back while the power of the enchantment is active. 1 Use/3 Posts
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Cloak of Shadow
This enchantment allows the holder to do one of two things. First the holder can cloak themselves in shadows...disappearing from the view of the field. The other way this enchantment can be used is to steal the sight of an opponet. When this enchantment is cast upon them, your opponet will loose their sight.2 Uses/3 Posts
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Ward of White Magic
This enchantment prevents all magical dammage done to you from good witches. 2 Uses/ 3 Posts
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Calm Before the Storm
This enchantment allows the holder to completely silence their oponnett for 5 posts. Rendering their oponnet unable to cast spells. 1 Use/5 Posts
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Counterspell
This allows the holder to counter spells cast by their oponetts. 3 Uses/1 Post
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Ancient Redwood
This enchantment allows the user to "petrify" their oponnet for 4 posts. The petrification leaves them unable to speak and move and highly vaunerable to fire attacks . 2 Uses/ 4 Posts
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Counter Counter
This enchantment prevents your spells from being countered. When used the spell/power you used cannot be countered by any GoL unless it is a Mistress of Light. 5 Uses/1 Post
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Petrification Immunity
This Enchantment prevents the holder from having any silencing, hindering, binding, hardening, etc... spell from being casat upon them. This enchantment automatically reacts when such a spell is cast, the holder has no control over it. 3 Uses/3 Posts
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Electric Immunity
This enchantment gives the holder immunity from an electric attack...when activated electrical attacks will have no effect on the holder. 3 Uses/ 3 Posts
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Water Immunity
This enchantment gives the holder immunity from any water based attack...when activated water attacks will have no effect on the holder. 3 Uses/3 Posts
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Illusion Immunity
This enchantment gives the holder immunity from any illusions conjured up by a GoL...the holder will be able to see through any illusion and realize it is false. 3 Uses/3 Posts
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Stench of the Twenty Corpses
This enchantment allows the holder to bewitch an opponet with the stetch of 20 dead corpses. The caster and allies are immunie to the enchantment and thus do not smell the stentch, however the allies of the one it was cast on can smell it. 1 Use/ 5 Posts
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Wings of the Soaring Wind
This enchantment allows the holder to either grow wings and gain the ability of flight, or cast the ability on one of their teammates. The wings are stong and muscular and can create strong gusts of wind to blow your opponets back.1 Use/5 Posts
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Soothe Pains of the Beast
This enchantment allows the holder to either heal themselves, a teammate, or their familiar but ONLY while the one being healed is in animal form. 3 Uses
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Beast of Outlandish Size
This enchantment allows the holder to grow to double their normal height. Can be cast on themselves or another teammate. 2 Uses/3 Posts
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The Gentle Beast
This enchantment allows the holder to tame any beast opposing it. The attacking beast becomes complacant and will not attack anyone. 3 Uses
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Gift of the Frog's Legs
This enchantment gives the holder "super jumps". The holder can eailsy jump over projectile objects or even over their opponetes. 1 Use/5 Posts
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Lungs of the Fish
Allows the holder to prevent all dammage to them from water based attacks. 2 Uses/3 Posts
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Eyes of the Past
This enchantment when cast on an enemy will slow them down. It will make them see slower and thus they will not be able to react to attacks in time to avoid them. 1 Use/3 Posts
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Disenchant
This allows the holder to disenchant another person or object of equal or lower level than them. 2 Uses/3 Posts
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Discern the Images of Truth and Falsehood
This allows the holder to discearn between glamour's and reality....the holder is able to distinguish between what is false and what is real. 2 Uses/As long as the illusion spell is in effect
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Viper's Gaze
This allows the holder to mezmerize their opponnet and gain control of them and their powers. 1 Use/3 Posts
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The Faerie Glow
This enchantment allows the holder to cast a 'faerie aura' around their entire body. The Aura is made of Dark Light and can absorb ALL white magic powers/spells thrown at the caster.3 Uses/2 Posts
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Air's Ghostly Form
This allows the holder to turn into air allowing all attacks, physical and magical, to pass through them. The user can also pass through magical force fields using this as well as being able to pass through other solid objects. 3 Uses/1 Post
----------------------------------
Breath of the Open Sky
This enchantment allows the user to blow forthe a power blast of wind from their lungs. It causes their opponets to go flying backwards, even the strongest cannot stay put by their own means. 3 Uses/1 Post
--------------------------------
Whispering Winds
This is related to the 'power of suggestion'. The holder of this enchantment calls forthe the winds to put an idea so strong in your opponetts mind that they must carry through with the idea. 2 Uses/1 Post
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Talons of the Winds-
This attack calls forthe a continous gust of wind that suspends your opponet in mid air....rendering all their physical attacks useless. 2 Uses/2 Posts
---------------------------------
Jupiter's Resounding Blow--Titans and GladiatorsONLY!
This enchantment allows the user to throw a "super punch." The punch is extremely powerful and send your opponet flying into the air and crashing down on the ground. Renders them Unconscious for 2 Posts. 3 Uses
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Circling Winds of Protection
This calls forthe a tornado of winds to encircle the user. The Winds act as a shield against all forms of physical attack and can deflect lower forms of powers (fireballs, waterballs, etc...)...beware another wind spell can counter it! 1 Use/3 Posts
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Hunter's Sense
This gives the user super senses. All senses are increased, hearing, sight, smell, taste, etc.... 2 Uses/3 Posts
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The Hunter's Lethal Arrow
(Your character must have a bow pr agression tailsman!)
This enchantment allows arrows fired from the holder's bow to be tipped with a nullifying enchantment. Once hit with the arrow, the enchantment nullifies all their powers for 5 posts and emits a steady poison that makes them become sick and weak until they are healed. 5 Arrows
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The Chirurgeon's Healing Touch
This allows the user to completely heal either themselves or another teammate entirely without counting toward the "only 3 healings rule." 1 Use
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The Shadow of Life Renewed
This allows the user to either regenerate after being killed once, or bringing a killed teammate back to life. The person whom this was used on cannot be healed in any way even once.1 Use
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Evil Eye (Gypsys Only)
This enchantment augments the use of the gypsy's evil eye...magnifying the power twice to what it normall is. 3 Uses/1 Post
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Shape of the Woodland Prowler
This allows the user to take the shape of one of the beasts of the forest with all of it's attributes. The creature can be real or fantasy, but must live in the forest! 2 Uses/3 Posts
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Ward Against Heat and Flames
This enchantment forms a circle of flames around the user. It prevents all dammage to the user from a heat/fire source AND protects from physical attacks. 1 Uses/5 Posts
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Wizard's Subtle Touch
This enchantment allows the user to tap into the powers of their opponet. Upon physical contact with the had, the user is able to use one of the opponets powers against them 1 time. 2 Uses
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Exchange of the Two Minds
This enchantment allows the user to actually switch the mind of themselves and a teammate or opponet. Inside the other body you assume control of all the powers of teh body, but the other person also assumes your powers.... 3 Uses/3 Posts
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The Mystical Hollow
This enchantment allows the user to absorb powers for a limited amount of time. The user can absorb all magics/spells thrown at them...the collected powers can be agumented and thrown back at the origional sender or just held onto. The powers may only be thrown back while the power of the enchantment is active. 1 Use/3 Posts
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Cloak of Shadow
This enchantment allows the holder to do one of two things. First the holder can cloak themselves in shadows...disappearing from the view of the field. The other way this enchantment can be used is to steal the sight of an opponet. When this enchantment is cast upon them, your opponet will loose their sight.2 Uses/3 Posts
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Ward of White Magic
This enchantment prevents all magical dammage done to you from good witches. 2 Uses/ 3 Posts
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Calm Before the Storm
This enchantment allows the holder to completely silence their oponnett for 5 posts. Rendering their oponnet unable to cast spells. 1 Use/5 Posts
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Counterspell
This allows the holder to counter spells cast by their oponetts. 3 Uses/1 Post
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Ancient Redwood
This enchantment allows the user to "petrify" their oponnet for 4 posts. The petrification leaves them unable to speak and move and highly vaunerable to fire attacks . 2 Uses/ 4 Posts
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Counter Counter
This enchantment prevents your spells from being countered. When used the spell/power you used cannot be countered by any GoL unless it is a Mistress of Light. 5 Uses/1 Post
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Petrification Immunity
This Enchantment prevents the holder from having any silencing, hindering, binding, hardening, etc... spell from being casat upon them. This enchantment automatically reacts when such a spell is cast, the holder has no control over it. 3 Uses/3 Posts
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Electric Immunity
This enchantment gives the holder immunity from an electric attack...when activated electrical attacks will have no effect on the holder. 3 Uses/ 3 Posts
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Water Immunity
This enchantment gives the holder immunity from any water based attack...when activated water attacks will have no effect on the holder. 3 Uses/3 Posts
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Illusion Immunity
This enchantment gives the holder immunity from any illusions conjured up by a GoL...the holder will be able to see through any illusion and realize it is false. 3 Uses/3 Posts
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Specialty Enchantments
**Granted for EXCEPTIONAL performance in training, battles or in over presentation. these Specialty Enchantments/Charms are NOT available by request and can only be EARNEDSoul Steal
This enchantment allows the holder to steal the soul of their oponnet of equal or lower level. In stealing the soul, it instantly kills your oponnett and you gain their powers for 5 posts. 1 Use/5 Posts
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Mind of the Zombie
This enchantment allows the holder to turn their oponnet into a zombie under their control. The oponnet retains all their powers, but is basically a vegetable and can only operate under command of the holder of the enchantment. This lasts 10 Posts or until a member of the opossing team casts a reversal spell. 1 Use/10 Posts or Until Countered
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Mark of the Source
This enchantment makes the holder invincible for 5 posts. 1 Use/5 Posts
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Mantle of a Mortal's Death
This enchantment allows the holder to cast a powerful spell upon their oponnets. The spell is "slow death"....once cast upon your oponnet, they have only 3 posts to live. The spell also strips them of their powers leaving them completely defenseless and unable to leave the battle. 1 Use/ 3 Posts
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Everchanging Earth
This enchantmet allows the oponett to shape and change the battle filed to whatever they may desire. Note, this only allows them to change the place/scenery of the battle NOT the RULES of the battle. 1 Use **Ideal for METAMORPHS, AGENTS**
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Dire Wraith's Curse
This enchantment allows the holder to cast a spell affecting the whole battle thread! This enchantment cannot be reflected, countered, or removed unless it is a Dire Wraith or Mistress of Light. The enchantment effects the thread by altering the rules! The enchantment do ONE of the following:
1) Nullify all spell casting withing the thread (MoEs and GoLs!)
2) Nullify all reflection/deflection/countering spells within a thread
3) Nullify all powers of MoEs and GoLs of a lower level than yourself.
4) If a spells is deflected/reflected/countered by a GoL, the spell is reborn and becomes triple strength and unblockable/uncounterable. (#4 Lasts for 5 Posts)
1 Use/As Long As The Thread Is Active
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Damion's Rage
This enchantment allows the holder to cast an "instant death" spell upon their opponent that is very long and humiliating. First your opponent is suspended from a gallows strangling and reaches near death. Before they die the rope is cut and they fall to the ground where a team of men and horses grab the cut end of the rope and proceed to drag your opponet through the dusty streets of a wild west town. Your oponett is then tared and feathered in the public square. Then they are forced in a coffin where they are burried alive and a party for all MoEs is held on top of their grave. They are then dug up and seduced to "Chinese Water Torture" for 3 days. They are then taken and trampled by a rioting crowd. Finally to top it all off, the ground will split and crack beneath them and they will then find themselves plumiting straight to the Infernal Realm where they will be burned alive for eternity. 1 Use/INSTANT KILL
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Control Magic
This enchantment allows the holder to take control of any spell cast by a GoL......|||for example: A GoL casts a spell nullifying the powers of MoEs in a thread....the holder can use theis enchantment to "control magic it" and turn the spell agains the GoLs. ||| This enchantment draws its power from the source of all evil and is unaffected by counters/nullifying spells! 1 Use/ AS LONG AS THE SPELL ORIGIONALLY LASTS
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