Enchantments

Enchantments

 * Enchantments are special buffs that can be written onto a scroll to be used at a later time or given to another player. There are three types of enchantments; weapons, armor, and hero. Weapon enchantments enhance how effectively you can combat your foes, while armor enchants increase your defenses. Hero enchantments are usually all purpose buffs that increase a skill or improve your hero's effectiveness. Once cast, an enchantment lasts until it's replaced with a new one, however players can only have 2 enchantments active at a time, and they sometimes cause the hero to take a penalty while active.


 * Essence of Fire - Surrounds the targeted ally in the spirit of the earth's core, causing all attacks made against the target to return the same amount of damage back to the attacker for a number of turns equal to the casters intelligence modifier.
 * Rune Shield - The caster, or a targeted ally, is protected from all spell casts for 2 turns. This will also block any beneficial spells cast by allies.
 * Essence of the Storm - Surrounds the target with thunder and lightning for 1d4 turns, causing all enemies making an attack against the target to suffer a -3 penalty to their hit rolls.
 * Essence of Air - Surrounds the target in the essence of the wind, giving them a +3 bonus to their next 2 hit rolls.
 * Essence of Earth - Surrounds a targeted ally with the very spirit of the earth itself, decreasing all damage they take by half for 1d4 turns.
 * Essence of Water - Surrounds a targeted ally in the spirit of the oceans, healing them for 2 plus their constitution modifier HP per turn for 1d4 turns.
 * Repel - Increases the targeted allies spell resistance by an amount equal to 1 plus your intelligence modifier.