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Enchanters in Eu are more Pagan/Wicca based than snap your fingers, twitch your nose type of magic. Even though it is acceptable to perform magic in the streets, some tend to keep it hidden, as many like to use them for their talents. In the end it is their choice if they wish to let people know what they are. They look like normal mundane beings, so blending into the public is much easier for them.

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Learning magic takes time, patience and practice.Players can find their Magic Instructor for their alignment ICly and have them teach the realm they are wanting to unlock, learn it, submit it to the proper person, once officially noted the realm will become unlocked and then the magic realm can be purchased through the website with the players points. There is no limit to the amount of magic realms any given player can own as an enchanter.

 

Last Quarter Moon: The magical races are affected by this phase of the moon in a way that the other races are not. On this day they can not use magic of any kind as the moon dilutes its essence for that 24 hour period. It is the entire day. Potions made before this day would still be useful.

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Blood Ritual: The Enchanters use a blood ritual that bonds them to another. With this they can only pick up slightly on the others thoughts. They can not form entire sentences with these thoughts only bits and pieces. More like single words coming to them. This will not tell their location nor will it name someone please keep that in mind. This is more of a generalization. To form the bond a drop of blood from each must be mixed together then placed in a cup, and drank by both. The Enchanters take this bond seriously as it can not be broken on a whim. 

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[Racial Strengths]

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Magic: Enchanters have the ability to use rituals, spells and potions. We do not limit what you can make but there is a procedure to doing so. To make a spell, ritual or potion usable, you must role-play it out. This includes gathering ingredients and materials needed, giving it a name and a use. The spells, rituals and potions can not be anything that is offered in the form of magic and or abilities in Eu.

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High Willpower: They have a stronger willpower than most and this makes them less susceptible to outside influences.

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Familiar: An Enchanter may have a familiar,  an animal shaped spirit that serves the enchanter. They may fetch and deliver things for the enchanter as well as offer close companionship. This does not mean they are fetching your ingredients so you do not have to move. An enchanter may feel extremely close to their familiar.  They may only have one familiar, it must be an animal common to the area, may not be used for spying or combat. The familiar is an NPC (can not be used for defense or offense but can deliver/fetch)

 

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[Racial Weaknesses]

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Iron: Iron stops the flow of magic. Carrying iron will not protect you from a spell, but if it is placed on the enchanter, they cannot brew potions, cast spells or perform rituals.

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Mortal: Enchanters do not live forever and they feel the effects of aging, getting sick and dying.

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Exhaustion: Working magic causes exhaustion. Casting, brewing and rituals all require energy which they will quickly burn through if they use their magic for extended periods of time. If an enchanter becomes exhausted, they may no longer use magic and will need to rest. Some spells/magic may take more than one cast. Be mindful of the energy you are using.

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[Blood Effect]

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When drinking their blood it gives the sense of tingling throughout your body as the magic energy begins to flow through your own blood. This would give off the sense of an out of body experience, causing delusions.

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