Legends of Belariath

Magic and Enchantments

Listed below are the available spells to date. This list is being added to as visitors to the roleplay make suggestions about what they want to see here. Spells can either be used in battle, out of battle or both and are marked accordingly.

Suggestions can be made via the Message Board, if there are spells you would like adding to the list or if you would like to join discussions about the use of magic in Belariath.

Battle Spells


ATK enchant:

Casting method: none
Defending method: none

Description: Attack, or ATK enchantments can be placed on all weapons and on armors that have an ATK value. The maximum allowable is +5 to any one item. Please note that the limit of +5 includes the +1 that is inherent in mithril weapons. An attack bonus from this enchantment may only be used if the item enchanted is used to strike. ATK enchanted gauntlets for instance will not help a character swing a sword better, but would help them punch someone more effectively.
Mithril weapons cannot have their +1 ATK enchantment removed. It will always be one of the 3 allowable enchants on that item.



Boat Endurance enchant:

Casting method: none
Defending method: none

Description: The boat's endurance can be increased up to +15 for the cost of 250 mhl for every +1 to endurance



Boat Ramming Defense enchant:

Casting method: none
Defending method: none

Description: The ram can be enchanted to subtract up to 15 damage from the recoil of a ram (the damage inflicted to their own vessel) for 1000 mhl



Boat Speed Enchant:

Casting method: none
Defending method: none

Description: The boat can be enchanted for speed, adding up to +5 to its max speed in knots at the cost of 500 mhl for every +1 to speed



Chill Touch enchant:

Casting method: clomagatk
Defending method: clomagdef

Description: Can be made permanent

Can be placed upon: weapons, armor, jewelry, wands
Cost: normal enchant cost (x 4 if permanent on a weapon)
By casting this spell, an aura of blue, freezing air is created around the caster's hand, nearly snug against their skin. With this energy they can attempt to touch someone, sending a mind numbing cold rushing through the victim. Causing the body to shiver and shake and take on a glacial blue tint to the skin.

:MECHANICS: Damage is dealt per the normal Close Magical Attack combat rules, adding +1 to the ATK per slot used. If used upon a weapon and made permanent it may be used to provide an extra +1 damage per 5 slots enchanted. Please note that this is extra damage applied AFTER a hit, and is NOT extra ATK.

If the permanent effect is used upon a weapon to gain the extra elemental damage this is the only effect this enchantment has: to gain the ability to use the spell form of this enchantment another enchantment (non-permanent) must be taken.



Color Spray enchant:

Casting method: ranmagatk
Defending method: ranmagdef

Description: Can be placed upon: weapons, armor, wands, jewelry
Cost: normal enchanting cost

The Mage creates a brilliant light in their palm which bursts into rainbow colors as if cast through a prism, dazzling onlookers and even temporarily blinding a foe.

Mechanics: A !ranmagatk vs a !ranmagdef determines success of the spell. Should the victim fail their roll They will be rendered confused with spotty vision, suffering a blanket 30% loss to all attack rolls. The effect lasts 1 round for every 3 slots invested, and can only be used once in a combat scene. This spell can be canceled immediately by spells stated to repair sight, such as Cure the Senses.



Damage Shield enchant:
Level required: 8

Casting method: none
Defending method: none

Description: Can be placed upon: Armor, jewelry, wands
Cost: normal enchanting costs


Upon casting this spell, a barrier of magic is created around the Mage, though not with the intention of guarding against blows. Instead, the almost invisible sheen of that ward is activated only when a blow is struck, condensing around the offending blade, bludgeon or fist and sending a dangerous jolt of magical force back through it, often accompanied by a warning flash of brilliance.

:MECHANICS: While active, any successful close physical attack made against the caster will result in damage returned to the attacker. The amount of damage dealt is 1 point for every 3 slots invested, to a maximum of 5 damage back. The spell lasts for one round for every slot invested and costs 2 stamina each round active, on top of the normal stamina for the initial cast. This spell may be used with defensive spells magical and physical armor, or defense enchantments, but not with any other defensive spells or magical shields.



Defense enchant:

Casting method: none
Defending method: none

Description: Can be placed upon: Weapons, Armor, Jewelry

Cost: 100 if placed upon a weapon, 125 otherwise

Defensive enchants add +1 to a players defensive rolls against magical or physical attacks. Each item can only hold up to +5 Def. There is a hard cap of +15 to the total amount of defense enchants a character can hold. (Note: Defence enchantments on weapons will only count against close physical attacks.)



Dimension Door enchant:
Level required: 5

Casting method: none
Defending method: none

Description: Can be placed upon: All items
Cost: 50 Mhl

This spell lets the caster open a dark shadowy door to another point within the casters line of site. It takes one full round to cast this spell and on the end of that round, the door has fully created and on the beginning of the second round, he may enter the doorway, blinking himself to the point of where the other door is waiting. This spell can only be used once every other round and uses all actions if used in combat.

Distraction enchant:

Casting method: none
Defending method: none

Description: Can be placed upon: All items
Cost: 50 Mhl

Causes the sound of the caster's choice to emit from the location of the caster's choice within or around 20 yards. Good for adding mood to tales or distracting your foe before your attack



Energy Bolt enchant:

Casting method: none
Defending method: none

Description: Can be made permanent

Can be placed upon: Weapons, armor, jewelry, wands
Cost: normal enchanting cost ( x 4 if permanent on a weapon)
Description: This spell creates a blast of raw electrical energy that can be fired from the caster's hand towards a target of their choice.

Mechanics: A standard ranmagatk vs. ranmagdef is used to determine success, damage is rolled as normal !damage. If used upon a weapon and made permanent it may be used to provide an extra +1 damage per 5 slots enchanted. Please note that this is extra damage applied AFTER a hit, and is NOT extra ATK.

If the permanent effect is used upon a weapon to gain the extra elemental damage this is the only effect this enchantment has: to gain the ability to use the spell form of this enchantment another enchantment (non-permanent) must be taken.



Fire Bolt enchant:

Casting method: none
Defending method: none

Description: Can be made permanent

Can be placed upon: Weapons, jewelry, wands
Cost: normal enchanting cost ( x 4 for permanence on a weapon)

This spell creates a small, fist-sized bolt of fire that springs from the caster's hands and streaks out towards the target, leaving a small trail of fiery light, which disappears after a moment.

Mechanics: A standard ranmagatk vs. ranmagdef is used to determine success, damage is rolled as normal !damage. If used upon a weapon and made permanent it may be used to provide an extra +1 damage per 5 slots enchanted. Please note that this is extra damage applied AFTER a hit, and is NOT extra ATK

If the permanent effect is used upon a weapon to gain the extra elemental damage this is the only effect this enchantment has: to gain the ability to use the spell form of this enchantment another enchantment (non-permanent) must be taken.



Focus:

Casting method: none
Defending method: none

Description: Can be placed upon: Weapons, Armor, Jewelry, wands, any item with 2 or more enchant slots

Cost: 100 mhl for the 1st slot, 200 mhl for each slot after that up to a maximum of 7 slots.

Focus enchants work to reduce the stamina cost of a spell that the caster already personally knows. It will not work with spells that are cast from an item. Each rank will reduce the stamina cost of the spell it is applied to by 1, up to a maximum of 7. All contested spells will cost a minimum of 1 STAM to cast



Ice Shards enchant:

Casting method: none
Defending method: none

Description: Can be placed upon: Weapons, armor, jewelry

Cost: normal enchanting cost

Description: Casting this spell sends a fist-sized cloud of unnatural cold and whirling, razor-edged ice crystals soaring into a single target, as selected by the caster.
Mechanics: A standard ranmagatk vs. ranmagdef is used to determine success, damage is rolled as normal !damage.



Magical Armor enchant:

Casting method: none
Defending method: none

Description: Can be placed upon: Armor, jewelry

Cost: normal enchanting cost

When a mage casts this spell, a shimmering in the air appears around them for a moment before dissipating. This spell reduces the magical damage that the caster takes.

Mechanics: The duration of this spell is determined by a roll of !cd Int Res +Slots. The effect of this spell adding to your defense against magical attacks is the number of slots you have into the spell so, if you have 10 slots in the spell it will add 10 to your magic defense.



Message enchant:

Casting method: none
Defending method: none

Description: Can be placed upon: All items
Cost: 50 Mhl

This Out of Battle Spell allows the caster to send a very simple message to a single recipient in any one language of the caster's choosing (that they can normally speak and understand (The spell 'Tongues' will not help)). The range of the spell is 1 mile for every two levels of the caster, rounded down (with the exception of level 1 casters being able to utilize a 1 mile radius). The intended receiver must be well known to the caster or the spell will simply fizzle and go nowhere. The spell requires one full minute per mile away from the intended target to be delivered, and can only transfer very short messages. The caster must actually speak the words of the message aloud at the time of casting, though keep in mind if you whisper this spell, so too will the recipient hear but a whisper. If they are gagged or otherwise cannot speak, the spell fails. The message is delivered audibly, so anyone within earshot may hear it. Once delivered, the intended receiver has 1 minute per level of the caster to 'answer' it, otherwise the spell dissipates unheard.



Physical Armor enchant:

Casting method: none
Defending method: none

Description: Can be placed upon: Armor, jewelry

Cost: normal enchanting cost

When a mage casts this spell, a shimmer in the air appears around them for a moment before dissipating. This spell reduces the physical damage that the caster takes.

Mechanics: The duration of this spell is determined by a roll of dInt+dRes+Slots. The effect of this spell adding to your defense against physical attacks is the number of slots you have in the spell so, if you have 10 slots in the spell it will add 10 to your physical defense.



Shocking Grasp enchant:

Casting method: none
Defending method: none

Description: Same as the Arcana spell.

If used upon a weapon and made permanent it may be used to provide an extra +1 damage per 5 slots enchanted. Please note that this is extra damage applied AFTER a hit, and is NOT extra ATK.

May only be made permanent on weapons.

If the permanent effect is used upon a weapon to gain the extra elemental damage this is the only effect this enchantment has: to gain the ability to use the spell form of this enchantment another enchantment (non-permanent) must be taken.





Out of Battle Spells


Change Self enchant:

Casting method: other
Defending method: none

Description: Can be placed upon: All items
Cost: 50 Mhl

This spell lets the user change minor details about their person, eye color, hair color and length, skin color warts etc., but nothing besides that. They could appear to be a different person by changing facial shape etc. Clothing doesn't change - it stays the same. One couldn't dramatically change their shape (like changing from human to troll sized, or to dwarf size) but they could in theory appear as an elf by changing their facial features and changing the shape of their ears.



Clean enchant:

Casting method: other
Defending method: none

Description: Can be placed upon: All Items
Cost: 50 mhl

Description: When the caster casts this spell they totally clean and refresh the person or object they touched. To do this on a person, that person must be willing for it to work or it has no effect. This spell could be used on a old table and suddenly the table would look brand new and polished.



Cold and Hot Effect:

Casting method: none
Defending method: none

Description: Cold or Hot Effect - Keeps items at different temperatures, to keep food cool, or warm plates hot. Make a cold box to store food within, etc Dildos with cold, Beads with Warm, etc.



Dancing Glimmers enchant:

Casting method: other
Defending method: none

Description: Can be placed upon: All items
Cost: 50 Mhl

This spell, when cast, does nothing more than making 3 inch globes of torch-equal light that can be used to float around the room, darting and dancing as the caster sees fit. This spell is great for entertainer types, and is a good distraction for someone that might have to go over and find out what the lights are, while you get away without ever having to get into combat.



Dawn's Early Light enchant:

Casting method: none
Defending method: none

Description: This spell creates light in a given space as strong as gentle daylight. It will not blind, but it is strong enough to read by and use for searching through dark woods without moonlight. This spell will also counter magical darkness spells for as long as the duration of the spell holds.

Mechanics: This spell costs two Stamina points, it last for one round per level of the caster. IE: Scathien is level 12, casts Dawn's Early light. The spell lasts for 12 rounds.



Detect Illusion enchant:

Casting method: none
Defending method: none

Description: Level required: 5
Can be placed upon: All items
Cost: Normal spell cost

This spell lets the caster see an illusion for what it truly is. Something might have made the Caster think, cast the spell to test if what is seen is real, or unreal.

Mechanics: This spell's skill needs to be higher than the skills of the opposing illusion spell for it to work. It acts immediately, showing the caster the truth behind the illusion.



Detect Magic enchant:

Casting method: none
Defending method: none

Description: Can be made permanent.
Can be placed upon: All items
Cost: 50 Mhl

Casting this spell lets the caster (and only the caster) see magic items within their field of vision. This spell does not let the user see people able to use magic, but would allow them to see someone that had, for example, a magical armor spell around them. This spell will not allow the caster to see someone that has an illusion based spell as is, but might show the person with an illusion about them with a hazy light but not give them a true clue of what it is.



Discern Ailment enchant:

Casting method: none
Defending method: none

Description: Can be placed upon: Wands, jewelry
Cost: 50 mhl

This spell allows the caster to determine what ailments may have befallen a person, and the severity of their sickness. Only the casting Healer will see where the source of the illness lays and the nature of how it is afflicting the victim's body.



Double Gallop enchant:
Race required: Centaur

Casting method: none
Defending method: none

Description: Same as the Common spell



Feather Fall enchant:

Casting method: none
Defending method: none

Description: This spell lets the user or someone he/she touches fall as lightly as a feather. Regardless of distance, they will fall gently causing no harm to themselves or the recipient of the spell whatsoever



Floating Disc enchant:

Casting method: none
Defending method: none

Description: Can be placed upon: All items
Cost: 50 Mhl

Description: This spell creates a 5' by 5' flat plane of energy. This energy IS NOT a surf board, its main purpose is to carry things that the user couldn't normally carry. The disc itself doesn't move at more than a walking pace and requires 3 STA to create. It lasts for 30 minutes before it needs to be recast. The disc can hold up to 300 lbs.



Fuzzy Tail enchant:

Casting method: none
Defending method: none

Description: Can be placed upon: All items
Cost: 50 Mhl

Description: With this simple oob spell the caster is able to form up to a 5 foot furry tail from their backside. The fur can be any color but is in every way a tail for them, for whatever purpose they may wish. The spell will last one hour per level of the caster to a maximum of 24.



Hair Grow enchant:

Casting method: none
Defending method: none

Description: Can be placed upon: All items
Cost: 50 Mhl

Description: This spell will cause a small patch of hair or fur, 1 foot by 1 foot, to grow on any living thing. The created hair or fur is permanent until it is shaved or cut off. The fur/hair can be any color the user wishes.



Icy Touch:

Casting method: none
Defending method: none

Description: The feel of cold against ones nether regions to sensitive buds has always had a great effect upon the body. This spell enhances such an effect. Fingertips glow an icy blue in coloration and wherever placed, it feels as if icecubes run and glide along smooth and warm flesh. Causing the body to react with nearly a jump of nerves. Depending on how intense the caster wishes to get, this could either cause great sexual need to such body parts or a bit of pain.

MECHANICS: few simple words are whispered free, fingers glow as if covered in ice and placed upon nether lips of a woman to the nipples of her breasts causing a shattering of warmth and cold to imbue itself. The Caster reserves the right to either cause intense pleasure to such parts or to cause a twinge of pain with but a push rather then a light touch of fingertips. No stamina or life is lost and the spell lasts until the caster dispels it, or the scene is finished. OOC consent required for anything sexual.



Identify Item enchant:
Level required: 5

Casting method: none
Defending method: none

Description: Can be placed upon: All items
Cost: 50 Mhl

Description: This spell will aide in the caster being able to tell what a Magic item could be. A roll of a 1d10 will determine how close the caster is to knowing. Results: 1-3 The caster can only tell its magical; 4-6 The caster will know what kind of sphere the item could be, i.e., Nature, elemental, necromancy; 7-10 The caster can give an accurate call upon what a magical item is and what it does.



Ignite:

Casting method: none
Defending method: none

Description: Can be placed upon: All items
Cost 50mhl

When activated the item can either (caster's choice) shoot sparks or sustain a small flame long enough to ignite items that are flammable. Useful for lighting one's pipe or some tinder for a fire. Keep in mind that the enchanted item can not use this enchantment to light itself, so for example no self-lighting pipes or candles. The sparks or flame this enchantment generates is equivalent to a flint and striking iron or a small match and thus can not instantly start large fires or cause damage to someone.



Instrument Effect:

Casting method: none
Defending method: none

Description: This allows strings of an instrument to be enchanted with any of the Visual Effects. Those instruments without strings, the instrument itself.



Laugh enchant:

Casting method: ranmagatk
Defending method: ranmagdef

Description: Can be placed upon: All items
Cost: 50 Mhl

Description: This spell will cause one person to just laugh out loud, as if they heard something funny.



Lie Sound enchant:

Casting method: none
Defending method: none

Description: Same as the Common spell



Lie Speak enchant:

Casting method: none
Defending method: none

Description: Same as the Common spell



Light enchant:

Casting method: none
Defending method: none

Description: Same as the Common spell



Locator Anchor enchant:

Casting method: none
Defending method: none

Description: Same as the Common spell.

This enchantment may be made permanent and if so it does not count as the sole active Locator Anchor for that character and must be tied to a specific Locator.



Locator enchant:

Casting method: none
Defending method: none

Description: Same as the Common spell.

This enchantment may be made permanent, and if so must be matched to a specific Locator Anchor.



Morph:

Casting method: none
Defending method: none

Description: Morphing of items, clothing, weapons and armor can be done. When put upon weapons and armor these items can change but only to something of the same similar size and the item holds the same weight as before. EX. If a long sword is morphed into a pen, that pen will be the size of ones forearm and weigh the same as before. This effect does not carry into combat



Pleasure enchant:

Casting method: none
Defending method: none

Description: Same as the Sexual spell.

This enchantment may be made permanent.



Pleasureful Pain enchant:

Casting method: none
Defending method: none

Description: Same as the Common spell



Reflect enchant:

Casting method: none
Defending method: none

Description: Same as the Common spell



Scent Effect:

Casting method: none
Defending method: none

Description: This can be placed upon items to give them the subtle 'perfume', scents may include: Lemon, Lavender, Peaches, Roses, Apple, Cinnamon, Oranges, Strawberry, Clove, Vanilla, Lilac, Bacon (Famfrit Special), Cherries, Kiwi, Forest Evergreen, etc.



Sensual Warmth:

Casting method: clophyatk
Defending method: clomagdef

Description: A simple spell that spreads added warmth through fingers to palms of the hand. When placed to any region of the body, a tingling sensation of warmth spreads outwards, a vibration like feel that causes the one its used upon to writhe and squirm for more, spreading further heat and sexual need from where the touch first began.


MECHANICS: No stamina is lost upon such a simple spell, merely cast it, and it will last until the user of this spell casts it off, or the scene ends.



Sleep enchant:

Casting method: none
Defending method: none

Description: Can be placed upon: wands, jewelry
Cost: 50 mhl

By casting this spell the caster must touch the victim they are trying to affect. If successful the victim falls into a restless sleep.

:MECHANICS: A normal, close magic attack roll is made, and if successful the difference between the failed resistance roll and the attack is how long the victim remains asleep. This counts as normal sleep, so any loud noise, physical and magical attack, or jarring motion to the victim will instantly awaken them.



Soft Enchants:

Casting method: none
Defending method: none

Description: Soft Enchantments are for Role-Play use only and have no effect in combat, they can be put on mundane items as well as armor and weapons. These effects are only usable by the character wearing the item enchanted and CANNOT be cast upon others.

They (include but are not limited to): Vibrate, inability to cum, cum on command, flavored cum, self-lubricating, Transfer Feelings (can be placed upon dildos and strap ones to transfer the sexual pleasures while being used to the user.) Decreased Recoup time (for sexual use only), Male Milk (Makes the cock dribble cum.) If you are unsure if a Soft Enchantment is allowed, please see an SS Manager or place the request in "Spells and Magic" on the forum.



Swap Gender enchant:

Casting method: none
Defending method: none

Description: Same as the Common spell



Sweet Bliss enchant:

Casting method: clomagatk
Defending method: clomagdef

Description: Can be placed upon: All items
Cost: 50 Mhl

This spell lets the caster touch a target and engulf their mind in a haze of euphoria so that they are incapable of coherent action. The spell must overcome the target's close magical defense for it to function and if used out of combat, it will last ten minutes per level of the Caster, before the target recovers. Someone who has failed their resistance roll is under the effects of this spell, having no actions of their own until either the spell effects pass. Or the spell is canceled. "I hasten to assure the reader that the rumors of the addictive properties of this spell if used repeatedly on a person have been vastly overstated..."

(Special OOC Note - The effect of the Spell on the victim is immediately broken if they are subject to any form of attack - magical or physical.)



Tongues enchant:

Casting method: none
Defending method: none

Description: Can be made permanent.
Can be placed upon: All items

Cost: 50 Mhl (200 if made permanent)

This spell allows the user to understand any spoken languages, including animals. It does not let the caster speak new languages; only understand the ones they hear.



Truth Hear enchant:

Casting method: none
Defending method: none

Description: Same as the Common spell



Truth Speak enchant:

Casting method: none
Defending method: none

Description: Same as the Common spell



Visual Effects:

Casting method: none
Defending method: none

Description: Visual Effects allows an item to take on a different look without changing the actual item. These includes the illusion of vines, flowers, flames, ice covering, smoke (all colors), brilliance, glowing, lighting, motion, shadows and dancing notes. The effect does not carry into combat.



Warmth enchant:

Casting method: none
Defending method: none

Description: Can be placed upon: All items
Cost: 50 Mhl

Description: By means of this spell, the caster is able to surround his or her body, with heated arcane energy. This allows the caster to feel warm even in cold areas with lack of suitable clothing. This does not, however, keep a person dry in a rainstorm or snowstorm, though it would definitely prevent frost-bite or hypothermia. The spell lasts for 15 minutes per level of the caster. However if the caster is a Fire Mage, then the duration is automatically doubled making it 30 minutes per level of the Fire mage, and the Fire Mage can affect up to one more target. The spell requires 3 STA to activate.





Anywhere Spells


Fire Resistance (Boats only):

Casting method: none
Defending method: none

Description: Sails can be enchanted to be fire resistant, making an attack against them have a 50% chance of not lighting them on fire for 400 mhl. So if hit by something that would normally light the sails on fire, roll a 1d2 and the sails not lighting on fire should you roll a 2.



Fly enchant:
Level required: 8

Casting method: none
Defending method: none

Description: Can be placed on: Armor, Jewelry, clothing
Cost: 50 mhl

With the casting of this Out of Battle spell the caster rolls a 1d100 plus their level, and that is the number of minutes that they can stay in the air before the spell loses effect. This spell makes it so the caster can launch into the air, carrying no more then their normal weight, unable to support the weight of passengers. No matter who uses this spell, the amount of concentration required to remain airborne is taxing, and if the caster is forced or partakes in combat, they will find themselves drained of their STAMINA very quickly. Every full round a person using Fly is in combat, they lose 10 STA in addition to any offensive or defensive maneuvers they make, and no 'Evasion' roll is allowed to regain their STA while the spell is in use. Those that use the Fly spell are not nearly as nimble as creatures or beings with natural Flight.



Meld Enchant:

Casting method: none
Defending method: none

Description: This enchantment must be placed upon two items, one item to be desginated as the #&039;storage#&039; item, the other the #&039;melding#&039; item. Upon activating the enchantment the melding item can magically disappear into the storage item, causing no changes to either item other than one is #&039;hiding#&039; within the other. Due to the nature of this enchantment the storage item must be larger than the melding item and it can not be used for instant clothing or costume changes, essentially making the storage item more akin to a backpack and melded items needing to be removed before they can be used. This is merely for aiding in carrying purposes, for concealment, such as a valuable mithril ring quite literally inside your dinner table, and can be quite useful for stage or parlour tricks. If the storage item is destroyed or severely damaged, the melded item will #&039;fall out#&039; and return to normal as if the enchantment had been de-activated normally. This enchantment can neither be activated nor dismissed in combat. While this enchantment is placed upon two items, taking up an enchantment slot upon each item, it still counts as a single enchantment in terms of pricing.



Sex Thought enchant:

Casting method: none
Defending method: none

Description: Same as the Sexual spell.



Sleep Watch enchant:

Casting method: none
Defending method: none

Description: Same as the Common spell



Statistic enchants:

Casting method: none
Defending method: none

Description: Can be made permanent.

Can be placed upon: Armor, jewelry, clothing, tattoos
Cost of stat enchants: 200 Mhl per point of STR, INT, AGI, RES / 100 Mhl per point to Stamina

Cost of permanent stat enchants: 800 Mhl per point of STR, INT, AGI, RES/ 400 Mhl per point to Stamina

Stat enchants add to a characters dice pool for a given stat. These can be made permanent. If not made permanent, it will take one full turn to activate per stat bonus per item and once activated the bonus will last the duration of the combat scene. There is a cap of 15 to the bonus that Stat enchants can give any single Stat. Only one item from a particular group, (ex. tattoos/ Jewelry) can count for a given stat.

Stat enchantments are further limited to items that already hold a natural bonus to a stat; ex. A circlet could be enchanted with an extra +2 to Int since is already carries a natural bonus of +3 to Int. It could not be enchanted beyond a further +2 to int since that would bring the Int bonus of that item above +5.

Jewelry may be enchanted with Int and Stam.

Stat enchantments on clothing works as listed below:
- Cloaks: Resistance only
- Boots: Agility only
- Gloves (and gauntlets): Agility and Strength