Forcewake
Enchantment
Growth Points: 5
Required Level: 5
Routine Craft Time: 1 Hour Per Charge.
Maximum Charges per Item: 2
Weapon Effect: On Hit, Victim is Knocked Back 5 Tiles.
Armor Effect: On Struck in Melee, Attacker is Knocked Back 5 Tiles.
Trap Effect: On Entering the Area, Victim is Launched Forward 5 Tiles.
Discharge: Successful Hit or Trigger consumes 1 Charge.
Shelf Life: 10 Hours
Leaf Effects
Requirements: Forcewake must be unlocked to grow any of the following Leaf Effects
Over-Enchant (Forcewake)
Growth Points: 5
Forcewake may now have up to 3 Charges per Item.
Routine Alacrity (Forcewake, -15 Minutes)
Growth Points: 5
The Routine Craft Time of Forcewake is reduced to 45 Minutes per Charge.
Potent Enchantment (Forcewake)
Growth Points: 10
When Triggered, Knock Back is increased to 10 Tiles.
Regeneration
Enchantment
Growth Points: 5
Required Level: 5
Routine Craft Time: 1 Hour Per Charge Pool Fill.
Charge Pool Fill: (v:8 + Raw Potency x Focal Potency)
Note: A Charge Pool can not exceed 8 + Raw Potency x Focal Potency, but multiple Routine Craft Time Hours may be spent to maximize the Charge Pool.
Weapon Effect: Regeneration immediately applies any available Charge Pool to the wielder’s Hit Points as damage is taken or if damage is present.
Armor Effect: Regeneration immediately applies any available Charge Pool to the wielder’s Hit Points as damage is taken or if damage is present.
Trap Effect: On Entering the Area, Regeneration immediately applies any available Charge Pool to the wielder’s Hit Points if damage is present.
Healing Type: Regeneration may apply to any damage from any Injury Card a Character Has as the Player sees fit. Regeneration does not Over-Heal, but will not stop short of fully filling the affected Character or Unit’s Hit Points.
Caveats: Having two sources of Regeneration consumes the Charge Pool Fill of both, but still does not heal more than 1 Hit Point per Charge Pool Fill.
Shelf Life: 10 Hours
Leaf Effects
Requirements: Regeneration must be unlocked to grow any of the following Leaf Effects
Over-Enchant (Regeneration)
Growth Points: 5
The Regeneration Charge Pool Fill can now fill up to (20 + Raw Potency x Focal Potency). Each Hour spent Enchanting still only increases the pool by (v:8 + Raw Potency x Focal Potency)
Persistent Results (Regeneration)
Growth Points: 5
The Charge Pool Fill now fills at (10 + Raw Potency x Focal Potency) but takes 30 Minutes Longer to Enchant, increasing a single Charge Pool Fill to 1 Hour, 30 Minutes. If short on time, the regular 1 Hour may be performed for the regular (v:8 + Raw Potency x Focal Potency) amount.
Healing Fountain (Regeneration)
Growth Points: 10
You may move any Regeneration Trap Effects Enchanted by you to a Tile of your choice which you can see for 3 Action Slots or 3 Reserved Slots, regardless of its current position. Healing Fountains when activated this way are visibly distinct, and regardless of flavor, recognizable by any Character or Unit who is able to see the Tile. Once a Regeneration Tile has been moved, it may not be moved again until 1 re:Cycle has passed.
Rules As Intended: If you have multiple Regeneration Tiles you may move each of them once per Full Round. These Tiles can not overlap, but a second Regeneration Tile may be placed where a previous one was in the same round, if the previous Regeneration Tile was fully consumed.
Accelerate
Enchantment
Growth Points: 5
Required Level: 5
Routine Craft Time: 1 Hour Per Charge.
Maximum Charges per Item: 1
Weapon Effect: On Hit, Immediately Gain 5 Action Slots or 2 Action Points. These Action Slots can not be converted into Reserved Slots and Action Points must be used immediately and may only apply to the unit who triggered Accelerate.
Armor Effect: On Struck in Melee or Range 15 Tiles, Immediately Gain 5 Action Slots or 2 Action Points. These Action Slots can not be converted into Reserved Slots and Action Points must be used immediately and may only apply to the unit who was struck..
Trap Effect: On Entering the Area, Immediately Gain 5 Action Slots or 2 Action Points. These Action Slots can not be converted into Reserved Slots and Action Points must be used immediately and may only apply to the unit who triggered Accelerate.
Discharge: Successful Hit or Trigger consumes 1 Charge.
Shelf Life: 10 Hours
Leaf Effects
Requirements: Accelerate must be unlocked to grow any of the following Leaf Effects
Over-Enchant (Accelerate)
Growth Points: 5
Accelerate may now have up to 2 Charges per Item. Accelerate will not Activate from Action Slots granted by a previous Accelerate, but will trigger if the last Action Slot consumed as part of an Action which was initiated during Accelerate Slots is a normal Action Slot.
Routine Alacrity (Accelerate, -15 Minutes)
Growth Points: 5
The Routine Craft Time of Accelerate is reduced to 45 Minutes per Charge.
Potent Enchantment (Accelerate)
Growth Points: 10
When Triggered, the number of Action Slots granted is increased to 10, or the number of Action Points is increased to 3
Rules As Intended: If you have multiple items Enchanted with Accelerate, if the trigger applies, it will activate all of them. The Bonus Action Slots or Action Points do not stack.
Auto-Shield
Enchantment
Growth Points: 5
Required Level: 5
Routine Craft Time: 1 Hour Per Charge.
Maximum Charges per Item: 1
Weapon Effect: On Struck in Melee or Range 15 Tiles, All damage from one Single Target Effect is Reduced to 0.
Armor Effect: On Struck in Melee or Range 15 Tiles, All damage from one Single Target Effect is Reduced to 0.
Trap Effect: On Entering the Area, the Triggering Entity is Knocked Back out of the Tile from where they came. They still pay the Action Cost for attempting to move into the Tile, including any Combination or Action Riders costs.
Discharge: Successful Hit or Trigger consumes 1 Charge.
Shelf Life: 10 Hours
Leaf Effects
Requirements: Auto-Shield must be unlocked to grow any of the following Leaf Effects
Auto-Shield Volatility
Growth Points: 5
When On Struck in Melee or Trap Effect is the Trigger, the Attacker is also subject to 2 Tiles of Forced Movement by Knock Back.
Routine Alacrity (Auto-Shield, -15 Minutes)
Growth Points: 5
The Routine Craft Time of Auto-Shield is reduced to 45 Minutes per Charge.
Reflect (Auto-Shield)
Growth Points: 5
Any Damage reduced to 0 from Auto-Shield is applied to the Attacker. This Effect has a 10 Tile Maximum Range.
Empowered Enchantment (Auto-Shield)
Growth Points: 5
A Single Item may now have up to 2 Charges of Auto-Shield. Auto-Shield’s Shelf Life is increased to 20 Hours.
Rules As Intended: If you have multiple items Enchanted with Auto-Shield, the trigger will activate all of them. While this is generally a waste on a single character, it does stack the Forced Movement, increasing the Forced Movement from Knock Back by 2 Tiles per Charge Burnt.
Captured Shock
Enchantment
Growth Points: 5
Required Level: 1
Routine Craft Time: 45 Minutes Per Charge.
Maximum Charges per Item: 4
Weapon Effect: On Hit, the Target Suffers (v:12) Shock Damage.
Armor Effect: On Struck in Melee or Range 15 Tiles, Attacker takes (v:12) Shock Damage.
Trap Effect: On Entering the Area, All within the 1 Tile takes (v:12) Shock Damage.
Hazard Effect: Being Present on a Tile with Charges Triggers (v:12) Shock Damage during re:Cycle.
Nat Max Damage Rack: If any Damage Check Variable is 12, then the Victim Suffers Magnitude until the next re:Cycle.
Discharge: Successful Hit or Trigger consumes 1 Charge.
Shelf Life: 10 Hours
Leaf Effects
Requirements: Captured Shock must be unlocked to grow any of the following Leaf Effects
Captured Shock Volatility
Growth Points: 5
Shock Damage is increased to (2v:12)
Routine Alacrity (Captured Shock, -15 Minutes)
Growth Points: 5
The Routine Craft Time of Captured Shock is reduced to 30 Minutes per Charge.
Arc Hazard (Captured Shock)
Growth Points: 5
Captured Shock may now Trigger from an Adjacent Tile, Effectively giving it a 1 Tile Reach.
Empowered Enchantment (Captured Shock)
Growth Points: 5
A Single Item may now have up to 8 Charges of Captured Shock. Captured Shock’s Shelf Life is increased to 20 Hours.
Captured Ice
Enchantment
Growth Points: 5
Required Level: 1
Routine Craft Time: 45 Minutes Per Charge.
Maximum Charges per Item: 4
Weapon Effect: On Hit, the Target Suffers (3v:4) Ice Damage.
Armor Effect: On Struck in Melee, Attacker takes (3v:4) Ice Damage.
Trap Effect: On Entering the Area, All within the 1 Tile takes (3v:4) Ice Damage.
Hazard Effect: Being Present on a Tile with Charges Triggers (3v:4) Ice Damage during re:Cycle.
Nat Max Damage Rack: If either Damage Check Variable is 4, then the Victim Suffers Shivering Slow for 2 re:Cycles
Discharge: Successful Hit or Trigger consumes 1 Charge.
Shelf Life: 10 Hours
Leaf Effects
Requirements: Captured Ice must be unlocked to grow any of the following Leaf Effects
Captured Ice Volatility
Growth Points: 5
Ice Damage is increased to (5v:4)
Routine Alacrity (Captured Ice, -15 Minutes)
Growth Points: 5
The Routine Craft Time of Captured Ice is reduced to 30 Minutes per Charge.
Frigid Wake (Captured Ice)
Growth Points: 5
Captured Ice may now Trigger from an Adjacent Tile, Effectively giving it a 1 Tile Reach.
Empowered Enchantment (Captured Ice)
Growth Points: 5
A Single Item may now have up to 8 Charges of Captured Ice. Captured Ice’s Shelf Life is increased to 20 Hours.
Captured Fire
Enchantment
Growth Points: 5
Required Level: 1
Routine Craft Time: 45 Minutes Per Charge.
Maximum Charges per Item: 4
Weapon Effect: On Hit, the Target Suffers (2v:6) Fire Damage.
Armor Effect: On Struck in Melee, Attacker takes (2v:6) Fire Damage.
Trap Effect: On Entering the Area, All within the 1 Tile takes (2v:6) Fire Damage.
Hazard Effect: Being Present on a Tile with Charges Triggers (2v:6) Fire Damage during re:Cycle.
Nat Max Damage Rack: If either Damage Check Variable is 6, then the Victim Suffers Flames of Agony for 2 re:Cycles
Discharge: Successful Hit or Trigger consumes 1 Charge.
Shelf Life: 10 Hours
Leaf Effects
Requirements: Captured Fire must be unlocked to grow any of the following Leaf Effects
Captured Fire Volatility
Growth Points: 5
Initial and Ongoing Fire Damage in the case of Flames of Agony is increased to (3v:6)
Routine Alacrity (Captured Fire, -15 Minutes)
Growth Points: 5
The Routine Craft Time of Captured Fire is reduced to 30 Minutes per Charge.
Shifting Flames (Captured Fire)
Growth Points: 5
Captured Fire may now Trigger from an Adjacent Tile, Effectively giving it a 1 Tile Reach.
Empowered Enchantment (Captured Fire)
Growth Points: 5
A Single Item may now have up to 8 Charges of Captured Fire. Captured Fire’s Shelf Life is increased to 20 Hours.