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  • Home
  • Worldbuilding
    • What is a collaborative worldbuilding game?
    • The TWWM Canon
    • Mythos
    • The Wanderers >
      • 000
      • 000-I 000-II
      • 000-III Ikkit
      • 000-IV Raaga
      • 000-V Aevre
      • 000-VI Majanthi
      • 000-VII Seventh
      • 000-VIII Vetru
      • 000-IX Makoa
      • 000-X
    • Wanderer Prompts >
      • The Wanderer Prompts
      • Wanderer Transformation Hub
      • Wanderer Relationships Hub
    • Stories >
      • Stories
      • Other stories
    • The Conservatory
    • Tell 000 A Story
    • Call For Lore
  • Lore
    • Behavior
    • Transformation
    • Origins
    • Abnormals
    • Boundaries and Biomes
  • Form
    • Anatomy
    • Coloration
    • Nature Features
    • Uncommon Traits
    • Rare Traits
    • Unique Traits
    • Transformation Rewards
    • Mutations
    • Morphs
  • Modifications
    • Accessories
    • Familiars
    • Enchantments
    • Elemental Power
  • Mechanics
    • Scoring Guide
    • Point Tracking Guide
    • Energy Exchange
    • Transformation Hub
  • Design Guides
    • Starter MYOs
    • Story MYOs
    • Abnormal MYOs
    • Stones and Crystals
  • Newcomer's Guide
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Enchantments

Enchantments are non-elemental magic.
All esk by default have telekinesis, telepathy, and empathic communication. Additional extra-sensory perception (ESP) is open to creative interpretation. Enchantments go beyond these abilities and give esk the power to have supernatural effects on their environment or beings in their vicinity. Esk can have many enchantments and can have enchantments that are attached to their accessories, familiars, or nature features.

Enchantments are part of the collaborative lore of TWWM. The following list contains several suggestions but players are encouraged to invent their own magical abilities for their esk beyond what is provided here.


Some examples of enchantments
  • Healing Aura: Restorative energy that can provide healing.
  • Cursing Aura: Destructive energy that can cause harm.
  • Hypnosis Field: Ability to hypnotize other being within a certain radius of their being.
  • Temporal Distortion: Ability to distort another being's perception of time within a certain radius of their being.
  • Illusory Field: Ability to alter another being's perception of reality within a certain radius of their being.
  • Blessed Aura: Positive energy that bestows good fortune and luck to others.
  • Will-o-wisp: Orbs of light that draw someone or something away from safety.

Auras, glyphs, and orbs.
Enchantments often appear as glowing auras or symbols. They can even take an animal-like form as a sort of magic shadow or specter, but these must only be an appearance or illusion of animals and not true entities or familiars — just shapes or symbols. We encourage creative interpretation of enchantments and welcome new concepts and designs. Enchantments, however, cannot just be glowing markings. Glowing markings is a trait in our rare trait section and must be purchased separately. If you wish to have glowing eyes or markings as part of an esk's enchantment, it must also create an aura off the body. Here is one example of glowing eyes used as an enchantment with an aura coming from the eyes.
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Enchantments can be applied to accessories, familiars, and nature features.
This will give those features magical properties. This may give them a mystical appearance and will allow them to have a magic effect on their surroundings or others around them. Enchantments can be used to make accessories, familiars, and nature features glow or turn unusual colors that would not normally occur. You can apply unique enchantments to each thing or you can apply a single enchantment that affects all of them.
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