Description
Enchant SMP
Random ritual events bless your gear with powerful custom enchantments — 23 unique abilities, from a simple lifesteal to calling down a meteor.
Every so often (or on command), a ritual stirs somewhere in the world. When it completes, everyone holding an eligible tool or weapon has a chance to have it blessed with a random custom enchantment — each with its own real ability, cooldown, and on-screen icon. No two enchants play the same.
How it works
Rituals are the only way to get an enchant. A world-wide message and countdown play out, and when it ends, eligible held items get blessed.
Two enchant per item. Each tool/weapon (or armor piece, for a couple of them) can only carry Two enchant at a time.
Two tiers. Tier 1 enchants come from the normal ritual. Tier 2 enchants are stronger and come from a separate, admin-gated ritual — see below.
Every enchant shows a live icon + cooldown right above your hotbar the moment you're holding the enchanted item, so you always know when your ability is ready.
Get a big on-screen reward banner the moment an enchant lands on your gear, with the enchant's own icon and name.
If you use both Enchants, Your enchants will disable for 5 Minutes (I will make it Toggable soon)
Special Items:-
Admin controller: For customising Cd, Range etc..
Tier Upgrader: For upgrading Existing Enchants tier
Enchant Slot: For adding one more enchant slot to your tool, so that you can carry two Enchants
Extractor: For extracting you enchant into book form.
You can Double Crouch for switching The Enchants, if you have two

Tier 1
Enchants What it does?
Lifesteal: Every hit on another player steals a heart from them and heals you — grow your own max health up to 20 hearts the more you steal.
Thunderstrom: Hits have a chance to call down a lightning strike on your target (10s cooldown so it can't chain-strike).
Effect: Hits have a chance to curse your target with a random debuff while blessing you with a random buff (10s cooldown).
Freeze:Trap your target in ice, frozen in place for 5 seconds (10s cooldown).
Blast: Every hit detonates a safe explosion on your target — you're immune to your own blast (2:30 cooldown).
Teleportation: Landing a hit randomly teleports your target somewhere within 7 blocks (30s cooldown).
Web: Hits trap your target in a cobweb for a couple of seconds (10s cooldown).
Dash: Right-click to launch yourself forward with real momentum, damaging anyone in your path (2s cooldown).
Levitate: Hits send your target floating helplessly into the air for 5 seconds (20s cooldown).
Magnet:Hits yank your target toward you — perfect for punishing anyone trying to run (8s cooldown).
Shockwave: Hits blast everyone near your target outward, breaking up groups (12s cooldown).
Grapple: Right-click to hook onto whatever you're looking at and pull yourself toward it (15s cooldown).
Heal Burst: Right-click for an instant heal plus a regeneration boost (45s cooldown).
/enchantsmp:start (for starting Tier 1 enchants ritual) (OP Only)

TIER 2
Teleportation II: Right-click to blink straight to wherever you're looking (30s cooldown), *and* hits randomly teleport your target up to 20 blocks away (60s cooldown) — both on the same item.
Sonic Boom: Right-click to blind everyone in a 20-block radius and fire a devastating directional shockwave wherever you're looking (45s cooldown).
Chain Lighting: Hits strike your target *and* arc to nearby enemies too (20s cooldown).
Meteor: Right-click to call a meteor down on wherever you're looking — a brief warning, then a massive area-of-effect hit (1:30 cooldown).
Vortex: Right-click to pull every nearby enemy toward you — perfect group setup for a follow-up hit (40s cooldown).
Finishing off an enemy heals you and grants a burst of Strength (10s cooldown).
Phase walk: Right-click for a few seconds of near-total damage resistance and a speed boost — your escape button (60s cooldown).
Hammer: Any weapon it's attached to will turn into a mace for 2 hits, followed by a 5-minute CD.
Wind Charge: You can directly Throw Wind charge from you sword 20 wind charge, 2:50 minutes CD
Telenknesis: You can control any player/mob if you hit them, Cd 2:30 Minutes.
Tier 2 Access
Tier 2 is off by default and controlled entirely by admins/ops, so server owners can decide when the strongest enchants enter their world:
/enchantsmp:tier2 enable/disable (enable or disable Tier 2 before during ritual) OP Only
/enchantsmp:t2_start (start ritual of Tier 2 enchants.) OP Only
Configuration

Use /tag @s add enchantsmp_admin to make yourself admin, and customize the cd, range Etc...
Other Admin commands:-
/enchantsmp:auto on/off (Turned off auto ritual start) (OP Only)
/enchantsmp:enchantdisable <enchant_name> (Turn off any enchant server wide) (OP Only)
/enchantsmp:give <enchant_name> (For giving directly any Enchant) (OP Only)
WHY ITS DIFFEREN?!!??!!
Every ability has been built with real particle effects, its own on-screen HUD, and its own identity — this isn't a reskinned enchant table. Whether you land Freeze on a stray hit, get an Effects buff mid-fight, or luck into a Meteor from the ritual, every enchant changes how a fight plays out.



