This is an old revision of the document!
Normally, an enchanting table doesn't need a wiki page beyond that at the Minecraft Wiki. Most have fixed numbers of bookshelves. This one, however, has been specifically designed for varying levels of power.
The interface uses three levers to change the number of bookshelves that are active. This makes it easy to control how many levels you wish to spend in enchanting an item, which in turn, can make certain enchantments easier to get.
When active, the shelves will raise at a rate of roughly one shelf per second. If flicked (toggled high then low quickly), one shelf will rise.
When active, the shelves will fall at a rate of roughly two shelves per second. If flicked (toggled high then low quickly), one shelf will drop.
When active, all shelves will be locked in the upward position, regardless of other levers. When deactivated, the bookshelves will all drop, and control will be restored to the other levers.
Want some cheap levels to enchant things? Try looking at Ender's Game, or the blaze farm in the Nether (make a potion of Resist Fire, and laugh!).
The design uses a memory element which can store a redstone signal and maintain its present power. This directly translates into how many bookshelves are raised–higher power translates into more bookshelves. The design was augmented to allow for incrementing and decrementing the state. The design requires several redstone comparators. It is the same core technology used as the state indicator for the Icarus Feather Farm.
The difficulty in design came not from this element, but in fitting the element and its controls into the space allotted.