Enchantment

“Gather that power to make those foul beasts cower,

O come upon my blade.

Oran Great Father send my axe your might,

Infuse magic in rune, here in this glade.

By this azure stone make this weapon the bane of every foe I fight.”

- Njord’volk war enchantment incantation, 3rd Era

Enchantment is by and large the most well known and widely practiced school of magic across the Continent. It is the school of magic in which mana from within a person is used in tandem with natural materials to imbue magic into mundane objects. In the ancient past the Battlemages used enchantment to turn simple weapons and tomes into devices of war and devastation. Nowadays enchantment is relegated to basic spells of increasing either the lethality of weapons, the efficiency of a tool, or the versatility of armor amongst other things. Practiced by scholars, artificers, clerics, and just about any and everyone in between this school of magic is probably the easiest to get to know and master. The only difficulty in enchantment is that it relies heavily on the use of arcane knowledge and enchantment tables. The process demands the use of internal mana of a person enchanting an item so one with much vitality and vigor is a prime supply of mana to source from. Beyond that it takes a keen eye as enchantment utilizes runes not seen since the days of the Battlemages themselves. It is an obscure language at best, and no one is yet a master of reading nor deciphering it, thus the interpreting of the enchantment runic verse is best left to feel and intuition. The material of use in enchantment is lapis lazuli, a rare blue stone that holds a natural mana prime for enchanting and when brought to an enchantment table the right level of mana within a being can attune to the natural mana in the stone. The mana can then be imbued into an item either directly or via the enchantment of a tome, or enchanted book as it is more commonly known, the later of which requires the use of a smith’s anvil. The item is “mana forged” in the sense that the enchantments are read and invoked upon the item as it is worked. The power is transferred via the invocation of the tome or runes and by the words of the caster with their own internal mana, the enchantment takes hold. The type of enchantment varies widely and the demands of each enchantment as well thus it is up to the caster to discern the requirements of each. Enchantment however, is not merely limited to the standard arcane setup just covered. In fact enchantment is so widely practiced that various cultures have placed into practice new and old ways to utilize it. This is of course the means of spell work in the creation of everything from simple charms and runestones, to sacred items and relics. Enchantment may be a simple and albeit an easy step into the realm of magic but it can lead to a myriad of amazing feats.


 * AS WITH ALL MAGIC IN GAME RP CONTEXT IS ABSOLUTELY ESSENTIAL! MAGIC IS NOT ALL POWERFUL AND HAS LIMITS!*

Novice Spells
Runa Corlis: a spell or rather a crafting of runestones (RP rune crafting)

Fenas Derlas: a spell to imbue a plant with mana (RP helps a plant or flower grow)

Nensalis Halagis: a spell to inscribe a protective rune or sigil on a surface (RP creates a sign or rune on a surface for protection or safety)

Apprentice Spells
Venso Janis: a spell for enchanting a piece of jewelry with luck (RP makes a jewelry piece a lucky charm)

Turnam Noctis: a spell to enchant a bed to ward off bad dreams (RP creates a bed that repels nightmares)

Ernis Finilae: a spell to create a charm for wealth (RP creates a charm to attract wealth)

Journeyman Spell
Vitam Procalis: a spell to ward off disease in livestock (RP guards livestock from illness)

Totamis Recto: a spell to enchant a totem or warding monument (RP enchants a totem, guardian stone, or other warding like monument with protective mana)

Jeras Runatem: a spell to make a bounty runestone to increase crop yield (RP makes crops grow better)

Expert Spells
Helis Enra: a spell to enchant a weapon to be able to break or destroy a curse on another item (RP makes a weapon able to dispel a curse in an object)

Frosilis Fortatis: a spell to enchant a piece of clothing to fortify against the cold (RP creates an enchanted warm piece of clothing)

Scortilis Fortatis: a spell to enchant a piece of clothing to fortify against heat (RP creates an enchanted piece of clothes good for staying cool)

Adept Spells
Etaelis Gordatum: a spell to enchantment for cooking food faster (RP creates an enchantment on a pan, pot, etc. to cook quicker on the go)

Fortatis Vigralis: a spell to enchant a talisman for fortify strength (RP creates a talisman to boost strength)

Haenum Dentoi: a spell to enchantment a charm to induce calm and focus (RP create a charm that calms the nerves and focuses the mind)

Master Spells
Dectum Alerum: a spell to enchant an item to glow for a brief time (RP creates a slight glow upon an item)

Clocia Vistae: a spell to enchant clothing to blend in with surroundings better (RP creates an enchantment to place upon a piece of clothing or armor to blend in with the immediate surroundings of the wearer better)

Senasis Enmagia: a spell to enchant a gem to glow in the presence of enchantments (RP creates a gem like and emerald or diamond that glows in the presence of another enchantment)

Due to the versatility of enchantment and the fact that it is a vanilla game feature, this school of magic has no ritual casting spell category or form. This both limits and poses few limits on it as a school of magic at the same time. Since it is possibly the easiest school of magic to enter, it is to be left as is with what the base game has for in addition with the spells mentioned above via IRP context. Any instance of uncertainty or major impact as an RP event ought to be done in the presence of a Staff Member or an Admin to ratify its attempt, success, and/or failure or to act as a referee in the event of opposing or clashing magics.