ENCHANTMENT

LEVEL ONE

A basic knowledge required

CHARM. There are two versions of this spell that can be used on object or human. on a living target the charm spell makes a subject regard the caster as its trusted friend and ally (treat the target’s attitude as friendly). The spell does not enable them to control the charmed target as if it were an automaton, but it perceives they words and actions in the most favorable way. The caster can try to give the subject orders, but he/she must have a strong connection to do so. An affected subject never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by caster or their apparent allies that threatens the charmed target breaks the spell. When using the charm spell on an object or appearance, the target will do what the enchanter deems it to do. For example, a rake can be charmed to rake a set of leaves or weariness can be charmed away from a target's facial features.

HYPNOTISM. Any gesture or droning incantation will fascinate any nearby targets, causing them to stop and stare blankly towards the caster. In addition, an enchanter can use their rapt attention to make your suggestions and requests seem more plausible. Weaker targets will be affected longer, while only subjects that can see or hear the caster will be affected. While the target is fascinated by this spell, it reacts as though it were two steps more friendly in attitude. This allows the enchanter to make a single request of the affected target. The request must be brief and reasonable. Even after the spell ends, the subject retains its new attitude, but only with respect to that particular request.

SLEEP. A sleep spell that causes a magical slumber to come upon the target(s). The weaker the target(s) the more susceptible they are to the spells effects and only physical action(s) will awaken them, such as slapping or a physical attack. While asleep they are harmless to the enchanter.

COMMAND. An enchanter gives the subject a single command, which it obeys to the best of its ability at its earliest opportunity. The command itself can be anything from fleeing to jumping off a building. Although the subject can ultimately fight against the command if their will is stronger. The stronger the enchanter, the more difficult it will be to disregard the command.

DAZE. This enchantment clouds the mind of any human or creature. A dazed subject is not stunned, so an enchanter doesn't have any special advantage.


LEVEL TWO

A basic knowledge required

MESSENGER. The caster can compel a target to take a message to anyone of their choosing whether they be ally or enemy. Once the message is delivered, the target is free of their compulsion to deliver the message and can go about their business.

TRANCE. This enchantment will place any target(s) watching or hearing the caster into drowsy and inattentive state.

HOLD. Under this enchantment the subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech.

SUGGESTION. The enchanter can influence the actions of a target by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the subject to do some obviously harmful act automatically negates the effect of the spell.


LEVEL THREE

A basic knowledge required

BANE. Bane fills a subject with fear and doubt.

BLESS. Bless fills a subject with courage.

DEEP SLUMBER. A greater sleep spell that causes a magical slumber to come upon the target(s). The weaker the target(s) the more susceptible they are to the spells effects and only physical action(s) will awaken them, such as slapping or a physical attack. While asleep they are harmless to the enchanter. Unlike the sleep spell, the spell will not immediately break after a physical attack is made on the victim.

DOMINATE. Through a telepathic link that an enchanter can establish with the subject’s mind, the caster can temporarily control the target's basic actions. The stronger the subject's will, the quicker the spell will break.


LEVEL FOUR

A basic knowledge required

CONFUSION. This spell causes the targets to become confused, making them unable to independently determine what they will do.

CRUSHING DESPAIR. An invisible cone of despair causes great sadness in the subjects.

QUARTZ COMPULSION. This incantation lets you telepathically contact the subject by gazing through the quartz shard, regardless of where the subject is located. You can telepathically converse for sixteen minutes with the subject. Your telepathic contact can also contain a Suggestion which the subject does his/her best to carry out.


LEVEL FIVE

A basic knowledge required

ZONE OF TRUTH. Anyone caught in a zone of truth spell will not be able to utter a single deliberate or intentional lie to the enchanter or anyone who poses the target a question. Multiple targets may be affected by this spell and they are aware of being under the spell. The target may avoid answering questions to which they would normally would respond with a lie or they may be evasive as long as they remain within the bounds of truth. A target's strength of mind will determine if they can overcome the spell. The spell itself can be placed on objects or on direct targets.

SIGIL OF ALGOS. This incantation, named after the Greek god of pain, allows you to scribe a potent rune of power upon a surface. When triggered, the sigil of Algos causes one or more creatures within the sixty feet radius of the rune to suffer wracking pain. The pain lasts twelve minutes, anyone who enters the radius suffers its effects.

GREATER COMMAND. An enchanter gives the subject or subjects a single command, which it obeys to the best of its ability at its earliest opportunity. The command itself can be anything from fleeing to jumping off a building. The subject can ultimately fight against the command if their will is stronger. The stronger the enchanter, the more difficult it will be to disregard the command.

FEEBLE MIND. When an enchanter uses this spell, the target will become feeble minded. The victim might find that they have developed dyslexia or they can no longer process clear thoughts. This spell could attack their intelligence, speech, ability to cast spells, communicate, or understand language depending on the enchanter's desire. The spell is not permit and will fade or it can be removed by the caster.

DISCORD. An enchanter can compel one or more targets to start a confrontation with someone or each other even if the target has no desire to start a fight or argument.

MIND FOG. Mind fog produces a bank of thin mist that weakens the mental resistance of those caught in it. The fog is thin and doesn't necessarily hamper vision.


LEVEL SIX

A basic knowledge required

STRANGLE. This spell will allow an enchanter to enter a target's mind and make them feel as though they are literally being strangled. The duration of the spell depends on how strong the enchanter's hold is and how weak the target's mind is. The weaker the mind, the longer the spell.

MASS HOLD. Under this enchantment the subject or multiple subjects will become paralyzed and freeze in place. It is aware and breathes normally but cannot take any actions, even speech.

MASS SUGGESTION. The enchanter can influence the actions of a target or targets by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the subject to do some obviously harmful act automatically negates the effect of the spell.

ENLIGHTENMENT. This spell imbues a single subject with enlightenment, which can lead them to a right course or come up with a battle strategy or plan.


LEVEL SEVEN

A basic knowledge required

SOUL DOMINATION. When an enchanter casts this spell, he or she is temporarily able to take control of another sentient target with whom they are familiar (by meeting, observing, or successfully scrying the subject). The telepathic connection can be strong or weak depending on whose will is greater. The subject is aware of the attempted takeover as a strange, momentary tingling. The enchanter is able to control the subject’s body as if it were his or her own, hearing, seeing, feeling, smelling, and tasting everything the target senses. Once the caster dismisses the spell or its duration ends, the target resumes control of its body, fully aware of all events that occurred, having been a helpless witness trapped inside its own body. The target knows the name and general nature of its possessor.

BURNING. When an enchanter uses this spell, a bond is formed between the caster and target. With the connection in place, the target will literally feel as though they are on fire. This spell can be cast on humans, shadowkind, or animals.

BURNING. Like the Burning spell, a similar bond is formed where the enchanter can make it's target feel as though they are drowning. The target will feel as though they can't breathe. This spell can be cast on humans, shadowkind, or animals.

POWER WORD BLIND. With a single word of power, an enchanter can cause one target of their choice to become blinded whether they hear it or not. The duration of the spell depends on how strong the connection is between caster and victim.


LEVEL EIGHT

A basic knowledge required

BINDING. A binding spell creates a magical restraint to hold a target. This binding spell can be cast in several different ways. A subject can be physically bound by the mental hold an enchanter has over them whether it is through sleep or paralyzing them like a statute where they think they cannot move their limbs. A stronger enchanter can even bind a target's powers by repressing their ability to manifest their mana. The subject will not be able to cast any spells until the hold is removed or it wears off. On a very rare occasion, the spell bind will never fade. A trigger can be put in place as well which will release the target from their binds if that trigger is set off.

MADDENING SCREAM. The target of this spell will not be able to help behaving as though they are completely mad. The spell prevents the victim from doing anything other than race about caterwauling.

POWER WORD STUN. An enchanter may utter a single word of power that instantly causes one target of their choice to become stunned, whether they can hear it or not. The duration of the spells depends on how strong the connection is between caster and target.


LEVEL NINE

Experienced arcanists only

TORTURE. A telepathic link is created between the caster and target as the target is forced to think they are undergoing torture. The bond between the them is strong enough for the victim to believe it's actually happening. So much so bruises will form on their body where the damage is done. For example burns will appear if they believe they are burning, welts if they're whipped, cuts if they are cut.

AMNESIA. The caster can modify the target's memory to their will. Blocks of memory can be stripped or replaced with other desired memories of the caster's choice. The amnesia or modification is permanent.

TOUCH OF COMMAND. Puts a creature or human under the caster's direct control, enchanting the mind. Eyes turn into black abyss as the target can't seem to remove it's gaze. Once under the enchanter's spell, they are under their complete control. The soul of the target is permanently linked to the enchanter as they receive perfect devotion and will act in the best interest of their master. The target would even die for them if it would protect their commander, without any thought of their own safety. The caster must touch the target in order for their souls to be woven.