Enchantment
In its natural state, Enchantment takes the the form of granulated, pink mineral sand-like formations microscopic in size, though plentiful and quick to form. Similar to Illusory particulate, this "dust" possesses mind-altering capabilities for any that come in proximity. Unlike Illusion where the effects are physiologically negligible, Enchantment is significant and pronounced, contorting the mental state of the infected to feel as if they are living a lucid dream. Though the size of the crystallized particulate is extremely small, it has a luminescent quality that appears as if it was glittering in the moonlight, with larger deposits creating quite a scenic environment as the sand-like material blankets the earth and swirls with the wind. However, while fields of Enchantment are plentiful and sizable, forming as quickly as the following night after Evening concludes en-mass and consolidating into formations, this particular particulate is very difficult to harvest. Not due in part to any adverse properties that disrupt or deceive expeditionaries - save for the blatant mental alterations - but rather because it is mobile. A slight breeze of air can completely relocate a deposit as it is carried by the winds, or disperse a field across such a great area that collection becomes very time consuming and often unprofitable. Unfortunately, with the frequent movements of Enchantment fields and incompatibility with other schools of magic, they have a tendency to nullify and destroy other smaller fields of magic or themselves in the migration. Enchantment and Necromancy Houses do their best to not invoke the ire of other Houses by destroying their source of income, developing a variant Stasis Ward that restrains the Enchantment fields from escaping until they can be harvested properly. The Warding process, be it Stasis Warding or otherwise dramatically amplifies the mind-altering side effects which can both double as a monster deterrent, though serves equally as poison to unprepared expeditionary units. Should any organic not wearing the proper gear be caught within an Enchantment field of particulate, they may devolve into an untamed beast or carry out the commands of "the voice". To mitigate the influence of said magic, wearing any survival equipment to prevent inhaling any of the micro-sands of Enchantment will decrease its hold over the person in question. Once harvested, the refinement and compression process is by far the cheapest and quickest of any school of magic, Enchantment already existing in a fairly condensed format. Like most other brands of particulate, Grade 1 purity is considered weaponized, Grade 2 for industrial use, and Grade 3 for commercial.
In Meridian technology, Enchantment has historically been employed as a crowd-control agent in various paramilitaries both private and state owned, though has rapidly seen more practical uses in medicines in anything from pain suppressors to aphrodisiacs, and even more recently in remote communications in semi-sentient archival machinations. In warfare, weapons tipped or forged with Enchantment can be laced to incite behaviors in any affected individuals, with even larger targets being subdued with relative ease. Medically, while it does not fix many legitimate ailments save for some mental instabilities, it can effectively deceive the mind in believing certain things, such as repressing pain receptors entirely. Lastly, Enchantment now allows commands to be relayed to an artificial intelligence from a distance, or as a conduit for inter-machine languages, and as such the value of the school has seen a significant spike.
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