Enchantment Physical / Metaphysical Law in Melyria | World Anvil

Enchantment

Schools of magic: Power of Suggestion

The School of Enchantment focuses on distracting the target's mind, making it one of the more feared schools of magic. When enchantment can control your mind and body, lure creatures to casters aid, and hurt its target without leaving any marks, it is no wonder that in certain areas, usage of Enchantments is highly regulated. Talented Enchanter or tricksy Bard devoted to these magical arts might easily infiltrate enemy lines, find a place next to unexpecting ruler and keep them under their thumb while no one even notices.

To master Enchantment, one needs to learn the art of discretion, patience, and timing. While enchantment can be brute-forced, it works best hidden among diplomacy and deployed with care. For those in enchantment it's also important to remember that some creatures, like Elves are naturally resistant to enchanter's charms.

Manifestation

Aura of Enchantment magic is bright magenta, and it is often associated with alluring scents. The scent may vary, yet the inviting quality stays the same. Enchantment has a soft, velvet-like feel and euphoric qualities. Mind-altering powers and feel of control can also confuse the caster if they don't keep their thoughts collected and lies straight.

Enchanment spells can be roughly divided into six groups:

Charms

While most of the Enchantment spells can be called charms, in this particular typing charm means a spell that doesn't take control over a creature, but strongly compels them to act in a manner that is advantageous to the casters. Target doesn't lose their wit, yet finds the caster's presence and (mostly unthreatening) actions agreeable.

Some charm spells include: Animal friendship, Calm emotions, Charm person, and Suggestion.

Buffs & Debuffs

Some enchantments effect the target's mental state or aura by either making some tasks more easier or difficult for them. These buffs can affect anything from abilities in combat to their aura.

Some buff & debuff spells include: Bless, Bane, Heroism, and Antipathy/Sympathy.

Domination

Domination spells give either partial or full control of the target's actions, making them puppet of their whims. These highly invasive spells can completely cloud a person's better judgment against their will.

Some domination spells include: Command, Geas, Dominate Beast, and Crown of Madness.

Disorientation

Spells of disorientation cause people to lose their sense of reality, and act erratically or cloud their judgment.

Some disorientation spells include: Confusion, Compulsion, Enthrall, and Feeblemind.

Damage

Damaging spells of enchantment are devious, as they rarely leave any physical marks to their targets. Often causing further difficulty for the target to act, these spells are like made for assassins and for those who wish to serve their revenge cold.

Some damaging spells include: Vicious Mockery, Hex, Psychic Scream, and Dissonant Whisper.

Disarming

Some of the enchantments are merely to cause enough distraction for the caster to stop the target or atlast make their approach significantly difficult. Those into enchantments have invented several creative ways to stop - and occasionally embarrass their victims while gaining the upper hand of the situation.

Some disarming spells include: Sleep, Tasha's Hideous Laughter, Hold Person, and Power Word Stun.

Type
Metaphysical, Arcane
Color
Magenta
Specialist title(s)
Enchanter

Side-effects

With those talented in Divinations, those who dwell too deep in Enchantment are one of the most likely of the casters to gain paranoia, but for different reasons. It is not unheard of the caster get addicted to their enchantment spells and the feel and power they give them to a point where they have trouble functioning without them. Caster might start to doubt their ability to do anything, and contribute their relationships and achievements purely on their magical effects, losing their sense of reality. Also, the ability to alter minds can feed to a compulsion to lie: this can make it very hard for the caster to keep their lies straight, and they might end up believing their own lies.

Enchantment gone wrong might also hit the original caster. There are several horror stories of enchanters that erased their own memories or charmed themselves to difficult positions with no turning back. Sometimes altering minds can also have more undesired side effects that caster intended, causing more harm than good in a long run.



Credit where credit is due!

This article uses DnD rules and descriptions for Enchantment magic as their base, with the twist fit for the Melyria setting.


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