Enchantments

== Overview ==
Enchantments in the world of Alpaloraj fall under several classifications: Blessings, Curses, Spellbindings and Diplo-katara. Blessings typically afford beneficial effects to the wielder. Curses typically curse the victim of the weapon. Spellbindings are spells that have been bound to a weapon; they drink the blood of the enemies to fuel themselves and, upon doing so, release the spell into the vascular system, almost like a mosquito infecting a person with malaria. Spellbindings can be both positive and/or negative. Diplo-katara, modern Greek for Double Curse, are named as such because they take as much as they give, benefitting and detrimenting the user.
=== Modern Magics ===
for further reading see: Modern Magics
There are many different magical disciplines in the modern world, but generally they are used for combat.
=== Ancient Magick ===
for further reading see: Ancient Magicks
There are also ancient Magick variations on most of the modern types; the ancient magicks are typically much more powerful than the modern types. The god's enchantments are an example of old magick.
== List of Enchantments ==
=== Blessings ===
* Smite (Increases effectiveness against the Undead), bs, en, go
* Extinguish (Increases effectiveness against fiery beings), bs, en, go
* Ignite (Increases effectiveness against icy beings), bs, en, go
* Giganticide (Increases effectiveness against Mortal Giants), bs, en, go
* Pumilicide (Increases effectiveness against smaller races), bs, en, go
* Lignicde (Increases effectiveness against woodborn races), bs, en, go
* Retard (Increases effectiveness against Immortals), en, go
* Deiticide (Forbidden, Increases effectiveness against Gods), en, go
* Inanicide (Forbidden, Increases effectiveness against The Void), en, go
=== Curses ===
* Hypotrophy (As long as the curse runs through the veins of the individual, it will decrease their muscle mass. Lethal when not cured), go
* Blindness (Temporarily blinds the victim, leaving them unable to see anything for up to 6 days), en, go
* Haemophilia (Causes the afflicted to develop haemophilia), fe, go
=== Spellbindings ===
* Amnesia (If the spell reaches the brain of the victim, they'll forget everything up to a pre-determined point, one set by the strength of the spell), go
=== Diplo-katara ===
* Rot (Causes the weapon to decay over time but can also spread a deadly disease to biological creatures, excluding immortals and Gods) fe, go
* Necrotic Binding (The user is unable to unhand their weapon but when it makes contact with blood vessels within their target, it binds them, causing clotting and eventually necrosis) fe, go
// bs = blacksmith, en = enchantress, fe = fallen enchantress, go = god.