Enchantment

**Enchantments** is a branch of magic that added to, subtract from, or otherwise alter the qualities of a person, object, or location. Many enchantments, including sleep, illusion, and love spells, affect the mind. They are relatively permanent and can be placed either directly on a person or an object such as a ring, bracelet, sword, or pendant. Enchantments with negative effects are sometimes known as curses.

## Description

### Nature

The basics of Enchantments revolves around the caster adding their own magic onto living or inanimate objects, thereby increasing their natural attributes; i.e. enchanting wood to make it stronger than steel, or enchanting swords into human beings with immense power. Enchantments can be used for transformative qualities that users can use to shapeshift themselves or others into almost anything they desire without specific details, bestowing incredible beauty or ugliness through the success in casting powerful glamours (illusory disguise) to hide their true forms.

Furthermore, enchantments can be used to bestow magical abilities into others be they people or on objects, charmed objects like placing an incantation on a mirror to look at others from a far-off distance all through the use of spoken words, while with people can be endowed with a certain magical boon that can grant them powerful abilities either as a blessing or a curse depending on the magic behind the charm that was used. Users can also use enchantments to enhance their own magic to amplify their spells.

### Charms vs Enchantment

While the field of Charms has been viewed as the same as Enchantments, Charms were the basics for spellcasting and later became a easier variation of Enchantments. This was because many known spells were categorized under Charms without actually changing any properties to the indended target. An example would be the Summoning Charm and the Banishing Charm, one which summoned specific objects from anywhere while the other banished targets away. The Anti-Cheating Spell can be placed upon paper to prevent those writing an exam or test from cheating, and the Separation Enchantment generally focuses on separating power from a person or object.

## Classification

Despite their differences, Charms and Enchantments were relatively the same depending on how they are utilized. It's users were amongst its most distinctive attribute and each possessed their own mantle: Charms Master were magicals skilled in the usage of Charms regardless if they're adding properties to a target or regular spells being casted. This was the most common title anyone can have since various spells were known for being numbered amongst Charms.

Those attrunuted to the field of Enchantments with regular talent is simply known as an Enchanter, while **High Enchanter** is someone with immense prowess for the art. For them, it's possible utilize basic Charms with Enchantments that allows them manipulate the atmosphere, change geography, modify an organism's physique, and enhance the physicality of individuals past their normal limits. High Enchanters also have the ability to extract magic from magical creatures and should they possess enough mastery within the field, such as the amount stored inside dragons, can utilize **Master Enchant**, allowing them to enchant heavenly bodies themselves.

According to Darius Rowan, Enchantments are divided into ranks starting from the Charms, **Basic Enchantment**, followed by the "**High Enchant**" and "**Master Enchant**". Within a singular Enchantment could exist a sub-skill variant underneath them, such as different types of Separation, Residual Thought, and Personality Enchantments.

If an Enchanter dies, all of their existing Enchantments will cease to function, and any physical changes that resulted from them are reverted

## Known Enchanters

* Circe
* Amora the Enchantress
* Perseus Lykaios
* Medea
* Enchantress
* Darius Rowan
* Arion
* Merlin Ambrosius
* Morgana le Fay