Post by DC on Sept 5, 2014 17:08:50 GMT -5
![](http://fc02.deviantart.net/fs38/i/2008/344/a/5/Enchantment_Magic_Circle_by_Xyee.jpg)
Enchantment is a favorite of those who are wary of magic, and want to focus on weaponry for combat rather than mana. Enchantment is the magic of boosting oneself or one's allies by imbuing magical effects into their weapons or the battlefield, depending on the intention. Enchantments has three categories. While Grants and Manipulation are the primarily taught types of enchantment, there is a lesser category called "Hex/Curse", which can affect an opponent in a negative way. Enchantment is purely reliant on the adept's own mana pools, meaning they cannot draw mana from the land to make an enchantment.
- Grants
- Hex/Curse
- Manipulation
Grants: Grants imbue effects onto objects or people, ranging from strength to fire bonus to invisibility. Grants are the most common type of enchantment and cost the least amount of mana to perform, typically. The more powerful the enchantment, the longer its duration will be and how effective it will be.
Hex/Curse: Hexes and Curses affect opponents in a negative way. Enchantments of this category are meant to weaken or even destroy a foe through time. Enchantment Adepts can turn the tide of battle by hexing/cursing an opponent successfully. This typically costs much less mana, though are only surpassed by Grants. These, however, take time to cast, and even longer to complete.
Manipulation: Manipulation enchantments are made to grant the Enchantment Adept the ability to control someone, however this style of enchantment costs tremendous amounts of mana, and is generally not recommended one tries to master this. This style of enchantment is often the easiest to fight, and in addition to the mana costs, it is hardly ever truly successful, at least for very long.