"Oh the ever beckoning pleasures of Haplio'xan.. The enchantment dragons dwell from here, you see? The land always feels like it has some sort of deep intrinsic magic to it. The taste of the food always is a bit more heightened than anywhere else, the smell of flowers seems to hit like it did just as you did when you were a child. As if it is just so.. Well. There's no better word for it. Enchanting!— Tourists in Haplio'Xan
When detecting this type of magic it appears as Magenta.
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.
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.