Enchantments (Non-Technical)
A quick summary of the technical side of Enchantments:
There are two types of Enchantments:- modifications of how an object behaves (object-affecting),
- and modifications of how the person using the object behaves (wielder-affecting).
- passive, holding a constant effect,
- or active, where the effect is activated by some condition.
Moving on to less technical details:
Enchantments are only limited by skill, energy available, and the quality of the objects to be enchanted. Though the majority of enchantments are either incredibly weak or incredibly strong, there is a strong middle ground upon which many choose to build a trade. For example, there are a number of Enchanters on Aquarius who make a small business out of waterproofing tools, instruments, or other sensitive objects; similarly are there for fire-proofing things on Darvaz and throughout its empire. Avalon hosts weavers who specialize in magically-dense cloth, allowing the natural glow of their skin to be hidden while traveling on Earth. Helike's own seamsters combine warm materials with a enchantments that keep the planet's inhabitants warm in the dark. Beside that, though, enchantments may be mixed with other forms of Enhancive magic, either to turn an object into a vehicle for the magic or to enhance other abilities. Among this are minor enchantments that combine with or improve elemental abilities; especially fond among those on Darvaz, where it is practical to have items which can quickly create a large fire without carrying excessive fuel. In this sense, Enchantments are the least restricted types of magic, and serve as a vehicle through which all sorts of magic may be conducted--as will be explored in more detail in the different types and sub-types of enchantments further.Remove these ads. Join the Worldbuilders Guild