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Enchantment, one of the more subtle schools of magic, encompasses those magical effects that have to do with altering one's state of mind. It has the power to compel its target to perform any number of things that he would otherwise not think to do, or else would be against his better judgment, or even moral code. The magical feats that are made possible through Enchantment can potentially be used for a variety of illegal activities, and as such, many civilized lands ban its use, practice, and/or instruction.

The very nature of the school limits its use, however. In order for its power to be effective, it must be brought to bear against a sentient being. Thus, it is completely ineffective against mindless beings such as Brood, most Man-Made Beings and Elementals, and many types of undead. In addition, some races, such as Elves and Halflings, are at least partially resistant to Enchantment magic.

Enchantment is one of the ten arcane schools of magic. It is also granted by Gyellina and Bacchus, who both in Their ways promote altered states of mind; Mellina, who likely grants it as a way for Her priests to passively disarm their enemies; Mishra, who preaches mind over muscle; and Sirethe, who would use the power of this school to stretch Her corrupting influence into the hearts of men.

The Battle Magic Spells


This rudimentary charm compels the subject to drop an item they currently grasp by one of their appendages (arms, legs, tails, tentacles, etc). The incant is variable enough to permit the caster to specify which item is to be dropped. The target does not have to associate the name of the object specified in the incant with the item in question in order for the spell to take effect. For instance, if a giant squid who is holding Max the Sailor in one of his tentacles is hit with a Fumble spell specifying Max as the object to be Fumbled, the squid will drop Max, even though it does not know the name of the poor sailor. If no object is specified by the caster, then the target drops whichever single held item first comes to mind.

The effect of the Fumble spell befuddles the mind of the target for a further ten seconds, compelling them to ignore the object and leave it be until the duration of the spell elapses. This ten second interval gives the caster or someone else nearby enough time to retrieve the item from where it was dropped to take it out of the foe's hands.


As the name suggests, Fear strikes terror into the heart of the target, with the object of fear being the caster himself. For ten minutes after the time the spell strikes, the target cannot muster the courage to attack the caster, and must keep some distance from him, if at all possible. The target may attack the caster if she is forced into a situation where she is less than ten feet from the caster and cannot flee.


Like the alchemical gas globe of the same name, the Sleep spell induces a deep slumber in the target which they cannot be awakened from by any means aside from a Dispel Enchantment spell for the course of the ten-minute duration.

The exact effects of Sleep differ depending upon the target. Some will snore while some others won't; some experience dreams which they find difficult to remember upon waking, while others' sleeps are dreamless (or else they merely don't recollect their dreams upon waking). What is universal, however, is the seemingly restful nature of the sleep induced by a Sleep spell. No victim of Sleep has ever sleepwalked without ritual intervention, nor has one ever tossed and turned.

Curiously, some targets of a Sleep spell continue sleeping long after the duration of the spell has expired. This is particularly true if the target was extremely fatigued when he became afflicted by the spell in the first place. Some scholars believe this means that the Sleep spell interacts with the bodily functions that cause the need to sleep rather than being a completely independent force that takes over the bodily functions through the mind. This theory is debatable, however, as this would conflict with the Enchantment school's other powers, which are fully based upon power over mind.

It is also possible that, if the slumber induced by the Sleep spell is indeed restful, that a fatigued target will merely choose to keep sleeping out of a need for sleep, despite an inherent need to stay awake.


Perhaps the most notorious and controversial of all spells offered by the Enchantment school, Domination allows complete control over the target's mind, and through it, its body. One who is under the influence of a Domination spell is compelled to obey the caster's orders to the best of his or her ability, up to and including death. Perhaps the worst part about this spell for victims of particularly terrible uses of Domination is that they retain full recollection of what they did while under its effects.

Domination is the most heavily regulated of all Enchantment spells. Many civilized lands completely outlaw its study, knowledge or use, while others allow its study and use only with a special permit. It has a corrupt, bloody, and terrible history, full of torture, murder, and war.

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