Enchantment

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Enchantment is a widely-studied and -utilized form of magic, not just in Alankha but in the entire world. However, Alankha's position as a city of trade makes it easy to get ahold of certain materials that have been found optimal for enchantment. As its status as a commercial center has increased, so has its production of enchanted materials.

Enchantment is also the only major form of magic currently allowed to be practiced. Alchemy is also allowed, but it's viewed by most of those in the know as a minor form of magic. Before the Rending sorcery was also practiced; however, its central role in the events leading up to the Rending and its exacerbation of the disaster have made its power feared and dreadfully mistrusted.

Only certain materials may be enchanted. This seems to fall roughly along the living/nonliving line, although scholars have not entirely discovered what the determining factor (or factors) might be. Ores and minerals make superb bases for enchantment. Soil and water less so, as the enchantments take but become unpredictable--some have discovered that the enchantments remain largely intact on water if the liquid has undergone a complex distillation process, however. Some have tried enchanting quantities of air as well, but none have yet succeeded in having the enchantment stick.

Recently living materials such as bone, leather, feathers, and wood are dangerous and unpredictable bases for enchantment. Those who have tried have received artifacts only barely resembling what their original intent was. Wood sometimes becomes warped and violent, leather might commence a ceaseless mooing and crawling around the laboratory, and there have been reported cases of enchanted bones attempting to burrow under the skin of any proximal living being. No enchanter has succeeded in maintaining the intended enchantment on any of these materials, although some enchantment has clearly stuck. The reason for this is unknown for certain; several theories have been advanced, and it remains an oft-discussed subject at thaumaturgical gatherings.

After enchantment, the enchanter must usually rest for a period of time according to the difficulty of the enchantment. During this time the enchanter is usually more susceptible to suggestion and coercion, making enchanters often solitary folks.

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