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Libra Arcana Eros: The Study of Enchantment Magic Volume II: Adept Studies Circles (4-7) By Aiseth Nosdivan
-------------------------- Contents: -Chapter I: Introduction -Classification -New Material -Use -Components -Chapter II: 4th and 5th Circle -Chapter III: 6th and 7th Circle ---------------------------
Introduction: The adept studies of Enchantment range from some of the most powerful spells to some of the new zones of focus, introducing spells of permanency, word spells, as well as symbol spells. Each falling into the practice of enchantment in their various ways. Remember that enchantment is the art of study that regards contemplation and manipulation of the heart and mind to charm and compulsion, respectively. Challenging our understanding of will and its demonstration. As enchantment broadens its spectrum of uses in the adept series, so does its formality and strategy. Imagine if you will a chess match. Your opponent may will his knight against your rook, and yours against his, but ultimately one must overcome the other. A matter of logic or strategy, yes, but these must result from the initial will of movement. With that image, enchantment is a task of will power against will power at most times, be it the will of the mind or the will of the heart. Enchanters therefore, have taken it upon themselves to be a very disciplined strong-headed people, unlikely to shake or bend to afflictions of their own focus.
Classification: Enchantment is classified in three subcategories: Charm, Compulsion, and Irregular spells. Irregulars are often determined by their hybrid-like performance using key elements of other schools. Their application as to being included in the school of Enchantment is often the centerpiece for many academic dissertations. A common misconception is that the crafted properties of material goods, such as swords and armor that are considered enchanted, are products of Enchanters and Enchantresses, but this is not true, and is actually a practice of Transmutation. Enchantment is considered an emotive/mind-affecting only school for this reason: to highlight the point that objects and non-sentient beings receive no result from a charm or compulsion. Flame upon a blade is not the work of Enchantment.
Charms: Charms are classified by the effect or altercation on how the caster's personification is perceived by the creature. They are used to distract, fascinate, or simply make one's sense of character more vivid in the eyes of the creature. A charmed creature is more likely to listen to and protect the Enchanter or Enchantress that has captivated them. They are distinguished by the type of creature being affected. Humanoids being the most agreeable of which, to Animals and Monsters, whom can forego their predatory nature on behalf of a charm. Charms are subtle and less direct to detect in the consciousness of a target than a compulsion enchantment, and can only be noticed by an unaffected familiar to the target.
Compulsions: Compulsions make up the greater hearth of the Enchantment school. They are direct and specific suggestions that alter the mental or emotional state of the target, that overpower and select a wide array of feelings and thoughts that cause to some sense of action, ranging from feelings of joy, sadness, confusion, stupidity, apathy, heroism, anger, and just about any emotion that can be experienced. They can be as sudden and sharp as a brief feeling of ecstasy, to more prolonged states, such as a full submission of will and control. Targets will only respond to the isolated spell if affected. For example: If a creature is struck with Rage, they will only experience Rage and nothing else. Some compulsions require spoken commands to accompany the entrapment, while others are understood without a command. The enraged target does not require a spoken command to feel rage, where as a dominated target will require an order to obey.
Irregulars: The pattern of irregular enchantments circumvents around the physical behavior and reaction of the target creature. Most times to expedite the actions they may take upon themselves, while other times it is to completely paralyze their body into inaction, suspending them in a stasis. Granting hasty behavior and holdings of certain creatures would otherwise thought to be a method of transmutation, but these hybrid spells are as much a mental affect as any charm or compulsion. Other forms of Irregular enchantments include inspiring a party to be more evasive to arcane spells, or sometimes, striking a target permanently blind or deaf or mute.
New Material:
Glyphs: Symbols or Glyphs are a very rare and ancient breed of arcanic elementing. They cannot be prepared offensively as they are stationary elements with a number of variable prescriptions applied to their use. Generally they require gems and are a passive defense for protecting not the body, but the setting of the arcanist's choosing. Such times these are placed in personal spaces, or to protect areas that require sanctuary, othertimes symbols can be used to alert bypassers that such areas are dangerous and should therefore be avoided despite their intentions to disobey. The preparation of this spell is more tedious than the placing of which, but even that pales in comparison of trying to properly remove a glyph if attempted by not the enchanter his or herself. They are a reliable and steady application of the art.
Words: More archaic than glyphs are the introduction of word spells. Spells of pure energy that require no somatic or material component. Words of power are always very strong and we bring them into the curriculum as they cannot be denied an aspect of the art of Enchantment itself. The mere breath of the caster becomes expressed will in these incantations, and the effects are generally quite drastic and sometimes permanent. With that said, it is highly advised they are not treated liberally, and used only in important, needful situations. Yet studying them and comprehension must be applied if we are to progress in the circles of mastery.
Use: Most Enchantment spells require a magical component, and always require a verbal or somatic component. The verbal components are scripted and spoken in new Draconic, as per common spell study, and are highlighted in purple in the following content. The somatic gestures of Enchantment magic are the least rapid in movement, never requiring a painful snap of the wrist or force of palm. Nor are they exuberant in movement, never using the full arm or any serpentine-like movements in their delivery. The common Enchantment is executed by the flick of wrist or steady point, where arcane ray can project from the index and middle finger. Enchantment magic is ambidextrous in their delivery, meaning, either hand can be used to project the spell, and do not require both hands. Staves as well make great projectors of this school of magic but are not required.
A list of the necessary components: -Crystal Ball (of any common make: Glass, mineral, or otherwise) -Diamond Dust -Handful of Clay -Honeycomb -Iron Nails -Mercury -Opal -Phosphorous -Set of Iron Needles -Snake's Tongue -Vial of Tears -Walnut Shells
Chapter Two: The Forth and Fifth Circle
4: Charm Charm Monster: Eros Tera
Tis beauty that killed the beast. This charm has been inscripted to make monsters and beasts believe that the enchanter or enchantress is its friend, and will lose its need or want to harm them, depending on the monster of course. Suggesting that the monster or beast hurts itself will break the charm, as well as if any harm comes to it just as a regular charm spell, the charm will be broken. The power of charming is amplified by the force of one's personality. Those with more natural beauty are more likely to have successful charms. Simply prepare the verbal incantation and point with two fingers at your select target after flicking your wrist. When the spell is successful you may rest your hand and speak to the target.
4: Compulsion Confusion: Confusio Walnut Shells
Break three walnut shells under your foot. A good steady sole is suggested for this so not to damage your heel. Upon cracking the shells three, prepare the incantation. The effects of this spell are never isolated to one result, but rather three varying degrees of confusion. The confusion that occurs is a sheer wave of chaotic energy, triggered in the mind. Half of the time targets will proceed to babble incoherently, nonsense or subconscious Wording, while the other half of the time they will proceed to harm themselves with whatever weapon they are holding at the time, or, harm the closest person next to them. You will want to be sure that this incantation proceeds at a distance so not to be struck with your own magic. Using this spell on monsters has proven for a great method of escape.
4: Compulsion Crushing Despair: Desparatio Vial of Tears
It is always a good idea to bottle one's tears, the power in tears is so strong if they are sincere. That is to say, there is no magical potency in 'alligator tears' or other mock reptiles. They must be true tears, and all the more permanent if the tears are those of your target. Drink the vial of tears and proceed with the incantation. This spell is highly irregular in practice, but its result can make one who would otherwise be rash and attempt something dangerous, give up their drive to do so but utter despondence. This spell was originated to keep unruly daughters locked in their quarters, and to counter the 'good hope' spell. I will reiterate that the quality of the material matters here and the more personal the tears are to the target, the more effective this spell will become. The spell in this stage is not permanent.
4: Compulsion Lesser Geas: Itinaris
The geas spells are the ultimate forms of questing. Sometimes shaken adventurers or mercenaries who have been in the business far too long rely on geas cast upon them so they can just do the job, stubbornly. The Lesser Geas, is reserved for lesser creatures, becoming almost ineffective to more adept or powerful creatures. Here, precision of command is entirely important. Vague quests can be unreliable or even difficult to conquest, resulting in both harm to the target and a weak spell. By ensuring precise commands such as "Please bring me a fresh turkey sandwich on rye with mustard." The target will surely need to fulfill this mediocre task. If they do not fulfill the task or try to avoid so, they will be sickened, weakened, and eventually crumble to death. These afflictions will correct themselves as soon as the target continues his or her quest. You cannot order a target to harm itself nor kill itself in any way, but their willpower will become much less reserved in finishing a task. They have a 24 hour period to stay on course or these affects will take place. Remember that the lesser geas does not affect those of medium or great personal power, only smaller willed creatures, or neophytes to the adventuring world.
5: Compulsion Dominate: Dominatus
Telepathy is the practice of establishing a mental bonding. Through preparing this incantation, the enchanter may forcefully take control of one target. Along the lines of a geas where you entrust a subject with a particular quest, in this manner of enchantment you entrust yourself to do a full sensory takeover of another subject. Domination does not allow you to see through the eyes of another person, but you can with full concentration, feel what they are feeling, despite their surrender of will to the caster. You may also establish commands and tasks on a very turn by turn matter of operation, so as long as the task is not harmful to the body, or against their nature. Should you try to make, let us say, a young man fall in love with a bear, this would allow them to break the bond of the spell if their will is sharp at that moment, that is not to say it is impossible for them to do something against their nature, but it risks the Domination. However it is important to note that range is not a matter in the domination category, so as long as you remain on the same plane as the target.
5: Compulsion Feeblemind: Improbus Handful of Clay, Crystal Ball
To clarify, you need a handful of clay or a crystal ball, not one of each. If using clay, roll the ball between your hands and flatten it stiffly as you prepare the incantation, then jab toward your target. If using a crystal ball, shatter on the ground and stand over the shards, and prepare the incantation this way. The feeble spell is a true weapon. By spreading wakes inside the brain's composition, peeling back its various coils, you can force the mind to relax into a purely dead state. The target will no longer be able to speak or think but will still be fully intact and alive. It is a manner of wiping them of all their mental facilities, and should be treated and handled like a weapon, used sparingly.
5: Compulsion Hold Monster: Desino Tera Iron Spike
Prick your palm with one iron spike. Why do we use metal for these hold spells? They are powerful components designated to represent one's metal, and it is how the phrase came to be, 'to test one's metal'. After pricking your palm with the spike, (about a gold coin's diameter width at widest point) prepare the incantation on the selected monster. You can select many targets at once so as long as they are no more than 30 feet apart from the initial held Monster. This paralysis will last a sufficient time to subdue the beast in question. This does not work on humanoids or 'people' by arcanic standards.
5: Compulsion Mind Fog: Caligos
A very thin faintly blue fog can be summoned, dispersing over a twenty foot area, it has a slightly pleasant, rosy scent to it, but given its thinness it does not hamper vision at all. Every fog tends to last around 30 minutes, and those who do breathe it in are set into a state of mental relaxation, lowering their mental defenses. It is by no means a harmful or painful spell, and only soothes one to a place of suggestion or unbiased contemplation. Often this is a great precursor to other enchantment spells, having first relaxed the mind thus making other compulsions more effective in their preparation. Mind fogs can cure headaches, migraines, or tension in the face.
5: Glyph Symbol of Sleep: Glyph Somnium Opal, Mercury, Phosphorous, Diamond Dust
Symbols or Glyphs are a very rare and ancient breed of arcanic elementing. They cannot be prepared offensively as they are stationary elements with a number of variable prescriptions applied to their use. For instance with this particular Symbol of Sleep: Set your opal in phosphorous overnight, apply nine tears of mercury to the opal or until burning or bubbling occurs. Dress the wet opal in diamond dust and heat until it marbleizes. This is your symbol origin. It can be sealed into a surface now with the incantation. The particular incantation will determine which Symbol is being used. A symbol spell is very hard to detect without magic but once it is activated, (Once the rune is triggered) it will begin to glow a hot gold-orange color and can be seen for about 60 feet of distance, this will last for ten minutes. You may also inscribe a password on your symbol's area, so that the spell does not affect those who speak the password, but once they leave the range of the Symbol's effect, they password must be spoken again to avoid triggering the Symbol. You may also inscribe particular modifiers to a Symbol such as to effect particular creatures, or moral standings to repel various forms of good or evil.
You must always place your symbol in plain sight, never hidden or blocked by any means or it will be ineffective. Triggering of Symbols can be done by one or more means: Looking at the rune, touching the rune, reading the rune (such as attempting to study, examine, or identify its meaning), passing over the rune, or passing through a portal bearing the rune. On top of this, if your time is plentiful, you can arrange the aura of your Symbol to affect many creatures at once so as to produce a large zone of protective rune. In this case, a large zone of sleep. Read magic can of course identify a Symbol's placing, but this will set the rune to go off. A Symbol can be dispelled if the particular rune is targeted solely after discovery (when it is glowing) unless the Rune is set with a Permanency spell, creating a zone of endless protection. Undoing a permanent Symbol is very difficult. Make sure to write down your password so you do not forget it, or you will be subject to a consistent area of sleep each time you pass through a Symbol's area.
Chapter Three: The Sixth and Seventh Circle
6: Compulsion Great Heroism: Coura Gratis
Heroism as one would prepare in its lesser form, though extenuate the somatic gestures in your practice, this spell should be focused on a near horizon, such as in the rear of a battlement to inspire victory upon a large group of targets. This spell is more concentrated and lasts longer than its elementary form.
6: Irregular Mass Haste: Accelerando Gratis Sleeve of Rabbit's Fur, Licorice
Likely one of the most relied upon incantations of the contemporary's spellbook. Great Haste requires a full rabbit's sleeve, and a piece of licorice eaten by the magus. The rabbit fur should not be eaten, but brushed between the hands in a sweeping motion, away from the body. Upon swallowing the licorice, say the incantation and discard the fur. The spell should prove that a whole area transmutes those around the magus to move with great rapid motion, faster in all aspects combat, castings, and otherwise. This speed is however not a permanent effect, and will expire without caution. It is best to avoid jumping or falling great distances under the effect of this haste for that very reason. When a haste runs out mid-arch, fatalities are known to occur. Otherwise the spell is generally quite safe and very helpful for the busy mage. 6: Compulsion Mass Suggestion: Aecia Gratis Honeycomb, Snake's Tongue
Swallow the constrictor snake's tongue and dry honeycomb and produce the incantation. Your spell will influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the effect of the spell. If the suggested activity can be completed in a shorter time than the spell's ending, the spell will end anyway when the subject finishes what it was asked to do. You can instead specify conditions that will trigger a special activity during the duration, for example, when a target is told, "When you hear the number '028' you will put down your sword." All commands in the duration of this spell are language-dependent. The only new element to this spell's function is of course the exponent of power over the target, but as well, range. You may be able to target up to many creatures, so as long as they are no more than 30 feet apart from one another. A yet generous range.
6: Glyph Symbol of Persuasion: Glyph Eros Opal, Mercury, Phosphorous, Diamond Dust
Set your opal in phosphorous overnight, apply nine tears of mercury to the opal or until burning or bubbling occurs. Dress the wet opal in diamond dust and heat until it marbleizes. This is your symbol origin. It can be sealed into a surface now with the incantation. The particular incantation will determine which Symbol is being used. A symbol spell is very hard to detect without magic but once it is activated, (Once the rune is triggered) it will begin to glow a hot gold-orange color and can be seen for about 60 feet of distance, this will last for ten minutes. You may also inscribe a password on your symbol's area, so that the spell does not affect those who speak the password, but once they leave the range of the Symbol's effect, they password must be spoken again to avoid triggering the Symbol. You may also inscribe particular modifiers to a Symbol such as to effect particular creatures, or moral standings to repel various forms of good or evil.
You must always place your symbol in plain sight, never hidden or blocked by any means or it will be ineffective. Triggering of Symbols can be done by one or more means: Looking at the rune, touching the rune, reading the rune (such as attempting to study, examine, or identify its meaning), passing over the rune, or passing through a portal bearing the rune. On top of this, if your time is plentiful, you can arrange the aura of your Symbol to affect many creatures at once so as to produce a large zone of protective rune. In this case, a large zone of sleep. Read magic can of course identify a Symbol's placing, but this will set the rune to go off. A Symbol can be dispelled if the particular rune is targeted solely after discovery (when it is glowing) unless the Rune is set with a Permanency spell, creating a zone of endless protection. Undoing a permanent Symbol is very difficult. Make sure to write down your password so you do not forget it, or you will be subject to a consistent area of sleep each time you pass through a Symbol's area.
6: Compulsion Quest: Geas Veritas
By far, Quest, or True Geas, is one of the most notorious of all enchantment spells in the lands, and is owed a great deal of respect for its accomplished work, but also, a sense of awareness for the suffering it has undoubtedly caused among those upon which it is bestowed. Generally those who come seeking a geas do so in good contentment, but it is not unheard of that Quests are used upon the unwilled. This spell cannot be unwritten when it is cast. Very rarely is it broken, and when so, only those of higher caliber can undo a Quest. The target assumes no will when the geas is cast. It is completely an involuntary override, and a mere fraction of the soul is tugged to accomplish the task given. For the safety of the target and the task at hand, language-dependency is very important. If an arcanist must employ a Quest, the mage should write down what exactly it is they want to accomplish on paper first. Be sure the language is clear and well understood if read, vagueness, ambiguities, will lead to poor results for the one who is bestowed.
When the Quest is spoken, the target will know what it is they are expected to accomplish. Leering from this path, will cause them to sicken and even wound, to the exhaustion of death if they do not fulfill the task at hand. If however they are compliant, they will feel no mortal pull on themselves so as long as they remain in progress to complete the Quest given. These spells should be well understood, but rarely practiced. If a Quest is to be demonstrated, it is best to ask a colleague or master arcanist, and inform them of what it is you intend to do.
7: Compulsion Mass Hold: Desino Gratis Iron Nails
A handful of clean nails is required, purchased as your local hardware source. Sprinkle the nails before you in a careful maneuver. Proceed with the incantation. The Hold spell will render the multiple targets frozen paralyzed, standing up straight as an arrow. They will be able to breathe but not speak and will lose all mobility in their body. If the target is flying it will fall, if it is swimming, it will drown. Be sure if you do not mean to harm your target that you use this spell on dry land where it cannot hurt itself from the likes of this powerful effect. The mass emphasis of this spell requires that the targets are at least 30 feet distance from the spell's origin.
7: Compulsion Insanity: Unmentis
One of the few maximum spells in which the range of the element actually narrows to a single target, instead of a mass projection. Insanity unlike Confusion, requires no material component and is in fact, quite deliberate and insidious in its approach. For only this spell can be arranged on ill-will to drive a beast or man to pure unchecked madness is both a chaotic and unreliable practice. Yet it has shown that some fates are worse than others. And a most tragic choice must be made to employ a permanent insanity on a creature. This can only be overridden with such spells such as heal, break enchantment, and greater restoration.
7: Word Power Word: Blind: Caecus
Words of power are some of the oldest and most archaic forms of casting, thought to be a derivative of the Nether Scrolls themselves, little is actually documented of the origin of how words of power came to be, but we have come to comprehend only parts of the ancient language of pure energy. I highly suggest you cut these words out of your curriculum if self-teaching, as well I would recommend you read The Art of Naming in its various tomes before practicing the enchantment of energy words. With that said, the incantation and knowing the word and pronunciation, enunciation and perfect delivery of speech is all that is required, even this spell has been considered 'lesser' in power than some Names. But by speaking the power word, you can temporarily, or on less willful creatures, permanently render a creature blind. This spell's application is generally used for survival and defense basis and should not be employed off of the field.
7: Glyph Symbol of Stunning: Glyph Distorta Opal, Mercury, Phosphorous, Diamond Dust
Set your opal in phosphorous overnight, apply nine tears of mercury to the opal or until burning or bubbling occurs. Dress the wet opal in diamond dust and heat until it marbleizes. This is your symbol origin. It can be sealed into a surface now with the incantation. The particular incantation will determine which Symbol is being used. A symbol spell is very hard to detect without magic but once it is activated, (Once the rune is triggered) it will begin to glow a hot gold-orange color and can be seen for about 60 feet of distance, this will last for ten minutes. You may also inscribe a password on your symbol's area, so that the spell does not affect those who speak the password, but once they leave the range of the Symbol's effect, they password must be spoken again to avoid triggering the Symbol. You may also inscribe particular modifiers to a Symbol such as to effect particular creatures, or moral standings to repel various forms of good or evil.
You must always place your symbol in plain sight, never hidden or blocked by any means or it will be ineffective. Triggering of Symbols can be done by one or more means: Looking at the rune, touching the rune, reading the rune (such as attempting to study, examine, or identify its meaning), passing over the rune, or passing through a portal bearing the rune. On top of this, if your time is plentiful, you can arrange the aura of your Symbol to affect many creatures at once so as to produce a large zone of protective rune. In this case, a large zone of sleep. Read magic can of course identify a Symbol's placing, but this will set the rune to go off. A Symbol can be dispelled if the particular rune is targeted solely after discovery (when it is glowing) unless the Rune is set with a Permanency spell, creating a zone of endless protection. Undoing a permanent Symbol is very difficult. Make sure to write down your password so you do not forget it, or you will be subject to a consistent area of sleep each time you pass through a Symbol's area.
_________________  MuseReader: Aiseth Nosdivan- Master Enchantress 
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