|
Libra Arcana Eros: The Study of Enchantment Magic Volume I: Apprenticeship (Circle 0-3) By Aiseth Nosdivan
-------------------------------- Contents:
-Introduction to Enchantment -Chapter I: Use and Ethics -Chapter II: Cantrips & 1st Circle Spells -Chapter III: 2nd Circle Spells -Chapter IV: 3rd Circle Spells -Afterward
--------------------------------
Introduction: The humanoid mind and heart have long been thought to be the two epicenters that dictate the total range of thought and emotion in a sentient being, respectively. Though not always a visible target, such as a limb that can dismembered, thought and emotion remain some of the most exposed and vulnerable targets to the magic of the weave. Through the school of Enchantment, these thoughts and feelings can be brushed, altered, repaired, and dismantled, either temporarily or permanently, determined by the severity of the chosen spell within this school.
Unlike the other schools of the weave that focus on mortally wounding, morphing, or conjuring a target in moments of conflict, the school of Enchantment is one of two schools that uses non-lethal means to protecting the magus and his or her party, the other being Abjuration. Though non-lethal, Enchantment still utilizes force to subdue an enemy, which is to say that the school of Enchantment uses both and offensive and defensive application. These spells are however not designated in their classification as offensive and defensive, as mostly the application of Enchantment magic is circumstantial, such as is a passing thought, a surge of emotion, and to a greater appreciation, our humanity. Therefore the spells must be categorized by the general sense of their working, as Enchantment is one of the relatively younger schools of the weave and is still in configuration, not nearly as ancient and expanded as the spellbooks of Evocation, Abjuration, or Conjuration. The school itself can be thought of as the antithesis of Illusion magic, in that where Illusion creates deceptions to inspire particular feelings or thoughts, Enchantment creates new feelings or thoughts, that are genuinely suggested in the target creature. Often those who profess in Enchantment are not able and really, should not practice Illusion, as this will make your charms and compulsions impotent and ingenious.
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.
Chapter One: Use and Ethics
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 most common components for Apprentice-level casting are listed below and should be purchased within the first year of study:
-Feather of Waterfowl -Honeycomb -Iron Needle (Set) -Licorice -Live Cricket -Metal Shavings (Iron) -Rose Petals (Red, Black, White, or Yellow) -Sleeve of Rabbit's Fur -Snake Tongue -Tiny Fruit Tarts (Berry or Custard Filling) -Wishbone -Wool
In using a magical component, the required material is added into the somatic process, sometimes blowing, crumpling, throwing, petting, ingesting, or breaking the component is necessary and is designated by a spell by spell basis. The casting process is always: Component, Somatic, Verbal, in that order as needed, again on a spell by spell basis.
Ethics: The school of Enchantment is quite dangerous and powerful, and its origin is thought to be crafted by the far hags of the Faerun, used as manifestations for power and luring food and lovers into their huts to breed and continue their infernal practices. When this school was integrated into the High Arts, the Netherese predesignated the craft into more common practice to reduce or eliminate the unpredictability of man's nature in magic. That is to say, to decode and prevent errors that may result from the mechanics of the heart or mind. It's misuse and great capability in conquering the heart and mind has given it the bastard title of "witchcraft" and to a greater misunderstanding and sexism, "temptress magic". These titles are not only inaccurate, but ignorant to the better responsibility of Enchantment that has been re-purposed today. Yet the magic-sensitive worlds must be given the benefit of the doubt. After all, an enchanter or enchantress who casts their magic freely and commonly to beguile or trick his or her countrymen not of magical origin or backgrounds, will be treated like a necromancer who commonly animates the dead.
The responsible enchanter or enchantress will use their powers to prevent hostile situations and to prevent violence in its fatalism. Higher studies of Enchantment have proven to use their capabilities to help the magically or born-afflicted overcome their personal demons, block or unblock magical ailments, and reverse powerful curses. Likewise, Enchantment is necessary at times to permanently subdue those of incurable fiendish qualities, infatuate tyrants to give up their horrid ways, and in the worst case scenarios, remove the sentience of an irreparably dangerous being. All forms of magic have their place, it is said, and such powerful trades at their radical levels, are circumstantial and should be consulted among the arcane community as to employing their use. Simply, use your enchantment as an aid to other magus or your party, and do not charm in exuberance. The enchanter's coda should be said, never be seduced by your own seductive nature.
With that said, it is not uncommon to treat the force of your personality as a magic of its own. Be neat, classy, and maintain your image with great importance. Studying etiquette and dressing your best even on the battlefield is a way to outburst your presence as an inspiring force to any army or person. Develop your own aesthetic to making your arcane nature more independent without sacrificing your integrity. Enchanters and enchantresses are typically well kept, intelligent, organized, and the most attractive of the arcane community. They are sometimes unfairly generalized as hard to impress, pretentious, and self-indulgent, but these are the opinions of the unlearned and often those who are attracted to or jealous of your talent, and even kings and archmages understand and know the importance of a well-trained enchanter or enchantress on-hand in every university, council, and nation across Faerun.
Chapter Two: Cantrips and The First Circle Spells
0:Compulsion Daze: Extonare A pinch of Wool
Twist a small pinch of wool between your fingers in the procession of the cantrip, then flick the wool piece toward your target at the command word. Daze, as it has commonly been named, renders a brief moment of stupidity in the chosen target. It only works on the most fragile of creatures in the realms and by no means is it considered a spell of great magnitude, every magician tends to learn Daze without much instruction. It is considered a cantrip. By briefly clouding the perception of a target, the effect will not last long, but the target will be unable to act normally. Sometimes it is as simple as creating a small deja-vu in the mind of the target to disorient them, other times it takes the effect of brief light-headedness. After a creature is Dazed, they will be unable to daze again for at least sixty-seconds.
1: Charm Charm Person: Eros
Charming a humanoid is the gesture of inspiring one to the caster's personality. It does not 'take over the mind' of the target, but simply amplifies the force of the Enchanter's personality more steadily in the eyes of the bewitched. If successful, the target will see you as a close friend, desirable, or a personal hero and will not have the desire to harm you or see harm come to you, they will take in your words and actions in a favorable way. Suggesting that the target hurts itself will break the charm, as well as if any harm comes to the target, 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.
1: Compulsion Hypnotism: Hypnoticus
Hypnosis is the mastery of fascination. Fascinating a creature to stare drone-like at you in mid-action is a powerful and safe way to diffuse a conflict or settle a unruly child or child-minded characters. But this spell can also be used domestically, to help a target follow out a particular request, within reason. If the hypnotism is successful, the target will retain its fascination and will not remember the request asked of them. The effects of the request is language dependent. Carefully move your wrist in a figure-eight and whisper softly the incantation. Keep your index and pointer finger straight in this movement with practice for better precision. When the spell is successful, you may rest your hand and speak to the target.
1: Compulsion Sleep: Somnia Rose Petals, One Cricket
Pinch a cricket in your palm and hold down at the thorax. Softly roll the body in the rose petals of your choosing, then blow the components from your hand. (A caution, do not use Pink Roses or the effect of the Sleep spell will put you to sleep instead.) The incantation must be whispered not spoken loudly. If the cricket leaps before you blow the petals, the spell will fail. So practice at keeping the cricket calm. The effect of the spell will send a very minor zone of slumber toward your target, sending them into sleep if they can be affected by such.
Chapter Three: The Second Circle
2: Irregular Blindness and Deafness: Lamis
An uncommon form of enchantment, energy can be manipulated in the mind to make a target loses its sensory functions for a period of time, a cruel and unusual punishment, but nevertheless effective. Utilize the common method for incantation and proceed to cast swiftly as you can. The effects at this magnitude are fortunately only temporary.
2: Compulsion Daze Monster: Extonare Tera Shavings of Iron
Like the personified daze, this spell was developed to distract monsters instead of people. Wipe iron dust from your palm with your spare hand toward the target before speaking the incantation. If using a staff, you can wipe the dust from your sleeve. This will make the beast have a brief moment of disinterest and act unnaturally.
2: Compulsion Hideous Laughter: Plorare Small Fruit Tart, Feather of Waterfowl
Bake these tarts with berry or custard filling at modern cooking temperature for eight minutes, be sure to add one feather of either goose, swan, or duck. It is proper to bake about eight of these to have on hand or as many as needed. The component works even if stale, but fresh tarts may be more desirable. The size of the tart should be no larger than the length of a human ear. Eat the tart, and prepare the incantation. Be sure not to speak with with food in your mouth to avoid choking. Point directly at the target away from you and this will send them into a fit of raging laughter, keeling over in joyous agony.
2: Compulsion Touch of Idiocy: Ignoramus
Touch your palm to the target's forehead and speak the incantation with a light push. This will reduce their mental facilities to that of an untouchable for a long period of time. The spell eventually wears off and should be used sparingly.
Chapter Four: The Third Circle
3: Irregular Haste: Accelerando A Sleeve of Rabbit's Fur, Licorice Root
Run a piece of Licorice over a Sleeve of Rabbit's Fur. You need not discard the Rabbit's Fur, but the Licorice Root must be forgone. Do this as though trying to start a campfire, one quick rub of the root and then the incantation follows. You will find that the movement of yourself or a target chosen will rapidly increase, giving them almost animal like speed. This spell is taught in the field of Transmutation as well and is in fact, a Transmutative property, but it must be learned for future Enchantment spells.
3: Compulsion Heroism: Coura
Prepare the incantation with the common movements. This spell will inspire great bravery into the target giving them an ounce of courage for foreseen conflicts. But also it can be used to inspire any shy individual to act in manners that may otherwise be uncertain or indecisive to them.
3: Irregular Hold Person: Desino An Iron Needle
Prick the tip of your ring finger with a clean iron needle and point your wound in the direction of the target. Proceed with the incantation. The Hold spell will render the target 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.
3: Compulsion Rage: Livida
Cast the incantation as per common movements. The Rage spell sends one target into a blinding fury, causing them brief episodes of hatred toward those around them. Make sure if you do choose to use this spell, that you are out of their path, should they be dangerous to your position.
3: Compulsion Deep Slumber: Somnia Gratis Wishbone
Break the wishbone during your incantation and drop before your feet. A small zone of slumber will surround you, sending greater willed creature to fall asleep, excluding those who are immune to such rest, such as elves. This slumber will last much longer than a basic sleep spell and is quite taxing and powerful for the caster to execute.
3. Compulsion Suggestion: Ascia A Snake's Tongue and Honeycomb
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.
Afterward: Now that you have completed the apprenticeship spell book, and have mastered each spell and its variety of techniques, you are ready for Volume II of the series entitled: Adept Studies, for year two of your studies. Keep practicing in your studies and you will be sure to progress into these other books by the same author*:
Libra Arcana Eros: Volume II Adept Studies Libra Arcana Eros: Volume III Master Studies Libra Arcana Eros: Advanced Theory and Application
*There is a nice sketch of the author, a beautiful light-haired woman with fair skin sitting on a chair in what appears to be her own personal library. The following is written below:* Aiseth Nosdivan is a master enchantress who studied at the college of Halruaa in the nation's capital. She currently lives in Cordor, Amia studying in research and is even developing new spells in her field.
_________________  MuseReader: Aiseth Nosdivan- Master Enchantress 
|