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Overview

An enchantment is a persistent, beneficial magical effect, usually produced by a ritual.

Any given target may only be under a single enchantment. If a new enchantment is created on a target, it completely removes the earlier enchantment.

The most common examples of targets for enchantments include (but are not limited to):

Enchantment Duration

The majority of enchantments are either 'encounter' - a duration that lasts for a single quest, skirmish or battle or 'season' - expiring at the start of the next Empire event that Profound Decisions runs.

Rituals that last for an encounter expire after the end of the next quest, skirmish, or battle the character goes on - or at the end of the current quest, skirmish or battle if cast during an encounter. They automatically expire at the end of the current event if they have not been used beforehand.

Rituals that least for a season expires immediately before the start of the next Empire event run by Profound Decisions. The intent is that effect of rituals performed at an event can be used at any sanctioned events that take place before the next event. It also means that any season or encounter rituals that are cast at player events will end before the start of the next Profound Decisions Empire event.

It is also possible to make an enchantment permanent through the use of ilium; further details can be found here.

Identifying Enchantments

The detect magic incantation will tell the caster what if a target is under an enchantment; the Realm that enchantment comes from; and the magnitude of the enchantment. Further information is a matter of deduction or using certain rituals that analyse enchantments.

Removing Enchantments

In almost all cases, the most recent enchantment is the only one that applies. A magnitude 50 enchantment affecting a target is removed by a magnitude 2 enchantment that affects the same target.