The school of Enchantment Magic often focuses on conjuring beneficial magical energies, as well as the imbuement of living or inanimate targets with mysterious charms.

Spells Gained:

  •    Muddle - deals psychic damage and has a chance to cause a random mental affliction             
  •    Conjure Gills - causes the target to grow gills, allowing them to breathe underwater             
  •    Slow - slows the target down, increasing unbalance time                         
  •    Transmogrify - transforms the target monster into a harmless critter like a mouse or a rabbit           
  •    Light Shards  
  •    Mystic Fortune - enchants the target with good luck and fortune         
  •    Enlightenment - increases the target's max mana and mana regeneration           
  •    Mana Shield - conjures a shield of energy in one hand, increasing max mana as damage is taken             
  •    Charm - attempts to charm a humanoid monster so that they will temporarily fight as a pet                       
  •    Flameshield - increases the caster's fire resistance and deals fire damage to nearby monsters             
  •    Enchant Item - temporarily imbues some items with an extra effect of the caster's choice