Enchantment/charm(Domain)
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==Abilities== |
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The school of Enchantment and Charm is a dual-natured school. On the Enchantment side of the school, the mage uses his power to store magical energy in items. On the Charm side of the school, the mage affects the moods and emotions of creatures. This can be a powerful school of magic. The opposition school to Enchantment/Charm is Abjuration.
Enchantment/Charm Spell
- Advancement
- Alarm
- Animate Weapon
- Awe
- Awe Other
- Brainwash
- Charm
- Clan Experience
- ClanEnchant Acid
- ClanEnchant Cold
- ClanEnchant Disease
- ClanEnchant Electric
- ClanEnchant Fire
- ClanEnchant Gas
- ClanEnchant Mind
- ClanEnchant Paralysis
- ClanEnchant Poison
- ClanEnchant Water
- Clarify Scroll
- Command
- Confusion
- Enchant Armor
- Enchant Arrows
- Enchant Wand
- Enchant Weapon
- Endless Hunger
- Enthrall
- Fatigue
- Fear
- Feeblemind
- Forget
- Frailty
- Frenzy
- Geas
- Greater Enchant Armor
- Greater Enchant Weapon
- Hold
- Insatiable Thirst
- Irritation
- Know Bliss
- Laughter
- Lighten Item
- Lower Resistance
- Magic Bullets
- Magic Item
- Mana Burn
- Mass Hold
- Mass Sleep
- Mind Fog
- Mind Light
- Permanency
- Planar Enthrall
- Recharge Wand
- Rogue Limb
- Siphon
- Sleep
- Spider Climb
- Spook
- Store Spell
- Tourettes
- Wizards Chest
Expertises
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