Enchantment
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):
- A character Splendid Panoply of Knighthood and Fan the Flame of New Life are both enchantments that affect a character
- A resource Rampant Growth and Streams of Silver are both enchantments that affect a resource
- An item
- A region, territory, nation or empire
Enchantment Duration
The majority of enchantments last either until the next sunrise, or until the start of the next Empire event that Profound Decisions runs.
In the former case, this is effectively until time-out at most events. The enchantment expires before time-in the next day.
An enchantment whose duration lasts until the start of the next Empire event run by Profound Decisions are usually referred to as lasting for a 'season'. The intent is that effect of rituals performed at one event can still be available for use during player events, but it also means that rituals 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.