Format: cast 'enchant weapon' <target> cost: 120 mana cast 'enchant armor' <target> cost: 120 mana These two spells are very costly, and require a high intelligence and wisdom to cast, however they are mid level spells. It should be noted that items that are already magical in nature or that simply have certain structure will be unenchantable. Most often this is found by trial and error. The enchant armor spell will only work on plain, unaffected armors. The enchantment attempts to make the armor more rigid and protective, but has been known on occasion to add strange, random effects as well. Unlike enchanted weaponry, the enchanted armor will gradually become weaker with time, until eventually the spell fades completely. The same piece of armor can be enchanted again after the first enchant spell has worn off. The enchant weapon spell can be cast multiple times, adding hitroll and damroll onto the weapon up to a level determined by the spellcasters ability. A severe word of warning about this spell: if the spellcaster is unable to maintain control of the magical energy bound into the weapon, all the magic attached to the weapon is catastrophically released, destroying the weapon and, often the caster. At higher levels, a mage can bind a heavier enchantment into a weapon with less risk of destruction. Dispel magic, if exactly applied, and be used to remove enchantments of this nature. Attempting to remove enchantments is not without risk, however. The amount of magic bound into enchantments is usually quite large, and can be difficult (or deadly) to remove.