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.