Spell Effect. This spell is one of the only spells that are highly sought after to be performed by those not primarily interested in magic. It enchants an item more or less permanently, may it be a weapon, an armour or a missile weapon, with the offensive and/or defensive powers of water and ice. A weapon can hit with a blow that deals cold damage to the enemy, and it freezes various pieces of the assailant's weapons or armor so that a direct blow has a chance of shattering it. The defensive properties make it so that the item can bend easier, thus making it far more durable. Miscellaneous properties include decreasing the items weight, as ice and water are generally very light.

As this spell takes quite a long time to cast and most magi have no need for a weapon or armor when they have their spells, most sorcerers consider it useless. However, enchanters and a few others are very fond of such spells, though in fact they are very difficult to cast. Of course, the few that do such spells are known to be rather greedy with their wares, and as such, the items they enchant are rather expensive, and hard to find... Return to the top

Casting Procedure. The mage must place the item on a pedestal before him, and place one hand to his forehead and one on the bulk of the item. Looking up towards the sky with his hands still at their places, he must continuously chant the magical formula until the item begins to glow as the magi’s cár'áll transfers into it for a few minutes. Since the mage will not see this, as his eyes will be closed and facing upwards, he will then feel the item begin to freeze and grow cold. He may then stop the procedure. If he continues, he will likely freeze the item completely into a block of ice, where it will be weak enough to, unless thawed out, be dropped onto the ground and shatter.

Note that permanent enchantments belong to the most difficult spells a mage can master. Permanent enchantments, whatever the element they are based on, drain cár'áll from the caster massively and take very long to restore, mainly because the complete portion of the element is used up during this kind of spellcasting. Restoration of the equilibrum of the caster's cár'áll may last from some days up to months or in case of very powerful enchantments even years. The caster in fact trades his own cár'áll with the result of an enchanted item, which also explains why you might find enchanted weapons much more seldom than others. Return to the top

Magical Formula. Ophá fá sóh cár'áll fá már, (Styrásh:
Ophá fá sóh cár'áll fá már), translated: "Enclosure of the aura of water". Return to the top

Target. One item of any type. Return to the top

Reagents. A layer of skin to lay over the item, or a pool of water to place the item in while performing the procedure. Return to the top

Magical School. Elemental Magic, Water School. Return to the top

Spell Class. Not decided yet. Return to the top

Range. Physical contact with the item. Return to the top

Casting Time. Generally one hour. Return to the top

Duration. Depending on the wizard’s skill, from a few years to over a millennia. Considerable usage of the item lowers its overall enchanted lifespan. Return to the top

Counter Measures/Enhancing Measures. To counter the spell, one can interrupt the mage while he is casting, or simply cast a dispel spell on the item. The level of the dispel must be equal to or higher than the level of the enchantment placed upon the item. Return to the top

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