(Abridged for Questworlds Genre pack, which requires detailed descriptions of magical systems and is already in use in playtesting.)

ENCHANTMENT:

The magic of the world and mastering its ebbes and flows. This involves ley lines and sacred zones, and is well known by Dwarves whose home is a vast network of such powers and places. The natural counterpart to sorcery, enchantment is focused on things and spaces, and grows and weans in power based on the caster's location. The exception to this is enchanted items, often carried by the enchanter, which are infused with more reliable ley-line energy. Enchanted items are not infinite batteries, though, and may deplete with heavy use, requiring recharging.

Enchantment focuses on magic that is harnessed, not controlled. While more suited for improvisation than sorcery, pushing the boundaries of enchantment outside of the proper environment can prove unreliable. This is why it is often channeled into enchanted items, which should be very reliable at their specific function. Within the appropriate environment, an enchanter's power grows substantially, but this can also take a toll on the enchanter if the power source is strong. Like Sorcery, Enchantment is magic that is well-suited to be practiced and learned over a long period of time.

GMs should reward enchanters who focus on stabilizing situations and accept unreliability in their magic, they should discourage enchanters who seek excuses to gain more power frequently.

Example Keywords:

Ley Line Dowser: (Divert Magical Flow, Perfect Awarness)

Teleportation: (Blink, Travel the Line)

Infuse Weapons: (Mystic Bullets, Shieldbreaker Enchantment)

Clairvoyance: (Eyes In The Sky, Premonition)