Enchantment

An Enchantment is a spell that provides a boost or benefit to the target. This boost can be an increase in armor level, a reduction in Energy cost or even turning damage inflicted into healing! It is usually easy to tell who has an enchantment cast on them since they have some form of shining indication around them, such as the orbiting white monk symbols for Balthazar's Spirit.

Enchantments placed on a target will last for a specific time (like Aura of Restoration), or until a condition is met (like Reversal of Fortune, which also has a time limit) or will last as long as the caster is willing to maintian their upkeep cost (like Life Barrier). This cost is usually -1 energy regenration and can be cancelled at any time by the caster.

Stances are a different way to gain bonuses similar to Enchantments.

For a list of enchantment skills, see Category:Enchantment.

Skills that can remove enchantments

 * Monk Skills:
 * Contemplation of Purity (from self)
 * Mesmer Skills:
 * Drain Enchantment (from foe)
 * Inspired Enchantment (from foe)
 * Shatter Enchantment (from foe)
 * Necromancer Skills:
 * Chilblains (from foes)
 * Lingering Curse (from foe)
 * Rend Enchantments (from foe)
 * Strip Enchantment (from foe)
 * Well of the Profane (from foes)
 * Elementalist Skills:
 * Conjure Flame (from self)
 * Conjure Frost (from self)
 * Conjure Lightning (from self)
 * Ether Prodigy (from self)

Skills that directly involve enchantments in other ways

 * Ranger Skills:
 * Melandru's Arrows
 * Melandru's Assault
 * Nature's Renewal
 * Symbiosis
 * Monk Skills:
 * Blessed Signet
 * Blessed Aura
 * Dwayna's Kiss
 * Necromancer Skills:
 * Desecrate Enchantments
 * Soul Barbs
 * Well of the Profane
 * Elementalist Skills:
 * Ether Renewal