Enchanting
Enables one to enchant gear with immense magical power, near limitless depending on the materials and skill of the user. As well as create magical traps, and much more. Enchantments you know are equivalent to your skill level from Novice to Grandmaster
Level 5
Negligent Enchantment Rune (Always Gained)
Etch a Negligent rune onto an object, container, or other that allows you to put a novice cantrip or Level 5 spell you know onto it.
Rune Touch Modifier
Enables the ability to make a rune touch sensitive, meaning when something hits it, steps on it, or somehow grazes it, it will activate the magical ability of the rune.
Level 10
Enchantment Knowledgeability
You are able to create Novice enchantments with poor soul stones, extremely weak but better than nothing.
Basic Enchantment Counters
You know how to disable basic enchantment traps equal to your level, if you spot them first.
Level 15
Disappointing Enchantment Rune (Always Gained)
Etch a disappointing rune onto an object, container, or other that allows you to put a initiate cantrip or Level 15 spell you know onto it.
Novice Weaponized Enchantments
Allows you to enchant weapons and armor with novice enchantments and below.
Level 20
Enchantment Knowledgeability II
You are able to create basic enchantments with normal and below soul stones, they have their baseline effects if using a normal stone.
Novice Countering
You are able to enchant weapons and armor to counter spells cast against you. The amount of counters is equivalent to a materials durability. If wearing four pieces of steel armor, you will be able to counter 6 level 20 spells.
Level 25
Lesser Enchantment Rune (Always Gained)
You are able to create Initiate enchantments with normal and below soul stones, they have their baseline effects if using a normal stone.
Rune Improvisation
You are able to temporarily increase an enchanted object's effect for a short time when you imbue it with a boost of mana.
Level 30
Create Magic Object
You are able to create a magic object with a single, strong property, however they require soul stones to function, the large the soul stone the longer it can work for. This can be used for things such as creating teleports, portals, traps, on demand spells or weapons, or anything else.
Bodily Runes
You now understand how to carve runes onto oneself, allowing you to turn your bodily into a magical catalyst, enabling you to cast spells by activating a rune. This can get around anti-magic that effects persons, allowing one to use a spell on demand.. However if under the effect of anti-magic, it will immediately fizzle out upon being used, using all the magic that was used to create it.
Level 35
Breaking Strain
Your Enchantments are much harder to make disappear, even partial runes now work- requiring someone to fully destroy a rune before it becomes impossible to use, when only before it took just cutting across it to disable it.
Create Runic Weapon
You can now create a weapon on command using a special rune, this weapon is soulbound and can be summoned and desummoned at will, It will take the form of a single type of weapon when first summoned, that you desire most. Summoning requires a rune, but desummoning it does not.
Level 40
Runic Knowledge
You now understand runes well enough to be able to identify all runes relating to magic, even ones above your skill level. You will also be able to active runes from a distance, using a mana string to activate it.
Apprentice Countering
You are now able to counter entire attacks, you now know how to make runes that allow you to completely counter and attack, sending it right back at the person who attacked you. These have much less uses than magic counter, only allowing two worn runes to be active. Attacks that would one shot you instead bring you down to your minimum amount of HP.
Level 45
Normal Enchantment Rune (Always Gained)
You are able to create Apprentice enchantments with Luminous and below soul stones, they have increased effects.
Runic Strengthening
Your runes are much stronger now, increasing their effects by 1.5x