Enchantments come down to two things: the magic itself and the object, both of which require intent over all else. Like sure, the royal enchanter can make some powerful swords from court steel and dragon bone, but have you seen Timmy the urchin’s painted birch stick? Hits like a freight train. All because Timmy made that stick with the intent to save his mom, and the royal enchanter makes swords a baker's dozen at a time.
You see, the god of magic (Borrae) has a preference toward something meaningful. For instance, a spellbook must be handmade and imbued by the caster. You can't just go to your local supermarket and buy one; you have to seek out the materials and make it yourself. The book must be uniquely your own, just like how an enchantment is unique to the object and enchanter.
Enchantments break down into the following parts:
POWER :
POWER is what acts as the magic source in an enchanted item. Without a power source, it wouldn’t work. Power could be mana flowing from the user’s body into the object, a soul bound to the item, or mana drawn in from the world around it, often stored within the item, and the runic script used to allow mana to flow through the item. Power details the how, how much, and how well mana enters, circulates, and releases from the object.
BASE:
BASE is the item enchanted, durability, mana pathing and storage, and activation key. In other words, it’s the vehicle for the POWER to fuel the EFFECT. It is what carries and allows the enchantment to exist, the physical form for the item, the skeleton of its code.
EFFECT:
EFFECT is what the enchantment does, its unique ability. It could be anything, magically refilling a container, lighting the object on fire, or what the power causes the base to do, in essence.
if you cannot afford the enchanting cost the enchantment defalts to mugguffin