The incantation time of the Enchanter and Trance abilities is longer than the Boon/Affinity spells and the effect is both more powerful and shorter in duration, however having all four party members' weapons enchanted, accounts for a great deal of fast damage, and better assurance of useful debilitations. It also ensures the Mystic Knight has the element they need to modify spells like Ruinous Sigil and Great Cannon.
Use the 'Come!' command to make sure all pawns congregate and receive the effect.
Holy damage will heal its wielder when landing a hit; the HP healed is the same as the wielder's Magick Defense, cumulatively up to the full Health of the character. Heals more frequently against enemies weak to Holy such as Undead.
Releasing this skill prior to fully charging the second bar casts Holy Enchanter, allowing the Arisen to use either skill as the situation demands.