Enchanters induce changes or influence the behavior of creatures, usually altering their subject’s mental or emotional states, or invest non-living objects with magical powers. They do not have any effect on their subject’s physical form.
With their high Charisma, enchanters tend to be the most physically attractive and personable of all the specialists. They are sensitive, passionate, and caring. They believe in the sanctity of life and share the druid’s love of nature. Most enchanters see themselves as protectors of the helpless and advocates of the weak, but some enchanters see their mastery of enchantment magic as evidence of their inevitable ascendance in the world. Notably, there are ample numbers of good and evil enchanters, but few neutral ones.
Enchanters are commonly the voice of reason in adventuring parties. They are often able to devise options and solutions that have eluded their companions. They are excellent team players, superb negotiators, and shrewd bargainers. They enjoy fine arts and good conversation, and magic in all its forms. It is common for an enchanter to acquire dozens of close friends. However, they are deeply romantic but enchanters often marry late in life as they are reluctant to settle down with just one person. Fond of the simple life, enchanters usually live in modest homes in small villages. They spend much of their time tinkering with magical potions and devices, commonly earning money as counselors, teachers, and farmers
SPELLS: A Wizard casts arcane spells, though abjuration magic is inherently different from the wizard’s requiring a unique spell list. Like a wizard though, a Wizard is limited to a certain number of spells of each spell level per day. The Arcane Spells Per Day Table shows the number of spells per day an Wizard may cast. A Wizard must prepare spells before casting them, by studying spells from a spell book. While studying, the Wizard decides which spells to prepare. Spell memorization and descriptions are in the Magic section of the Players’ Handbook.
BONUS SPELLS: With a high intelligence score, a Wizard gains bonus spells. If the character has an intelligence of 13-15, they receive an extra 1st-level spell. If the intelligence score is 16 or 17, they receive an extra 2nd-level spell and if 18 or 19, they receive an extra 3rd level spell. The bonus spells accrue only if the Wizard is at a high enough level to cast that spell level. Bonus spells are cumulative.
For example, a 4th-level Wizard with an 18 intelligence receives four 0-level spells, four 1st-level spells, and three 2nd-level spells. No bonus 3rd-level spell is acquired until the Wizard reaches 5th-level
Extended Enchantment: Enchanters ensnare the minds of others more easily with their magic, and as a result their enchantment spells last longer than those cast by other spell casters. Once per day, plus one additional time per two levels gained above first, an enchanter can cast a spell from the enchantment school that last twice as long as normal. An extended spell uses up a spell slot one level higher than the spell’s actual spell level. This ability cannot extend a spell with duration of permanent.
Social Proficiency: Enchanters are as proficient at manipulating others through mundane means as they are at influencing their minds magically. The enchanter gains a +2 bonus on all Charisma checks
PRIME ATTRIBUTE: Intelligence
SECOND ATTRIBUTE: Charisma 14+
HIT DICE: d4
WEAPONS: Club, dagger, dart, staff
SPECIALIST SCHOOL: Enchantment
REQUIRED OPPOSED SCHOOL: Evocation
SECOND OPPOSED SCHOOL (choose one): Necromancy or Divination