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− | Furthermore, Enchanter has access to crippling debuffs in [[Spell_EndlessHunger|Endless Hunger]] and [[Spell_Fatigue|Fatigue]] (which will cause even more trouble for enemies), the ability to have long-lasting allies, as their [[Spell_Charm|Charm]] and [[Spell_Enthrall|Enthrall]] spells will last longer due to being an enchanter, a slight edge in all checks against enemies via [[Spell_Advancement|Advancement]], and finally the ability to avoid all damage entirely by [[Spell_Geas|Geas]]ing or [[Spell_Command|Command]]ing their opponent to [[AUTOMELEE|Automelee]] while having automelee toggled off themselves. | + | Furthermore, Enchanter has access to crippling debuffs in [[Spell_Hunger|Endless Hunger]] and [[Spell_Fatigue|Fatigue]] (which will cause even more trouble for enemies), the ability to have long-lasting allies, as their [[Spell_Charm|Charm]] and [[Spell_Enthrall|Enthrall]] spells will last longer due to being an enchanter, a slight edge in all checks against enemies via [[Spell_Advancement|Advancement]], and finally the ability to avoid all damage entirely by [[Spell_Geas|Geas]]ing or [[Spell_Command|Command]]ing their opponent to [[AUTOMELEE|Automelee]] while having automelee toggled off themselves. |
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− | That isn't to say that enchanter is without flaws, however. While the loss of abjuration is not felt against those who use weapons or natural attacks to deal damage, against fellow spellcasters the impact is enormous. Spells that would normally keep a mage safe from other spellcasters are inaccessible to enchanter, creating an immediate imbalance for any enchanter that may face one. [[Spell_GreaterGlobe|Greater Globe]], [[Spell_CounterSpell|Counterspell]], [[Spell_SpellTurning|Spell Turning]], [[Spell_MindBlock|Mind Block]], [[Spell_SongShield|Song]]/[[Spell_PrayerShield|Prayer]]/[[Spell_ChantShield|Chant]] shields, and all of the Resist X ([[Spell_ResistFire|Resist Fire]], [[Spell_ResistPoison|Resist Poison]], [[Spell_ResistParalysis|Resist Paralysis]], etc.) spells all gone, leaving the enchanter as defenseless as a fighter, but with FAR less hit points to survive the incoming damage. | + | That isn't to say that enchanter is without flaws, however. While the loss of abjuration is not felt against those who use weapons or natural attacks to deal damage, against fellow spellcasters the impact is enormous. Spells that would normally keep a mage safe from other spellcasters are inaccessible to enchanter, creating an immediate imbalance for any enchanter that may face one. [[Spell_MajorGlobe|Greater Globe]], [[Spell_Counterspell|Counterspell]], [[Spell_SpellTurning|Spell Turning]], [[Spell_MindBlock|Mind Block]], [[Spell_SongShield|Song]]/[[Spell_PrayerShield|Prayer]]/[[Spell_ChantShield|Chant]] shields, and all of the Resist X ([[Spell_ResistFire|Resist Fire]], [[Spell_ResistPoison|Resist Poison]], [[Spell_ResistParalyzation|Resist Paralysis]], etc.) spells all gone, leaving the enchanter as defenseless as a fighter, but with FAR less hit points to survive the incoming damage. |
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| Be wary of casters. | | Be wary of casters. |
Revision as of 15:17, 14 August 2022
===Enchanter===
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Description:
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Enchanters are specialist mages who can always seem to bring out the best magical aspects of whoever or whatever they turn their attention to. And when angered, the Enchanter can also twist their enemies to their will. So adept are they at this art of change that they gain all known enchantment spells, even those which only the enchanter may learn.
Enchanters love change so much that they neglect the protective magic of abjuration, and find themselves unable to use that magic. However, the Enchanter does not fear the snake's poison, or the dragon's breath, especially when he can snap his fingers and make them both his pets!
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Primary Stat:
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Intelligence
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Qualifications:
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Intelligence 9+
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Practices:
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6 +[(Wisdom/6)+4 per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number.
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Trains:
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3 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level".
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Hit Points:
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20 +[(Con/6)+(1d5) /lvl].
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Mana:
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100 +[(Int/3)+(1d4)/lvl].
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Movement:
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100 +[3X(Str/18) /lvl].
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Attack:
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+(Int/18) per level.
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Damage:
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+1 damage per 30 level(s).
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Maximum Stat Values:
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Intelligence (25), Others (18)
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Bonuses:
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At 5th level, receives bonus damage from Enchantment/charm as levels advance. At 10th level, receives double duration on your Enchantment/charm magic, and half duration from malicious Enchantment/charm magic.
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Weapons:
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Must use daggers, staves, or natural weapons.
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Armor:
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Must wear cloth, vegetation, or paper based armor.
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Limitations:
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Unable to cast Abjuration spells. Receives penalty damage from Abjuration as levels advance. Receives double duration from malicious Abjuration magic, half duration on other Abjuration effects.
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Starting Equipment:
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a wooden quarterstaff
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Races:
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Drow Elf Githyanki Gnome Half Elf Human Merfolk Mindflayer Orc Pixie Svirfneblin Tiefling
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Level
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Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.)
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1
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Write Magic Missile Wizards Chest Spider Climb Iron Grip Scroll Scribing Read Magic Wands Shield Revoke Recall (Prestidigitation) (Memorize) (Insatiable Thirst) (Play Instrument) (Smoke Rings) (Caravan Building) (Erase Scroll) (Magical Aura) (Swim) (Bandaging) (Ventriloquate) (Foraging) (Herbology) (Floristry) (Fishing) (Gem Digging) (Drilling) (Hunting) (Shearing)
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2
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Enchant Arrows (Obscure Self) (Clog Mouth) (Detect Undead) (Summon Steed) (Blur) (Animate Item) (Light) (Shrink) (Enlarge Object) (Infravision) (Cooking) (Wood Chopping) (Butchering) (Lacquering) (Dyeing) (Embroidering) (Engraving)
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3
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Sleep Fire Building (Summon Companion) (Feather Fall) (Grease) (Dream) (Floating Disc) (Lighten Item) (Deafen) (Wizard Lock) (Knock) (Detect Metal) (Know Alignment) (Blacksmithing) (Carpentry) (Leather Working) (Tailoring)
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4
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Endless Hunger (Detect Poison) (Burning Hands) (Searching) (Fake Spring) (Water Breathing) (Frost) (Acid Arrow) (Friends) (Fake Food) (Detect Water) (Distilling) (Mining) (Sculpting) (Pottery) (Tanning) (Costuming) (Weaving)
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5
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Spook Fatigue (Lesser Mend) (Weakness to Gas) (Faerie Fire) (Wall of Stone) (Mystic Shine) (Harden) (Dispel Magic) (Detect Magic) (Detect Gold) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Weaponsmithing) (Paper Making) (Food Prep) (Fletching) (Cobbling) (Baking) (Painting)
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6
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Charm (Weakness to Acid) (Stinking Cloud) (Meld) (Grace Of The Cat) (Detect Invisible) (Shocking Grasp) (Find Familiar) (Illusory Wall) (Augury) (Find Home) (Shepherding)
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7
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Tourettes Mana Burn (Weakness to Cold) (Pass Door) (Refit) (Fireball) (Invisibility) (Monster Summoning) (Darkness) (Ghost Sound) (Detect Hidden) (Meat Curing)
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8
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Fear (Faerie Fog) (Spellcraft) (Weakness to Electricity) (Shatter) (Elemental Storm) (Wall of Darkness) (Lightning Bolt) (Identify Object) (AutoSwim) (AutoCrawl)
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9
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Mind Light Awe (Flameshield) (Daydream) (Farsight) (Mirage) (Ice Sheet) (Blind) (Comprehend Languages) (Magic Mouth) (Weakness to Fire)
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10
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(Arcane Mark) (Teleport) (Gust of Wind) (Slow) (Ugliness) (Locate Object) (Mute) (Phantom Hound) (Smelting) (Construction) (Siegecrafting) (Boatwrighting) (Locksmithing) (Speculating) (Farming) (Jewel Making) (Wainwrighting) (Masonry) (Taxidermy) (Shrooming)
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11
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Advancement Feeblemind (Change Sex) (Acid Fog) (Heat Metal) (Mirror Image) (Weaken) (Suppress Aroma) (Claireaudience) (Stoneskin) (Wall of Ice)
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12
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Laughter Confusion (Enlightenment) (Shelter) (Delirium) (Destroy Object) (Clairevoyance) (Fly) (Haste) (Find Ship) (Gardening)
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13
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Mass Sleep Frenzy (Feign Death) (Distant Vision) (Giant Strength) (Earthquake) (Gate) (Reinforce)
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14
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Animate Weapon (Mass Invisibility) (Scribe) (Silence) (Wall of Air) (Know Value)
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15
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Irritation Alarm Hold (Climb) (Blink) (Polymorph) (Fake Weapon) (Ensnare) (Composting) (Irrigation) (Landscaping) (Excavation)
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16
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(Choke) (Mage Claws) (Chain Lightning) (Fake Armor) (Forecast Weather) (Meditation) (Dismissal)
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17
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Clarify Scroll Siphon Mind Fog Recharge Wand (Portal) (Fools Gold) (Wall of Fire)
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18
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(Reverse Gravity) (See Aura) (Web) (Summon) (Delude) (AutoClimb) (Food Preserving)
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19
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Enthrall Forget (Improved Invisibility) (Wall of Force) (Flesh Stone) (Stone Flesh)
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20
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Enchant Armor (Nightmare) (Improved Polymorph) (Cloudkill) (Scry) (Branding)
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21
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Command Awe Other (Alchemy) (Mass Haste) (Summon Enemy)
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22
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Enchant Weapon (Disenchant Item) (Meteor Storm) (Hungerless) (Detect Sentience)
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23
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Lower Resistance (Combat Precognition) (Dragonfire) (Time Stop) (Cogniportive)
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24
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Frailty Mass Hold (Returning) (Delay) (Thirstless) (Summon Flyer)
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25
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Rogue Limb Geas (Disintegrate) (Demon Gate) (Mass Fly)
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26
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(Improved Alchemy)
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27
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28
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29
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(Master Floristry) (Master Herbology) (Master Mycology)
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30
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Permanency
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31
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32
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33
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34
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35
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How to Play
Like all mages, enchanter is a powerful and multifaceted class. Thanks to the general spellpool you have access to high burst-damage, a toolbox to cover nearly any situation, and solid spells to overcome a mages natural frailty. One might think that a lack of abjuration would sacrifice that final point, but in my experience this is not the case.
In combat, you will, of course, have access to all the powerful damage-dealing nonsense that mage is packed with. Elemental spells (Lightning Bolt, Fireball, Shocking Grasp, Acid Arrow, etc.) all deal significant damage, and are even more devastating when paired with the Weakness to X spells (Weakness to Fire, Weakness to Electricity, Weakness to Acid, etc.). The lack of abjuration spells might seem concerning at first, but an experienced mage player will quickly realize that it isn't as big an issue as it might appear at first glance. At lower levels, weapon damage is mitigated using spells like Blur, Shield, and Flameshield. At higher levels, those same roles are filled with Combat Precognition and Improved Invisibility. All of which, you'll notice, are NOT abjuration.
Furthermore, Enchanter has access to crippling debuffs in Endless Hunger and Fatigue (which will cause even more trouble for enemies), the ability to have long-lasting allies, as their Charm and Enthrall spells will last longer due to being an enchanter, a slight edge in all checks against enemies via Advancement, and finally the ability to avoid all damage entirely by Geasing or Commanding their opponent to Automelee while having automelee toggled off themselves.
That isn't to say that enchanter is without flaws, however. While the loss of abjuration is not felt against those who use weapons or natural attacks to deal damage, against fellow spellcasters the impact is enormous. Spells that would normally keep a mage safe from other spellcasters are inaccessible to enchanter, creating an immediate imbalance for any enchanter that may face one. Greater Globe, Counterspell, Spell Turning, Mind Block, Song/Prayer/Chant shields, and all of the Resist X (Resist Fire, Resist Poison, Resist Paralysis, etc.) spells all gone, leaving the enchanter as defenseless as a fighter, but with FAR less hit points to survive the incoming damage.
Be wary of casters.
Multi-Classing Options and Effectiveness
Notes
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