Enchanter
What have you to fear from enemies when you can control what they think and feel? Specializing in the Enchantment tradition offers you new and improved ways to seize others’ minds and make them do what you want. Fear, love, hatred, and confusion are your weapons, and you wield them expertly. Having such control might tempt you toward monstrous behavior, so you must weigh carefully the decisions you make using your magic.
Level 7 Enchanter
Attributes: Increase three attributes by 1 each.
Health: +6
Languages: Any one
Traditions: Enchantment, Spells: One master
Assume Control (Magical): You can use an action to enter a creature’s mind. Target one creature you can see within 10 yards. Make an Intellect roll against the target’s Will. On a success, roll 14d6. If the sum equals or exceeds the target’s Health score, it becomes controlled (luck ends). On a failure, the target becomes immune to this talent for 24 hours. At level 8, you roll 16d6. At level 10, you roll 20d6. Once you use this talent, you lose access to it for 1 minute. You can use this talent three times. You regain expended uses after you rest.
Remote Threat (Magical): While you are within 5 yards of a creature controlled by you, you impose 1 bane on rolls to attack you and rolls made against you.
Level 8 Enchanter
Health: +6
Spells: One master
Bestow Control (Magical): You can use an action to pass control over a creature to another. Choose one creature within 10 yards. The target takes control of one creature controlled by you.
Master Manipulator (Magical): You impose 1 bane on rolls made to end the controlled affliction on creatures under your control. In addition, a creature under your control makes attri- bute rolls with 1 boon and is immune to being frightened.
Level 10 Enchanter
Health: +6
Spells: One master
Puppet Master (Magical): You can perceive from the body of any creature you have controlled, and you can speak using its mouth and voice.
Staggering Charm (Magical): When you fail the Intellect roll for your use of the Assume Control talent, the target makes a Will roll. On a failure, the target becomes confused until the end of your next turn.