Enchantment magic twists minds and emotions, making creatures behave in ways they otherwise would not.
Most Enchantment spells imbue other creatures with feelings of goodwill and loyalty to the caster, making them amenable to the caster’s suggestions and commands. Others warp the mind, deceive the senses, or inspire dark emotions such as anguish, fury, and despair.
Presence
Duration 1 minute
For the duration, creatures that are ordinarily attracted to members of your kind make attack rolls against you with 1 bane.
Bewitch
Target One creature that can see you within long range
Make an Intellect attack roll against the target’s Intellect. On a success, the target is moved up to its Speed.
Attack Roll 20+ You regain the casting of this spell.
Convincing Word
Target One creature within short range that can see and hear you
Make an Intellect attack roll against the target’s Will. On a success, the target becomes charmed for 1 round.
Triggered On your turn, you can use a triggered action to cast this spell.
Attack Roll 20+ The target becomes charmed for 1 minute.
Distraction
Target One creature within short range that can see you
Make an Intellect attack roll against the target’s Will. If the target has a Health score of 20 or higher, you make the attack roll with 2 banes. On a success, the target become surprised for 1 round or until after the target takes damage.
Attack Roll 20+ The target also grants 1 boon on attack rolls made against it for 1 round.
Attraction
Target One creature within short range that can see you
Make an Intellect challenge roll against the target’s Will. If you or members of your group attacked the target since you last completed a rest, you make the attack roll with 1 bane. On a success, the target finds you attractive for 1 minute or until it takes damage from your attack. Until the effect ends, you make attack rolls against the target with 2 boons, and the target is impaired while it is more than 5 yards away from you.
** Attack Roll 20+** The target is impaired while it can see you.
Bamboozle
Target One creature within short range
Make an Intellect attack roll against the target’s Will. On a success, the target becomes frightened for 1 round and then cannot take fast turns for 1 minute.
Attack Roll 20+ While the target is frightened, it is also dazed.
Charm
Target One creature within short range that can see you
Make an Intellect attack roll against the target’s Will. If you or members of your group attacked the target since you last completed a rest, you make the attack roll with 1 bane. On a success, the target becomes charmed for 1 hour or until it takes any damage.
Attack Roll 20+ The target instead becomes charmed for 1d6 hours or until it takes any damage.
Command
Target One creature within short range that can hear you
Make an Intellect attack roll against the target’s Will. If the target is charmed, you make the attack roll with 1 boon. On a success, the target becomes compelled for 1 round.
Attack Roll 20+ You regain the casting of this spell.
Loathing
Primary Target One creature within medium range
Secondary Target One creature or one object within short range of the primary target
Feelings of loathing and antipathy overtake the primary target. Make an Intellect attack roll with 1 boon against the primary target’s Intellect. On a success, the primary target experiences feelings of intense disgust toward the secondary target for 1 minute. For as long as the primary target remains within short range of the secondary target, the primary target is impaired. The creature can remove this affliction from itself by getting a success on an attack roll against the secondary target. It makes the attack roll with 3 boons, and its attack deals 2d6 extra damage.
Attack Roll 20+ The impaired affliction imposes 1 additional bane on the primary target’s attack rolls and challenge rolls.
Question
Target One creature within short range that can see, hear, and understand you
You ask the target a question and make an Intellect attack roll against its Will. On a success, the target must answer you truthfully and to the best of its knowledge.
Attack Roll 20+ The target becomes frightened for 1 round.
Awaken Passion
Target Up to three creatures within short range
Duration Concentration, up to 1 minute; see the effect
Each target becomes impassioned for the duration. Until the effect ends, a target makes attack rolls and challenge rolls with 2 boons. When a target gets a failure on an attack roll or a challenge roll, it can turn the failure into a success, but the spell ends immediately for all targets affected by the spell.
Compel
Target One creature within medium range that can see you
Make an Intellect attack roll against the target’s Will. If you or members of your group attacked the target since you last completed a rest, you make the attack roll with 1 bane. On a success, the target becomes compelled for 1 minute or until it takes any damage.
Attack Roll 20+ The target instead becomes compelled for 1 hour or until it takes any damage.
Mind Bondage
Target One creature within medium range that can see and hear you
Make an Intellect attack roll against the target’s Will. If you or members of your group attacked the target since you last completed a rest, you make the attack roll with 1 bane. On a success, the target becomes dazed for 1 minute or until it takes any damage. While the target is dazed in this way, you make attack rolls with 1 boon to interact socially with it.
Attack Roll 20+ The target becomes stunned while it is dazed in this way.
Part Crowd
Target One swarm or mob of creatures you can see within short range
Make an Intellect attack roll against the target’s Will. If the target’s Health is 15 or lower, you get an automatic success. If the target’s Health is 30 or higher, you make the attack roll with 1 bane. On a success against a swarm, the swarm takes a –15 penalty to Health and becomes impaired for 1 minute. On a success against a mob, the mob dissipates into 1d6 + 3 base creatures if not injured or 1d6 base creatures if injured, and each creature moves half its Speed away from the space the mob occupied.
Sacrifice You can use an action or a triggered action on your turn to expend a casting of this spell. For 1 minute thereafter, you can move through spaces occupied by other creatures regardless of their Size.
Revulsion
Target One creature or object within medium range
Duration 1 minute
For the duration, the target becomes revolting to any creature that can see it. Whenever a creature comes within 5 yards of the target and can see it, the creature must get a success on an Intellect challenge roll or become impaired for as long as it remains within 5 yards of the target. You can use a triggered action at any time to render any number of creatures you choose within medium range immune to the effects of this spell.
Bliss
Target Any number of creatures within short range
Each target must make a Will challenge roll. If the target is charmed, it makes the roll with 1 bane. If you attacked the target at any point since you last completed a rest, the target is immune to this spell. On a failure, the target becomes dazed for 1 minute or until it takes damage.
Cower
Target One creature within medium range
Make an Intellect attack roll against the target’s Will. On a success, the target becomes immobilized for 1 minute; while immobilized in this way, it is also frightened. Once per round when the target takes damage, it can make a Will challenge roll, removing this immobilized affliction on a success.
Attack Roll 20+ The target also falls prone and cannot stand up while immobilized in this way.
Dolor
Target Up to five creatures within medium range that you can see
Each target must get a success on a Will challenge roll with 1 bane or be overcome by distress for 1 minute. When overcome in this way, the target makes attack rolls and challenge rolls with 1 bane. In addition, whenever a target gets a failure on an attack roll or a challenge roll, it increases the number of banes on its rolls by 1 until the spell ends.
Implant Suggestion
Target One creature within short range that can see and hear you
Duration Concentration, up to 1 minute; see the effect
Make an Intellect attack roll against the target’s Will. On a success, the target becomes stunned for the duration or until it takes any damage.
If you concentrate for the full minute, describe a course of activity that is obviously not suicidal and that can be summarized in a sentence or two. Then describe what triggers the activity, such as reaching a specific destination or hearing a word or phrase. If the suggested activity would be potentially harmful to the target’s self, loved ones, or property, the target can make a Will challenge roll and is not affected on a success. Otherwise, it must perform the described activity if the trigger occurs at any time within the next 8 hours. Once the target has completed the activity, the effect ends.
Unreasoning Hatred
Target Up to five creatures within medium range that you can see
Each target must get a success on a Will challenge roll with 1 bane or be overcome by distress for 1 minute. When overcome in this way, the target makes attack rolls and challenge rolls with 1 bane. In addition, whenever a target gets a failure on an attack roll or a challenge roll, it increases the number of banes on its rolls by 1 until the spell ends.
Allure
Target Any number of creatures within short range
Each target must make a Will challenge roll with 1 bane. On a failure, it becomes charmed until you attack it or until you complete a rest. While charmed in this way, the creature becomes impaired if it is beyond short range of you.
Beguile
Target One living creature within short range
Make an Intellect attack roll against the target’s Will. If you or members of your group attacked the target since you last completed a rest, you make the attack roll with 1 bane. On a success, the target becomes charmed until you complete a rest. While the target is charmed in this way, you can use a triggered action when the target would take a turn and is within short range of you to decide what the target does on its turn.
Forbid
Target One creature within medium range that you can see
Make an Intellect attack roll against the target’s Will. You make the attack roll with 1 boon if the target has a Health score of 25 or lower, or with 1 bane if the target has a Health score of 50 or higher. On a success, the target becomes charmed. When it is charmed in this way, you can choose one action such as attack, defend, help, or prepare (see Shadow, page 48, for a full list) and forbid the target from using that action. When the target would attempt to use the forbidden action, it must make an Intellect challenge roll with 3 banes. On a success, the target can use the action, but makes any attack roll or challenge roll related to it with 3 banes. On a failure, the target becomes dazed until the end of the round.
At the end of each round, the target can make a Will challenge roll with 1 bane. On a success, the spell ends.
Attack Roll 20+ The target becomes stunned instead of dazed when it gets a failure on the roll made to perform the forbidden action.
Lure
Target Up to five creatures within medium range that you can see
When you cast the spell, first choose an area inside a cube of space, up to 5 yards on a side, resting on the ground and originating from a point you can see within medium range.
Each target must get a success on an Intellect challenge roll or become fixated on the chosen area for 1 minute. While fixated and not inside the area, the target makes attack rolls and challenge rolls with 3 banes and treats the ground as difficult terrain whenever it moves and does not move directly toward the area. If a target moves into the area or is in the area when you choose it, the target can immediately make a Will challenge roll with 1 bane. On a success, the spell ends for that target.
Awaken Horror
Target Up to ten creatures within medium range that you can see
Each target gains 1 Insanity. A target must then get a success on an Intellect challenge roll or make all attack rolls with 1 bane for 1 hour. In addition, while affected in this way, the target makes challenge rolls to resist the effects of the frightening and horrifying traits with 3 banes.
Enslave
Target One creature within medium range
Make an Intellect attack roll against the target’s Will. If you or members of your group attacked the target since you last completed a rest, you make the attack roll with 1 bane. On a success, the target becomes charmed. The target does not age while charmed in this way. When it takes damage, it can make a Will challenge roll, removing the affliction on a success.
While you are within long range of the target while it is charmed in this way, you can use an action to make an Intellect attack roll against its Will. On a success, the target becomes compelled for 1 minute.
Attack Roll 20+ If the total of the initial attack roll was 20 or higher and exceeds the target number by 5, you make the secondary Will attack rolls against the charmed target with 2 boons.
Incite Madness
Target One creature within medium range
You shatter the target’s reality. Make an Intellect attack roll against the target’s Intellect. Against a target with Health 20 or lower, your attack roll results in an automatic success. Against a target with Health 50 or higher, you make the attack roll with 1d3 banes. On a success, the target gains Insanity equal to its Will score.
Zeal
Target Up to three willing creatures within short range that you can see
Duration 1 minute
If a target is not injured, it experiences intense feelings of confidence and focus for the duration. The target makes attack rolls and challenge rolls with 3 boons, it cannot gain Insanity, and its attacks deal 2d6 extra damage. If a target becomes injured, the effect ends for that target, and it must get a success on a Will challenge roll or gain 1 Insanity and become dazed for 1 round.