Enchantment

Why bother fighting when others can take all the risks and put themselves in danger on your behalf? The Enchantment tradition reveals how to magically manipulate others’ emotions, making them feel and experience things you wish. Your control over people puts you in a dubious position; who can tell if the feelings oth- ers have for you are genuine or not?

Enchantment Talents

COMPELLED VIOLENCE (Magical): You can use an action to compel a creature to do violence to another. Target one creature within 10 yards. Make an Intellect roll against the target’s Will. On a success, the target or one creature within its reach takes 1d6 damage. At level 3, the damage increases to 3d6. At level 7, the damage increases to 7d6. On a critical success, the target also becomes vulnerable until the end of your next turn.
LEAD INTO PERIL (Magical): You can use an action to befuddle a person. Target one creature within 5 yards. Make an Intellect roll against the target’s Will. On a success, you move the target up to its Speed and the target becomes vulnerable until the start of your next turn. On a critical success, the target becomes vulnerable (luck ends). You can use this talent once, twice at level 3, and three times at level 7. You regain expended uses after you rest.
MAJESTIC PRESENCE (Magical): If you are not injured and you lack the confused, controlled, stunned, and unconscious afflictions, you can use this talent at the start of your turn to seem majestic and dreadful, growing a bit larger and shining with terrible light. Until the end of your next turn, you impose 1 bane on rolls to attack you by creatures that can see you and you make rolls as a result of casting Enchantment spells with 1 boon. You can use this talent once, twice at level 3, and three times at level 7. You regain expended uses after you rest.
SEED OF DELUSION (Magical): You can use an action to plant a seed of delusion in your foe. Target one creature within 5 yards. Make an Intellect roll against the target’s Intellect. On a success, the target becomes confused until the end of your next turn. While confused in this way, the target rolls an additional d20 for any attribute roll it makes, and uses the lower roll. You can use this talent once, twice at level 3, and three times at level 7. You regain expended uses after you rest.

Novice Enchantment Spells


Charm

Castings: 3
Target: One creature within 5 yards
Duration: Instant
For a moment, the target sees you in the best possible light. Make an Intellect roll against the target’s Will. On a success, a target with Health 20 or less becomes your controlled companion for 1 hour. On a critical success, a target with Health 30 or less becomes your controlled companion for 1 hour. Otherwise, the target becomes your ally for 1 minute. The effect ends early if you harm the target, its loved ones, or its property.

Dreadful Presence

Castings: 1
Target: Up to three creatures within 5 yards
Duration: Instant
A thrill of fear washes through the target, causing them to become vulnerable (luck ends). A creature immune to the frightened affliction ignores this effect. When a target vulnerable in this way ends its turn within 5 yards of you, it takes 1d6 damage.

Incandescent Rage

Castings: 1
Target: One creature within 10 yards
Duration: Instant
Anger bubbles up in the target’s mind, threatening to overtake its self-control. Make an Intellect roll against the target’s Will. On a success, the target counts all creatures as enemies, makes rolls to attack with 1 boon, and its attacks deal an extra 2d6 damage for 1 minute. The target must use an action to attack on each of its turns, if it can. However, when it takes a turn, it makes a luck roll. On a success, it chooses the target of its attack. On a failure, you do.
If you fail the Intellect roll, you regain the expended casting of this spell after 1 minute.

Temper Emotions

Castings: 3
Target: One creature within 10 yards
Duration: Instant
The target experiences a numbness that spreads throughout its body. Make an Intellect roll against the target’s Will. On a success, the target becomes confused and slowed for 1 minute or until it overcomes the afflictions with a successful Will roll. If the target takes damage or loses Health, the effect ends. While confused in this way, the target is indifferent to all creatures, is immune to the controlled, frightened, Intellect impaired, and Will impaired afflictions, and rolls to attack with 1 bane. On a failure, you regain the expended casting of this spell after 1 minute.

Uncontrollable Laughter

Castings: 1
Target: One creature within 10 yards
Duration: 1 minute
The target explodes with laughter and becomes vulnerable for the dura- tion. At the start of each of the target’s turns, it makes a Will roll. On a failure, the target becomes slowed and weakened until the start of its next turn.

Unhealthy Attraction

Castings: 1
Target: One creature or object within 10 yards
Duration: 1 minute
You imbue the target with magic that attracts attention from those around it. When an enemy starts its turn within 10 yards of the target and can see it, the enemy makes a Will roll. On a success, the enemy becomes immune to this spell for 1 hour. On a failure, the enemy becomes confused (luck ends). While confused in this way, the enemy must end each of its turns within 5 yards of the target or take 4d6 damage.

Expert Enchantment Spells


Bestow Courage

Castings: 1
Target: Up to five creatures inside a Size 5 space within 10 yards
Duration: 1 hour
Each target experiences a bolstering of their courage. Each grants 1 boon on rolls to attack it, but rolls to attack with 1 boon and becomes immune to the confused and frightened afflictions.

Cause Fear

Castings: 3
Target: Up to five creatures inside a Size 5 space within 10 yards
Duration: Instant
Each target feels unease that threatens to become terror. For each target separately, make an Intellect roll against its Will. If you target just one creature, you roll with 1 boon. On a success, the target becomes frightened of you (luck ends).

Disturbing Revulsion

Castings: 1
Target: Up to five creatures inside a Size 5 space within 10 yards
Duration: Instant
The target feels sickened. Choose one creature or object you can see. For each target separately, make an Intellect roll against its Will. On a success, the target becomes Intellect impaired (luck ends). Until the affliction ends, the target is weakened while it can see the creature or object you chose. In addition, at the end of the round, a target that is within 5 yards of the chosen creature or object makes a Will roll and, on a failure, takes 2d6 damage.

Incite Rampage

Castings: 3
Target: One creature within 15 yards
Duration: Instant
Unreasonable, white-hot anger swells up and drowns out the target’s self-control. The target moves up to its Speed in a direction you choose.
When it stops moving, you cause its body to attack. Choose one creature or object within the target’s reach. Then, make an Intellect roll against the Defense of the creature or object you chose. On a success, the chosen creature or object takes 8d6 damage. On a critical success, the chosen creature or object takes an extra 2d6 damage. On a success or a failure, the target of this spell makes a Will roll. On a failure, it becomes confused (luck ends).

Make A Demand

Castings: 1
Target: One creature within 10 yards
Duration: Instant
You attempt to exert control over the target. Make an Intellect roll against its Will. On a success, the target becomes confused until the end of the round, during which time you can describe to it one activity that it should perform and that it can complete in 1 minute or less. Examples include opening a door, moving something, handing over documents, attacking a creature, or preventing anyone from entering or leaving an area. The target then spends each turn attempting to complete the activity you assigned to it.
If you fail the Intellect roll, you regain the casting of this spell after 1 minute, but the target becomes immune to your casting of this spell for 24 hours.

Warp The Mind

Castings: 3
Target: One creature within 10 yards
Duration: Instant
The target experiences conflicting emotions and sensations. Make an Intellect roll against the target’s Will. On a success, the target becomes Will impaired for 1 minute or until it overcomes the affliction with a successful Will roll. At the start of each of the target’s turns, roll a d6.

D6 RESULT
1The target becomes stunned until the start of its next turn.
2-3The target becomes frightened of a creature or object of your choice until the end of its next turn.
4-5The target becomes confused until the end of its next turn.
6The target must use an action to overcome this affliction.

Master Enchantment Spells


Awaken The Hero

Castings: 1
Target: One creature within 10 yards
Duration: 1 hour
The target experiences feelings of invincibility, believing nothing is impossible. The target makes attribute rolls with 1 boon and imposes 1 bane on rolls to attack it and rolls against it. The target takes half damage from ordinary sources, and becomes immune to the confused, frightened, stunned, and vulnerable afflictions. Finally, the target’s attacks deal an extra 2d6 damage.

Captivate Audience

Castings: 1
Target: Any number of creatures within 10 yards
Duration: Instant
You wrench the attention of others your way. A target with a Health score of 20 or less becomes stunned. Any other target makes a Will roll. On a failure, the target becomes confused. A target confused or stunned by this spell can see and hear only you. In either case, the affliction persists for as long as you can see the target. If a target is harmed, the spell ends early for that target.

Confound Minds

Castings: 1
Target: Up to five creatures inside one Size 5 space within 15 yards
Duration: Instant
A target can’t form clear thoughts and becomes confused (luck ends). When the target takes a turn while confused in this way, roll a d6 to see what it does.

D6 RESULT
1The target howls, cries, screeches, or mutters; it does nothing on its turn.
2The target runs off in a random direction.
3The target attacks the creature nearest to it.
4The target acts normally.
5The target falls prone but can then act normally.
6The target becomes stunned until the end of its next turn.

Killing Spree

Castings: 1
Target: Up to five creatures within 10 yards
Duration: Instant
A target’s emotions sour until it hates everyone and everything. The target becomes confused, Intellect impaired, Will impaired, and vulnerable (luck ends all). Until these afflictions end, it rolls to attack with 2 boons and its attacks deal an extra 3d6 damage. The target regards all creatures as enemies and must use an action to attack a randomly determined target on each of its turns, if it can. If there are no enemies that it can attack, the target runs toward the largest number of creatures it can see.

Scare to Death

Castings: 1
Target: Up to five creatures inside one Size 5 space within 15 yards
Duration: Instant
The cold grip of terror tightens on the target’s heart, causing cold sweat to break out on the skin and a certainty of imminent death to awaken in the mind. For each target separately, make an Intellect roll against its Will. If you target just one creature, you roll with 1 boon. On a success, the target takes 10d6 damage and becomes frightened of you until you become incapacitated or the target overcomes the affliction with a successful Will roll. On a failure, the target becomes frightened of you (luck ends).

Worship Me

Castings: 1
Target: One creature within 10 yards
Duration: Instant
Feelings of adoration wash over the target. Make an Intellect roll against the target’s Will. On a success, the target becomes confused for 24 hours or until you or one of your allies harms it. While confused in this way, the creature is friendly to you and your allies, and aids you in any way that it can short of harming itself, its loved ones, or its property.
At any time before the spell ends, you can cause the target confused in this way, that can see and hear you, to become controlled by you (luck ends). The target makes the luck roll with 1 bane. When this affliction ends, the spell ends for the target.
If you fail the Intellect roll, you regain the expended casting of this spell after 1 hour.