Chapter III · Magic Traditions

Enchantment — a school of magic —

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?

14 of 33 Common Class Has Talents
Sigil Nº 14
Class Common
Enchantment Magic Traditions
[ sigil plate · enchantment ]
The Spellbook Magic Traditions

Enchantment Spells listed by level

Reference during play

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

Dreadful Presence

Incandescent Rage

Temper Emotions

Uncontrollable Laughter

Unhealthy Attraction

Expert Enchantment Spells


Bestow Courage

Cause Fear

Disturbing Revulsion

Incite Rampage

Make A Demand

Warp The Mind

D6RESULT
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

Captivate Audience

Confound Minds

D6RESULT
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

Scare to Death

Worship Me