Enchanter

Type:

Arcane

Class Skills:

Enchanters are the masters of magic that affects the mind.   They take great pride in the fact that they can cast spells that make Ogres able to hold an intelligent conversation, stop a horde of charging monsters in their tracks, or control the mind of a Gnoll Brewer and command him to bury his sword in the back of the Gnoll Guardsman watching the door on the other side of the room.  Enchanters can also focus bursts of mental energy that distort an enemy's perception of reality, or create bright flashes of color to briefly stun them.

Illusions are also an important part of an Enchanter's studies. Assuming the caster has enough knowledge of a city's culture, he can appear to be a local and wander unnoticed.  This can also help him gain better prices from merchants; a Human, for instance, will be able to buy items cheaper in Freeport than a High Elf.  Many Enchanters like to test their skills by using illusions to accept quests in hostile cities.  A High Elf may want to tempt fate by using a Dark Elf Illusion to collect fire beetle eyes for Dark Elven Necromancers.

Enchanters are second only to Shaman when it comes to casting spells that can increase or decrease rapidity in combat, or tear magical enhancements from a person.

Other Names:

Illusionist, Beguiler, Phantasmist, Coercer, Craft Keeper (Erudites)

Armor:

Enchanters clothe themselves in robes made of cloth and other light fabrics.

Religion:

Although some Enchanters openly worship a chosen diety, the majority of them do not.  It is hard to hide your support for your god or goddess, and that makes for difficult situations in certain cities.  As a result, most choose agnosticism out of dedication to their craft.

Questing:

Unlike most of the other arcane casters, Enchanters do not primarily set out for their hometowns in search of an dusty old book or a long lost staff.  Enchanters are the "people-person" class of casters.  They love to study people: their cultural idioms, patterns of speech and so forth.  For example, an Erudite Craft Keeper may spend hours trying to master the Iksar tongue, while a gnome may practice the gliding High Elven walk. Good-aligned Enchanters use this to gain knowledge, while evil-aligned ones use this information to manipulate others and locate weak points that can be exploited.

Culture and Training:

When Enchanters gather in a spot expect a lot of ego clashes, boasting, and arrogance.  All are confident, and most of them want to prove that they are superior in some way.  Wand lengths may be compared, or perhaps the quality of fabric of one's robe.  Stories that start out, "Last week, I charmed a dragon..." are common during a gathering.

Like most spellcasters, Enchanters are trained in formal academies.  They receive classes on the major spell groups: Abjuration for protective spells such as Haze, Conjuration for mesmerization spells such as Enthrall, Alteration for spells such as Charm and the enchanting of various metals, and Divination for illusions and invisibility.  On the whole, the schools tend to focus on non-destructive spells.  Enchanters do learn Evocation for spells such as Sanity Warp,but it is rare to see an Enchanter who has worked to master spells of force above all other spell skills.  Wizards are the masters of Evocation, and an Enchanter's talents are elsewhere.

Basic weapon-handling skills are taught for daggers and staves.  Enchanters learn just enough to keep their weapons in hand during a battle, not enough to cause major damage to a foe.  Enchanters are also taught how to bandage wounds.  The ability to stop the bleeding of wounds caused by an ambush of Orcs, Goblins, or Kobolds may save a life one day.  Advanced classes are available if an Enchanter wishes to take them.  These include an overview of jewelcraft and enchanting various objects, or languages that are spoken in nearby cities.

Good-aligned schools place a heavy emphasis on self-control, and the proper time to use their magic.  Seizing the mind of Lashum Novashine when he is shouting the praises of Rodcet Nife, for instance, would be frowned upon.  Evil-aligned schools, on the other hand, tend to teach manipulation tactics, and encourage actions such as using charm to make an enemy harm himself that add to the stigma of Enchanters and create uncertainty for those around them.

Interaction:

Merchants who are familiar with Enchanters are a little hesitant to do business with them, because of their mind-altering magic.  An Enchanter will often have to work hard to prove himself before a merchant will feel comfortable dealing with him, including traders in his hometown.

Enchanters in general are usually more open-minded than others of their race, because they spend so much time studying other cultures.  This makes good Enchanters more accepting, while evil Enchanters are just as likely to string you along for awhile before they reveal their true intentions... if they do at all.

Adventurers in Norrath are generally uneasy at first around an Enchanter, because they are never sure what his true form really is.  The tension may be eased after a lot of time is spent together.  The members of the party generally learn to be grateful for the abilities of the Enchanter after they have seen him charm Ambassador Dvinn and have Emperor Crush face his blade.

Alignment:

Enchanters can be any alignment.  They can range from Innoruuk-worshipping Dark Elves who manipulate everyone they come across, to Quellious-worshipping Erudites who devote their life to maintaining inner peace.

Roleplay Tips:

Make use of your illusions often; when you are visiting a city try to blend in with the locals.  Learn new languages when you have the opportunity to do so, they will make your illusions seem authentic.  If you are a good race, do not abuse your powers.  While it may be fun to charm and use the spell Tiny Companion to shrink a merchant, chances are it is not something that your charcter would do.  If you are evil, use your illusions to trick the good races, any way you can.

Quote:

"Charmed, I'm sure."