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==4e Enchanter== Officially, in [[Dungeons & Dragons 4th Edition]], Specialist [[Wizard]]s were out of the game, no longer having any mechanical relevance. In practice, the Enchanter was still alive and kicking, because the Wizard's spell-list was full of enchantment-based spells. True, the "utility" spells of old were gone - a player could no longer brute force their way past diplomatic situations with a simple Charm Person or Dominate spell - but the Wizard's attack powers were full of many, ''many'' mind-fuckery style spells, to the point of even using "Charm" and "Enchantment" as keywords. With the release of material like the [[Dragon Magazine]] article on [[Feywild]]-themed wizards and the Arcane Power splatbook, a player could easily build up a full-fledged mind-melting enchanter if they wanted to. The Enchanter name returned as a subclass for the [[Mage]] in [[Dungeons & Dragons 4th Edition]], meaning now you could "officially" be an Enchanter. Being an Enchanter was handled as a set of three features gained by choosing that specific magical school, and which were acquired at levels 1, 5 and 10. A Mage could also dabble in Enchantment by taking the 1st and 5th level Enchantment school benefits at levels 4 and 8. * Enchantment Apprentice: When one of your arcane enchantment powers allows you to pull, push, or slide a creature, the maximum distance of the forced movement increases by 2 squares. * Enchantment Expert: You gain a +2 bonus to Bluff checks and Diplomacy checks. * Enchantment Master: When one of your arcane enchantment powers forces a creature to make an attack, that creature gains a +2 power bonus to the attack roll. The Essentials [[Witch]] class, incidentally, also added a number of new Enchanter spells to the Wizard's arsenal, although it also added many transmutation and illusion spells too.
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