Enchanter: Difference between revisions
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An '''Enchanter''' is a form of Specialist [[Wizard]] in [[Dungeons & Dragons]]. Specialized in the school of ''Enchantment'', this is one of those cases where D&D fans are practically talking a different language to other fantasy fans; in most fantasy, "enchanting" is used as the term for transforming mundane items into powerful magical items - but, in D&D, this is the providence of the [[Artificer]]. The Enchantment school is instead focused on mind-fuckery; these wizards excel at seizing control of the will of other beings and reducing them to puppets. | An '''Enchanter''' is a form of Specialist [[Wizard]] in [[Dungeons & Dragons]]. Specialized in the school of ''Enchantment'', this is one of those cases where D&D fans are practically talking a different language to other fantasy fans; in most fantasy, "enchanting" is used as the term for transforming mundane items into powerful magical items - but, in D&D, this is the providence of the [[Artificer]]. The Enchantment school is instead focused on mind-fuckery; these wizards excel at seizing control of the will of other beings and reducing them to puppets. | ||
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This might be because, after 3rd edition came out, Enchantment took a huge nose-dive in terms of potency; almost every single monster type in the game is immune to Enchantment school spells. | This might be because, after 3rd edition came out, Enchantment took a huge nose-dive in terms of potency; almost every single monster type in the game is immune to Enchantment school spells. | ||
==4e Enchanter== | |||
The Enchanter returned as a subclass for the [[Mage]] in [[Dungeons & Dragons 4th Edition]]. 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. | |||
==5th Edition's Arcane Tradition== | ==5th Edition's Arcane Tradition== | ||
'''Enchanters''' have their ability to hypnotise others enhanced through their specialization; Hypnotic Gaze (2nd level) lets them effectively make a free charm attack on a creature within 5 feet, Instinctive Charm (6th level) lets them try and bewitch an attacker and so redirect its attack as a reaction, Split Enchantment (10th level) lets them hit two creatures with a single 1-target Enchantment spell, and finally, Alter Memories (14th level) lets them not only make a charmed creature unaware of its being charmed, they can also try to blank out its memories of some of the time it spent under their control. | In [[Dungeons & Dragons 5th Edition]], '''Enchanters''' have their ability to hypnotise others enhanced through their specialization; Hypnotic Gaze (2nd level) lets them effectively make a free charm attack on a creature within 5 feet, Instinctive Charm (6th level) lets them try and bewitch an attacker and so redirect its attack as a reaction, Split Enchantment (10th level) lets them hit two creatures with a single 1-target Enchantment spell, and finally, Alter Memories (14th level) lets them not only make a charmed creature unaware of its being charmed, they can also try to blank out its memories of some of the time it spent under their control. | ||
[[Category: Dungeons & Dragons]] [[Category: Gamer Slang]] | [[Category: Dungeons & Dragons]] [[Category: Gamer Slang]] | ||
Revision as of 11:03, 5 May 2018
An Enchanter is a form of Specialist Wizard in Dungeons & Dragons. Specialized in the school of Enchantment, this is one of those cases where D&D fans are practically talking a different language to other fantasy fans; in most fantasy, "enchanting" is used as the term for transforming mundane items into powerful magical items - but, in D&D, this is the providence of the Artificer. The Enchantment school is instead focused on mind-fuckery; these wizards excel at seizing control of the will of other beings and reducing them to puppets.
Ironically, despite the fact that this is obviously a pretty evil thing to do when you think about it (not to mention a really /d/oor-opening power-set), enchanters traditionally aren't looked upon as evil in D&D - although there was an article in Dragon Magazine pointing out that, if anything, enchanters should be regarded with just as much fear and distrust as Necromancers. There's a reason the Undead Master, a necromancer kit from Advanced Dungeons & Dragons focused on being an archetypical pulp-style evil wizard, is essentially a threeway Conjurer/Enchanter/Necromancer hybrid.
This might be because, after 3rd edition came out, Enchantment took a huge nose-dive in terms of potency; almost every single monster type in the game is immune to Enchantment school spells.
4e Enchanter
The Enchanter returned as a subclass for the Mage in Dungeons & Dragons 4th Edition. 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.
5th Edition's Arcane Tradition
In Dungeons & Dragons 5th Edition, Enchanters have their ability to hypnotise others enhanced through their specialization; Hypnotic Gaze (2nd level) lets them effectively make a free charm attack on a creature within 5 feet, Instinctive Charm (6th level) lets them try and bewitch an attacker and so redirect its attack as a reaction, Split Enchantment (10th level) lets them hit two creatures with a single 1-target Enchantment spell, and finally, Alter Memories (14th level) lets them not only make a charmed creature unaware of its being charmed, they can also try to blank out its memories of some of the time it spent under their control.