This page is read only. You can view the source, but not change it. Ask your administrator if you think this is wrong. ====== 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 others have for you are genuine or not? ===== Talents ===== //**Compelled Violence:**// 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:**// 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:**// 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:**// 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 Spells ===== {{page>weird-wizard:spells:Charm&link&doindent}} {{page>weird-wizard:spells:Dreadful_Presence&link&doindent}} {{page>weird-wizard:spells:Incandescent_Rage&link&doindent}} {{page>weird-wizard:spells:Temper_Emotions&link&doindent}} {{page>weird-wizard:spells:Uncontrollable_Laughter&link&doindent}} {{page>weird-wizard:spells:Unhealthy_Attraction&link&doindent}} ===== Expert Spells ===== {{page>weird-wizard:spells:Bestow_Courage&link&doindent}} {{page>weird-wizard:spells:Cause_Fear&link&doindent}} {{page>weird-wizard:spells:Disturbing_Revulsion&link&doindent}} {{page>weird-wizard:spells:Incite_Rampage&link&doindent}} {{page>weird-wizard:spells:Make_A_Demand&link&doindent}} {{page>weird-wizard:spells:Warp_The_Mind&link&doindent}} ===== Master Spells ===== {{page>weird-wizard:spells:Master_Enchantment_Spells_Awaken_The_Hero&link&doindent}} {{page>weird-wizard:spells:Captive_Audience&link&doindent}} {{page>weird-wizard:spells:Confound_Minds&link&doindent}} {{page>weird-wizard:spells:Killing_Spree&link&doindent}} {{page>weird-wizard:spells:Scare_To_Death&link&doindent}} {{page>weird-wizard:spells:Worship_Me&link&doindent}}