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This class was written prior to the publication of the Advanced Edition Companion, so it doesn’t take advantage of any of the new spells from that volume. DMs using AEC may wish to add another 3-4 spells to each level of spells available to the Enchanter.

Distrusted by all except in person; enchanters are spellcasters who have mastered the arts of charm and persuasion – magical as well as personal. They seem to combine the smoothness of a charismatic thief with a collection of magics that enhance their ability to twist others to their side. Some enchanters pass themselves off as bard-entertainers, others wizards – all however find it almost a necessity to adventure.

TABLE 1 – Enchanter Experience Progression

XP Level HD (d4) Special
0 1 1 Spellcasting, Artist
2,001 2 2
4,001 3 3
8,001 4 4
16,001 5 5
32,001 6 6 Potion Craft
64,001 7 7
120,001 8 8
240,001 9 9
350,001 10 +1 hp
480,001 11 +2 hp
600,001 12 +3 hp
720,001 13 +4 hp
840,001 14 +5 hp
960,001 15 +6 hp
1,080,001 16 +7 hp
1,200,001 17 +8 hp
1,320,001 18 +9 hp
1,440,001 19 +10 hp
1,560,001 20 +11 hp

The prime requisites for an Enchanter are Charisma and Intelligence. An enchanter with a 13 in both Charisma and Intelligence receives a +5% bonus on earned experience. An enchanter with a 16 in Charisma and a 13 in Intelligence receives a +10% bonus.

Like their wizardly kin, enchanters cannot wear armor or use a shield and still be able to cast spells. However, their worldly ways provide them with more weapon training than their bookish cousins. Enchanters can wield any one-handed sword-like weapon, small weapons like daggers javelins, light hammers and picks and slings, and crossbows (but not bows).

Like wizards, enchanters carry spell books, which hold the formulae for spells written on their pages. An enchanter can have any number of spells in a spell book, but can only memorize a certain number of spells that he can know off hand to cast at any time. This number increases as an enchanter increases in class level. A starting enchanter begins with two level one spells and one level 2 spell in his spellbook, and automatically also has the spell “read magic” in addition to these three spells.

TABLE 2 – Enchanter Spell Progression

Level 1 2 3 4 5 6
1 1 - - - - -
2 2 - - - - -
3 3 - - - - -
4 3 1 - - - -
5 3 2 - - - -
6 3 3 - - - -
7 4 3 1 - - -
8 4 3 2 - - -
9 4 3 3 - - -
10 4 4 3 1 - -
11 5 4 3 2 - -
12 5 4 3 3 - -
13 5 4 4 3 1 -
14 5 5 4 3 2 -
15 6 5 4 3 3 -
16 6 5 4 4 3 1
17 6 5 5 4 3 2
18 6 6 5 4 3 3
19 7 6 5 4 4 3
20 7 6 5 5 4 3

All enchanters are artists of some kind. Some take to music, others to plastic arts like painting and sculpture. Regardless of the artform, an enchanter can produce nearly magical effects with his art. When presenting a piece of art in a condusive and non-violent environment (typically at a show, performance or gallery), the enchanter can produce an emotional effect of his choice from the following:

  • Inspiration: All affected targets gain +1 to hit and on saving throws for 3 turns per level of the enchanter.
  • Disgust / Fear: All affected targets gain -1 to hit and cannot approach within 10 feet of the art or enchanter for 1 round per level of the enchanter.
  • Entrallment: All affected targets become apathetic and take no action unless threatened or attacked for 1 turn per level of the enchanter.

In order to trigger this, the enchanter must make a successful saving throw against spells, and then each target within 100 feet of the enchanter makes a save against the effect.

At level 6, enchanters gain a limited (although improved in some ways) version of a wizard’s magical research ability. Like an alchemist, an enchanter can produce potions for half the price and in half the time of a wizard, given a sample of the potion to be duplicated. However, creating a new potion requires twice the cost and time as it would for a wizard.

ENCHANTER SPELL LISTS

Level 1

  1. Charm Person
  2. Detect Magic
  3. Light
  4. Protection from Evil
  5. Read Languages
  6. Read Magic
  7. Sleep
  8. Ventriloquism

Level 2

  1. Disguise*
  2. Distraction*
  3. ESP
  4. Invisibility
  5. Hold Person
  6. Knock
  7. Mirror Image
  8. Phantasmal Force

Level 3

  1. Charm Monster
  2. Confusion
  3. Cure Light Wounds
  4. Dispel Magic
  5. Hallucinatory Terrain
  6. Illusory Wall*
  7. Polymorph Self
  8. Silence 15`radius

Level 4

  1. Dimension Door
  2. Mass Disguise*
  3. Dream*
  4. False Vision
  5. Hold Monster
  6. Polymorph Others
  7. Remove Curse
  8. Tongues

Level 5

  1. Conjure Elemental
  2. Geas
  3. Heroic Inspiration*
  4. Insanity*
  5. Instant Summons
  6. Mass Charm
  7. Mass Invisiblity
  8. Project Image

Level 6

  1. Antipathy / Sympathy
  2. Eternal Slumber
  3. Glass Like Steel
  4. Irresistable Dance
  5. Limited Wish
  6. Maelstrom*
  7. Mass Hold
  8. Temporal Stasis

Spells marked with an asterisk are not found in the core Labyrinth Lord rulebook and are detailed in tomorrow’s post.

TABLE 4 – Enchanter Saving Throws

Level 

Breath Attacks Poison or Death Petrify or Paralyze Wands 

Spells or Devices
1-5 14 14 12 13 14
6-10 12 12 10 11 12
11-15 10 10 7 9 9
16-18 8 8 4 5 6
19+ 6 6 2 4 4
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