Enhanced Wizard School: Enchantment Spell in Adventure Brunch | World Anvil
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Enhanced Wizard School: Enchantment

Traditional Arcane Tradition

Wizard: School of Enchantment
 

Enhanced Wizard School: Enchantment

“Convincin’ stuff” (Enchant: to cause someone to act in a way it usually wouldn’t). Enchantment spells affect the minds of others, influencing or controlling their behavior. Such spells can make enemies see the caster as a friend, force creatures to take a course of action, or even control another creature like a puppet.
  • Aura: yellow
  • Examples: Charm Person, Sleep, Hold Person, Zone of Truth, Power Word Kill
Apprentice (1st Level Spells)
  • Optional Spells: See PHB
  • Cantrips (Arcane Tradition Only): Sweet Dreams, Empathic Image, Psychic Attack
  • Unique Spells - Arcane Tradition Only: Enchanting Gaze
Apprentice Magnum Opus - Charmed Memory: When you’ve successfully charmed a target you can attempt to wipe the memory of being charmed or what it did while charmed. 1 time per long rest. WIS save vs your spell DC.   Adept (2nd & 3rd Level Spells)
  • Optional Spells: See PHB
  • Unique Spells - Arcane Tradition Only: Implant Phobia, Ravenous Solitude, Fractured Spirit
Adept Magnum Opus - The Enchanted Mark: You learn to create a personal enchantment mark. This enchanted mark can be drawn on a creature's skin with charcoal, ink, or blood. This feature requires 1 bonus action to complete and the creature must fail on a WIS saving throw to resist. If the creature fails you gain a mental link with the creature, charming it. Once you’ve charmed it you may give the creature one word commands, they will obey if they can hear and see you. This feature can only be broken if the mark is destroyed or you ask the target to knowingly harm itself. Creatures can make a Wisdom saving throw of every other turn to try to gain consciousness and destroy the mark if they're intelligence is equal to or more than yours. You can only do this feature once per long rest. You must create this personalized "mark" in a design that links you to it. What it means and how it links to you is yours to decide. If the enchanted mark is destroyed the target will feel as if they have woken up from a dream. You may only have 1 per INT mod marks active at any given time.   Expert (3rd - 5th Level Spells)
  • Optional Spells: See PHB
  • Unique Spells - Arcane Tradition Only: Pride’s Bane, Beacon For The Deluded
Expert Magnum Opus - The Enchanted Mark Expert: You can give that creature simple commands as long as in can hear you. In addition the creature no longer needs to see you to become charmed. This ability no longer has a range and can still only be broken if the mark is destroyed. You can now do this feature twice per long rest.   Master (6th + Level Spells) Unique Spells - Arcane Tradition Only: TBD See DM
  • Optional Spells: See PHB
  • Unique Spells - Arcane Tradition Only: TBD See DM
Master Magnum Opus - The Enchanted Mark Master: You’ve master the art of combining ink with your blood to tattoo your mark onto a creature making it " permanent" (it can still be destroyed by burning the skin). You must take the time to mix the two substances carefully making only enough ink to make one mark per long rest. The ink is only effectve for 1 day. It takes 1 action to tattoo your mark onto a willing or unconscious creature. Tattooing your mark onto a creature makes the mental link stronger. The stronger link can now give you the ability to understand what the mark creature is doing and give it advanced commands mentally. You can now do this feature 3 times per long rest.

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