D&D 3E/3.5 Enchanter Handbook [D&D 3.5] (Zarzak, CantripN)

Endarire

First Post
Originally posted by zarzak:

The Enchanter Handbook

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Index
Attributes/Races
Schools to Ban/Class Abilities
Feats
Skills/Skill Tricks
Classes
Spells and More Spells and Spells By Level: 0-4, 5-9
Equipment
Builds
Tactics
Credits and Links

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A huge thanks to Dictum Mortuum for making his Wizard's Handbook, which I am going to blatantly copy for format purposes. Its just that well laid out.
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An Introduction to Enchanters

Enchanters are the manipulators of the D&D world. They are all about controlling the people and monsters around them. Their spells focus on domination, charming, and controlling the course of battle. In addition, because of the nature of enchanters, an enchanter character will find himself having an easier time as a party face than other wizards. He benefits his spells by taking points in skills relevant to being a party-face, and many enchantment spells can be used to great effect in social situations. This is something to keep in mind when considering class roles for your game.

Enchanters are generally considered underpowered compared to wizards specializing in other areas or generalist wizards. This is primarily due to the fact that many creatures become immune/are immune to most enchantment spells later in the game. Early in the game, when your enchantments are mostly effective, pumping up the DC of your enchantment spells is somewhat difficult.

However, enchantment is a very flavorful school, and can be incredibly powerful if used properly. This guide will offer suggestions for those wanting to make an enchanter. Because of the difficulties the enchanter faces, designing one is different than designing a normal wizard.

This guide is designed around the controller archetype of the enchanter. This is a character who will keep the battlefield and his enemies under control at all times. Enchanters don't have to follow this route though. They can also be debuff masters. If an enchanter goes this route he will be focused on making his enemies as weak and pathetic as possible, so his friends can mop them up with ease. The controller works better if you have fewer party members, the debuff master works better if you have more party members. For the debuff master the only difference will be the rating of certain spells, such as confusion. For the controller these spell types are not ideal ... but for the debuff master they are great. Keep that in mind when reading this guide and, particularly, when looking over my spell ratings.

CantripN has contributed a lot to this guide, so thank you!

This guide is a work in progress, please feel free to offer suggestions/comments/tips

*Thanks to Surreal for the picture!*

Originally posted by zarzak:

Attributes

Enchanters have a slightly preference for attributes than normal wizards.

Strength: Like most wizards, you don’t have much use for strength. Early in the game carrying capacity may be an issue (until you get a Heward’s Handy Haversack or similar item), and you’ll need strength for your touch spells. If you find yourself using touch attacks a lot, you might consider investing in Weapon Finesse to use your dexterity modifier for them.
Dexterity: Again, like most wizards, dexterity is important. It raises your low reflex save, gives you AC, and raises your initiative. Enchanters are all about controlling the battlefield, so going first is very important. There is no such thing as too much dexterity.
Constitution: As an enchanter you have a bad fortitude save and low hitpoints. Constitution helps out in both of these vital areas. Don’t neglect this. Arguably the second most important attribute.
Intelligence: This is by far the most important attribute. It gives you extra spells per day, more skills, and RAISES YOUR SPELL’S DCs. Enchantment is all about saving throws, so you need this statistic as high as possible.
Wisdom: A dump attribute. The skills it influences you don’t have as class skills, and your will save is already good.
Charisma: Unlike most wizards, charisma will actually help you as an enchanter. Some enchantment spells require charisma rolls, and some feats require a minimum charisma. While not as important as Intelligence, Dexterity, or Constitution, this statistic still has a place in enchanter builds (though you can get away without too much of it).

Races

When selecting a race you want to look for a few things.
1 - Inteligence Bonus: As an enchanter you rely on high DCs for your spells, so every little bit makes a difference.
2 - Bonus Feat: As an enchanter you will have to sink a lot of feats into increasing your DCs, so bonus feats open up goodies like more metamagic.
3 - Small Size: Small size is good for wizards. While not as important as the other two factors, it is still worth thinking about.

Note I do not consider any races with a level adjustment here. Tieflings are worth looking at, though. Right now I only have races that I consider ‘good’ or ‘great’ posted. Dictum Mortuum’s wizard handbook has a more complete list, though some of his rankings differ from mine.

Humans: Humans, as always, are a good race. While they don’t get an intelligence bonus, their extra feat is great, and their skills points don’t hurt either.
Silverbrow Humans (Dragon Magic): Silverbrow humans have an especially potent combo associated with them (see the feats section). This makes them worth taking if the combo is allowed.
Deep Imaskari (Underdark and online): These guys have +2 INT, -2 DEX. The intelligence bonus more then makes up for the dexterity hit. They also get an extra first level spell each day, and low-light vision. Not bad.
Fire Elf (Unearthed Arcana): This elf subspecies is very nice. Besides all of the usual elf goodies, they get +2 INT and –2 CHA, leaving them with +2 DEX, +2 INT, -2 CON, -2 CHA. For enchanters, arguably, dexterity is more important than constitution, so these guys definitely come out ahead. The -2 CHA is too bad though.
Gray Elf (MM): In my view, this is the best race for an enchanter. They have +2 DEX, +2 INT, -2 STR, -2 CON. The only thing that hurts is the CON hit, but everything else is great. If you're playing Forgotten Realms, Sun Elf is on the same level with +2 INT, -2 STR.
Exiled Modron (Dragon Magazine): It’s basically a warforged with better stat bonuses (for an enchanter) but some strange drawbacks. They get have +2 CON, +2 INT, -2 DEX, -2 CHA - good stats, but not quite as good as the gray elf. They are living constructs and so have a lot of immunities, built in natural armor and resistances, and other goodies. But they also have several near crippling weaknesses. While certainly strong, make sure you think long and hard about using this race. Very flavorful, though. Definitely choose them over warforged though – that +2 INT is invaluable.
Strongheart Halfling (Forgotten Realms Campaign Setting): No INT bonus, but this race has a bonus feat, and is small. A better choice than humans if they’re available. That said, races with an INT bonus are still better here.
Jaebrin (Monster Manual 5): Thanks to CantripN for this. -2 STR, +2 CHA, LA +1 ... and a +1 boost to enchantment DCs, some nice bonuses, and fey type. The +1 to DC boost is equivalent to (thought not quite as good as) +2 INT. If there was no +1 to LA this would be a great race, and if you can get rid of that LA (buyoff) then this would be a great choice. Still very flavorful and fun to play, though.

Originally posted by zarzak:

What Schools of Magic Should I Drop?

If you ask the average person on this board what the best schools to drop are, evocation and enchantment inevitably are at the top of the list. As this is an enchanter’s handbook, however, enchantment is clearly not a drop option. Evocation is still a great option to drop, however. But what should your second choice be?

Abjuration: This school offers your protective magic and the dispel series. As an enchanter you will hopefully have minions in the front lines defending you, so the protective magic isn’t so important. The dispel series would be hard to lose though.
Conjuration: Do not give this up. It has many useful spells of all varieties.
Divination: Not an option to drop.
Evocation: Direct damage. Conjuration can replicate some of these effects (orb spells), as can illusion with shadow evocation. Drop this.
Illusion: This offers many spells to mislead your opponents, which synergizes very well with enchantment.
Necromancy: This is the save or die/save or suck school. Many of these spells are DC based, and since you are working to boost DCs dropping this might not be a good option.
Transmutation: Do not drop this. It has too many powerful and irreplaceable spells. Do not drop.

Well, dropping evocation leaves us with the choice of abjuration, illusion, or necromancy. Personally I would drop abjuration. If you really want the dispel spells there is a feat that will let you have them (more on this later). Illusion and necromancy both synergize well with enchantment in my opinion.

Class Features

Dictum Mortuum’s wizard handbook has an excellent review of class features, all of which I agree with. I'll review the enchanter specific features here:

Cohort Enchanter (Unearthed Arcana: You give up your familiar in return for a slightly weaker than normal cohort with no followers (which you gain at level 6). If you take the leadership feat your cohort becomes a normal cohort and you get a leadership score bonus. This is definitely good if and only if you plan on being an enchanter for at least six levels. A cohort can be a great boon, however, so it is arguably worth it.

Instant Daze Enchanter (PHB II): Give up for your familiar for the ability to daze any opponent making a melee attack against you a few times a day. The fact that this occurs before they roll to hit (as far as I can see) would make it good, but for the fact that it only works on enemies with HD equal to or less than yours. Not a good trade for the always useful familiar. If you're in a position where you are getting whacked at as an enchanter, you've done something wrong.

Focus Caster Enchanter (Dragon Magazine): Give up your familiar for a slight duration increases to your enchantment spells. Most enchantment spells last plenty long enough, making this a bad trade, especially compared to something like the cohort enchanter.

Social Proficiency Enchanter (Unearthed Arcana): Add Sense Motive, Bluff, Diplomacy, Gather Information, and Intimidate to your class list at no initial cost to you. Great stuff - a must have if you plan on taking less than 5 levels of enchanter. However, if you plan on taking more than 5 levels be aware that you lose your wizard bonus feats for lame "Social Proficiency" - a +2 bonus to a skill. That is an awful trade. So: take this if you will be an enchanter for <5 levels, don't if you'll be one for 5 or more levels (unless you really need the skills for prestige class pre-reqs, or you are a party face).

Extended Enchantments Enchanter (Unearthed Arcana): Horrible. Give up your extra spells/day in return for being able to extend your enchantment spells x times/day. Enchantment spells already last a long time - a horrible trade.

Domain Grated Power (Complete Champion): Thanks to jameswilliamogle for pointing this out. For most wizards the domain wizard alternative class feature is somewhat subpar, as you'd rather have the feat than a domain's granted power. Enchanters, however, are not most wizards. Since, unlike other wizards, enchanters benefit from having a high charisma, the domains that grant turning and rebuking become viable options for enchanters.

Thanks to jameswilliamogle for providing the following list:
Domains that grant Turning or Rebuking, in Approximate Order of Generality

  • Fire: Rebuke or Control Fire subtype creatures / Turn or Destroy Water subtype creatures (By FAR the biggest category)
  • Earth: Earth / Air
  • Air: Air / Earth (A close third)
  • Water: Water / Fire
  • Scalykind: Rebuke or Control Animals (Reptilians and Snakes only)
  • Cold: Cold / Fire
  • Plant: Rebuke or Control Plant
  • Warforged: Rebuke or Control Constructs
  • Slime: Rebuke or Control Oozes
  • Moon: Turn or Destroy Lycanthropes (mentioned for completeness)
  • Spiders: Rebuke or Control Spiders


Now according to jameswilliamogle, the list above loosely follows the number of monsters you might encounter. So you have a dilemma when choosing which domains to pick. If you choose the Fire and/or Earth domains, say, you'll be able to make use of your turning abilities quite a bit. However, if you choose the Plant, Warforged, and/or Slime domains, you'll be able to affect plants, constructs, and/or oozes, creatures immune to most of your enchantment spells. What you pick is campaign dependent, to say the least.

There are two more domains worth mentioning: the Tyranny Domain (Complete Warrior). This domain increases the DC of your compulsion spells by +1. Very nice! The Domination Domain (Complete Divine) gives Spell Focus (Enchantment) for free (!). You should have that feat already though, making this domain slightly less useful.

There are several issues with the this class feature, though. First, your effective cleric level seems to be equal to your wizard level for turning purposes (the feat Improved Turning can help with this). That severely the usefulness of this class feature if your prestige out of wizard, UNLESS YOU TAKE THE TYRANNY OR DOMINATION DOMAINS. Second, although charisma is a good stat for enchanters to have, it isn't your primary statistic - something to consider when deciding between the Tyranny/Domination domain and a turning domain. Finally, turning becomes less useful as you level up. Lesser Planar Binding (a conjuration spell) will let you control some of the creatures you take control of your with your turning domain ... jameswilliamogle provides the following example:
True, which is why you keep Conjuration for Lesser Planar Binding available to get plenty of lower HD cohorts that you wouldn't encounter normally. Since you can only keep 2 X your HD in Undead via turning (normally), and you can only Control creatures w/ HD = 1/2 yours (normally), you automatically will be looking to control 4 of the phattest creatures you can find. Without getting into details, having 4 Small Fire Elementals following you around at L4 is pretty fun.

OK, so if you absolutely have to get those new higher HD creatures, you have to reduce its HD before turning. Evervation or the less dubious Summon Undead 5 can do that, I believe, after keeping a Magic Circle bound Planar Binding guest attacked (there are issues with this, I know: I'm sure there's a way: you just have to get the creature on your plane first).
Familiar: For your familiar the Hummingbird (Dragon Magazine) is an excellent choice – the +4 to initiative will be a big help. Other good options are the Snake or Sea Snake (PHB/Stormwrack) for a +3 bonus to bluff checks. The third elven wizard substitution level can make these bonuses especially potent.

Wizard of Sun and Moon (Dungeonscape): Thanks to CantripN for telling me to take a closer look at this. Dictum Mortuum says this alternate feature is horrible, and I agree for an enchanter it is not worth giving up a hummingbird familiar for it (especially if you are an elf) - that initiative bonus is just too nice. But, if you can't get a hummingbird familiar this might be worth a look. It doesn't hurt you, its optional, and if you're smart with how you prepare spells it can be a big help. Know you're going to be in the town for the day and the dungeon in the evening? Prepare charm person in the day slot and sleep in the night slot, or blacklight (if you have access to it, or similar) in the day slot and light (if you have access to it, or similar) in the night slot. Yoke of Mercy is a good spell to put in the day slot, as its useless if you've done damage (so its more likely you'll be able to cast it earlier in the day), for example. The potential versatility this offers is better than having a familiar if the familiar is not going to be granting you a useful passive bonus, in my opinion. This does feature does require more planning, more thought, and more bookkeeping to use properly, though - so consider yourself warned.

Focused Specialist (Complete Mage): Thanks to CantripN for pointing this out. There is debate about whether or not this is good - TreantMonklvl20 has a good discussion of its benefits. He recommends Beguiler > Enchantment Focuses Specialist, and I tend to agree. However - when I play enchanters I tend to use most of the spell slots for enchantments spells, so focused specialist could be good - but I also like having the versatility to do other things with my spell slots if I need to (if I go to the graveyard with some buddies for some undead killing I don't want to be stuck with having to fill my spell slots with a very limited variety of enchantment spells that are effective/useful in that situation). Now, if you go the Wild Soul route you get a lot of extra slots to power your bonus spells, making this a very strong option. You would drop illusion or necromancy as your third school, depending on how many undead you plan to run into (a lot = drop illusion, few = drop necromancy). Be very careful if you choose this route though - with enchantment it requires careful planning and thought with regards to your daily spell selection to make work, and it isn't for everyone.

Originally posted by zarzak:

Feats

I’m not going to go over all of the feats, but I will mention several feats that are of particular importance for an enchanter. For more feats, see Dictum Mortuum’s handbook.

DC Boosters

Charmer (Dragon Magazine): A DC boost to your charm spells. There aren’t a lot of them, so this feat is only somewhat important.

Commanding (Dragon Magazine): A DC boost to your compulsion subtype spells. A LOT of enchantment spells fall under this category, making this a quality feat. Unfortunately it requires 15 charisma and the useless Persuasive feat.

Tattoo Focus (Dungeon Master's Guide, Player's Guide to Faerun): If this wasn’t limited to humans/planetouched from Thay then it would be a must-have. Unfortunately it is limited to those two groups. If you are human (or planetouched), however, definitely grab this feat. The DC of your enchantment spells increase by 1, and you get a bonus to overcome spell resistance. Wonderful. **NOTE** If you are using the DMG version, there is no mention of a racial requirement. In that case, upgrade this to a more essential feat.

Shadow Weave Magic (Player's Guide to Faerun): A DC bonus and a bonus to overcoming spell resistance for not only enchantment, but also illusion and necromancy? And a CL hit to evocation (which you dropped) and transmutation (CL is not super important for that school)? All for a feat whose only pre-requisites are 15 wisdom OR worshipping Shar (choose the latter)? Definitely take this.

Spell Focus/Greater Spell Focus (PHB): While normally somewhat subpar, for enchantment any DC boost you can get is important. Plus, Spell Focus is a pre-requisite for the wonderful Master Specialist.

Heighten Spell (PHB): I give this metamagic special consideration, because you can use it to boost the DCs of your spells. Note that it requires the relatively useless Extend Spell (your enchantments already have decent durations).

COMBO: Silverbrow Human (Dragon Magic) + Snowcasting (Frostburn) + Eschew Materials (PHB) + Draconic Aura (Energy, Cold) (Dragon Magic): +4 to DC for cold spells (which are all of your spells); thus a +4 DC to not only enchantment spells, but all of your spells for the cost of 3 feats. A great deal. Note that Snowcasting requires a constitution of 13, which is fine because you want a good constitution.

Improved Draconic Aura (Dragonmarked): If you have taken the above silverbrown human snowcasting combo, there is a strategy for making use of this feat and the Heir of Siberys class in the tactics section of this guide. The feat is pretty much useless for you without that strategy, but with it the feat becomes very potent. Be warned that if you go this route you will have basically no free feats (even less so than a 'normal' enchanter). Thanks to FriendlyFrog for the strategy.

Cold Focus + Greater Cold Focus (Frostburn): Only take these feats if you've done the silverbrow human snowcasting combo above. Each of these focus feats stacks with spell focus, so you are looking at +4 DC to all of your [cold] enchantment spells, which should be all of them. I'd rate them as royal blue except they already require a heavy feat investment to make worthwhile. Thanks to CantripN for bringing these to my attention.

Fey Power (Complete Mage): +1 to DC and Cl of enchantment spells! Great stuff ... except that it also requires Fey Heritage, which isn't very useful. If you have the room, or want for flavor, knock yourself out!

Ability Focus (Spell X) (Monster Manual): This will arguably give a +2 DC boost to Spell X, where Spell X is any spell you choose. Could be useful to use with Dominate Monster ... otherwise you shouldn't bother (both because its debatable and because your enchantment spells regularly get replaced with stronger versions).

Incarnum Feats:
Shape Soulmeld (Charming Veil) gives +1 DC to your charm and compulsion abilities. Extra Essentia gained through Feats, Race, Class or Items increase this at a 1/1 rate, which can mean as much as 6 more by level 20.

Incarnum Spellshaping + Extra Essentia + Midnight Metamagic = 4 Essentia (+4 DC)
I'd like to point out that if your DM doesn't allow the Snowcasting Combo, you can play an Azurin (which gives you +1 Essentia). Also, Extra Essentia would give you +2 Essentia, unlike the other ones.

Taking all 4 of the feats I used before is +5 DC, BTW, since it gives +1 DC even without Invested Essentia. Buying an Incarnum Focus can boost this by another +1 DC if you can get more Essentia (Azurin, for example...).
Thanks CantripN! This is a pretty potent combo, though it has a 13 CON minimum requirement. +1 DC/feat is usually a good investment (though there are combos that are better), but here you also get other options for your essentia use if you don't want to just boost DC's. Now, this is only a boost for charm and compulsion DCs, which isn't all of the enchantment spells. So, this isn't as useful as more generic DC boosters.

Other Feats to Help With Your Enchantments

Diversified Casting (Dragon Magazine): This allows you to add 3 spells from a banned school to your spell list. If you chose to ban abjuration, you can now have some dispel spells.

Potent Enchantment (Dragon Magazine): If you have access to this, it is a must have. All your enchantment spells with a HD limit have that limit boosted by +3 HD. That is a lot of spells that will now be useful for much longer. CantripN points out that this feat becomes less useful around when you get 5th level spells, because you start seeing less useful enchantment spells that Potent Enchantment can benefit. So, I recommend you take this feat early (first level, if possible), and retrain it (if your DM allows retraining) later to something that will be useful in the late game. If your DM doesn't allow retraining, though, and you are starting at a low-ish level, I'd still recommend you take this feat. Its just too important.

Touch of Distraction (Complete Mage): The important thing here is the CL boost to your enchantment spells. Unfortunately CL is not that important for the most part, DC is. Nice if you have the room. The reserve feat's ability itself isn't that hot.

Charming (Dragon Magazine): Gain a bonus to exert control over creatures you've charmed. Useful, but not sure if its worth a feat. Requires Negotiator, which isn't so hot.

Combat Charm (Dragon Magazine): Gain a +5 benefit when casting a charm spell against creatures threatened in combat. It has a wisdom prerequisite. Because of the wisdom prerequisite and the fact that this feat will influence a very limited section of your enchantment spells it is only OK. Oh, and the minor esoterica of Master Specialist duplicates this ability (thanks to CantripN for pointing that out).

Song of the Dead (Dragon Magazine): Thanks to CantripN for finding this metamagic feat. You can modify mind-affecting spells to affect intelligent undead. This would be amazing but for 2 reasons. 1) The spell becomes a necromancy spell, so your enchantment DC boosters become useless. The snowcasting/eschew materials/draconic aura combo will still boost it, as will shadow weave magic ... but still. 2) The spell to be modified could not have specified that it affects only living creatures. This knocks out a huge bunch of enchantment spells. So, in an undead heavy campaign (like a Ravenloft campaign, for instance) this feat would definitely have its uses, and would probably be blue. Otherwise it stays black. It's a +1 metamagic.

Unsettling Enchantment (Complete Mage): Thanks to Krusk for pointing this out. This lets your enchantments have a negative effect on your opponent even if they save. While this is great, you'd rather your opponents NOT saved, so a DC booster is a better feat choice. But, if you have the room, this is great.

Random Feats Useful to the Enchanter

Improved Initiative: Going first is important!

Leadership (PHB): As always, leadership is a good feat to take. It works better with enchanters than other wizards, however, as enchanters will generally have higher charisma modifiers. In addition, a cohort can directly influence the power of an enchanter's abilities. See the tactics section for more info.

Invisible Spell (Cityscape): If you have room, this metamagic can make you a very sneaky caster, furthering your powers of deception and control. Deceptive Spell (Cityscape) is similar - better in some circumstances, not as good in others. Consider them if you're in a game full of intrigue.

Arcane Mastery (Complete Arcane): Thanks to CantripN for this. You can take 10 on caster level checks. Most high level opponents you will face have SR, which affects all of your enchantment spells. This can effectively nullify that SR for most opponents. I would recommend this for a 15th or 18th level feat slot, as it will be most useful at that point.

Practiced Spellcaster (Complete Arcane): CantripN recommends this if you are using any PRC that loses a caster level (or combination thereof) or cleric dip. It will help you get through SR and help your non-enchantment spells which rely more on CL than enchantment ... however some feats (like Shadow Weave Magic or Tattoo Focus, among others) increase enchantment DC and help you penetrate SR. I am of the opinion that enchanter builds are far too tight in terms of feats to use this feat. However, if you feel that you need help getting through SR, or you find yourself using spells that are very dependent on CL this feat is important.

Dreamtelling + Oneiromancy + Improved Oneiromancy (Heroes of Horror): From CantripN: "The benefits of the chain: Reading the Future without spells, Dealing non-lethal damage with spells at will, a boost to Enchantment DC when in a Dreamscape (and actually being able to safely cast spells there) and the ability to cast several powerful spells (Dream Walk, Manifest Desire, Manifest Nightmare, Dreaming Puppet, Dream Sight)." Now, this all seems like quite a lot of stuff, but you giving up 3 feat slots (which could be used to significantly boost DC, to make all of your enchantments more effective) is quite the sacrifice - for example, the snowcasting combo, which also takes 3 feats, is much better for an enchanter. These three feats together are very flavorful though, and they're certainly not bad.

Originally posted by zarzak:

Skills

Class Skills

Concentration: Concentration is a key skill for any wizard build - it will get you out of many sticky situations
Craft: Useless beyond flavor and prestige class requirements.
Decipher Script: Easily replicated with magic. Unfortunately there is really no point in taking this.
Knowledge: Wizards are often expected be the class encyclopedias with regards to some knowledge skills. As an enchanter, knowledge is critical for you because it allows you to identify what creatures are, and thus what creatures will be able to be influenced by your enchantment spells. At least a point in every category relevant to monsters is recommended. The following list is taken from Dictum Mortuum's handbook:

  • Arcana: Constructs, Dragons, Magical Beasts.
  • Dungeoneering: Aberrations, Oozes.
  • Local: Humanoids (Native local humanoids probably)
  • Nature: Animals, Fey, Giants, Monstrous Humanoids, Plants, Vermin.
  • Religion: Undead.
  • Planes: Outsiders, Elementals.


Profession: Useless beyond flavor and prestige class requirements.
Spellcraft: This has many important uses for wizards; scribing spells, identifying spells, etc. Don't neglect this.

Non-Class Skills

Bluff: As an enchanter you may need to be the party face. In addition, you will need good interaction skills for influencing monsters.
Diplomacy: As an enchanter you may need to be the party face. In addition, you will need good interaction skills for influencing monsters.
Disguise: This skill can have its uses for an enchanter - tricking creatures and the like. Its not a priority though.
Intimidate: Demoralizing enemies is great! You can't really take advantage of this skill, though, due to it not being a class skill - a cohort could take advantage of it though! One of Caedrus' builds in his Fear Inducing Party in the Tactics section makes great use of this skill - perfect for a cohort!
Speak Language: You need to speak the language of the monsters/people you want to enchant. For spells like suggestion this is especially important. In later levels this is largely irrelevant as a permanent tongues spell or magic items can take the place of this skill.

Skill Tricks

Conceal Spellcasting: Good for tricksy enchanters. Too bad it relies on a sleight of hand check. If you find a way to get sleight of hand as a class skill, this trick is worth it.
Easy Escape: Helps you escape grapples, which are a death sentence for most wizards until you get a freedom of movement ring, or similar.
False Theurgy: Good for tricksy enchanters.
Collector of Stories: You will need to identify monsters to make sure your spells work on them, and your group will probably rely on you for monster identification as well. A great skill trick.
Magical Appraisal: Useful trick, so you don't have to pay for identity's material component.
Swift Concentration: Invaluable skill trick. You won't often have to maintain concentration as an enchanter, but if you cast a spell that does require it, make sure you use this skill trick.

Originally posted by zarzak:

Prestige Classes

Unlike a normal wizard when considering prestige classes, as an Enchanter you have to consider something other than simply “how many caster levels do I lose?” You have to consider what the class does for you, as an enchanter. There are a few prestige classes that will directly benefit your abilities, so look at those first.

Master Specialist (Complete Mage): You almost have to go into this class. The prerequisites were something you would be doing anyways, you get Greater Spell focus for free, the esoterica, free spells added to your spell book, caster level increases (not so important for enchantment, but they don’t hurt!), and more. Great class. ALL enchanter builds should have at least a 3 level dip for free Greater Spell Focus.
Good Break Points:

  • Level 3: You pick up Greater Spell Focus, Skill Focus (Spellcraft), and a free spell. You were mainly in it for the Greater Spell Focus, which comes at level 3, though the other two features are nice too.
  • Level 4: You get your minor school esoterica. This is actually very handy, as it basically replicates the Combat Charm feat and then some. Definitely worth it.
  • Level 10: Past level 4 you might as well go all the way to level 10. The moderate school esoterica is pretty blah, whereas the major school esoterica is somewhat useful. Probably not worth it unless you have no other options (sure you get other nice stuff, but there are better things to do with your levels).


The Wild Soul (Complete Mage): Although you lose a caster level, you gain a bonus to enchantment DCs at 10th level … not to mention a lot of great abilities, spontaneous spells (choose the seelie side to gain spontaneous Time Stop (!) ), the ability to summon special monsters … a very strong and often overlooked class. If you didn’t lose the caster level this would rank higher than Master Specialist for the enchanter (due to the DC boost you can’t get any other way). Note that for the spontaneous spells this class gives, you are told that they are “not considered to be part of your class spell lis, so this feature doesn’t grant you the ability to activate spell trigger or spell completion items using these spells.” I think that this will let you use these spells spontaneously, even if they are from a banned school. Correct me if I’m wrong.
Good Break Points:

  • Level 10: If you decide to go into this class, there is really no reason not to finish it. The caster level loss occurs at 1st level, and from there you get increasing benefits. A big reason to stay with the class is the +1 to DC at 10th level (not to mention spontaneous time stop, and other goodies). I should mention that you only get the DC boost when you have one of your summoned creatures out. However, pulling one out at the start of combat should be no problem (look into a Robe of Mysterious Conjuration (Magic Item Compendium) for more uses of Summon Monster/day).


Fatespinner (Complete Arcane): With ridiculously easy pre-requisites, this class is all about modifying the one thing you are trying to beat – saving throws. There is no reason not to take at least the first four levels. The last level entails a caster level loss, but you get an ability that can be very powerful for the enchanter. A hard choice. If you already have 9th level spells by the time you get to Fatespinner 5 feel free to take that last level, though.
Good Break Points:

  • Level 1: You get the ability to raise the DC of your spells. Great! Except the amount/times per day you can do this is dependent on your fatespinner level. Drats.
  • Level 2: You get the ability to force a creature to reroll a save 1/day. Awesome! Plus your luck reserve goes up (for your first level ability).
  • Level 4: You get some more luck points, and you don't lose any caster levels. This is usually where people stop their Fatespinner progression.
  • Level 5: For an enchanter, the 5th level may be worth it. The ability is very good, except that you can't affect creatures with more HD than you. It depends on the type of campaign you are in whether or not you'll want this. The caster level loss hurts.


Mindbender (Complete Arcane): This is a one-level class, for 100’ telepathy. This can be useful for an enchanter, and is a good filler if nothing else. However, the skill requirements can be onerous to meet. Take the Mindsight Feat (Lords of Madness page 126) for more fun. Mindsight makes the telepathy you get from Mindbender much more powerful, and can be useful if you are looking for targets for your enchantment spells. Its really too bad that this class is 1/2 caster level progression, because it screams "enchanter". You might want to talk to you DM to see if he can make it 9/10 casting or 8/10 casting or some such thing to make it maybe worth taking for more than a level.
Good Break Points:

  • Level 1: The Mindbender is a 1 level class, unless you are trying to do something special with it (Surreal, I believe, was able to make a decent Mindbender build). The 1/2 caster level progression is just too awful. The first level though is very nice: 100' telepathy and a caster level. The only entry requirements you'll have to worry about are the skills (and maybe alignment). If you have room for the skills, and room in your build for 1 level of this class, there really isn't any reason not to take it. 100' telepathy is very useful. snakeman830's Mole Handbook has strategies which make very good use out of telepathy ... and as an enchanter many of your spells are not line of sight dependent (CantripN points out that you will need something to see through dirt and rock sometimes, though ... x-ray goggles, maybe, or levels in the Earth Dreamer (Races of Stone) prestige class). A mole enchanter build could be very strong if done properly.


Archmage (DMG): If you take master specialist you have almost fulfilled all of the pre-reqs for this prestige class (you only need one more feat). Something to consider.
Good Break Points:

  • : It really shouldn't matter with this class. If you are taking archmage you are taking it as filler material at the end of your build. Just avoid Arcane Fire High Arcana ... it is awful. Mastery of Elements won't be so hot for an enchanter either. Mastery of Shaping, while good, won't be of too much use to an enchanter. Mastery of Counterspelling could be useful if you've built a counterspell type character. Spell-like Ability for 9th level spells is always an excellent option, as is Arcane Reach. Note that Spell Power increases CL, not DC, making it of limited use for an enchanter.


Cloistered Cleric 1 (Unearthed Arcana): Alright, this isn't a prestige class, nor does it give you a caster level. However, beginning as a 1st level cleric gives you many benefits. You will have better saves, HP, skills (diplomacy, speak language, all knowledge skills, spellcraft, concentration ... almost everything you need), turn/rebuke undead (not so useful with only a one-level dip - CantripN points out that you can't use turning feats to power arcane spells, unfortunately), Knowledge Domain and, more importantly, two other domains. Choose Tyranny (Complete Warrior) for a +1 to (compulsion DCs) and Domination (Complete Divine) for Spell Focus (Enchantment) for free. If you don't have access to these domains, though, don't bother (being a normal cleric is fine, but cloistered cleric is better for a 1 level dip). Thats quite a lot of stuff for just 1 caster level! Oh yea, you can also use divine wands and scrolls.
smile.gif
Thanks to furious_kender for the suggestion.

Nightmare Spinner (Complete Mage): Illusion synergizes very well with enchantment, and this can be a great way to end your build after you have 9th-level spells (so that caster level loss doesn't hurt so much). HOWEVER, turn to page 77 and look at the adaptation section. It says the class can be changed to be enchantment focused, and "the class abilities could be modified to allow him to charm or dominate creatures that are usually immune to such spells." !?!?!?! If your DM will make this modification for you, this class is basically required, as it makes your enchantment spells affect everything. Thanks to CantripN for pointing out this adaptation.
Good Break Points:

  • Level 1: At first level you get bonus spells, immunity to fear, and inspire fear. WOW. What a GREAT dip. You do lose a caster level but if you already have 9th level spells there is realy no reason not to take this dip if you have room. Too bad the fear save is charisma based
  • Level ?: So, if your DM makes the modification suggested in the adaptation section and lets the class make your enchantment spells affect creatures immune to mind-affecting effects ... well then ...
    smile.gif
    take this prc to whatever level your DM has set for that ability. It may very well be first (when you get all of the nice fear goodies and bonus spells for the normal version). In fact, I'd suggest that the class then gives bonus enchantment spells, and lets your enchantment spells affect creatures that are usually immune at first level (and lose the caster level), and then get other bonuses later on. But whatever your DM says.
    smile.gif



Paragnostic Apostle (Complete Champion): Thanks to CantripN for pointing this out. Its a nice filler dip if you need it - no real entry requirements and if you choose Noble Presence you get a +1 DC boosts to charm or compulsion spells that affect creature's emotions, not actions (rage works, but not dominate person, for example). No caster level losses, so this is better than straight enchanter.
Good Break Points:

  • Level 1: You get a boost to Turn Undead (if you took a cleric dip), a Lore ability, and the Noble Presence ability. Not shabby for a 1-level dip.
  • Any Other Level: There are some decent abilities to choose from, but nothing that is necessary for an enchanter. You definitely have better things to do with your levels. If you take more levels of this class, it is filler because nothing else is allowed. Its certainly not bad - you don't lose caster levels - just that there is nothing outstanding here.


Heir of Siberys (Ebberon Campaign Setting): If you are allowed to use this with Silverbrow Human, there is a very potent tactic outlined in the Tactics section of the guide (thanks to FriendlyFrog for that). House Orien has my personal favorite dragonmark. I would rate the class higher, but you lose a caster level and you really should not take the class unless you are using the combo.
Good Break Points:

  • Level 3: If you decide to use this class for the combo associated with it, you really should take all 3 levels. The caster level loss is at first level, and if you have the siberys mark you'd like the improved version.



Originally posted by zarzak:

Spells
I will provide a brief review of all available enchantment spells here. Note that most enchantment spells require a save, so this section will assume that you are building to optimize your spell DCs/minimize your opponents saves.
Player's Handbook
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Level 0
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Daze: Early in the game this spell is quite good, and with Potent Enchantment its life gets an extension. Beyond the first few levels though it becomes largely useless. [/sblock]

Level 1
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Charm Person: This is the stereotypical enchantment spell - you make one person your friend. It is very restricted in creature type though, and best used out of combat. However, if there is any possibility of interacting with humanoids (near 100% in most games) this is a useful spell to have for both social situations and combat situations. Hypnotism: This a great save or suck spell for the early game. It has a HD limit (which can be extend with Potent Enchantment) though, so its usefulness quickly dies off. Sleep: In early levels this is pretty much a save or die spell. Put creatures to sleep and then have the resident fighter coup de grace them. Beyond first or second level (third if you have Potent Enchantment) you'll find it quickly becoming ineffective. [/sblock]
Level 2
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Daze Monster: A stronger version of Daze. Unfortunately it has a pretty low HD cap, only 6 HD. With Potent Enchantment this becomes very valuable, though. Tasha's Hideous Laughter: Great stuff, and it scales in power too! This is a great help in controlling combat. Touch of Idiocy: INT, WIS, and CHA damage, all for a touch attack! Why isn't this rated higher? A) Its a melee touch attack, and B) you can't reduce scores below 1. Despite these limitations its great to use against enemy casters. Prepare it if you know you'll be up against some. It will lower your opponent's will saves, but then you'll have wasted a round doing that if that was your goal. [/sblock]
Level 3
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Deep Slumber: A more powerful sleep. The 10 HD cap is high enough to make it worth taking, and even more so with Potent Enchantment. This can end encounters. Unfortunately this is also the point in the game where you will start seeing more things that are immune to your abilities. Heroism: This is actually a nice buff. Sure other classes and abilities can replicate it, but this buff lasts a while. Its a morale bonus, so make sure you look at what the other members of your party can do before choosing to memorize this. Hold Person: Against humanoids this spell can end encounters. Unfortunately it only works against humanoids. Rage: Basically gives a creature the benefits of the rage effect. Unfortunately these are morale bonuses, so they won't stack with many other buffs (like Heroism). Suggestion: Great spell! Not only can it end encounters, you can use it for just about anything. The only thing you have to make sure to do is state your suggestion so that it sounds reasonable. A creative player can get use out of this spell from level 5 (when you get it) all the way through level 20. Be sure to prepare this every day. [/sblock]
Level 4
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Charm Monster: An improved Charm Person, with no restrictions on creature type. Great stuff. This is your stereotypical enchantment spell. Confusion: Thanks to CantripN for pointing out some highlights of this spell. This spell fills an offensive lull in the enchanter's ability to affect groups from 4th-5th level. Its a burst spell with medium range, and will be a very good choice to use against groups of creatures with more HD than deep slumber can handle. Ideally you want to cast it on a group large enough that there is a reasonable chance that one of the creatures will roll that 30% chance of attacking a friend. This will most likely devolve into your opponents killing each other. That said, be careful in its use if you are a controller type and not a debuffer type. All of the higher level confusion spells are rated significantly lower as a) these spell recommendations are more for a controller type and b) you get other area of effects that I would choose over a confusion effect any day of the week. Crushing Despair: This is a nice debuff. Its untyped, so it will stack with other debuffs. Very useful if you find opponents resisting your spells, or if there is a big bad monster you need to bring down to size. Geas, Lesser: You get to command a creature. The 7 HD limit makes it only useful if you know you'll be up against opponents in that HD range, but Potent Enchantment extends its life. [/sblock]
Level 5
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Dominate Person: Basically makes someone your slave. However, its limited to humanoids and there are other lower level spells that can accomplish similar things. Also, at this level you won't be fighting humanoids so much. It can be great for certain social situations though. Feeblemind: This is useful against sorcerer and wizard types. Otherwise don't bother. Since it doesn't lower wisdom it won't help your enchantment spells get through. Hold Monster: Improved Hold Person, except it works with any creature type. Great stuff, this can end encounters. Mind Fog: -10 to will saves!? Wow! The only problem is that to be effected the creature has to make a will save. This can be great if you put it on a big group of enemies; some will likely fail the save, letting you take control of them the next round. Symbol of Sleep: I've never been a big fan of the symbol spells; they take a lot of planning to properly utilize, and there is a good chance you won't have the time to set them up. This symbol is especially useless as there is a 10HD limit on the creatures that fall asleep. With Potent Enchantment the limit increases to 13 HD, making this spell slightly more useful. The good thing is that the creatures it puts asleep won't wake up short of magical means, so anything that fails its save and falls asleep is basically dead ... if you are around to kill them. [/sblock]
Level 6
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Geas/Quest: An improved lesser geas, this will let you tell any creature exactly what to do, and they will do it (short of suicidal commands). It can't be used in combat, but taking over a country's ruler can certainly be hilarious ...
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Heroism, Greater: Improved Heroism, with some extra very nice benefits. This is a great buff, so be sure to stock up. Suggestion, Mass: Like suggestion, but it affects more creatures and has a greater range. Unfortunately, this is a very high level spell, and the increased benefits really aren't worth a th level slot. Symbol of Persuasion: With a 5000 GP cost, and a duration measured only in hours, this is a very pricey spell. There is no HD or creature type limit on it, making it useful if you properly set up a situation. However, it takes a lot of planning and a guarantee that it will effect a lot of creatures to really make it worth it. This is the only symbol, in my view, that might be worth using. [/sblock]
Level 7
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Hold Person, Mass: Like hold person, but with more targets. It would be more useful if it was against more creature types than humanoid (which you won't be fighting a ton of at this level). Insanity: Permanent confusion. Confusion doesn't help your cause, and this doesn't either. Only very situationally useful. Power Word Blind: Why is this a 7th level spell? Sure there is no save involved, but there is a HP limit (fairly high though), and you can blind or deafen creatures (with no HD limit) with a save with Blindness/Deafness, a 2nd level spell. Symbol of Stunning: Stunning creatures is all well and good, but you have to make sure you are there to take advantage of this condition, as it only lasts a few rounds. Plus, there is a HP limit on the creatures it can stun (Potent Enchantment won't help you out here). The Symbol of Persuasion is better, if you really want to use a symbol. Like all the symbols this requires planning to use and has a pricey material component. [/sblock]
Level 8
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Antipathy: This isn't a bad spell, just a very situational one. It can be good for keeping certain creatures out of certain areas, but with a casting time of an hour you have to set it up before hand. Binding: This is a very versatile and useful spell, though you can't really use it in combat due to the minute long casting time. A creative person, however, could think of many ways to utilize this spell in conjunction with other enchantments. Charm Monster, Mass: An improved Charm Monster. When fighting opponents you usually fight large groups of them, so this spell is certainly useful. I would rate it higher but there is an HD limit if you want to target multiple creatures (Potent Enchantment raises this). If used in combat the creature(s) you are targeting get a save. Demand: This spell would be more useful, except the target has to be familiar. Now, if there is a recurring villain in your campaign, this spell would be useful to make them do what you want to. Otherwise you would be using it on friends or allies. While not a bad spell, its situational and not something you'd want to prepare every day. Otto's Irresistible Dance: Effectively removes a creature from combat, as well as making them very easy for your allies to hit. Strong spell. It has a range of touch though, so its only good as a last-ditch defense spell or against the big bad evil guy. Power Word Stun: Stun is a very powerful debuff, but this spell only affects targets with 150 HP or less. When you are casting 8th level spells that means its very possible that it won't affect boss type monsters. Symbol of Insanity: Unless you are Xykon, in possession of a bouncy ball, and up against a large number of individually weak targets, this spell is not very useful. Like its smaller brother confusion this spell works towards the opposite of your goal - control. Besides this it suffers from the problems of the other symbol spells (expensive material component and a lot of preparation and planning required to properly use it). Sympathy: The opposite of antipathy, sympathy has the same benefits and drawbacks as its brother spell. Maddening Scream (Eberron Campaign Setting): This is actually also in the srd - thanks to CantripN for that tip. Thanks to CantripN for having me reevaluate this. This is a lot like Tasha's Hideous Laughter, a 2nd level spell, except it doesn't last as long and you have to touch a creature for it to be effective. This is also almost exactly the same as Otto's Irresistible Dance. The creature gets a few additional penalties, but still ... this is an 8th level spell!! Why isn't it rated worse? No saving throw. You can put the big bad evil guy out of commission, if you can touch him. This is an amazing spell for a last ditch defense, or to use against the big bad evil guy. [/sblock]
Level 9
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Dominate Monster: Effectively make one creature your near slave. The pinnacle of enchanting power. Hold Monster, Mass: The big brother of Hold Monster, this spell can easily end many encounters. Power Word Kill: Instant death is good, right? Not when it only works on a creature with 101 hp or less, which is nothing you want to waste a 9th level spell slot on. Plus, what is the point of killing them when you can instead control them? At least it allows no save. [/sblock]
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Player's Handbook II
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Level 1
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Rouse: Can waken creatures from slumber. Symbol of Sleep would require this spell to wake those that it puts asleep, I think ... otherwise this is a largely useless spell. Whealm: Deals nonlethal damage. The damage progression sucks and the range is awful. And its nonlethal damage. There is really no reason to take this unless you have the need to do nonlethal damage to something, for some reason ... [/sblock]
Level 2
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Black Karma Curse: You make a creature attack itself. While this will deal some damage, unless the creature has an absolutely ridiculous attack there are much better damage dealing options out there. Stay the Hand: This is an interesting spell, in that it makes an opponent redirect his attacks away from you for one round (with a chance of missing/losing spells). Its a nice last ditch defensive spell, but ideally you wouldn't want to be in the situation where you would need it. Also, its only for one round so its not going to save you if the danger will last longer than that. Whelming Blast: An area effect version of whelm. That doesn't make it useful though. [/sblock]
Level 3
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Hesitate: This spell forces a creature to take nothing but move actions. While not bad, Tasha's Hideous Laughter is a 2nd level spell and arguably better. However, this spell is an immediate action to cast - which makes it much more useful. Especially nice because it will remain useful as you level up. Inevitable Defeat: Deals nonlethal damage every round. While this spell deals a lot more damage than the whelm series, its still nonlethal damage. At least you don't have to maintain concentration on the spell ... one of the few genuine "damage" over time spells in D&D. [/sblock]
Level 4
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Whelm, Mass: An improved version of whelm. Its still largely useless though. [/sblock]
Level 5
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Incite Riot: This spell can be great if you're facing a big angry mob. It works best when you're facing a large group, and might be worth preparing if you know that you might come up against such a situation. Otherwise there are better spells. **Update** CantripN has this to say about the spell: "Not that bad, actually. It affects a lot of targets and makes them attack in melee instead if casting spells or using powerful abilities. Will cause a flying creature (wizard!) to land, for instance." I'd say Yoke of Mercy is better if your goal is to get creatures to not use their spells or abilities, but this usage of incite riot does make it more versatile. With CantripN's advice, this spell might be blue in the right situations. [/sblock]
Level 6
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Overwhelm: There are two things to know about this spell: nonlethal damage, and a LOT of it. There is enough nonlethal damage in this spell to make it worthwhile against large boss type creatures. Don't bother with lesser things though. This spell retains its usefulness as you level up. [/sblock]
Level 7
[sblock] NOTHING! [/sblock]
Level 8
[sblock] NOTHING! [/sblock]
Level 9
[sblock] NOTHING! [/sblock]
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Spell Compendium
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Level 0
[sblock] Nothing! [/sblock]
Level 1
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Distract: Somewhat useful. It has medium range (unlike most enchantment spells), and can affect many targets. It does have 6 HD cap per target though (bumpable to 9 HD with Potent Enchantment). The effect isn't as good as, say, sleep, but it is useful if you don't want to get to close to your targets. I'd rate this spell higher but I can't see myself using it more than (again), say, sleep. If you have the spell slots though, or know you don't want to be getting anywhere near your opponent this is a good choice. It goes without saying that this quickly becomes useless due to the HD cap, but Potent Enchantment significantly lengthens this spell's life expectancy. Thanks to CantripN for having me reevaluate this. This spell is maybe a blue spell, depending on the situation. Distract Assailant: If you have a rogue (or similar) in your party this could be useful. Otherwise ... not so much. Incite: A decent way to control the flow of battle. Unfortunately the range means that you'll have to get a lot closer than you'd want to your opponents, making it fairly useless. Inhibit: A good way to control the flow of battle. A solid spell, it will remain useful throughout your career. Shock and Awe: Another spell to control the flow of battle. Unfortunately this one has an onerous restriction on it, and there are much more useful things you can be using your round for. CantripN points out that around 3rd level spells many 1st level enchantment spells don't work on the creatures that you will face, so this might be good to pick up for then as 1st level filler. But, you should definitely have better things to do than cast this. [/sblock]
Level 2
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Entice Gift: A very useful spell in and out of combat. Big bad evil guy has a magic sword that is causing your party trouble? Have him give it to you. King holding a bag of gold that you want, but don't want to do any work for? Have him give it to you. Endless fun! Mechanus Mind: An interesting buff (or debuff in the right situation). Certainly not overly powerful in any way, it does have its uses. Mindless Rage: Well, this is certainly an interesting spell, as it makes an opponent attack you. How could that possibly be useful? Well, it also prevents them from using any sort of ranged attack, magic or otherwise. This would open up interesting strategy options, if the spell wasn't close-ranged. As is, unless you have some intricate strategy set up where you need someone to attack you, don't bother with this spell. Ray of Stupidity: Intelligence damage in ray form. Great against wizards and creatures with low intelligence. Rebuke: Like Daze and its greater variant, but much better. The target is dazed, and then shaken. Shaken, among other things, gives a -2 penalty to saves. Makes other enchantment spells easier to pull off ... and then daze ensures that the creature won't be a threat while you ready your next enchantment spell. Sting Ray: A nice debuff spell which lowers AC and hurts casters. You could do worse than this. [/sblock]
Level 3
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Mesmerizing Glare: Like hypnotism, but much better. Miser's Envy: While not an amazing spell at first glance (and certainly not as good as simply making a creature your friend), if used properly you can use this spell to change the course of battle. Creature bothering you? Make it really, really, really want that pebble a few hundred feet away. This spell is especially good for those big fights against dragons. Ray of Dizziness: Another debuff ray. A great way to severely limit an enemy. Suppress Breath Weapon: If you are going to go fight that big nasty dragon that has been terrorizing the village, this is an unbelievably good spell. For any sort of normal adventuring (unless you are in a dragon den or some such) don't bother. [/sblock]
Level 4
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Battle Hymn: Situationally useful. If you know you will be in a situation where lots of will saves are required, this spell is great. Otherwise, its probably not worth it to prepare. Rebuke, Greater: An improved version of rebuke, where the target is cowered for a few rounds, and then shaken. Rebuke was good debuff, and this is a better debuff. [/sblock]
Level 5
[sblock] NOTHING! [/sblock]
Level 6
[sblock] NOTHING! [/sblock]
Level 7
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Hiss of Sleep: An improved version of sleep/deep slumber with no HD limit, this is basically a save or die (coup de grace). Rebuke, Final: Die or be dazed. The last spell in the rebuke line, this is a great spell. Its arguably better than the 9th level spell power word kill (even though power word kill requires no save) as there is no annoying HP limit to this spell. Bump up your DC to instantly kill anything not immune to mind-affecting/fear effects. Symphonic Nightmare: It requires an expensive material component, provides some benefits, and hurts casters more than other classes. And works over the course of days. And you have to touch the creature for it to work. For a game heavy on intrigue this might be worth it, though its easier to just take control of the creature or make it friendly to you or even kill it outright ... This spell doesn't seem to have much purpose beyond RP elements or the general coolness factor. Transfix: A save or be totally screwed. Unfortunately its extremely limited in who it can affect (medium or smaller humanoids), especially at this level ... otherwise it would get a much higher rating. That said, if you know you're going to be up against a group of medium or smaller humanoids, this spell will ruin their lives and easily win the battle or make it that much easier. A small area of effect makes it more effective indoors, where your opponents are more likely to be grouped together, than outdoors. [/sblock]
Level 8
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Maddening Whispers: Save or suck. The great part is, you get a few options on how you want your opponents to suffer, all of them good. By the time you get it you can affect large groups of enemies with it. This spell is almost an "I win" spell ... don't neglect it. Wrathful Castigation: Die or dazed with a -4 to saves or nothing. Wow. Just, wow. Your opponent is either dead (failed a will save), dazed with a -4 to saves (got the will save, failed a 2nd will save), or nothing (got both saves). By the time you get this spell the probability of the opponent succeeding on both saves should be pretty low, so you should get an excellent result. Very, very nice. [/sblock]
Level 9
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Programmed Amnesia: Alone this spell is certainly great. With a long casting time you won't be using it in combat, but even so its ability is incredibly, incredibly powerful. What makes it unbelievably good is when you couple it with your other enchantments. Got a pet Balor with Dominate monster, but don't want to have to worry about casting a new Dominate Monster on it every few days? Don't worry - cast this spell and its your friend forever. King getting you down? Have a buddy tie him down, and cast this spell. He now believes whatever you want him to believe. The things you can do with this amazing spell are literally endless. [/sblock]
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Complete Mage
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Level 1
[sblock] NOTHING! [/sblock]
Level 2
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Torrent of Tears: A nice save or suck spell that induces blindness and sickness. Sickness gives a -2 to all saves (among other things), making this a very nice debuff to a target to allow for more potent enchantments to hit. [/sblock]
Level 3
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Bothersome Babble: Very effective against casters, and useful for rp/social situations. A second casting adds a damage component. However, it is still of limited use and should only be prepared if you know you'll need it. [/sblock]
Level 4
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Melf's Slumber Arrow: Sleep or suck, this would be a very nice spell. There is an HD limit (15 HD), though it is high enough to not really matter for awhile. Potent Enchantment raises the limit and makes this spell effective for even longer. And, as sleeping allows a coupe de grace, this almost becomes a die or suck. The suck part is being fatigued. This spell would rank higher except you enchant arrows, and actually have to shoot them. Unfortunately the spell entails enchanting arrows, which then have to be fired within a few rounds. This means that although you can enchant them out of combat, you a) need to enter combat right after you finish and b) you should have someone else shoot the arrows to ensure that they hit. An elvish enchanter would get the most milage out of this spell, as they get automatic proficiency with bows and therefore could fire their own arrows (the spell doesn't mention being able to enchant bolts - I would assume its OK, but bows are more effective than crossbows anyways). Vecna's Malevolent Whisper: At first glance this spell seems to suck, dealing a maximum of 19 damage. HOWEVER, it also seems to auto stabilize dying creatures, giving you a very weird source of healing power. Be careful though, as it will put creatures very, very, very close to death. [/sblock]
Level 5
[sblock] NOTHING! [/sblock]
Level 6
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Endless Slumber: Besides being an somewhat save or die (coupe de grace, but longish casting time), this spell also acts as a cheap way to hibernate, or a cheap semi-stasis. Certainly useful, if for its versatility more than its combat applications. [/sblock]
Level 7
[sblock] NOTHING! [/sblock]
Level 8
[sblock] NOTHING! [/sblock]
Level 9
[sblock] NOTHING! [/sblock]
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Frostburn, Sandstorm, Stormwrack, Dragon Magic, Heroes of Horror
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Level 1
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Restful Slumber (Heroes of Horror): Let a creature get a full night's sleep. This has no purpose whatsoever beyond very, very, *very* specific applications. If you happen to need this a spell that has this effect, for whatever reason, here it is ... [/sblock]
Level 2
[sblock] NOTHING! [/sblock]
Level 3
[sblock]
Tormenting Thirst (Sandstorm): An ... interesting save or suck. This spell will effectively end combat if you let it. It can also instill a rage/confusion effect for a limited time. While not as useful as other spells, this spell is by no means bad, and can be very effective in controlling how a battle progresses. Adoration of the Frightful (Dragon Magic): Hopefully you will be using fear effects to lower your opponents saves (through cohorts, familiars, spells, whatever). This will make all of those frightened creatures your friends for a bit - very useful. Of course, is usefulness goes down if you don't have any fear effects ... but you really should, so thats not much of a consideration. In addition, you get a free +1 competence bonus to Diplomacy checks. w00t! [/sblock]
Level 4
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Siren's Call (Stormwrack): This spell is ... interesting. If you're dealing with a creature that isn't aquatic, its a save or die ... though the die part only occurs if there is water near enough and deep enough that the creature can reach the water and drown before the duration of the spell expires. If you're dealing with an aquatic, this spell will simply end the combat if you let. Definitely an interesting and somewhat situational option to consider when choosing your spells, as it is much more potent when cast near a wide expanse of deep water. Trance of the Verdant Domain (Dragon Magic): A nice save or suck, which adds a fascinated effect and gives a -2 penalty on saves against your mind-affecting effects. Unfortunately there are better debuffs out there - as a fourth level spell this should really be more powerful. [/sblock]
Level 5
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Sleep Mote (Sandstorm): As with all sleep spells, this is an effective save or die (coupe de grace). However, it is different in two ways. It get the bonus of creating a large moving area of effect, whose movement you control. Thus you can affect large groups of enemies. It suffers, however, in not being able to affect any creature larger than medium. Thus, it is useful only if you know what types of creatures you'll be facing (or at least their size). Dreaming Puppet (Heroes of Horror): You can only get this spell from taking the Improved Oneiromancy feat. That said, it is an incredible spell that actually makes it worth taking the oneiromancy feat chain. It is an unlimited range (can cross planar boundaries) dominate monster spell ... as a 5th level spell. !? What!? you say? Well, you can only cast it on the target when he/she/it is asleep, but thats not a problem - most things you can affect with enchantment spells sleep ... and you have to be able to identify the target by name. Not a problem if you're trying to take out that big bad evil guy from a few planes away. Just cast this spell, and when he goes to sleep have him sleep walk over to a lake and drown himself or something. There are some risks with this spell, but they are worth it for the massive benefits this spell provides. Make sure you are well-prepared to deal with the risks though (having planeshift at the ready, or on a scroll, is a must - for example). *Update* CantripN has this to say about the spell: "Dreaming Puppet (Heroes of Horror) seems like it has you go to the Dreamscape to take over your target's dreaming self, and then go back to your body. That means you get +1 DC for casting it from the Oneiromancy feat, which is useful enough, I suppose. Also, according to CustServ whom I mailed, you can, in fact use the Dream Walk (4th) spell to come back from a Dreamscape to arrive at the physical location of the dreamer, with a margin of error as with Planeshift. That means you can "safely" cast Dreaming Puppet as soon as you get, even if you don't have Planeshift. Much better." Call Forth The Beast (Heroes of Horror): This is a corrupt spell, so use it at your own risk. It only affects humanoids, and is affected by Potent Enchantment (HD = CL+4 without potent enchantment, CL+7 with it), and as a 5th level spell is thus only appropriate for humanoid heavy campaigns. Its 'interesting' effect can be good in the right situations - great in some situations, amazing in others - but it comes with a CON damage cost. It goes away when the spell ends, so its a good way to know if the effect has worn off ... but still. Only prepare this if you'll know you need it and its appropriate to your alignment. Thanks to CantripN for analysis help. [/sblock]
Level 6
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Symbol of Thirst (Sandstorm): Like other symbol spells, this spell suffers from a very expensive material component, and a need to have a very careful plan laid out to get full the full effect of this spell. Luckily there is no limit on the creatures you can affect ... unfortunately, however, it is only a thirst effect, which is not the most greatest thing in the world. The symbol of persuasion is in every way better. Freezing Glance (Frostburn): Thanks to CantripN for pointing some great things out about this spell. A great save or suck. Every round you get to freeze a creature, for free! This makes them much easier for your companions to hit, and they can't hit back (or do anything, for that matter). The best part, which I mentioned before, is that after you cast this spell you get to do it for for free every round, letting you freeze your opponents and cast more spells. And, its not a mind-affecting spell!!! That means it will work against ALL living creatures (not undead/constructs)! Affected creatures get to save again if attacked, so just drown them or something to kill them to avoid that save. Cloak of Hate (Heroes of Horror): This is an interesting spell, to say the least. It is not really useful for combat situations, but social situations it can very much destroy someone's life. [/sblock]
Level 7
[sblock] NOTHING! [/sblock]
Level 8
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Desert Binding (Sandstorm): This is actually a very interesting version of binding. It is either a save or suck/die, or a stasis spell - depending on how you want to use it. Very powerful with lots of options for how to use it. Don't neglect this! Mind of the Labyrinth (Dragon Magic): Besides the free +1 competence bonus on bluff checks just knowing this gives you, you also screw any caster attempting to use your mind-affecting tricks on you. In addition, you get to use a weaker dominate person effect if you want to. Worth knowing just for the free +1 to bluff, in my opinion. Thanks to CantripN for pointing out that this is a good replacement for mind blank (Players Handbook), as you'll likely be dropping abjuration ... and that this works on any magical effects that cause fear, like a dragon's aura ... confusing a dragon for free is usually not so bad! Unless you were planning on charming or dominating the dragon, of course. Familiar Geas (Heroes of Horror): A ridiculous geas spell. The initial recipient gets NO SAVE, and it actually transfers to family members if the initial recipient dies without completing whatever it is you wanted him to do. Incredibly powerful if you use it properly - the only hard thing to get around is the required set up (10 minute casting time, close range) - but its worth it for the power this spell brings to the table. [/sblock]
Level 9
[sblock] NOTHING! [/sblock] *thanks to CantripN for pointing out the Heroes of Horror spells - I'd overlooked the book [/sblock]
Races of Destiny, the Dragon, Ebberon, Tome of Magic
[sblock]
Level 1
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Power Word Fatigue (Races of the Dragon): Although there is a HP limit, at level 1 no creatures you encounter are going to have 100 HP. Fatigued is a nice debuff, although this spell will quickly be replaced by more potent ones. Like other power word spells there is no save, though ... added bonus. Power Word Pain (Races of the Dragon): A very nice damage over time spell, especially at first level. While it will quickly drop off in power, it will serve you well at the beginning of your career. Beckon Person (Tome of Magic): Thanks to CantripN for finding this. This spell is so useless its almost unbelievable. First you need to have ranks in truespeak to even use it. Secondly - it makes a person come closer to you. Why would you want to do that? Who knows. Especially since you charm person is also a first level spell ... [/sblock]
Level 2
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Power Word Sicken (Races of the Dragon): A great spell, this will sicken creatures under a certain HP limit. Great early on for making sure your enchantment spells work, its power quickly drops off in later levels. Unfettered Grasp (Races of the Dragon): This can be used to help creatures escape a grapple. While that would ordinarily make it pretty useful, its unclear what the grapple DC the creature would have to beat ... something set by the caster, or the grapple check of whatever is doing the grappling. If the latter, this spell isn't that useful ... if an ally is being grappled by something big, chances are that he/she will fail a second grapple check. If anyone knows whats up with this spell, please tell me. Proud Arrogance (Races of Destiny): This would be a useful situational buff if it wasn't restricted to creatures of the same race as the caster. How often do you have an all human group, for example? Or an all elf group? Or an all halfling group? Yea, I thought so ... hardly ever. The racial restriction plus how situational this buff is make it largely useless. [/sblock]
Level 3
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Power Word Deafen (Races of the Dragon): That 100 HP limit is approaching the stage of becoming too low for boss type monsters. Besides, deafen isn't that bad a condition to have. Power Word Maladroit (Races of the Dragon): 2 points of dexterity damage, with a severe HP limit. Shivering Touch is much better. Power Word Weaken (Races of the Dragon): 2 points of strength damage, with a severe HP limit. Meh. You have better debuffs. [/sblock]
Level 4
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Power Word Distract (Races of the Dragon): Makes a creature flatfooted. Good if you have a rogue in your party. At this point, though, the HP limit will start to become a problem for bosses. Beckon Monster (Tome of Magic): Thanks to CantripN for finding this. A horrible, horrible spell. It requires a truespeak check, and why would you want to make something come closer to you? Oh, and charm monster is also a 4th level spell, so really ... this spell is completely pointless. [/sblock]
Level 5
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Power Word Disable (Races of the Dragon): A potential 50 points of damage with no save is nothing to laugh at. However, by this point damage dealers should be doing more than that. While certainly not bad, and a solid damage boost for the enchanter, its not amazing either, and not what an enchanter should be focusing on. Insidious Suggestion (Races of Eberron): The suggestion spell is very strong, and so its this improved version. It still comes back to haunt the victim even if they fail their saving throw, unlike most enchantment spells. Gnomes get a bonus when casting this spell, and having it prepared gives you a bonus on many social skills. So, prepare this if you can! Charm Person, Mass (Races of Destiny): An improved Charm Person. At this point in your career you won't be facing too many humanoids. If you are up against a lot of humanoids at once this will be very useful. Otherwise, don't bother. [/sblock]
Level 6
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Power Word Nauseate (Races of the Dragon): That HP limit is getting really annoying now. Well nauseate is a great condition that you want to put on your enemies due to the save penalty, you might not be able to put it on the big bad bosses due to the HP limit of this spell. However, its still useful against a wide range of foes. [/sblock]
Level 7
[sblock] NOTHING! [/sblock]
Level 8
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Power Word Petrify (Races of the Dragon): This has the same problems that Power Word Kill does. You want to be making slaves out of your foes, not killing them. And the HP limit at this level is somewhat ridiculous. Sure there is no save ... but it won't be able to affect boss type creatures anyways. [/sblock]
Level 9
[sblock] NOTHING! [/sblock]
[/sblock]


Originally posted by zarzak:

Equipment

I'll be going through only the magic item compendium for this section at first ... if anyone knows of any other useful items, please tell me.

I will only be mentioning items that directly benefit your enchantment spells. Besides the items I mention below, the 'normal' AC-boosting, save boosting, and stat-boosting items are recommended ... also any other items that you deem have a appropriate effect/benefit for your character.

Body (Non-Armor)
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Robe of Arcane Might (Magic Item Compendium): This robe can give your enchantment spells a +1 bonus to CL. Not great, but not bad.
Robe of the Archmagi (Dungeon Master's Guide): A very powerful robe, but also very expensive.
Robe of Mysterious Conjuration (Magic Item Compendium): Spontaneous summon monster 3/day. This can be very powerful when combined with the Wild Soul prestige class. Has a reasonable price. Thanks to CantripN for finding this item.
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Face
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Mask of Silent Trickery (Magic Item Compendium): Rather pricey for what it does (only 2/day?). Unlike a metamagic rod of (Silent metamagic) this isn't restricted by spell level, which is nice.
Veil of Whispers (Magic Item Compendium): Awful. Why would you want to confuse creatures? For the most part, you don't. The set is nice though; get this if you're collecting the set. Otherwise, don't bother.
Third Eye Penetrate (Magic Item Compendium): Helps you get through spell resistance. Not bad!
Veil of Allure (Magic Item Compendium): Amazing! +2 to enchantment DCs (and other stuff)! You definitely want this.
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Hands
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Arcanist Gloves (Magic Item Compendium): +2 to CL for first levels pells. Decent (worth it at low levels, for sure).
Barbs of Retribution (Magic Item Compendium: 1/day have an enemy reroll a save with a penalty. Great stuff. Sorcerer only though!
Mesmerist's Gloves (Magic Item Compendium): Affect an extra target with your enchantment spells a few times per day. Not bad.
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Head
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Hat of Disguise (Dungeon Master's Guide): Always useful, especially when trying to appear friendly to your targets, so you can cast your spells on them out of combat ...
Headband of Intellect +X (Dungeon Master's Guide): Absolutely essential, period. If your DM allows it, you can use the rules in the magic item compendium to put the +INT bonus on another item you have (say your Hat of Disguise). All that matters is that you get the +INT bonus: bonus spells and a boost to DC is something you cannot afford to pass up.
Circlet of Mages (Magic Item Compendium): Retain spell slots after casting your spells - you get to retain a combination (of your choice) of 1st, 2nd, and 3rd level slots. Very useful at early levels, though it quickly becomes somewhat obsolete later on in the game.
Helm of Comprehend Languages (Dungeon Master's Guide): This would be more useful if it let you speak any language as well (the part that you really need for enchantment spells). Oh well.
Lore Gem (Magic Item Compendium): An interesting combination of +knowledge item and spellbook.
Circlet of Rapid Casting (Magic Item Compendium): Like the circlet of mages, except lets you cast spells as swift actions. Limited to 4th level spells and below.
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Rings
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Ring of Arcane Might (Magic Item Compendium): +1 to CL. Nice.
Ring of Wizardry (Dungeon Master's Guide): There are various levels of these, all of which give you more spells/day of x level. Very nice.
Ring of Spellstoring (Dungeon Master's Guide): There are various levels of these, which allow for different amounts of spells to be stored. With proper preparation these rings increase the number of spells available to you. Very nice.
Band of Spell Enhancement (Expedition to Castle Ravenloft): 1/day +2 to CL and +1 to DC. Perfect for that big boss fight!
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Throat
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Amulet of Second Chances (Magic Item Compendium): That really important spell that you needed to go through to take over the boss was saved against? No problem, with this amulet! Since your effects are reliant on chance (to a degree), the ability to get a free do-over is very potent. Of course, this amulet has many more uses than that (defensive, helping your allies, etc.). Definitely worth the money, even if its only 1/day.
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Torso
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Vest of the Archmagi (Magic Item Compendium): Expensive, but very powerful. You won't be seeing one of these until you're near level 20, though.
Shirt of Wraith Stalking (Magic Item Compendium): An excellent low-cost option for undead heavy campaigns, you get the benefits of hide from undead unlimited times a day for the cost of a standard action, and the undead are not allowed a saving throw (intelligent or not). As undead are a weakness of enchanters, this is great for getting out of trouble. Thanks to CantripN for finding this item.
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Waist
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Desperation Chain (Magic Item Compendium): Great for if you're in a bind (haha), this spell can save your life if your prepare the proper spell with it. Great item.
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Tools
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Pearl of Power (Dungeon Master's Guide): Regain spells you've cast of various levels. Great!
Metamagic Rods (Dungeon Master's Guide: Always useful, especially since you likely won't have the feats to invest in many (if any) metamagic spells.
Tomebound Eye of Boccob (Magic Item Compendium): Gives a bonus to CL checks to beat spell resistance a few times/day.
Tome of Ancient Lore (Magic Item Compendium): An interesting spellbook ... requires the True Believer feat to really make it useful.
Tome of the Stilled Tongue (Magic Item Compendium): An interesting spellbook ... requires the True Believer feat to really make it useful. Arguably better than Boccob's Blessed Book if you have the True Believer feat, even though it has 1/2 as many pages.
Ioun Stones (DUngeon Master's Guide): Useful because they don't take up a body slot. The orange prism (+CL) and the +INT one are nice.
Boccob's Blessed Book (Dungeon Master's Guide): Replace your spellbook with this asap to save a lot of money in scribing costs/buying new spellbooks costs.
Tome of Clear Thought (Dungeon Master's Guide): Inherent INT bonus; get the total +5 bonus possible asap.
Runestaffs: These are useful for giving spontaneity to a wizard.
Staffs: These are useful for increasing a wizard's durability (amount of spells he/she can cast in a day).
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Sets
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Raiment of the Four (Magic Item Compendium): Thanks to CantripN for suggesting this. You get to use your caster level for the item's abilities. Now, thats pretty awesome for any caster. For an enchanter its nice because the abilities (such as magic missile and fireball) fill a hole in the enchanter's repertoire and are useful against things immune to enchantments. Don't take these items over items that will directly increase your power as an enchanter though.
[/sblock]

Originally posted by zarzak:

Builds

Here are a few sample builds. More to come.

Most of these builds have a gradual buildup of enchantment DC to make them effective at all levels. They also have both have above average necromancy and illusion spells, in case you run into something your enchantments can't handle. You'll also have conjuration and transmutation spells available if you need them. One of the cleric dip builds is probably the strongest at the moment (depending on nightsticks), though the caster level losses hurts.

I will also try to get a cheesy build up that abuses Heighten Spell for super high DCs. NineInchNall's Shadowcraft Mage Handbook has some tips ... Circle Magic might be the way to go. Arcane Thesis was also ruled to make this very a very useful trick, albeit for one spell. We'll see what I can do. Suggestions/builds would be appreciated!

Core Only Builds
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Human
Enchanter 15/Archmage 5
1) Spell Focus (Enchantment)
1 human) Skill Focus (Spellcraft)
3) Greater Spell Focus (Enchantment)
6) Leadership
9) Heighten Spell
12) Spell Focus (Necromancy)
15) Extend Spell
18) Quicken Spell
**NOTE** If Tattoo Focus (DMG) is allowed swap it with Extend spell for an extra +1 to enchantment DC and to beat caster level checks.

Benefits:

  • Core only
  • +2 to enchantment DCs
  • Metamagic - Heighten Spell can be used to increase DCs
  • +1 to necromancy DCs - important against undead
  • Archmage High Arcana


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Enchanter Only
[sblock]
*Assumes Psychic Reformation isn't available for familiar. If it is, don't use the cohort enchanter; take leadership at 6th level and take improved familiar. Drop Diversified Casting and Tattoo Focus.
Silverbrow Human
Enchanter 20
Alternate Class Features used:

  • Cohort Enchanter (Unearthed Arcana)
  • Domain Granted Power (Complete Champion): One of the turning domains or Tyranny - depending on your campaign


1) Potent Enchantment
1 human) Tattoo Focus
3) Spell Focus (Enchantment)
6) Eschew Materials
6 enchanter) Leadership (though toned down)
9) Snowcasting
10 enchanter) Greater Spell Focus (Enchantment)
12) Draconic Aura (Energy; Cold)
15) Shadow Weave Magic
15 enchanter) Heighten Spell
18) Diversified Casting

Benefits:

  • Simple build - only 1 class (albeit with some variants)
  • +8 to Enchantment DCs
  • +5 to Necromancy & Illusion DCs
  • +4 to all other DCs
  • +2 to penetrate spell resistance with enchantments
  • Potent Enchantment for more effective spells, and Diversified Casting to get Dispel Magic and other spells back
  • Heighten Spell for further DC-boosting goodness.
  • Leadership: Companion will be Paladin of Tyranny 3/Hexblade 4 (with Dark Companion alternative class feature)/X 10 (Perhaps 1 more level of Paladin of Tyranny for rebuke undead, followed by Hexblade 9 for more uses of the Hexblade's curse/day). This provides a -4 to -8 penalty to enemies saves, making your effective enchantment DC +13 to +17 (+14 to +18 for compulsion DCs). In addition, the cohort can be a tank/meat shield for you.


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Master Specialist Builds
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Silverbrow Human
Enchanter 3/Master Specialist 10/Fatespinner 5/Mindbender 1/Enchanter +1
Ban Abjuration/Evocation
Variants Used: Social Proficiency (Unerathed Arcana)
Feats:
1) Spell Focus (Enchantment)
1 human) Tattoo Focus
3) Potent Enchantment
6) Eschew Materials
9) Snowcasting
12) Draconic Aura (Energy, Cold)
15) Shadow Weave Magic
18) Diversified Casting OR Mindsight (Lords of Madness)

Benefits:

  • +8 to your enchantment DCs by level 20
  • +5 to all of your illusion and necromancy DCs by level 20
  • +4 to all other DCs by level 20
  • +2 bonus to penetrating spell resistance with your enchantment spells
  • +2 CL bonus to enchantment spells
  • Potent enchantment means many of your spells are more powerful
  • Diversified Casting gives you dispel spells (and/or other stuff) back (late in the build though - you can move it up if you want)
  • Fatespinner benefits


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Wild Soul Builds
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Silverbrow Human
Enchanter 3/Master Specialist 3/Wild Soul 10/Master Specialist +1/Fatespinner 3
Ban Abjuration/Evocation
Variants Used: Social Proficiency (Unerathed Arcana)
Feats:
1) Spell Focus (Enchantment)
1 human) Tattoo Focus
3) Potent Enchantment
6) Eschew Materials
9) Snowcasting
12) Draconic Aura (Energy, Cold)
15) Shadow Weave Magic
18) Diversified Casting

Benefits:

  • +9 to your enchantment DCs by level 20
  • +6 to all of your illusion DCs by level 20
  • +5 to all of your necromancy DCs by level 20
  • +4 to all other DCs by level 20
  • +2 bonus to penetrating spell resistance with your enchantment spells
  • Wild Soul class features and Fatespinner benefits
  • Potent enchantment means many of your spells are more powerful
  • Diversified Casting gives you dispel spells (and/or other stuff) back (late in the build though - you can move it up if you want)
  • Minor School Esoterica


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Cohort Builds
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The following build assumes psychic reformation is not available for use. If it is simply replace tattoo focus with Improved Familiar (this will require a little bit of feat juggling to do).
True Neutral Silverbrow Human
Enchanter 3/Master Specialist 3/Wild Soul 10/Master Specialist +1/Fatespinner 3
Ban Abjuration/Evocation
Variants Used: Social Proficiency (Unerathed Arcana)
Feats:
1) Spell Focus (Enchantment)
1 human) Tattoo Focus
3) Potent Enchantment
6) Leadership
9) Eschew Materials
12) Snowcasting
15) Draconic Aura (Energy, Cold)
18) Shadow Weave Magic

Benefits:

  • +9 to your enchantment DCs by level 20
  • +6 to all of your illusion DCs by level 20
  • +5 to all of your necromancy DCs by level 20
  • +4 to all other DCs by level 20
  • +2 bonus to penetrating spell resistance with your enchantment spells
  • Wild Soul class features and Fatespinner benefits
  • Potent enchantment means many of your spells are more powerful
  • Leadership: Companion will be Paladin of Tyranny 3/Hexblade 4 (with Dark Companion alternative class feature)/X 10 (Perhaps 1 more level of Paladin of Tyranny for rebuke undead, followed by Hexblade 9 for more uses of the Hexblade's curse/day). This provides a -4 to -8 penalty to enemies saves, making your effective enchantment DC +13 to +17. In addition, the cohort can be a tank/meat shield for you.
  • Minor School Esoterica


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Cleric Dip Builds
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The following build assumes psychic reformation is not available for use. If it is simply replace tattoo focus with Improved Familiar (this will require a little bit of feat juggling to do).
True Neutral Silverbrow Human
Cloistered Cleric 1/Enchanter 3/Master Specialist 3/Wild Soul 10/Master Specialist +1/Fatespinner 2
Ban Abjuration/Evocation
Variants Used: Social Proficiency (Unerathed Arcana)
Feats:
1 cleric) Spell Focus (Enchantment)
1 human) Tattoo Focus
1) Eschew Materials
3) Potent Enchantment
6) Leadership
9) Snowcasting
12) Draconic Aura (Energy, Cold)
15) Shadow Weave Magic
18) Diversified Casting

Benefits:

  • +10 to all of your enchantment (compulsion) DCs by level 20
  • +9 to your enchantment DCs by level 20
  • +6 to all of your illusion DCs by level 20
  • +5 to all of your necromancy DCs by level 20
  • +4 to all other DCs by level 20
  • +2 bonus to penetrating spell resistance with your enchantment spells
  • Wild Soul class features and Fatespinner benefits
  • Potent enchantment means many of your spells are more powerful
  • Diversified Casting gives you dispel spells (and/or other stuff) back (late in the build though - you can move it up if you want)
  • Leadership: Companion will be Paladin of Tyranny 3/Hexblade 4 (with Dark Companion alternative class feature)/X 10 (Perhaps 1 more level of Paladin of Tyranny for rebuke undead, followed by Hexblade 9 for more uses of the Hexblade's curse/day). This provides a -4 to -8 penalty to enemies saves, making your effective enchantment DC +13 to +17 (+14 to +18 for compulsion DCs). In addition, the cohort can be a tank/meat shield for you.
  • Minor School Esoterica


Drawbacks

  • Loses 2 caster levels.


[/sblock]

CantripN's Build
[sblock]
I guess I'll post my Enchanter build as a more generic version:

Silverbrow Human Enchanter 3 / Master Specialist 2 / Mindbender 1 / Master Specialist +2 / Wild Soul 10 / Nightmare Spinner 2 (with or without adaptation)

Spell Focus (Enchantment), Tattoo Focus - 1
Potent Enchantment - 3
Bonus: Skill Focus (Spellcraft) - 4
Mindsight - 6
Bonus: Greater Spell Focus (Enchantment) - 7
Eschew Materials - 9
Snowcasting - 12
Draconic Aura (Energy, Cold) - 15
Shadow Weave Magic - 18

Some interesting feats for an Enchanter are the Oneiromancy and Imp. Oneiromancy feats. While not powerful, they are flavourful and may provide some unusual benefits. Having Oneiromancy allows you to posess a Vow of Non-Violence with ease, by letting you make any damage spell non-lethal at a moment's notice. Improved Oneiromancy adds some rather powerful spells to your repertoire, which is especially useful with the Nightmare Spinners bonus Illusion spells per day.

Another option without Snowcasting (suitable for Humanoid campaigns only):
Spell Focus (Enchantment), Dreamtelling - 1
Potent Enchantment - 3
Bonus: Skill Focus (Spellcraft) - 4
Mindsight - 6
Bonus: Greater Spell Focus (Enchantment) - 7
Oneiromancy - 9
Sacred Vow - 12
Vow of Nonviolence - 15
Imp. Oneiromancy - 18

And finally, the one I plan to use right now:
Spell Focus (Enchantment), Collegiate Wizard - 1
Potent Enchantment - 3
Skill Focus (Spellcraft) - 4
Mindsight - 6
Greater Spell Focus (Enchantment) - 7
Dreamtelling - 9
Oneiromancy - 12
Imp. Oneiromancy - 15
Practiced Spellcaster - 18

I now find Wild Soul 10 to be almost crucial to making a good Enchanter (Wizard?), personally. Not only does it eventually give you +1 DC for Illusion and Enchantment, but it also gives you a SLA to Summon Monster 4-8 3/day with some nice new summons available (Shimmerling Swarm, Blink Dog, Pegasus, Unicorn, Leskylor (1/3 headed) and Bearhound being the main attractions if you go with Seelie) and most importantly, you get the ability to spontaneously cast 9 spells (Deserving mention are Remove Fear, Break Enchantment, Baleful Polymorph, True Seeing, Prismatic Spray and Time Stop).
Another build. CantripN says regarding it:
Not at all. Just bear in mind I view myself a Wizard first and Enchanter second. That means stuff like Collegiate Wizard and full casting matter.
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Dragonmark Builds
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These use the dragonmark strategies in the Tactics section.
True Neutral Silverbrow Human
Enchanter 3/Master Specialist 3/Wild Soul 10/Master Specialist +1/Heir of Siberys 3
Ban Abjuration/Evocation
Variants Used: Social Proficiency (Unerathed Arcana)
Feats:
1) Spell Focus (Enchantment)
1 human) Heroic Spirit
3) Potent Enchantment
6) Leadership
9) Eschew Materials
12) Snowcasting
15) Draconic Aura (Energy, Cold)
18) Improved Draconic Aura

Benefits:

  • +12 to your enchantment DCs by level 20
  • +9 to all of your illusion DCs by level 20
  • +8 to all other DCs by level 20
  • Wild Soul class features and a Siberys Dragonmark + Minor School Esoterica
  • Potent enchantment means many of your spells are more powerful
  • Leadership: Companion will be Paladin of Tyranny 3/Hexblade 4 (with Dark Companion alternative class feature)/X 10 (Perhaps 1 more level of Paladin of Tyranny for rebuke undead, followed by Hexblade 9 for more uses of the Hexblade's curse/day). This provides a -4 to -8 penalty to enemies saves, making your effective enchantment DC +16 to +20. In addition, the cohort can be a tank/meat shield for you.


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Originally posted by zarzak:

Tactics

Creature Types

Here is a list of all the major different types of creatures in the game, and strategies on how to beat them (subtypes in red will present significant difficulties for the enchanter).

To summarize, the WORST types to face are, in order (with relevant strategies):
1) Constructs - These are a nightmare. They are by far the worst things an enchanter can face. Brute force, the enchanter's weakness, is the only thing effective against them. Send your minions against them, use polymorph spells/effects, or shadow evocation/orb spells.
2) Deathless - These are like Undead ... but worse. Brute force, ability damage targeting their mental scores (which unfortunately won't usually be low) or energy drain are effective tactics. The necromancy spells you usually rely on to deal with undead won't be very useful against these creatures. Luckily they are very rare, and if you are good-aligned you most likely won't have to fight one.
3) Undead - Brute force is something you can use, however necromancy command/control undead spells will be especially effective if you have been boosting your DCs (the Wild Soul build presented has a +5 to necromancy DCs by level 20, for example), and other necromancy spells can do a lot of damage to the undead. They are also vulnerable to ability damage against their intelligence scores. If you know that you are facing undead ahead of time and prepare properly with necromancy spells, they should not be a problem.
4) Oozes - They are vulnerable to ability damage/drain. Or use brute force.
5) Plants - They are vulnerable to ability damage/drain. Or use brute force.
6) Vermin - These are usually weak creatures. They are vulnerable to ability damage/drain. Or use brute force.
7) Obyrith - Immune to mind-affecting spells and abilities, but vulnerable to everything else (besides poison). All other strategies will work against these creatures. Luckily, they are relatively rare - it is doubtful that you'll run into one.

CantripN points out that Freezing Glance will affect Obyriths, Oozes, Plants, and Vermin - making it an incredibly important spell to have.

Aberration: These creatures have good will saves. They generally have no natural immunities to enchantment spells of any kind. While it is best to avoid targeting their will save, the DC of your enchantment spells should be enough to overcome their saves. If you are worried, use some of your many debuf tactics to lower that save!
Air; subtype: No special strategies.
Angel; subtype: As long as you are not evil, treat them as you would normal outsiders. If you are evil you have a +4 bonus to saves to contend with.
Animal: Bad will saves, and low intelligence (1 or 2). You can either charm them and bring them onto your side, or target their intelligence with one your debufs to render them helpless.
Aquatic; subtype: No special strategies - they can't drown.
Archon; subtype: Treat as normal outsiders.
Baatezu; subtype: Treat as normal outsiders.
Chaotic; subtype: No special strategy.
Cold; subtype: Weak against fire - no special strategy for enchanters.
Construct: Bad saves, BUT immune to ALL mind-affecting effects, necromancy effects, paralysis, stunning, disease, poison, death effects, ability damage, ability drain, fatigue, exhaustion, energy drain, critical hits, anything non-harmless (or that doesn't affect objects) that requires a fortitude save .... basically these guys are an enchanter's worst nightmare. Either branch out into other schools to deal with them (the conjuration damage spells, or polymorph spells, or the like), or have your minions that you have charmed fight them for you.
Deathless: No CON score, immunity to all mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, death effects, critical hits, nonlethal damage, ability dragin, ability damage to its physical ability scores, fatigue, exhaustion, and immunity to any non-harmless (or that doesn't effect an object) effect that requires a fort save (except energy drain effects). In addition, most spells that work against the undead either don't work against the undead, don't have increased effectiveness against them, or requires the opposite alignment spell to effect them. This is really bad for you, the enchanter, as it means many of the necromancy spells you rely on to deal with undead will not work against these guys. Luckily, they are good-aligned and unless you are in an evil party you most likely won't have to fight them.
Dragon: Good saves, immunity to sleep and paralysis effects. Dragons immunity knocks out a subsection of enchantment spells (sleep effects) to use against them, but otherwise they are perfectly susceptible to being charmed or dominated. Depending on the DC of your spells you may need to lower their saves a bit with some debufs before you attempt to make them join your side. As a side note, they have bad dexterity scores which you can target with a shivering touch spell, if necessary.
Earth; subtype: No special strategies.
Eladrin; subtype: No special strategies.
Elemental: All elementals have bad will saves. They are immune to poison, sleep effects, paralysis, stunning, critical hits, and flanking. This means none of your sleep spells will work. However, thats fine as you should be able to handily charm/dominate these creatures.
Evil; subtype: No special strategies.
Extraplanar; subtype: No special strategies
Fey: Good will and reflex saves. Lower their saves if necessary and then dominate/charm. I believe some fey have special resistances/immunities against mind-affecting spells, but those are specialized cases. In general this type shouldn't be a problem.
Fire; subtype: Vulnerable to cold; no special strategies for an enchanter.
Giant: Bad will saves. Dominate or charm as usual - these should be no problem.
Goblinoid; subtype: No special strategies.
Good; subtype: No special strategies.
Guardinal; subtype: Treat as normal outsiders.
Humanoid: May or may not have a good reflex save. You should be especially potent against humanoids, as you get many spells that target them, and at lower spell levels than against other creatures. You shouldn't have to blink when fighting humanoids.
Incorporeal; subtype: As an enchanter you don't use damage spells so much, so these creatures should not present any special issues beyond their base type.
Lawful; subtype: No special strategies.
Living Construct: Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, and energy drain. But, they are vulnerable to mind-affecting spells and abilities - so these creatures should be no problem as long as you avoid their immunities (such as sleep effects).
Magical Beast: Bad will saves. These creatures should be no problem to charm or dominate.
Monstrous Humanoid: Good will saves. If necessary use debuffs to lower their will saves, and then proceed to charm or dominate as usual.
Native; subtype: No special strategies.
Obyrith; subtype: As outsiders ... except immunity to mind-affecting spells and abilities. That makes them annoying and hard to deal with. Ability drain/damage, brute force - these tactics will work. Fortunately they are somewhat rare.
: All bad saves. Mindless (no intelligence score and immunity to all mind-affecting effects), blind (immunity to anything reliant on sight, such as gaze attacks), immunity to poison, sleep effects, paralysis, polymorph, stunning, critical hits, and flanking. These guys are a nightmare, similar to plants (though not as bad as constructs/undead). You have two options: brute force or debuf spells that target their statistics. Necromancy spells would be a good choice for the latter, Orb spells from the conjuration school or the polymorph series of spells would be a good choice for the former. Or have your charmed monsters engage oozes in battle.
Outsider: All good saves. Lower their saves with debuffs if necessary, and then charm or dominate them as usual.
Plant: Bad fortitude and will saves. Immunity to all mind-affecting effects, poison, sleep effects, paralysis, polymorph, stunning, and critical hits. These guys are a nightmare. Fortunately they are usually easily blasted to death or fought with brute force. Or, you can target their ability scores with necromancy effects and debufs. Not as bad as constructs/undead. Have your minions engage them or use damaging conjuration spells, or polymorph into something mean.
Reptilian; subtype: No special strategies.
Shapechanger; subtype: No special strategies.
Swarm; subtype: Swarms are immune to any spell or effect that targets a specific number of creatures with the exception of mind-affecting effects if the swarm has an Intelligence score and a hive mind. Swarms are also weak against area of effect spells, and sometimes wind effects if the swarm is composed of diminutive or fine creatures. Assuming an intelligent swarm, you should have no problems. If the swarm has no intelligent score, it is mindless (perhaps a swarm of tiny constructs or vermin, unless it has a hive mind) and then is a nightmare to deal with. Area of effect spells (though shadow evocation) might be your best bet.
Tanar'ri; subtype: Treat as normal outsiders.
Undead: Good will saves. No constitution score, immunity to all mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, death effects, critical hits, nonlethal damage, ability drain, energy drain, ability damage against physical ability scores, fatigue, exhaustion, any non-harmless (or that doesn't affect objects) effect that requires a fortitude save. These guys are an absolute nightmare, which is unfortunate because they are common creatures. Fortunately you have several tricks as an enchanter to beat them. Undead are vulnerable to ability damage against their mental scores; make sure to make use of that (many will not have the best mental scores). In addition, necromancy effects will allow you to control undead. You should have boosted your DCs, which will help your necromancy DCs (for example, the Wild Soul build presented in the build section gets +5 to necromancy DCs). Failing those two options, brute force would be necessary. Orb spells, polymorph spells, etc. or having your minions fight them.
Vermin: Good fortitude saves. No intelligence score (immunity to mind-affecting effects). Yuck; immunity to many of your enchantment spells. Luckily most vermin type creatures are relatively weak, and should present little problem if you use ability damage/drain spells, direct damage spells (conjuration/shadow evocation), polymorph into something nasty, or have your minions squish them.
Water; subtype: No special strategies - they cant' drown.

Lowering Opponents Saves

Thanks for Dictum Mortuum for reminding me of this strategy. Lowering opponents saves is something you need to be doing, because it is much easier to do than raising your DCs. The drawback of it is that many creatures you run across might be immune to the DC lowering effects (fear is a big one).

The suggestions that Dictum Mortuum has below are great - definitely something to keep in mind when designing your character.
A great way of increasing your DCs is through familiars/cohorts. You can psychic reformation an improved familiar with 2 feats and change them to bind vestige/improved binding and gain the -2 saves aura. The same goes for your cohort, a paladin of tyranny 3/hexblade 4 with dark companion alternative class feature and brutal strike. You spend just 2 feats (and some money and experience, but the cost is negligible) for a standard -6 on saves (-2 from familiar, -2 from paladin's aura and -2 from dark companion) with a potencial 4 penalty (-2 from hexblade's curse and -2 from brutal strike).

So you trade 2 feats for +6 - +10 DC.
Psychic Reformation (Expanded Psionics Handbook) requires Psionics, so it might not be available for use in your campaign.
Paladin of Tyranny (Unearthed Arcana) is a lawful evil Paladin variant. This is no problem if you're in an evil, neutral, or mixed party, but might present issues if you're in an all good party (or if you are a goody two-shoes character yourself).
Hexblade (Complete Warrior) should not present any problems using. The Dark Companion alternative class feature (Complete Warrior) also shouldn't be a problem for any enchanter.

Now, you can use the cohort alternative class feature of the wizard to gain a cohort. But then you'd have to spend a feat on Obtain Familiar and another feat on Improved Familiar. This has benefits and drawbacks as opposed to just spending a feat on Improved Familiar and another feat on Leadership. The benefits are that your familiar will now get all of the benefits it can, as it will be based on caster level and not wizard level (I'll assume you are prestige classing out of wizard). On the other hand your cohort will be weaker than usual and you won't get any followers. Your call.

Also,
Caedrus has done a lot of work with fear effects. Fear effects are great because they lower your opponents saves, letting you have an easier time getting your enchantments through. These builds by him would be great to use for your cohort, or to use parts of for yourself. I'll try to add a more indepth analysis soon (which may involve expanding the prestige class or feats section of this guide
smile.gif
).

Caedrus' The Dreamtwister
Caedrus' Terror Inducing Party

Spell Combos

From CantripN: "Remember the problem with Geas? Long casting time, etc...

Freezing Glance holds a target in place for 1 min/CL, so if he's been affected by that, following up with Geas/Familial Geas is devastating.
What's more, if you happen to catch someone important, like the king's brother, and kill him, you get to command the king, without actually being anywhere near him."

From awake_D_M_golem:
deathwishjoe ... pointed out the combo Charm Person + Hypnosis = FANATIC
for at least a little while. Fun.
Miscellaneous

From FriendlyFrog:
The improved snowcasting combo:

There's a feat in the Eberron book Dragonmarked, called Improved draconic aura, that allows you to increase the bonus granted by your Draconic aura by spending an action point. The bonus increase depends on the power of your dragonmark: Least +1, Lesser +2, Greater +3, Siberys +4.

Three levels of Heir of Siberys will cost you a level of spellcasting, but gives you a Siberys mark. The true gem here is the spell Unfettered heroism, from Races of Eberron, that gives you a bonus action point each round for 1 round/level, meaning that you can use Improved draconic aura pretty much each round.

You are going to need a very specific and dedicated build to pull this off, as you still need the basic snowcasting combo feats. But I wouldn't say that a +8 bonus to the save DC for the all spells you can cast is a bad thing.
This is great stuff! Eberron specific, though. I should mention that I'm not sure if this is legal, as Silverbrow Humans aren't strictly humans. I haven't seen anything, though, that says that racial subgroups can't take dragonmarks (for example, a grey elf then would not be able to take a dragonmark, and I think those are certainly allowed to take them).

From CantripN:
Magical Locations

"Other than Metamagic Storm and a few other awesome locations, one stands out as amazing for enchaters:

Soulheart Pool (CM p154) [4000gp]
1/day recast an Enchantment spell at the same target(s) one round after it was cast.
Duration: 1 year. Activation: easy.


Yes, that is one more free spell of your highest spell level or any other spell you need again.

Charm Monster doesn't work? Cast it again for free.
Want to get the targets of your Maddening Whispers several nasty effects, and not just one? Cast it again for free.

Amazingly cheap, and effective, as well."
Thanks CantripN! Definitely worth it, if your DM will allow it.

Incarnum
Shape Soulmeld (Charming Veil) gives +1 DC to your charm and compulsion abilities. Extra Essentia gained through Feats, Race, Class or Items increase this at a 1/1 rate, which can mean as much as 6 more by level 20.

Incarnum Spellshaping + Extra Essentia + Midnight Metamagic = 4 Essentia (+4 DC)
I'd like to point out that if your DM doesn't allow the Snowcasting Combo, you can play an Azurin (which gives you +1 Essentia). Also, Extra Essentia would give you +2 Essentia, unlike the other ones.

Taking all 4 of the feats I used before is +5 DC, BTW, since it gives +1 DC even without Invested Essentia. Buying an Incarnum Focus can boost this by another +1 DC if you can get more Essentia (Azurin, for example...).
This is pretty good. Four feats for 5 DC, plus some other goodness.

A further note:
Check out Coercive Spell in Drow of the Underdark: +1 metamagic, only for damaging spells, gives a -2 penalty to Will saves for 3 rounds.

From the same book: Poison Spell (adds a poison to a spell, no level cost) w/ any Wis damage poison that's got a good chance of succeeding, and you are looking at some pretty serious Will save debuffing.

Speaking of debuffs, Bind Vestige and the Improved Binding feats together can give Focular's Aura of sadness (-2 to saves). Its adjacent only, though, which sucks, but Concentration checks aren't so tough at higher levels, really.
I'm sticking these suggestions down here because you, as an enchant, normally wouldn't be taking these feats (except perhaps Poison Spell - I'd have to look at what viable spells it would affect), as they are a bit difficult to fit into an enchanter build, either because of how they work or what they require in terms of classes. However they are GREAT for a cohort.

Originally posted by zarzak:

Credits/Links

Dictum Mortuum's Wizard Handbook was a big inspiration. Go Dictum!

CantripN has been a big help with pointing out tactics, spells, feats, and class features that I've overlooked or should reevaluate. Thank you so much!

Nicholas the Paladin's - The New Beguiler Handbook - 2008 has many useful tricks and items for enchanter-type characters.

amatulic's Handbook to Building a Strong Beguiler: Beguilers are similar to enchanters in some respect, and this guide has some useful advice. If you use it for help, be very aware that there are fundamental differences between enchanters and beguilers.

furious_kender's Who Makes the Best Enchanter/Charmer?: An interesting discussion of non-enchanter enchanters.

Mango Index: An index for everything D&D. If you need to know exactly where something that I've mentioned in this guide is, look here.

Treatmonk's Guide to Enchantment: God's Tools: The enchantment section of Treatmonk's wizard guides. He isn't as big a fan as enchantment as I am, but he also has spell ratings that focus on spells that don't grant saves. Very useful info!

Dannar's Guide to Enchanters (Supplement): Good discussion on more strategies for playing an effective enchanter. Has a good discussion of spells from other schools that an enchanter would be interested in.

CantripN's Enchanter: Perhaps the most powerful enchanter build you can make.

Originally posted by frosthammer:

Query: I do love the Enchantment school, but let me ask this: Why do this when you have a ready-made class in the Beguiler? I guess the fac that you're not completely restricted to Illusions/Enchantment is a good thing, but Beguilers kind of own everywhere else in an Enchanter archetype imo.

Originally posted by zarzak:

Query: I do love the Enchantment school, but let me ask this: Why do this when you have a ready-made class in the Beguiler? I guess the fac that you're not completely restricted to Illusions/Enchantment is a good thing, but Beguilers kind of own everywhere else in an Enchanter archetype imo.
Beguiler's are pretty great, I will be the first to admit it. But, not everyone wants to play a beguiler. Plus, enchantment is generally viewed as a subpar school around here, and I feel like it needs some lovin'.

Originally posted by frosthammer:

I agree it needs some loving. The question is will a wizard be able to do a better job at enchanting?

Originally posted by zarzak:

I agree it needs some loving. The question is will a wizard be able to do a better job at enchanting?
The wizard does have some things going for it:
a) No limited spell list. This opens up many things that aren't enchanting based if you want/need them for things immune to mind-affecting effects.
b) Master Specialist.
smile.gif

c) Flavor!

Wizards can be very effective enchanters ... the wild soul build I presented, for example, gets a +9 to enchantment DCs. With a 30 INT at 20th level (reasonable, assuming 16 starting INT), and no other items, thats a DC of 29 + spell level for his enchantment spells. Dominate Monster, for example, would then have a DC of 38. For reference, a Balor has a will save of +19. There would be a 90% chance that you would dominate the Balor (much better than killing it, in my opinion - now you have a huge demon slave).

Even a Great Wyrm Black Dragon (for example) "only" has a will save of +25. It saves on a 13 or better ... meaning a 60% chance to Dominate it(!) A Great Wyrm Red Dragon has a will save of +30. Only a 35% chance to dominate that ... I guess thats what shivering touch is for. ^^

Originally posted by Dictum_Mortuum:

thanks for the support :D

a nice alternate class feature is social proficiency from UA. That gives you some social skills as class skills but takes away your feats.

A great way of increasing your DCs is through familiars/cohorts. You can psychic reformation an improved familiar with 2 feats and change them to bind vestige/improved binding and gain the -2 saves aura. The same goes for your cohort, a paladin of tyranny 3/hexblade 4 with dark companion alternative class feature and brutal strike. You spend just 2 feats (and some money and experience, but the cost is negligible) for a standard -6 on saves (-2 from familiar, -2 from paladin's aura and -2 from dark companion) with a potencial 4 penalty (-2 from hexblade's curse and -2 from brutal strike).

So you trade 2 feats for +6 - +10 DC.

Originally posted by tshern:

Wizards have more versatility at their disposal. Beguilers *do* have an extremely lovely skill list and good classfeatures though.

Originally posted by zarzak:

thanks for the support :D

a nice alternate class feature is social proficiency from UA. That gives you some social skills as class skills but takes away your feats.

A great way of increasing your DCs is through familiars/cohorts. You can psychic reformation an improved familiar with 2 feats and change them to bind vestige/improved binding and gain the -2 saves aura. The same goes for your cohort, a paladin of tyranny 3/hexblade 4 with dark companion alternative class feature and brutal strike. You spend just 2 feats (and some money and experience, but the cost is negligible) for a standard -6 on saves (-2 from familiar, -2 from paladin's aura and -2 from dark companion) with a potencial 4 penalty (-2 from hexblade's curse and -2 from brutal strike).

So you trade 2 feats for +6 - +10 DC.
Oh, that is a great point Dictum. I will make a section based on *lowering* opponents saves, as opposed to *raising* your DC.
smile.gif


Originally posted by frosthammer:

Good idea. I should definitely look into having my my beguiler get a Hexblade cohort. Paladin of Tyranny is out because my party isn't evil, but the Dark Companjion is terrific.

Originally posted by zarzak:

More Spells

Book of Exalted Deeds
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Level 1
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Level 2
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Yoke of Mercy: This is a very powerful spell that can shut down many of the most powerful creatures in the game. There is a HD limit of caster's HD+4 (+7 with Potent Enchantment). It forces your opponent to deal nonlethal damage, which is OK ... but also shuts down all damaging spells/spell-like abilities. Great stuff for anything with potent spells or spell-like abilities. CantripN points out that this spell passes SR, and it may be the only enchantment spell that does so.
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Level 3
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Dolorous Motes: This spell requires a sacrifice of wisdom, which is fine as its not an important attribute for you. It basically creates a cloud(s) that can daze people. A great crowd control spell - huge range, huge area of effect, and you can custom shape the spell (block charge lines and entrances and such). Thanks to CantripN for having me take a second look at this spell and for strategies on how to use it.
Elation: A nice buff which gives morale bonuses to strength, dexterity, and a speed increase. What makes it especially nice is its huge range.
Warcry: An area of effect fear inducing spell. Fear is always a good debuff for your opponents for you, and thus this is a good spell. It will make your opponents cower, which will also help your allies hit your enemies. CantripN points out that this is a fort negates spell, not will negates - very, very rare for an enchantment spell. This makes it useful for enemies with a high will save, but low fort save (enemy casters and such). Chances to target specific saves (other than will) in the enchantment school are rare, so spells that do are exceptional.
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Level 4
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Level 5
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Inquisition: This is a sanctified spell, and has a required sacrifice (1d4 constitution damage), so you better get something amazing. Unfortunately, this effect is only very situationally useful, and you might be able to replicate its effects with lesser spells. While you certainly may have a use for this spell, its not something that will be needed most of the time.
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Level 6
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Wages of Sin: This is a very powerful save or suck spell, that can end battles. By the time you can cast it you'll be affecting many opponents for many rounds. The best part is that you don't have to affect all or your enemies for this to be an effective spell - just some of them. Take note that it won't be very useful if you're in an evil party, though (of course you probably wouldn't be using this book in that case, either), and is most effective against evil opponents.
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Level 7
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Level 8
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NOTHING!
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Level 9
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Ebberon: Magic of Eberron, Player's Guide to Eberron, Faiths of Eberron, Secrets of Sarlona, Eberron Campaign Setting
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Level 1
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Level 2
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Mindburn (Magic of Eberron): This spell causes your enemies to lose high level spell slots over time. While not bad, doing damage/drain to the relevant ability score is a much better strategy against enemy casters.
Price of Loyalty (Player's Guide to Eberron): A more subtle and limited charm person. Now, seeing as charm person is a 1st level spell, and this is a 2nd level spell ... well, unless you specifically need a a very subtle charm person don't bother with this.
Dream Lock (Secrets of Sarlona): A very nice debuff, especially if you are in a dreamtouched state. If you are in this state, this spell becomes much more effective.
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Level 3
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Level 4
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Dream Lock, Mass (Secrets of Sarlona): An improved version of Dream Lock that affects many creatures. Still very effective.
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Level 5
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Glimpse of Eternity (Faiths of Eberron, Magic of Eberron): A save or suck spell ... unfortunately the suck part is a combination of nonlethal damage and confusion. As has been mentioned before, confusion is not a status you want to impose on your enemies, as it is the antithesis of the control you want to have over the battle. The nonlethal damage is nothing spectacular, especially for a 5th level spell.
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Level 6
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Control Elemental (Magic of Eberron): This lets you to command an elemental. Now, you get Charm Monster (which affects elementals) at 5th level, but dominate monster at 9th level. So this spell will be very useful (despite its somewhat short duration) if you fight a lot of elementals. There is an HD limit equal to twice your caster level (Potent Enchantment will improve this), which still should be high enough for your purposes. If this spell had a longer duration and wasn't so creature specific it would get a higher rating. This will allow you to affect bound elementals.
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Level 7
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Level 8
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Maddening Scream (Eberron Campaign Setting): Thanks to CantripN for having me reevaluate this. This is a lot like Tasha's Hideous Laughter, a 2nd level spell, except it doesn't last as long and you have to touch a creature for it to be effective. This is also almost exactly the same as Otto's Irresistible Dance. The creature gets a few additional penalties, but still ... this is an 8th level spell!! Why isn't it rated worse? No saving throw. You can put the big bad evil guy out of commission, if you can touch him. This is an amazing spell for a last ditch defense, or to use against the big bad evil guy. This is actually also in the srd - thanks to CantripN for that tip.
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Level 9
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Forgotten Realms: Champions of Ruin, Dragons of Faerun, Player's Guide to Faerun, Unapproachable East
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Level 1
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Level 2
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Nybor's Gentle Reminder (Player's Guide to Faerun, Unapproachable East): A nice untyped debuff. Note that this spell requires a fortitude save. Rebuke (Spell Compendium) is a reprint (but with a will save), and is the one you should use.
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Level 3
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Compel Breath (Dragons of Faerun): Make a dragon use its breath weapon. Not especially useful.
Nybor's Mild Admonishment (Player's Guide to Faerun): An upgraded version of Nybor's Gentle Reminder. Its still good. Greater rebuke (Spell Compendium) is a reprint (but with a will save), and is the one you should use.
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Level 4
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Aggravate Dracorage (Dragons of Faerun): I suppose this might be useful in some circumstances, though you often want to have dragons NOT mindlessly attack and destroy everything ....
Cone of Euphoria (Dragons of Faerun): An area of effect daze spell. Not especially good compared to other daze spells at your disposal, though certainly not bad.
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Level 5
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Level 6
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Remorseless Charm (Champions of Ruin): This is an incredibly useful spell for an enchanter. You can take control of creatures and them force them to be good (or bad, if you are evil yourself). It is an [evil] spell though ... but if you use it for good intentions you can maybe get around that if you talk to your DM. Definitely a must-have for most enchanters. Make that Balor dominated an angelic being! Or turn that angel into a devlish figure. Endless fun! **NOTE** CantripN points out the 1000 gp component cost, which makes this spell slightly less nice. CantripN also says that this spell will only make good aligned creatures act chaotic evil. When I read the spell description I see that as an example, but your DM might not. If you read it as CantripN does, then this spell is for good-aligned creatures and blue for evil creatures.
Dragoncall (Dragons of Faerun): Makes a dragon come to you, and has its reaction to you improved by one step. VERY situationally useful. If you really need a dragon this spell will do it... thats about its only use. And 6th level too. :/
[/sblock]
Level 7
[sblock]
Nybor's Stern Reproof (Unapproachable East, Player's Guide to Faerun): Save or die, with a fortitude save - and if they make the save, then save or suck with a will save. Amazing. Final rebuke (Spell Compendium) is a reprint (but with a will save), and as its the most up to date version is technically the version you should use. The Forgotten Realms versions are better though. Thanks to CantripN for a correction.
[/sblock]
Level 8
[sblock]
NOTHING!
[/sblock]
Level 9
[sblock]
NOTHING!
[/sblock]
[/sblock]

Dragon Magazine #329 and up - I did a *very* quick skim of these issues and saw no enchantment spells. It is very possible that I missed something ... if so, feel free to mention it.

I won't be adding Book of Vile Darkness spells as it is 3.0 and I'm not sure that its allowed on this board. Plus, I believe some of the spells from that book have been reprinted.



Originally posted by zarzak:

I have a near complete (or complete, not sure) list of all enchantment spells up, among other things. If I've missed anything feel free to tell me!

Originally posted by jameswilliamogle:

Something that I wanted some to consider... The domain wizard variant (CC) gives Wizards the option to get a domain granted power instead of a feat at 5th, 15th, 20th. Now, since the Enchanter is all about controlling things, a few interesting relatively low-level options become available...

What am I talking about? TURNING and REBUKING, of course! Consider these options for your Domain Enchanter:

Domains that grant Turning or Rebuking, in Approximate Order of Generality
Fire: Rebuke or Control Fire subtype creatures / Turn or Destroy Water subtype creatures (By FAR the biggest category)
Earth: Earth / Air
Air: Air / Earth (A close third)
Water: Water / Fire
Scalykind: Rebuke or Control Animals (Reptilians and Snakes only)
Cold: Cold / Fire
Plant: Rebuke or Control Plant
Slime: Rebuke or Control Oozes
Moon: Turn or Destroy Lycanthropes (mentioned for completeness)
Spiders: Rebuke or Control Spiders

Some basic suggestions:
Dragons, many Outsiders, and Elementals have an elemental subtype. Coincidentally, Dragons, Outsiders, and Elementals have the best saves, and are hard to target due to type (ie, only the "Monster" line can snag them). This makes them great candidates for Rebuking to Control.

The order of frequency of creature subtypes follows the list above, loosely (I haven't checked non-SRD sources, however). If you simply take the Fire domain and Earth domain abilities, you have the ability to turn or rebuke any creature with an elemental subtype (which is a ton).

Now, three issues might come up:
1. Cha isn't a prime stat for a Wizard.
True, but as an Enchanter, you want a higher Cha just to pull off your shenanigans, so its not a big issue. Extra Turning adds to all your turning means, if necessary.

2. Turning becomes less effective as you level.
True, which is why you keep Conjuration for Lesser Planar Binding available to get plenty of lower HD cohorts that you wouldn't encounter normally. Since you can only keep 2 X your HD in Undead via turning (normally), and you can only Control creatures w/ HD = 1/2 yours (normally), you automatically will be looking to control 4 of the phattest creatures you can find. Without getting into details, having 4 Small Fire Elementals following you around at L4 is pretty fun.

3. You need to stay in Wizard to keep your effective Cleric level up.
Well, there is exactly one item I've seen to boost turning for non-undead creatures: the feat Improved Turning (almost everything else specifies Turn Undead). Maybe there's more... Keep in mind that you can get more domains that way, too.

OK, so if you absolutely have to get those new higher HD creatures, you have to reduce its HD before turning. Evervation or the less dubious Summon Undead 5 can do that, I believe, after keeping a Magic Circle bound Planar Binding guest attacked (there are issues with this, I know: I'm sure there's a way: you just have to get the creature on your plane first).

...And a More General Use Domain for All Enchanters:
The Tyranny domain gives another +1 stackable DC booster to Compulsions, too.

Originally posted by frosthammer:

EDIT: Double post

Originally posted by frosthammer:

I think I'll add this page to my favorites. My Beguiler can benefit from the spell list in terms of picking which Advanced Learning spell to learn.

Originally posted by zarzak:

I think I'll add this page to my favorites. My Beguiler can benefit from the spell list in terms of picking which Advanced Learning spell to learn.
Thanks for the support.
smile.gif


Something that I wanted some to consider... The domain wizard variant (CC) gives Wizards the option to get a domain granted power instead of a feat at 5th, 15th, 20th. Now, since the Enchanter is all about controlling things, a few interesting relatively low-level options become available...

What am I talking about? TURNING and REBUKING, of course! Consider these options for your Domain Enchanter:

Domains that grant Turning or Rebuking, in Approximate Order of Generality
Fire: Rebuke or Control Fire subtype creatures / Turn or Destroy Water subtype creatures (By FAR the biggest category)
Earth: Earth / Air
Air: Air / Earth (A close third)
Water: Water / Fire
Scalykind: Rebuke or Control Animals (Reptilians and Snakes only)
Cold: Cold / Fire
Plant: Rebuke or Control Plant
Slime: Rebuke or Control Oozes
Moon: Turn or Destroy Lycanthropes (mentioned for completeness)
Spiders: Rebuke or Control Spiders

Some basic suggestions:
Dragons, many Outsiders, and Elementals have an elemental subtype. Coincidentally, Dragons, Outsiders, and Elementals have the best saves, and are hard to target due to type (ie, only the "Monster" line can snag them). This makes them great candidates for Rebuking to Control.

The order of frequency of creature subtypes follows the list above, loosely (I haven't checked non-SRD sources, however). If you simply take the Fire domain and Earth domain abilities, you have the ability to turn or rebuke any creature with an elemental subtype (which is a ton).

Now, three issues might come up:
1. Cha isn't a prime stat for a Wizard.
True, but as an Enchanter, you want a higher Cha just to pull off your shenanigans, so its not a big issue. Extra Turning adds to all your turning means, if necessary.

2. Turning becomes less effective as you level.
True, which is why you keep Conjuration for Lesser Planar Binding available to get plenty of lower HD cohorts that you wouldn't encounter normally. Since you can only keep 2 X your HD in Undead via turning (normally), and you can only Control creatures w/ HD = 1/2 yours (normally), you automatically will be looking to control 4 of the phattest creatures you can find. Without getting into details, having 4 Small Fire Elementals following you around at L4 is pretty fun.

3. You need to stay in Wizard to keep your effective Cleric level up.
Well, there is exactly one item I've seen to boost turning for non-undead creatures: the feat Improved Turning (almost everything else specifies Turn Undead). Maybe there's more... Keep in mind that you can get more domains that way, too.

OK, so if you absolutely have to get those new higher HD creatures, you have to reduce its HD before turning. Evervation or the less dubious Summon Undead 5 can do that, I believe, after keeping a Magic Circle bound Planar Binding guest attacked (there are issues with this, I know: I'm sure there's a way: you just have to get the creature on your plane first).

...And a More General Use Domain for All Enchanters:
The Tyranny domain gives another +1 stackable DC booster to Compulsions, too.
Ah, Domain wizard variant, I'd almost forgotten about that. It looks like out of the turning/rebuking domains that the Plant or Slime domain would be the most useful, because they deal with creature types that you would have trouble dealing with as an enchanter. The Tyranny domain is definitely useful too. I'll add a section with this info! Thanks!
smile.gif


Originally posted by jameswilliamogle:

Thanks for the support.
smile.gif


Ah, Domain wizard variant, I'd almost forgotten about that. It looks like out of the turning/rebuking domains that the Plant or Slime domain would be the most useful, because they deal with creature types that you would have trouble dealing with as an enchanter. The Tyranny domain is definitely useful too. I'll add a section with this info! Thanks!
smile.gif
I'm more about getting Fire and Earth domains to be able to turn a ton of creature types. Variety is the spice of life
smile.gif
. Its also easiest to custom pick these guys, since Planar Binding is available.

Originally posted by logicninja:

Quick note for the Freezing Glance spell from Frostburn: you can share it with your familiar. That way, *both* of you will be able to target a creature with the glance each round. It's like double your fun for free.

Originally posted by CantripN:

Also, interestingly enough, Freezing Glance is not Mind-Affecting...

Originally posted by zarzak:

Also, interestingly enough, Freezing Glance is not Mind-Affecting...
Oh, good call. I was going through so many books I guess I missed that. I'll have to upgrade Freezing Glance's usefulness in light of this.
smile.gif


Originally posted by nicholas_the_paladin:

you'll probably find this handbook Usefull too. The Beguiler has many of the same characteristics of the Enchanter: http://forums.gleemax.com/showthread.php?t=805782(x)

Originally posted by zarzak:

you'll probably find this handbook Usefull too. The Beguiler has many of the same characteristics of the Enchanter: http://forums.gleemax.com/showthread.php?t=805782(x)
added, with warning.
smile.gif


Originally posted by furious_kender:

I just thought I would throw out that arcanists are not the only viable enchanters. Psions and certain cleric builds can be strong as well. I've been playing an enchanter cleric for almost 2 years now and have been having a lot of fun with this poweful class. Other board members have had similar experiences. There is a link in my sig that talks about this a little bit.

Also, a 1 level dip into a cleric with the domination and tyranny domain gets you spell focus enchantment for free, +1 to compulsion dcs, turning ability, a few level 1 divine spells, and the ability to use divine wands. This is much better in my opinion than wild soul where you are losing a caster level and then gain 1 to dcs at level 10.

I am also really wondering whether this is one of the few concepts where mystic theurge may be nice from the early mid levels. Using arcane spells to debuff/buff/enchant and cleric spells to buff/enchant/heal. Clerics get compulsion effects at 1 or more spell levels lower typically (if they get them at all) so it really isn't slowing down access to at least compulsions much. For example, a cloistered cleric with domain sponteniety domination, knowledge and tyranny domains/enchanter 3/mystic theurge 4 has dominate person as a level 4 divine spell...which an normal enchanter 9 would receive as a level 5 arcane spell. So they're only 1 level behind as far as spell access to many humonoid affecting compulsions and dcs are probably as high or higher in at least one class. They also will have a ton of hesitates to throw around from level 8 on. Also, speak language and diplomancy are class skills for cloistered clerics, which helps fill in some skill deficiencies of enchanters.

You also might want to add in the fey heritage line of feats, which are good for enchanters because with 2 feats you get +1 to cl and dcs of enchantment spells as well as an improved will save versus enchantments.

Originally posted by takeuchi_sora:

just one thing: are you sure that the combo eschew materials+snowcasting works? because snowcasting specifically let you five the cold descriptor to a spell when you apply fresh snow or ice as a move equivalent action...if you don't (as with eschew materials) you shouldn't get any benefits from it...or am i missing something?

beside this, great work man! let enchantmet get the light spot it deserves!
smile.gif


Originally posted by Optimator:

What a great handbook.

Originally posted by zarzak:

just one thing: are you sure that the combo eschew materials+snowcasting works? because snowcasting specifically let you five the cold descriptor to a spell when you apply fresh snow or ice as a move equivalent action...if you don't (as with eschew materials) you shouldn't get any benefits from it...or am i missing something?

beside this, great work man! let enchantmet get the light spot it deserves!
smile.gif
The feat lets you make any spell a cold spell (or enhance any cold spell) by adding fresh snow/ice as a material component. Now, applying the snow/ice to a spell is a move action only because you need to gather it from the surrounding environment - if you can ignore material components (like with eschew materials) you'll get the benefit but not the drawback. Basically its like a better energy substitution metamagic, except it costs two feats instead of one.

I didn't think of this trick, btw. Someone else recommended it a while ago ... might have been CantripN or LogicNinja or PhaedrusXY ... I honestly can't remember.
sad.gif


Originally posted by zarzak:

I just thought I would throw out that arcanists are not the only viable enchanters. Psions and certain cleric builds can be strong as well. I've been playing an enchanter cleric for almost 2 years now and have been having a lot of fun with this poweful class. Other board members have had similar experiences. There is a link in my sig that talks about this a little bit.

Also, a 1 level dip into a cleric with the domination and tyranny domain gets you spell focus enchantment for free, +1 to compulsion dcs, turning ability, a few level 1 divine spells, and the ability to use divine wands. This is much better in my opinion than wild soul where you are losing a caster level and then gain 1 to dcs at level 10.

I am also really wondering whether this is one of the few concepts where mystic theurge may be nice from the early mid levels. Using arcane spells to debuff/buff/enchant and cleric spells to buff/enchant/heal. Clerics get compulsion effects at 1 or more spell levels lower typically (if they get them at all) so it really isn't slowing down access to at least compulsions much. For example, a cloistered cleric with domain sponteniety domination, knowledge and tyranny domains/enchanter 3/mystic theurge 4 has dominate person as a level 4 divine spell...which an normal enchanter 9 would receive as a level 5 arcane spell. So they're only 1 level behind as far as spell access to many humonoid affecting compulsions and dcs are probably as high or higher in at least one class. They also will have a ton of hesitates to throw around from level 8 on. Also, speak language and diplomancy are class skills for cloistered clerics, which helps fill in some skill deficiencies of enchanters.

You also might want to add in the fey heritage line of feats, which are good for enchanters because with 2 feats you get +1 to cl and dcs of enchantment spells as well as an improved will save versus enchantments.
Excellent recommendations (though I am a little doubtful about how good the mystic theurge will be in actual play). I will add a section about the cleric dip and expand the feat section fey heritage. Thanks!

Originally posted by klode_me:

combat charm from DR312 is also nice... makes most of your charms even more versatile, since threatening your enimies doesn't give them the usual +5 bonus when you've achieved this feat...

Originally posted by zarzak:

combat charm from DR312 is also nice... makes most of your charms even more versatile, since threatening your enimies doesn't give them the usual +5 bonus when you've achieved this feat...
Thanks! Lots of good stuff in that issue (crunch-wise ... the fluff advice is awful)

Originally posted by furious_kender:

Excellent recommendations (though I am a little doubtful about how good the mystic theurge will be in actual play). I will add a section about the cleric dip and expand the feat section fey heritage. Thanks!
Yeah, I understand. Mystic theurge are not the most overpowering characters normally. The mystic theurge should be a decent character from about level 8 on when they can become a hesitate factory and then at 10 when they get their first dominate.

For example, a quick build to illustrate my point:
Human Domain spontaneous cloistered cleric 3/Enchanter 3/ Mystic theurge x/ x 4
Domains: Knowledge, Tyranny, and Domination
Prohibited schools: Abjuration & probably Evocation
Feats: Fey heritage (1), Tatoo Focus (1), greater spell focus (3) Fey Power (6), Practiced spell caster (9), Chain Spell (12), Quicken Spell (15), Divine Spell power or Twin spell 18.
You could of course drop one of the metamagic feats to fit some divine metamagic in if you've got a decent charisma or can abuse nightsticks.
Dcs of compulsions (from level 6 on): Int/Wis +5+ spell level
9th/7th level arcane/divine spells, Cl of enchantments 21/18
Level spells are gained:
1 Command
3 Hold person, black karma curse
4 Charm person
6 Hidious laughter
8 Hesitate x2, Hold person (arcane), suggestion X2
10 Dominate person (divine), Charm monster, Confusion, assay spell resistance x 2, enervation
12 Dominate person (arcane), greater command, hold monster, chained hold person (divine), Mind fog
14 Geas/quest x2, Heal, Greater Dispel

This is not an overpowering character, but it should be a useful/fun one from about level 8 as you literally can cast 1-2 spells each and every round and never run out.

Also, in your spell section, I think you may have over looked that hesitate was an immediate action. So it's nice to use before the barbarian has a chance to charge you down or so that you can dominate/command/confuse/hold/dispel/debuff a major opponent and then hesitate them (or another opponent) if need be without any metamagic what so ever.

Originally posted by zarzak:

I don't know. Then you have to focus on increasing two stats instead of one. As a result your DC will inevitably be lower - I think it would be much better to be focused on having 1 really high DC than two OK DCs. Besides, you only have so many actions, and you very likely won't get a chance to use your many spells (something often overlooked with theurge types). The DC issue, though ... really huge.

I'll look over hesitate again. If anyone feels that a spell ranking should be changed please say so ! I very well may have missed details or ranked something lower/higher than it should be!

Originally posted by frosthammer:

you'll probably find this handbook Usefull too. The Beguiler has many of the same characteristics of the Enchanter: http://forums.gleemax.com/showthread.php?t=805782(x)
Gee, I'm shocked
eek.gif


/friendly sarcsm ;)
 

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