Who plays an Enchanter?

What types of tactics do you use? How do you take advantage of your magical powers? I have a PC enchanter in my group, and he focuses on mixing illusions and enchantments to first convince his foes to trust him, then scare them off with an approaching monster. He'll shout, "Run, I'll hold it off," or something like that, and get the bad guys to flee. Or he'll charm them and tell them that he doesn't want to kill them, but his reinforcements are just about to arrive, so if they value their lives, they should run now.

However, he hates domination magic. An NPC the entire party liked turned out to be dominated by another NPC traveling with them (and no one liked this second NPC), so once they found out domination magic was to blame, they became resentful of it.

I let him take Bluff and Sense Motive as class skills, because he has a background as a spell duelist, so he's having a blast, and I'm happy to say I'm having no trouble with his skills (unlike the metacreationist in the party, who ectoplasmic cocoons everything).

How interesting are your enchanter characters? Do you feel you don't have enough to do, or do you have certain powers you feel might be overpowered? And would you be interested in any sort of sourcebook for enchantment, such as Dweomercraft: Enchanters, now available at RPGNow.com?
 

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I'm playing a 3rd level human enchanter with Spell Focus (Enchantment) and Greater Spell Focus (Enchantment). His Tasha's Hideous Laughter has a save DC of 20 (21?), so most humanoids we fight (at least the BBG) are disabled for several rounds (and I ready and action to cast it again if he stops laughing). Works quite well. Lots of Sleep (DC 19), too, and since, coincidentally, most of the other members of the party are elves or half elves, I can commonly cast sleep even when they're surrounded by foes.

He's quite successful as-is, though some future levels have some pretty limited spells, so I might pick up the PDF and talk to my DM.
 


Confusion is an excellent spell for crippling other groups of foes.

Hold spells are a nice way to disable enemies.
 

oh, Maturak.... ;)

Victim said:
Hold spells are a nice way to disable enemies.
Yeah, but Hold spells are only good when your team-mate doesn't wimp out and give mercy to the helpless foe! ;)

You gotta lay the smack down when you get the chance, or Holds are just a time-waster...
 

Or you can tie someone up while held, instead of killing him. Against somewhat reasonable and intelligent opponents, you might force a guy coming out of the Hold to surrender if all his allies are down.
 

Another way to be an enchanter is in temporary item enchanting. I'm playing an Elvish enchanter with all sorts of gear he hauls around that he can enchant. he also has most of the create magic item feats.
He has always stayed away from spells that manipulate others as he is chaotic good.
 

Argent said:
Another way to be an enchanter is in temporary item enchanting. I'm playing an Elvish enchanter with all sorts of gear he hauls around that he can enchant. he also has most of the create magic item feats.
He has always stayed away from spells that manipulate others as he is chaotic good.

Too bad almost all the item altering spells are Transmutation.
 


Well, since this is obviously just a plug thread :-). I'd say you should also check out Joe's Book of Enchantment. It covers not only Enchanters but all charm and compulsion critters (such as fey). Gamewyrd rated it better than a third company's Enchantment book. Can't wait to see it go up against Nat20's book.
 

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