ENCHANTRESS/ENCHANTER
Enchantresses (and their male counterparts, enchanters) are dual-classed magician/harlequins, and among the most unusual of the many classes of spell casters. A number of unique studies these individuals are able to acquire through their aesthetic talents and skills, including the following special abilities:
- Art: All enchantresses and enchanters begin at first level as "promising" artists, and add a cumulative +5% per level of ability for each succeeding Art die roll (See Art; Arts and Sciences skills for an explanation of art-talent ratings). Those achieving "Master" status will possess consummate skill in Sculpting; if employed to assist an enchantment in the making of any living statue or golem a "Master" enchantress or enchanter increases the chance of success by +40% (as opposed to +25% for any other sculptor). Furthermore, individuals of this calibre can, upon attaining the seventh level of ability, create the wonderous devices known as Orbs of Enchantment. Fashioned of colored glass, an Orb of Enchantment may be used to contain any single spell of Enchantment; breaking the Orb causes the stored spell to be unleashed. Each Orb takes a full day to create, and costs 100 g.p. worth of materials per level of the spell imbued within it. Glass-working tools are required, along with a furnace or other suitable source of heat. Note that the diameter of an Orb of Enchantment will measure one inch per level of the spell which it contains.
- Music: All enchantresses and enchanters begin at first level as "Promising" musicians, and progress as per the Art special ability. Those achieving "Master" status will be able to use their playing and/or singing talents to cause effects identical to the third level spell of Mysticism, "Emotional Influence", to counter and negate the effects of magical/mind-induced fear, panic or, antipathy, apathy, sympathy, hallucination, or delusion. Chance of success is 95%.
Enchantresses and enchanters may find work as traveling minstrels, bards, story-tellers, performers, and so forth. Amongst certain high elven, wood elven, zephyr and gypsy clans, members of this profession are said to be fairly common. Throughout most of the Atlantean world, however, they are quite rare.
- Minimum Attributes: INT: 12 PER: 12 CHA: 14 DEX: 14
- Alignment: Any
- Combat Capabilities: Skilled
- Special Abilities: See Text
- Dual-Classed
SKILLS
Level 1
- Any Single Weapon
- Read Magic (100%)
- Spell Casting
Level 3
- + 1 to Hit
- Magical Mixtures
- Oratory
- Legerdemain
- Acting
Level 5
- Philtres
- Acrobatics I
Level 6
- + 1 to Hit
- Ancient Lore
Level 8
- Potions
- Acrobatics II
Level 9
- + 1 to Hit
- Scrolls
Level 10
- 2 Attacks per Round
- Minor Magic Items
Level 12
- + 1 to Hit
- Rods, Staves and Wands
Level 15,18,21,etc.
- + 1 to Hit