The enchanters specialty lies in controlling or influencing his
targets with his spells. The school of enchantment/charm also
includes a number of spells that imbue nonliving items with magical
powers. Because the greater part of the enchanter's spell selection
involves influencing other people, enchanters must have a Charisma
score of 16 or higher. Enchantment/charm is opposed by invocation/
evocation and necromancy.
Enchanters have the usual benefits and restrictions of a specialist
wizard. In addition, when an enchanter reaches 11th-level, he
gains the ability to cast a special free action spell once per day on himself or any creature he touches. The
casting time is only 1, and no material components are required.
The spell duplicates the effects of the 4th-level priest spell
free action and lasts for one hour. At 14th-level, the enchanter acquires
immunity to all forms of the charm spell.
While the enchanters spells are not spectacular in effect, they
are also among the subtlest of spells. In many cases, turning
an enemy into an ally is far more effective and desirable than
simply incinerating him, and enchanters excel at mind-affecting
magic. Careful interrogation of charmed enemies can also provide a wealth of useful information for the
enchanter.