Advanced Dungeons and Dragons 2nd edition: Wizard class: Specialist Wizard Enchanter
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Enchanter

The enchanter’s 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 enchanter’s 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.

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