Atlantean Trilogy Archive
A young woman with a lyre weaves swirling ribbons of shimmering light around herself in a moonlit palace courtyard.

Enchanter

Profession, dual-classed

A dual-classed magician and harlequin whose magic runs through art and music. Masters can craft glass Orbs of Enchantment and use music to match or break emotional magic.

Also called Enchantress, Enchantress/Enchanter

CombinesMagician + Harlequin

From the book

Enchantresses, and their male counterparts enchanters, combine the magician with the harlequin and are among the most unusual spell casters, cultivating artistic talents alongside their magic. All begin as promising artists and musicians and improve with each level.

A master artist sculpts superbly, greatly raising an alchemist's odds when helping make a living statue or golem, and from 7th level can make Orbs of Enchantment: colored glass spheres that hold one Enchantment spell, released when the orb shatters. A master musician can play or sing to reproduce the Mysticism spell Emotional Influence, or to cancel magically caused fear, panic, antipathy, hallucination and similar states.

They often earn a living as wandering minstrels, bards, storytellers and performers. Among certain high elven, wood elven, zephyr and gypsy clans they are fairly common, but elsewhere in the Atlantean world they are rare.

Skills by level

  1. Level 1
  2. Level 3
    • +1 to Hit
    • Acting
  3. Level 5
  4. Level 6
  5. Level 8
  6. Level 9
  7. Level 10
  8. Level 12
    • +1 to Hit
    • Rods, Staves and Wands
  9. Level 15, 18, 21, etc.
    • +1 to Hit

At a glance

Minimum attributes
INT 12, PER 12, CHA 14, DEX 14
Alignment
Any
Combat training
Skilled
Hit points per level
1 H.P. per point of CON, plus 4 H.P. at first level; then +4 H.P. and any CON bonus per level gained; after 12th level, +1 H.P. per level with no CON bonus (optional rule, page 48)
Special abilities
Art: starts at first level as a 'Promising' artist, adding a cumulative +5% per level to each later Art roll (see Art under Arts and Sciences skills). A 'Master' is a superb sculptor who adds +40% to an alchemist's chance of making a Living Statue or golem (other sculptors add +25%). Orbs of Enchantment (Master artists, 7th level+): a colored glass orb that holds any one Enchantment spell and releases it when broken; each orb is 1 inch across per spell level, takes a full day and 100 g.p. of materials per spell level, and needs a furnace or some other heat source plus glass-working tools. Music: starts as a 'Promising' musician and improves the same way as Art; a 'Master' can reproduce the 3rd level Mysticism spell Emotional Influence, or counter magically caused hallucination, delusion, panic, terror, fear, apathy, antipathy or sympathy (95% chance).
Fields of magic
Enchantment (as magician)
Equipment
Glass-working tools and a furnace (or other heat source) to make Orbs of Enchantment
Open to races
Humans, Elves, Zephyr

The book heads the entry 'Enchantress/Enchanter'. The page does not name the field of magic outright; Enchantment is inferred from the magician half (Magician, p. 27) and from the Orbs holding Enchantment spells.