
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
- Level 1
- Any Single Weapon
- Read Magic (100%)
- Spell Casting
- Magical Mixtures
- Oratory
- Legerdemain
- Level 3
- +1 to Hit
- Acting
- Level 5
- Level 6
- +1 to Hit
- Ancient Lore
- Level 8
- 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
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
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.
