Enchantment
Enchantment is the magic of influence, shaping emotions, thoughts and behavior by touching the mind. It can soothe fear, kindle trust, cloud judgment, sharpen focus, or plant a compulsion that pushes someone to act. Some enchantments are gentle and almost invisible; others are overt chains that seize attention and override intent. Its hallmark is a sudden change of mood or motive: an enemy hesitates, a crowd calms, a guard turns agreeable.
Enchantment Spells at a Glance
| Spell | Complexity | Strain | Summary |
|---|---|---|---|
| Beast Friend | Cantrip | 0 | Each natural beast makes a Charisma save; failure: it's Friendly to you and you can exchange simple intent and emotion. Harming it ends the spell for it. |
| Calm | Cantrip | 0 | A willing creature gains 1 Advantage on its next Charisma save against fear, charm or emotion (and may immediately retry an existing fear effect). Ends once used. |
| Jolt of Doubt | Cantrip | 0 | Each target makes a Charisma save; failure: 1 Disadvantage on its next action before the spell ends. |
| Pocket Command | Cantrip | 0 | Each target makes a Charisma save; failure: it must step 5 ft, drop one held item, or speak a short phrase (your choice). |
| Confusion | 1 | 2 | Each target makes an Intellect save; failure: Confused 1. |
| Empathy | 1 | 1 | One target makes a Charisma save (a willing target may fail). Failure: you read its basic emotions and gain 1 Advantage on Diplomacy, Intimidation, Perform and Insight against it (animal handling against animals). |
| Sanctuary | 1 | 2 | Ward one creature: anyone attempting a damaging attack against or including it first makes a Charisma save vs your Channeling result or loses that action. The spell ends if you or the warded creature harms anyone. |
| Slumber | 3 | 2 | Each target makes a Charisma save (no effect on creatures that don't sleep). Not Bloodied: failure = Drowsy 1 minute; critical failure = Unconscious 1 minute. Bloodied: failure = Unconscious 1 minute; critical failure = Unconscious 1 hour. Damage wakes a sleeper; an adjacent creature can spend 1 AP to let it save again. |
| Mind Wipe | 5 | 3 | A 1-minute chant on a conscious target that stays in range. Charisma save; failure erases up to 30 minutes of a single event. A target that succeeds is immune to your Mind Wipe for 24 hours. Strong contrary evidence lets it try to recall fragments (save with 1 Disadvantage). |
| Puppet | 5 | 3 | One target makes a Charisma save. Success: it knows it was targeted. Failure: you control its actions, though it won't directly harm itself or those it cares about, nor stand idle while allies are in danger. |
Spells
Beast Friend
Cantrip · Strain 0 · Chant (1 minute) · Duration 1 stretch · Save: Charisma
Buff, Communication, Beast, Charm
Each natural beast in your delivery makes its own Charisma save. On a failure it becomes Friendly toward you for the duration: it won't attack you unless threatened or harmed, and it tolerates your presence. While the spell lasts you can share simple intent, emotional tone and basic meaning with it, and it answers through behavior and instinct. It gains no speech, deep reasoning or absolute obedience. If you or your allies harm the beast, the spell ends for it. A beast that critically fails is also Dazed until the start of its next turn.
Delivery restriction: Touch or Remote only; with Remote, each target beyond the first costs +1 Strain.
Critical Success: The beast is especially receptive and will also carry out one simple, safe request it can reasonably understand.
Optional Modifiers
- Quick Bond (+1): Cast it as an Invocation instead; the duration becomes 5 rounds.
- Deep Rapport (+3): Cast it as a Ritual instead; the duration becomes 1 hour. You can share simple images, directions and intentions more clearly, so the beast can handle slightly more specific safe tasks. [4+ ranks]
- ★ Pack Bond (+2): You can use area deliveries, at double the delivery's Strain cost. [School Mastery, 6+ ranks]
Calm
Cantrip · Strain 0 · Invocation, 2 AP · Duration 5 rounds
Brewable, Buff, Emotion
Choose one willing creature. Until the spell ends, it has 1 level of Advantage on its next Charisma save against fear, charm or another emotion effect. If it is already under a fear effect when you cast this, it may immediately save against that effect again with the Advantage. Once it has used the benefit on a save, the spell ends.
Push: take 1 Strain to cast for 1 AP instead of 2.
Critical Success: 2 levels of Advantage instead of 1.
Optional Modifiers
- Shared Calm (+1): Affect 1 more willing creature.
- Lingering Calm (+1): Cast it as a Chant instead; the duration becomes 1 stretch.
Jolt of Doubt
Cantrip · Strain 0 · Invocation, 2 AP · Duration 5 rounds · Save: Charisma
Debuff, Mental
A pulse of mental static makes it harder to act. Each creature in your delivery makes its own Charisma save. On a failure it suffers 1 level of Disadvantage on its next action before the spell ends; once that applies, the spell ends for that creature. A creature that critically fails is also Dazed until the start of its next turn.
Area deliveries cost double Strain for this spell.
Push: take 1 Strain to cast for 1 AP instead of 2.
Critical Success: Targets that fail suffer 2 levels of Disadvantage on that action instead.
Pocket Command
Cantrip · Strain 0 · Invocation, 2 AP · Duration Instant · Save: Charisma
Control, Command
Each target makes a Charisma save opposed by your Channeling result. On a failure it must do one of these (your choice): step 5 feet, drop one held item, or speak one short phrase. A target that critically fails also can't take reactions until the start of its next turn.
Area deliveries cost double Strain for this spell.
Push: take 1 Strain to cast for 1 AP instead of 2.
Critical Success: Choose two of the options; a target that fails must do both.
Confusion
Complexity 1 · Strain 2 · Invocation, 2 AP · Duration Lingering · Save: Intellect
Control, Debuff, Hypnotic
Each creature in your delivery makes an Intellect save opposed by your Channeling result. On a failure it gains Confused 1. A creature that critically fails rolls its next recovery check against this Confusion twice and takes the worse.
Area deliveries cost double Strain for this spell.
Critical Success: Targets that fail gain Confused 2 instead.
Optional Modifiers
- Greater Confusion (+2): Increase the Confused value by 1 at both tiers (Confused 2 on a failure; Confused 3 on your critical success).
Empathy
Complexity 1 · Strain 1 · Invocation, 2 AP · Duration 5 rounds · Save: Charisma
Buff, Brewable, Communication, Concentration, Concentration
One target makes a Charisma save opposed by your Channeling result (a willing target can choose to fail). On a failure, for the duration you can read its basic emotions and you have 1 level of Advantage on Diplomacy, Intimidation, Perform and Insight checks against it. Against an animal, the Advantage applies to Ride and Handle Animal checks instead. Requires Concentration.
Delivery restriction: it affects only one creature; you can't add targets or use an area.
Critical Success: 2 levels of Advantage on those checks instead.
Sanctuary
Complexity 1 · Strain 2 · Invocation, 2 AP · Duration 5 rounds · Save: Charisma
Buff, Brewable
You ward one creature for the duration. Any creature attempting a damaging attack that targets or includes the warded creature must first make a Charisma save opposed by your Channeling result; on a failure it loses that action and the attack doesn't happen. If you or any creature warded by this casting tries to harm anyone, Sanctuary ends at once.
Delivery restriction: one creature only, unless modified.
Critical Success: Creatures making that save roll it with 1 level of Disadvantage.
Optional Modifiers
- Strong (+1): The save has 1 more level of Disadvantage.
- ★ Remote Ward (+2): Change the delivery to Remote (standard 30-foot increments); each additional target costs +2 Strain instead of +1. [School Mastery, 6+ ranks]
Slumber
Complexity 3 · Strain 2 · Invocation, 2 AP · Duration Special · Save: Charisma
Control, Hypnotic, Mental
Each creature in your delivery makes a Charisma save opposed by your Channeling result. Creatures that don't sleep are unaffected (GM's call).
- Success: no effect.
- Failure, not Bloodied: Drowsy for 1 minute (or until it recovers from Drowsy).
- Critical failure, not Bloodied: Unconscious for 1 minute.
- Failure, Bloodied: Unconscious for 1 minute.
- Critical failure, Bloodied: Unconscious for 1 hour.
A creature Unconscious from this spell wakes early if it takes damage. An adjacent creature can spend 1 AP to try to wake it, letting it make another Charisma save opposed by your result; very loud noise or rough handling may do the same (GM's call).
Area deliveries cost double Strain for this spell.
Critical Success: Creatures roll the save with 1 level of Disadvantage.
Mind Wipe
Complexity 5 · Strain 3 · Chant (1 minute) · Duration Instant · Save: Charisma
Debuff, Mental, Modify
Casting takes 1 minute. The target must stay conscious and within your delivery range for the whole chant, or the spell fails. It makes a Charisma save opposed by your Channeling result; on a failure it forgets a single event of up to 30 minutes. If it succeeds, the spell fails and you can't Mind Wipe that target again for 24 hours (others may try).
The memory stays gone, but strong evidence that contradicts the gap lets the target make a Charisma save opposed by your result, with 1 level of Disadvantage, to recall fragments (the GM decides what returns).
Delivery restriction: one creature only.
Critical Success: You can instead remove a complex memory spanning several hours.
Optional Modifiers
- Edit (+1): Alter the memory as you see fit instead of erasing it (the GM may limit plausibility).
- Greater Mind Wipe (+2): Remove an entire event, person, place, thing or concept from the target's memory (the GM rules on scope).
- ★ Combat Casting (+2): Cast it as an Invocation instead of a 1-minute chant. The target must be Restrained or otherwise unable to leave your delivery range while you cast. [School Mastery, 8+ ranks]
Puppet
Complexity 5 · Strain 3 · Invocation, 2 AP · Duration 5 rounds · Save: Charisma
Control
One target makes a Charisma save opposed by your Channeling result. On a success the spell fails and it knows it was targeted. On a failure you control its actions for the duration. It obeys commands that don't directly harm itself or those it cares about (inaction included), and it won't stand idle if it believes its allies are in danger.
Delivery restriction: one creature only; you can't add targets or use an area.
Critical Success: You can give orders that would harm the target or others (including by inaction), but each such order lets it make an immediate Charisma save opposed by your result to refuse that order; it stays controlled otherwise.
Optional Modifiers
- ★ Strong (+2): The initial save has 1 level of Disadvantage. If you also have an active Mind Link to the target, you can keep control at any distance on the same plane. [School Mastery, 6+ ranks]
- ★ Master of Puppets (+3): You can affect additional targets, each costing triple the normal extra-target Strain. Each target rolls its initial save twice and uses the better. [School Mastery, 11+ ranks]
Enchantment Wild Surges
Roll on Wild Surge — Enchantment: 1d30 on a failed Channeling check; 2d8 on a critical failure (negative entry 2 × roll − 3) or critical success (positive entry 2 × roll − 2). Use the severity for the triggering spell's Total Strain: Minor 0–4, Moderate 5–9, Major 10+.
| 1d30 | 2d8 | Surge | Minor (0–4) | Moderate (5–9) | Major (10+) |
|---|---|---|---|---|---|
| 1 | 2 | Emotional Backlash (−) | 1 Disadvantage on Charisma saves until your next turn. | 2 Disadvantage. | 2 Disadvantage until the end of your next turn. |
| 2 | 2 | Calm Focus (+) | 1 Advantage on Charisma saves until your next turn. | 2 Advantage. | 2 Advantage until the end of your next turn. |
| 3 | 3 | Stray Suggestion (−) | A random creature within 10 ft gets a harmless urge for 1 round. | Within 20 ft until the end of your next turn. | Up to two creatures within 20 ft until the end of your next turn. |
| 4 | 3 | Perfect Tone (+) | One creature suffers 1 Disadvantage on its next Charisma save before the end of your next turn. | 2 Disadvantage. | Up to two creatures each suffer 2 Disadvantage. |
| 5 | 4 | Overreach (−) | You become Dazed. | Dazed and Off-Guard until the end of your next turn. | Dazed until you pass a DC 15 flat check at the end of your turn. |
| 6 | 4 | Commanding Presence (+) | 1 Advantage on your next social check before the end of your next turn. | 2 Advantage. | 2 Advantage on your next two social checks. |
| 7 | 5 | Open Mind (−) | Charmed by the nearest creature until the start of your next turn. | …until the end of your next turn. | …until the end of your next turn, with no Reactions while Charmed. |
| 8 | 5 | Steel Mind (+) | Immune to Charmed for 1 hour. | For 1 stretch. | For 12 hours. |
| 9 | 6 | Compulsion Rebound (−) | The target gains 1 Advantage on its next save vs you. | 2 Advantage. | 2 Advantage on its next two saves vs you before the end of your next turn. |
| 10 | 6 | Hypnotic Edge (+) | The target suffers 1 Disadvantage on its next save vs you. | 2 Disadvantage. | 2 Disadvantage on its next two saves vs you before the end of your next turn. |
| 11 | 7 | Loud Whisper (−) | 2 Disadvantage on Stealth until the start of your next turn. | Stealth automatically fails until the start of your next turn. | Stealth automatically fails until the end of your next turn. |
| 12 | 7 | Soft Voice (+) | 1 Advantage on Stealth until the start of your next turn. | 2 Advantage until the start of your next turn. | 2 Advantage until the end of your next turn. |
| 13 | 8 | Mood Swing (−) | 1 Disadvantage on social checks for 10 minutes. | 2 Disadvantage for 10 minutes. | 2 Disadvantage for 1 stretch. |
| 14 | 8 | Charming Aura (+) | 1 Advantage on social checks for 10 minutes. | 2 Advantage for 10 minutes. | 2 Advantage for 1 stretch. |
| 15 | 9 | Memory Blur (−) | Forget a minor detail from the last minute. | Forget a useful detail from the last 10 minutes. | Forget a useful detail from the last hour. |
| 16 | 9 | Memory Lock (+) | Perfectly recall the last minute. | The last 10 minutes. | The last hour. |
| 17 | 10 | Eye Contact Trap (−) | Creatures gain 1 Advantage to Intimidate you until the start of your next turn. | 2 Advantage until the start of your next turn. | 2 Advantage until the end of your next turn. |
| 18 | 10 | Stare Down (+) | Creatures suffer 1 Disadvantage to Intimidate you until the start of your next turn. | 2 Disadvantage until the start of your next turn. | 2 Disadvantage until the end of your next turn. |
| 19 | 11 | Unwanted Honesty (−) | For 1 minute, answer the next question truthfully or stay silent. | For 10 minutes, answer truthfully or stay silent. | For 1 stretch you can't lie. |
| 20 | 11 | Silver Tongue (Surge) (+) | Reroll one Deception or Diplomacy check within 1 minute (keep new). | Within 10 minutes, keep the better. | Within 1 stretch, reroll up to two, keep the better. |
| 21 | 12 | Twitchy Hands (−) | 1 Disadvantage on attacks until the end of your next turn. | 2 Disadvantage until the end of your next turn. | 2 Disadvantage until you pass a DC 15 flat check at the end of your turn. |
| 22 | 12 | Steady Hands (Surge) (+) | 1 Advantage on your next attack before the end of your next turn. | 2 Advantage. | 2 Advantage on your next two attacks. |
| 23 | 13 | Crowd Control (−) | One ally within 10 ft is Dazed until the end of its next turn. | One ally within 20 ft. | Up to two allies within 20 ft. |
| 24 | 13 | Team Spirit (+) | One ally within 10 ft gains 1 Advantage on its next check. | One ally within 20 ft gains 2 Advantage. | Up to two allies within 20 ft gain 2 Advantage. |
| 25 | 14 | Lingering Guilt (−) | Gain 1 Strain. | Gain 2 Strain. | Gain 1d4 Strain. |
| 26 | 14 | Refreshing Confidence (+) | Recover 1 Strain. | Recover 2 Strain. | Recover 1d4 Strain. |
| 27 | 15 | Bitter Laugh (−) | No Reactions until your next turn. | No Reactions until the end of your next turn. | No Reactions until the end of your next turn, and Dazed. |
| 28 | 15 | Quick Wit (+) | Make one extra Reaction this round. | +1 RP this round. | +1 RP this round and next. |
| 29 | 16 | Dominant Tone (−) | Your next spell allowing a Charisma save grants 1 Advantage on it. | Your next two such spells. | Your such spells until the end of your next turn. |
| 30 | 16 | Subliminal Twist (+) | Your next spell allowing a Charisma save imposes 1 Disadvantage on it. | Your next two such spells. | Your such spells until the end of your next turn. |
− negative (odd), + positive (even).