Specialist School — Enchantment
- Wizard
- Opposition School — Enchantment
- Enchanting Smile and Dazing Touch
- Opposition School
- Aura of Despair
- Opposition School — Necromancy
- Opposition School — Transmutation
- Opposition School — Abjuration
- Opposition School — Conjuration
- Opposition School — Divination
- Opposition School — Evocation
- Opposition School — Illusion
The enchanter uses magic to control and manipulate the minds of his victims. Enchanting Smile: You gain a +2 enhancement bonus on Persuasion checks and saving throws against enchantment spells. This bonus increases by +1 for every five wizard levels you possess, up to a maximum of +6 at 20th level. Dazing Touch: You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your wizard level are unaffected. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. Aura of Despair: At 8th level, you can emit a 30-foot aura of despair for a number of rounds per day equal to your wizard level. Enemies within this aura take a –2 penalty on ability checks, attack rolls, damage rolls, saving throws, and skill checks. These rounds do not need to be consecutive. This is a mind-affecting effect.
