Game Rules

Enchanter

The magic school of Runes.

Related Classes

Spells

Level
1

Arcane Mark

Inscribes a personal rune on an object or creature (visible or invisible).

Level
2

Rune of Alarm

Creates an invisible wall in an area. Rune will magically alert you when others cross through it. Length of wall is equal to your intelligence.

Level
3

Rune of Idiocy

Subject takes 1d4 penalty to Int, Wis, and Cha for rounds equal to half your Intelligence. This can only be used once per target.

Rune of Laughter

Target loses actions for 1 round due to a laughing fit. Can only be used once per target.

Level
4

Rune of Heroism

Gives target +2 bonus on attack rolls for rounds equal to half your Intelligence. Can only be used once per target.

Level
5

Rune of Rage

Gives target +3 to Strength and Constitution, and -3 to Armor and Spell Resist for 1 round. Can only be used once per target.

Level
6

Rune of Suggestion

Compels a target to follow a stated course of action. Target may perform a wisdom check to resist. Can only be used once per target.

Level
7

Rune of Confusion

Target behaves irrationally for rounds equal to half your intelligence. Each round, the target can perform a wisdom check to break free. Can only be used once per target.

Level
8

Rune of Explosion

Deals 3d6 fire damage + intelligence when read or stepped on. Rune must be placed on the ground or on an object. If placed on an object, the object is destroyed when activated.

Rune of Despair

Subjects take -10 on their next attack roll. Can only be used once per target.

Level
9

Rune of Domination

Controls target for rounds equal to intelligence when rune is read. Each round, the target can perform a wisdom check to break free. Can only be used once per target.

Rune of Feeblemind

Target's Intelligence and Charisma drop to 1 for 1 round. Can only be used once per target.

Level
10

Rune of Fog

When activated, a magic fog fills a 5 square radius area. All who are caught inside suffer -10 to attack rolls. The fog lasts for rounds equal to half intelligence.

Level
11

Rune of Sleep

Target falls asleep for rounds equal to half your intelligence. Can only be used once per target.

Rune of Greater Heroism

Target gains +3 to attack rolls and becomes immune to fear effects. This rune will break after blocking one fear effect or spell. Can only be used once per target.

Level
12

Rune of Persuasion

Triggered rune charms target. Can only be used once per target.

Level
13

Rune of Blinding

Blinds target creature for rounds equal to half your intelligence. Can only be used once per target.

Rune of Antipathy

An object with this rune repels certain creatures of the enchanter's choosing. Can only be used once per day.

Level
14

Rune of Containment

Target is imprisoned for 1 round per intelligence during combat or 1 hour per intelligence outside of combat. This can only be used once per day.

Rune of Insanity

Triggered rune renders nearby creatures insane. Creatures can perform a wisdom check to resist. Can only be used once per day.

Level
15

Rune of Sympathy

An object with this rune attracts certain creatures of the enchanter's choosing. Can only be used once per day.

Rune of Death

Kills one creature when viewed. Creature can perform a wisdom save to resist. Can only be used once per day.

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