Enchantment Enhancements

Enchant [creature]

Enchantment spells alter the moods and emotions of creatures, making them more likely to perform certain actions. Unlike compulsions, enchantments cannot force a character to perform more than primitive actions; at best, an enchantment might put a creature to sleep or make it attack in a frenzied anger.

The affected creatures’ minds are altered slightly. They are influenced by the spell you cast, but generally they are still free to act as appropriate to their (now slightly altered) nature. You have no actual control over enchanted creatures; however, if you instill in them friendly or helpful attitudes, you can influence them much more easily.

Enchantment spells inflict or remove mental conditions. Each round, creatures affected by condition shake it off as normal for a condition. However, if you choose the Subtle Enchantment enhancement, creatures cannot try to shake it off each round because they do not realize they have been enchanted.

An enchantment cantrip can make a target feel a very weak emotion for up to one round.

Enchantment spells affect the following conditions: Afraid, Angry, Charmed, Confused, Manic, Sleeping. 

Charm

Charm. Cost varies. You inflict the Afraid, Angry, Charmed, Confused, Manic, or Sleeping condition. The standard condition costs 2 MP, while the extreme condition costs 4 MP. The condition is a temporary one which can be shaken off normally; however, you can make it persistent by doubling this enhancement’s MP cost.

Subtle Enchantment. Cost 3 MP. The creature is unaware it has been enchanted, and cannot shake off the charm, which lasts for a set duration (which must be purchased). The target’s allies may still attempt to remove the condition. If the spell also contains compulsion enhancements, this enhancement also functions as the Subtle Compulsion enhancement. You do not need to buy both enhancements. Without this enhancement, charmed creatures will be aware that they are being affected.

Targeted Enchantment. Cost 1 MP. You may designate the focus of an enchanted creature’s emotions as another creature within range. For example, a love spell would normally make the target love the caster; instead you can make the target love a third party. This also goes for anger, fear, and so on.