Enchantments influences minds and emotions through magical persuasion. Rather than overpower, it redirects — soothing aggression, turning foes into allies, or subtly guiding decisions without force. Charm spells change behavior with elegance, not violence.
Enchanters are charismatic manipulators, diplomats, and deceivers. They thrive in tense moments, disarming opponents with a glance or a word. Whether through empathy or cunning, they control the battlefield by controlling people.
Enchanting is often impossible to detect. Visually, charm magic glows soft and warm, carried in a tone, a look, or a perfectly timed phrase. To encounter it is to feel seen, understood — and dangerously willing to agree.
You step boldly forward with raised hands to suppress aggression of the target. If not in combat, target may choose to avoid combat altogether if it is not aggressive in nature, outnumbered or similar. Can be re-used with no penalty if combat or hostile actions have not been initiated.
With a charm person spell you can make one or more targets believe they are old friends of yours. They will treat you like a valued acquaintance and do small favours within their power. They will not risk personal harm to themselves or their other friends to help you.
Compel listeners or viewers to believe a lie, even if it defies logic or evidence.
Confuses an enemy, causing them to find it harder to hit you.
Instill a sense of unity in a group, making them more cooperative with each other and with you.
You sing, whisper, or radiate a presence so irresistible that it draws a creature toward you despite its better judgment. The target is lured from safety and drawn closer — enchanted, confused, and exposed.
Plant a suggestion in the target's mind to do a simple act. In combat and intense situations, it must be an action that takes no more than 1 round to solve. Target will not attempt to kill allies or act clearly against their own interest. Suggestion must be 1 simple sentence and easy to understan