Enchanter
Tactics
With Enchanter powers, a cryture is able to simultaneously confound enemies while doling out versatile bonuses to their allies. Mental Daze is their main attack, and can give vulnerable allies a chance to slip out of an enemy's melee range. Wayward Hallucination is a powerful crowd control spell that can reshuffle the battlefield to the cryture's liking. To support allies, an Enchanter can use Fey Blessing to deliver both offensive and defensive buffs, whichever is needed. On the opposite end, they can also confound enemies into turning against each other with their final power, Friend to Foe.
Benefits
Level 1 (4 Essence)
Enchanter Novice - The cryture gains the Mental Daze and Fey Blessing power.
Level 2 (6 Essence)
Mobile - Opportunity attacks against the cryture get a -1 roll modifier.
Level 3 (10 Essence)
Enchanter Adept - The cryture gains the Wayward Hallucination power.
Level 4 (16 Essence)
Caster - The cryture gets +1 Mana.
Level 5 (24 Essence)
Enchanter Paragon - The cryture gains the Friend to Foe power.
Powers
Mental Daze
Type: Fairy
Major Action
Ranged 5
Attack: Power + Enchanter vs. Evasion
Hit: 2 damage per hit and the target becomes Distracted.
Crit: +1 Hit and the target becomes Stunned.
Fey Blessing
Cost: 1 Mana
Type: Fairy
Minor Action
Ranged 5
Effect: The target becomes either Empowered or Hardened.
Wayward Hallucination
Cost: 2 Mana
Type: Fairy
Major Action
Ranged 5 Blast 2
Attack: Power + Enchanter vs. Evasion
Hit: 3 damage per hit and you shift the target 1 space per hit.
Crit: +1 Hit.
Friend to Foe
Cost: 1 Mana
Type: Fairy
Major Action
Ranged 5
Attack: Power + Enchanter vs. Evasion
Hit: 3 damage per hit and the target immediately makes a basic attack against its nearest ally, if able, with a +1 Die Modifier per hit.
Crit: +1 Hit.

Type

Fairy
Role
Controller/Supporter
Strong


Weak





