Enchanter 5 (15)

We Are All Mad Here

Enchanters include magic-users of all genders. They may choose to call themselves wizards, sorcerers, mages, or diviners, depending on their strengths, abilities, and desired reputations.

Enchanters usually take great pride in their appearance, including their outfits, accouterments, and equipment. They often incorporate living or dead elements of dangerous creatures, such as spiders, snakes, crocodiles, and dragons, into the objects that matter to them. Additionally, they may imbue objects with powerful magic.

Enchanters can use long-lasting or even permanent versions of their magical abilities, but doing so usually requires minutes or hours of time.

Most enchanters have one or more apprentices or helpers, typically animals that have been made human temporarily or humans who are in the service of the enchanter until some debt of theirs or their family's has been paid.

Sorcerer's Apprentice: level 3

Motive: Control magic, power

Environment: Everywhere, particularly in places where magic is present and powerful (Other)

Health: 20

Damage: 5 points

Armor: 2

Movement: Short

Modifications: Using and controlling magic as level 7

Combat: Magical weapons and artifacts (such as a whip made of living snakes, a staff with a biting wolf's head on top, or a sword that acts of its own accord) do 5 points of damage. Additionally, an enchanter may employ a number of magical abilities, including the Following:

Additionally, an enchanter may have one or more of the same abilities as a witch or a faerie.

Interactions: For the characters, an enchanter may be a terrifying foe or a powerful ally. Enchanters are fickle, perhaps due to their close relationship with magic, and may change their loyalties on a whim or an imagined slight.

Uses: The characters need to have an object imbued, a person returned to life, or a curse undone, and they turn to the enchanter for help. The characters accidentally insulted the enchanter in some way, and now the enchanter is hunting them down to get revenge.

Loot: Enchanters often protect their precious items with spells and magical locks (level 8). Behind those wards are 1d6 cyphers, an artifact, and an elegant or interesting outfit.