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| image = Class Wizard Enchantment Badge Icon.png
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{{SubclassQuote|quote=Your magic influences, beguiles, and bends the will and conviction of those around you.|image=Class Wizard Enchantment Badge Icon.png}}
'''Enchantment School''' is one of the [[Wizard#Level 2|Subclasses]] of [[Wizard]]. These Wizards specialize in controlling and befuddling others.
'''Enchantment School''' is one of the [[Wizard#Level 2|Subclasses]] of [[Wizard]]. These Wizards specialize in controlling and befuddling others.


== Subclass Features ==
{{Quote class|{{PAGENAME}}}}
 
== Subclass features ==
{{SubclassNote|Wizard}}
{{SubclassNote|Wizard}}


=== Level 2 ===
{{Level header|2}}
 
; Enchantment Savant
: Halves the cost to learn [[Enchantment spells]] from [[Scrolls]]. Learning these spells will only cost '''{{gold|25}}''' per spell level.


==== [[Enchantment Savant]] ====
{{HorizontalRuleImage}}
* Halves the cost to learn [[:Category:Enchantment Spells|Enchantment spells]] from [[Scrolls]]. Learning these spells will only cost '''{{gold|25gp}}''' per spell level.


==== {{IconLink|Hypnotic Gaze Icon.webp|Hypnotic Gaze}} ====
; {{SAI|Hypnotic Gaze|w=40}}
* Once per [[Long Rest]], use an action to target a non-ally creature within [[File:Range Icon.png|24x24px|Range]]1.5m / 5ft. The target must succeed on a {{Ability|Wisdom}} [[Saving Throw]] or become [[Charmed (Condition)|charmed]] and [[Incapacitated (Condition)|incapacitated]] for 2 turns. As an action, while still within range, you can maintain the charm, extending the charm for another 2 turns. If the target takes damage, the effect ends.
: Once per [[Long Rest]], use an action to target a non-ally creature within {{Range|m=1.5|ft=5}}. The target must succeed on a {{SavingThrow|WIS}} or become {{Cond|Charmed}} and {{Cond|Incapacitated}} for 2 turns. As an action, while still within range, you can {{SAI|Maintain Hypnotic Gaze|Maintain}} the charm, extending the charm for another 2 turns. If the target takes damage, the effect ends.


=== Level 6 ===
{{Level header|6}}


==== {{IconLink|Instinctive Charm Icon.webp|Instinctive Charm}} ====
; {{SAI|Instinctive Charm|w=40}}
* As a [[Reaction]], charm an enemy that attacks you. They must succeed on a {{Ability|Wisdom}} saving throw or attack a new target if possible. If a target succeeds on its saving throw, it cannot be affected by this ability until after a long rest.
: As a {{Action|Reaction}}, charm an enemy that attacks you. They must succeed on a {{Saving Throw|Wisdom}} or attack a new target if possible. If a target succeeds on its saving throw, it cannot be affected by this ability until after a long rest.


=== Level 10 ===
{{Level header|10}}


==== {{IconLink|Split Enchantment Icon.webp|Split Enchantment}} ====
; {{Pass|Split Enchantment|w=40}}
* You know your enchantments inside and out. You can target 2 creatures with Enchantment spells that would normally only target 1 creature.
: You know your enchantments inside and out. You can target 2 creatures with [[Enchantment spells]] that would normally only target 1 creature.


{{WizardNavbox}}
{{WizardNavbox}}
[[Category:Subclasses]]

Latest revision as of 17:43, 29 July 2024

Enchantment School is one of the Subclasses of Wizard. These Wizards specialize in controlling and befuddling others.

Subclass features[edit | edit source]

This subclass obtains all the features from its base class, Wizard, in addition to its unique features outlined below.

Level 2

Enchantment Savant
Halves the cost to learn Enchantment spells from Scrolls. Learning these spells will only cost Gold Pile Single Item Image.png 25 gp per spell level.
Bg3 content hr.png
Hypnotic Gaze Hypnotic Gaze
Once per Long Rest, use an action to target a non-ally creature within  Range: 1.5 m / 5 ft. The target must succeed on a Wisdom saving throw or become Charmed Charmed and Incapacitated Incapacitated for 2 turns. As an action, while still within range, you can Maintain Maintain the charm, extending the charm for another 2 turns. If the target takes damage, the effect ends.

Level 6

Instinctive Charm Instinctive Charm
As a Reaction, charm an enemy that attacks you. They must succeed on a Wisdom saving throw or attack a new target if possible. If a target succeeds on its saving throw, it cannot be affected by this ability until after a long rest.

Level 10

Split Enchantment Split Enchantment
You know your enchantments inside and out. You can target 2 creatures with Enchantment spells that would normally only target 1 creature.