Enchantress

This article is about a class in Towers and Tarragons. If you would like to edit this article, please leave a message asking for permission.

Description
Enchantresses are magic-using classes that use Non-Energy, Summoning, and Energy magic. They have average Magic Attack that helps their Energy magic spells. Enchantresses are a debuffing and support class that can use Non-Energy magic to weaken enemies and Summoning magic to support the party. Enchantresses have solid Magic Defense but are lacking in Defense, making them good in battle against other magic-using enemies but vulnerable against enemies with physical weaponry.

Skills
Magic Aura: Other magic-users within ten feet get a 1 point increase in success rate.* Passive

Enchant: The Enchantress can enchant the weapons of non-magic-using allies to deal more damage; lasts for three turns.* TP Cost: 20

Summoner's Will: The Enchantress can increase the stats of summoned allies.* TP Cost: 35, Summoned Ally (Magic)Attack+5

Disenchant: The Enchantress can cause a single target to become disinterested or bored with things.* TP Cost: 5

Silence Mine: The Enchantress sets down a magic mine that casts Silence on an enemy when it gets set off. The mine can be set into any flat surface; when setting it down, you can choose for it to react upon detecting movement or upon detecting magic.* TP Cost: 20

Enervate: The Enchantress decreases enemy Agility and Defense when they are at critical health.* Passive, Enemy Defense-5, Agility-2

Lovestruck: The Enchantress selects a target and assigns an action; every time the target performs the action, they will fall in love with the first person they see.* TP Cost: 20

Overview
An Enchantress can be useful to have around in any campaign, as they can give the party a great deal of support by summoning powerful allies and weakening enemies.

The Magic Aura skill is useful if their are other magic-users in the party, as it will increase their success roll numbers by 1. One may not seem like much, but sometimes it can be the difference between a critical failure, missing an attack, or failing to activate a skill, and success.

Enchant, on the other hand, enhance the combat abilities of non-magic-using allies, increasing their Attack stat.

Summoner's Will increases stats of support that has been summoned using summoning magic, making them support the party more efficiently and dealing more damage to enemies.

The Silence Mine skill will inflict an enemy that is affected by it with the Silence status ailment; the Silence Mine skill's status ailment of Silence will last longer than a typical Silence tome's effects.

Enervate is a passive skill that activates when the Enchantress is low on health, and will weaken a single enemy's Defense and Agility stat.

Inventory

 * Staff (AR: 1)


 * Spellbook (AR: 1)


 * Bead Bracelet


 * Scroll of Strange Runes


 * Magic Ball (gently glows when sung to)

Starting Spells
Stick Figure: The user draws a stick figure on paper or another surface; the stick figure is then magically animated, allowing it to leap off the page and move around. The stick figure cannot be taller than 12 inches, or have an arm span greater than ten inches. The stick figure cannot die, but can be scared away or returned back to a drawing form. The stick figure can lift up to two pounds and attack, though it will only deal damage if it is armed with something; it cannot use magic. The stick figure has 3 Attack, 8 Courage, and 11 Agility. MP: 0

Summon Healer: Summons a healer that will heal allies each turn until the healer is killed or the battle ends. The healer has 20 HP, 10 Magic Attack, and 5 Magic Defense. MP: 20

Hypnotic Suggestion: Cast a spell on a sleeping creature that makes them sleepwalk and take an action that the user desires; the creature cannot harm itself or move more than fifty feet from where it started. MP: 25

Telepathic Link: The user establishes a telepathic link with any person or creature they have met, and can speak with each other through thoughts alone. The link will go away after one week, or can be severed by either of the participants. MP: 10