Charmer

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
Charmers are a pseudo-support class that can help fight with their solid offensive stats and from many different ranges thanks to their weapon being throwable. Charmers are a support class specifically designed to enhance the performance of other magic-using classes, and as such are only useful in supporting if there is another magic-user in the party. The Charmer's defensive stats and Agility are low, so if they are attacked at all, they will suffer considerable amounts of damage.

Skills
Tome Charm: The Charmer places a charm on the tome of an ally to make it deal more damage, essentially raising the ally's Magic Attack.* TP Cost: 50, Magic Attack+5

Staff Charm: The Charmer places a charm on the staff of an ally to enhance its healing capabilities, making healing spells used by that ally more efficient.* TP Cost: 40

Charm Golem: The Charmer summons a voodoo golem that will take the damage for one ally for two turns.* TP Cost: 70

Smoke Screen: The Charmer's explosives will leave behind a screen of smoke that makes enemies less accurate.* TP Cost: 60, Enemy Success Roll-6

Witch Time: The Charmer dodges the next attack directed at them at the last second, triggering a time curse that slows time for all enemies, decreasing their agility, movement, and accuracy.* TP Cost: 110, Enemy Agility-6, Enemy Movement/2, Enemy Success Roll-8

Attune: The Charmer attunes their magic to an enemy; if the enemy attacks them, the enemy takes half as much damage as they deal.* TP Cost: 70

Charmer Step: The Charmer can use magical abilities to let them defy gravity and walk on walls and ceilings; the effects wear off after one hour, or when the Charmer sets foot back on level ground.* TP Cost: 20

Overview
Charmers are good to have in any party that has other magic-users in it.

Tome Charm will increase the Magic Attack of the ally it is used on; this is especially useful on Necromancers and Sages as they have high Magic Attack.

Staff Charm will increase the amount of health healed by healing spells like Heal, Healara, or Physic, by adding 30 health to the amount of health rolled.

The Charm Golem skill will block attacks directed at an appointed ally for two turns, allowing that ally to focus on dealing damage or supporting allies without worrying about defending themselves. This is best used on allies with low defensive stats and low Agility, as using it on a class with high defensive stats or a high chance of evading attacks in the first place is wasteful.

The Smoke Screen skill will make enemies less accurate by lessening their success roll value, allowing allies to evade attacks more easily by extension.

Witch Time will let the Charmer automatically dodge the next attack directed at them, lower the enemy's Agility, and then make the enemy unable to attack on the next enemy phase.

Attune will essentially let the Charmer damage the enemy during enemy phase, damaging the enemy for half as much damage as they deal to the Charmer; as the Charmer has low defensive stats, it is possible that it will add up to quite a bit of damage.

Charmer Step is useful for getting to an objective, getting to higher ground, flanking an enemy, or for stealth purposes.

Inventory

 * 26 Magic Explosives (AR: 3)


 * Small Burlap Purse


 * Block of Cheese


 * Clove of Garlic


 * Salt Shaker