July's Spell of the Month

July’s Spell of the Month

Welcome back to our discussion on spell schools for Sorcerer/ Wizards. This month we look at Enchantments. Enchantments are mind effect spells. The control or influence your targets actions and behavior. Up till now all of the spells in this series have been first level spells. Unfortunately the Spell Compendium’s list of first level Enchantments are not that desirable. So we’ve moved up to a second level spell.

Entice Gift
Enchantment (Mind-Affecting)
Level: Bard 2, Greed 2, Sorcerer/Wizard 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./ 2 levels)
Target: One creature
Duration: 1 round
Saving Throw: Will negates
Spell Resistance: Yes

You cast the spell and a purple glow appears in your mark’s eyes. You hold out your hand and demand the object it holds in a compelling voice.

You enchant a creature so that it feels suddenly compelled to give you what it is holding when you cast this spell. On the creature’s next action, it moves as close to you as it can get in a single action. This spell allows you to act out of turn and accept the “gift” if the creature reaches you to hand you the object (assuming you have a free hand and can accept it). The subject defends itself normally and acts as it wishes on subsequent rounds, including attempting to get the object back if desired. If the subject is prevented from doing as the spell compels, the spell has no effect. For example, if the subject is paralyzed and cannot move or drop the item, nothing happens.

This is a great spell. It causes confusion on the battlefield and takes at least one enemy out for a round.
This spell gets even better once you get to a point where you get two or three actions a round. First you cast Entice Gift causing one of your opponents to hand over their weapon on their turn. On your next action you cast last months spell, Masters Touch, which would allow you to be proficient with the weapon that has been turned over to you. If you have another action you can then attack the enemy who has just given you his weapon. If you don’t have a second action this won’t exactly work. This is because of the fact that the round after the creature hands over his weapon he returns to normal.
As a low level spell combination you can’t get much better. An enemy turns over his weapon, you become proficient with it, and the attack them with their own weapon. One other thing to consider when using this spell combo is what will happen when the target creature comes out of his trance. He’s gonna try to get his weapon back. Another spell that could help with that is Bull’s Strength. It will allow you to gain a tighter grip on the weapon and grapple with your opponent.
This spell is also great for a mage who has cross classed as a Rogue. As long as the opponent does not succeed on a Will save, you can steal something from them with no trouble. Throw in a Daze or Charm Person spell and it gives you time to run.

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