Beguiler (Wizard)
As a member of the School of Charms, you have honed your ability to magically entrance and beguile other people and monsters. Some beguilers are peacemakers who bewitch the violent to lay down their arms and charm the cruel into showing mercy. Others are tyrants who magically bind the unwilling into their service. Most beguilers fall somewhere in between.
Branch Features
Charms Savant
The time and cost of copying charms to your Spellbook is halved.
Bonus Spells
Once you can cast spells of a given level, select two spells of that spell level from the list below as bonus spells that are added to your Spellbook, as per the Arcane Spellcasting talent. Once you gain a bonus spell, you always know it and it doesn’t count against the number of spells that you know.
| Spell Level | Spells |
|---|---|
| 1st | Any two 1st level arcane charms |
| 2nd | Any two 2nd level arcane charms |
| 3rd | Any two 3rd level arcane charms |
| 4th | Any two 4th level arcane charms |
| 5th | Any two 5th level arcane charms |
Talents
| Talent | CP | Prerequisites |
|---|---|---|
| Hypnotic Gaze | 5 | Spellbook |
| Instinctive Charm | 20 | 3rd Level Spells and Hypnotic Gaze |
| Split Enchantment | 30 | 5th Level Spells and Instinctive Charm |
| Alter Memories | 50 | 7th Level Spells and Split Enchantment |
Hypnotic Gaze
Cost: 5 Character Points
Actions: 2
Prerequisite: Spellbook Talent
Your soft words and enchanting gaze can magically enthrall another creature. Choose one creature that you can see within 5 feet of you. The creature must be able to see or hear you. Make a Charm attack vs the target’s Wisdom defence. On a hit the target will be charmed by you until the end of your next turn. The charmed creature’s speed drops to 0, and the creature is incapacitated and visibly dazed.
On subsequent turns, you can Sustain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage.
Once the effect ends, or if you miss on your initial Charm attack, you can’t use this feature on that creature again until you finish a long rest.
Instinctive Charm
Cost: 20 Character Points
Actions: Free
Prerequisite: 3rd Level Spells and Hypnotic Gaze
The first time each round that you are attacked by a creature within 30 feet of you that you can see, you can activate your Instinctive Charm to prevent that attack from targeting you. On your turn, you may decide not to use this feature for the next round, or that it is only to be triggered by certain creatures. Otherwise, this ability automatically triggers once per round on the first attack to hit you each round.
When this ability is triggered, the attacker must make a Wisdom defence check vs your Charms skill. On a failure, the attacker must target the next closest creature to it, not including you or itself. If multiple creatures are considered closest, the attacker chooses which one to target. On a success, the target creature is unaffacted and you cannot use this feature on that same creature again until you finish a long rest.
This ability has no affect on creatures that are immune to charmed.
Split Enchantment
Cost: 30 Character Points
Prerequisite: 5th Level Spells and Instinctive Charm
When you cast a Charm spell of 1st level or higher that targets only one creature, you can have it target a second creature.
Alter Memories
Cost: 50 Character Points
Actions: 2
Prerequisite: 7th Level Spells and Split Enchantment
You gain the ability to make a creature unaware of your magical influence on it. When you cast a charm that imposes the charmed condition on one or more creatures, you can alter one creature’s understanding so that it remains unaware of being charmed.
Additionally, once before the spell expires, you can try to make the chosen creature forget some of the time that it spent charmed. Make a Charm attack vs the creature’s Intelligence defence. On a hit, you force the target to lose a number of hours of its memories up to a maxium of 1 + your Charisma attribute modifier (minimum 1).