Enchantment
This article contains information of uncertain canon status due to changes made in the Pathfinder Second Edition Remaster Project. Additional context might be available at Meta:Schools of magic. |
Enchantment is one of the eight schools of magic recognized on Golarion.1 It deals with influencing the minds of others, either by subtly charming them or through compulsion, which exerts a more overt control over the subject.2[citation needed] Wizards who specialize in enchantment magics are known as enchanters.3[citation needed]
Very perceptive individuals can discern whether someone is under the influence of an enchantment spell. Those targeted by compulsions are generally more obvious in this regard than those affected by a charm spell.4[citation needed]
On Golarion
Elven minds seem to be particularly resistant to enchantment magics.5 The god Asmodeus is associated with enchantments and enchanters of all kinds, and is often worshiped by the less wholesome ones.67
Notable enchanters
- See also: Category:Enchanters
- Runelord Sorshen: The Runelord of Lust of the ancient Thassilonian Empire was one of the most powerful enchanters the world has ever known.8 Even though she has been absent for over 10,000 years, her influence can still be felt in the Varisian city of Korvosa. Built on the site of her ancient capital, Xin-Eurythnia, the magical college known as the Acadamae produces a disproportionately high number of enchantment specialists. In addition, every five to six years, the latent energies inherent in the site will produce an enchanter with powers far beyond his or her experience.9
Sin magic
During the reign of the runelords of ancient Thassilon, enchantment was associated with the sin of lust, and was therefore the specialty of Sorshen, ruler of Eurythnia.10
References
- ↑ The Pathfinder Second Edition Remaster Project removed game mechanics for the eight schools of magic. In Player Core, wizards instead specialize based on literal schooling in their education's field of study, and the school of unified magical theory has equivalent mechanics as universalist wizards' practice of all eight schools. Details related to this subject might remain part of the setting canon despite no longer having mechanics supported in current publications.
- ↑ “Magic” in Core Rulebook, 210. Paizo Inc., 2009 .
- ↑ “Chapter 3: Classes” in Core Rulebook, 81. Paizo Inc., 2009 .
- ↑ “Skills” in Core Rulebook, 104. Paizo Inc., 2009 .
- ↑ “Chapter 2: Races” in Core Rulebook, 22. Paizo Inc., 2009 .
- ↑ “Chapter 3: Religion” in Campaign Setting, 172. Paizo Inc., 2008 .
- ↑ “Asmodeus” in Gods and Magic, 6. Paizo Inc., 2008 .
- ↑ “The History of Thassilon” in Burnt Offerings, 77. Paizo Inc., 2007 .
- ↑ “Chapter 5: Secrets” in Guide to Korvosa, 55. Paizo Inc., 2008 .
- ↑ “The History of Thassilon” in Burnt Offerings, 74–76. Paizo Inc., 2007 .