Sequence 9 – Charm Initiate
Learns to detect and influence minor emotional currents in others.
Gains the ability to cast simple enchantment cantrips (e.g., minor charm effects or calming a hostile mood).
Develops an initial understanding of how suggestion and allure work in magical practice.
Sequence 8 – Simple Enchanter
Can cast low-level enchantment spells that affect a single target's attitude or behavior temporarily.
Begins to learn how to layer minor illusions with enchantment to enhance persuasion.
Gains proficiency in reading subtle cues, making social interactions more potent when combined with magic.
Sequence 7 – Allure Adept
Gains the ability to cast spells that sway emotions in groups, charming or pacifying several creatures at once.
Can imbue objects with minor enchantments that subtly influence those who touch them (e.g., fostering trust or calm).
Develops an enhanced personal magnetism, making their words and gestures carry a magical influence.
Sequence 6 – Mind's Emissary
Begins to influence the thoughts of targets more directly, with spells that can implant simple suggestions.
Gains the ability to shield their own mind from similar enchantment attempts by foes.
Can weave combined effects—using minor illusions and soft suggestion—to disarm conflict before it begins.
Sequence 5 – Fascination Binder
Gains the ability to cast more potent enchantment spells, such as those that can charm multiple targets for longer durations.
Can create hypnotic displays that distract or disarm opponents during critical moments.
Begins to master subtle control over memories, gently altering perceptions of past events.
Sequence 4 – Siren of Persuasion
Can temporarily heighten their charisma to superhuman levels, making their enchantments even harder to resist.
Gains spells that allow for the gentle manipulation of mood and decision-making on a larger scale.
Develops techniques to counteract resistance, ensuring that subtle influence persists even against determined minds.
Sequence 3 – Master of Entrancement
Achieves significant control over the minds of others, able to cast spells that dominate or charm foes in combat.
Can craft layered enchantments that persist over time and influence behavior well beyond the spell's duration.
Gains the ability to create a field of entrancement where enemies' willpower weakens, making them more susceptible to suggestion.
Sequence 2 – Beguilement Overlord
Gains the power to alter memories and perceptions on a substantial scale, effectively rewriting small parts of a target's past.
Can influence large groups simultaneously, turning the tide of social encounters or battles through sheer charm.
Develops the ability to cloak their true intentions behind layers of deceptive allure, making them nearly impossible to read.
Sequence 1 – Enchanter Supreme
Can cast potent enchantments that override free will for an extended duration, effectively controlling targets like puppets.
Gains mastery over the interplay of illusion and suggestion, merging them seamlessly to create near-perfect deceptions.
Possesses a formidable aura of influence that can sway the hearts and minds of even the most resolute individuals.
Sequence 0 – Sovereign of Subjugation
Becomes a living conduit of enchantment magic, where their mere presence can reshape the will of those around them.
Gains the ability to permanently alter or erase unwanted memories, rewriting personal histories as they see fit.
Achieves near-mythical control over minds, capable of orchestrating entire events or movements through subtle, omnipresent influence.
Mythical creature form is a pink mist that forms a person
Honerfic name
Lord of sway
The temptation
God of enchantment