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Enchanter

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10: Cerebral Spasm
Deals mental damage over time to a target. If this effect is not cured when it expires, the target is dealt additional mental damage

10: Charm
Grants the enchanter control over target opponent. The opponent has a recurring chance to resist the charm throughout its duration. Higher ranks of this spell will decrease the chance at a periodic resist.

10: Fascinate **
An impairment that mesmerizes the target and removes them from being affected by area of effect spells for a short duration. Mesmerization breaks if the target receives any damage. Upgrades to this spell reduce the target's resistance to the full duration of the effect.

11: Ego Shock **
Deals instant mental damage to the target and roots them in place.

11: Mind Blast
Deals instant mental damage. This spell has a fast casting time.

12: Signet of Intuition
A group augmentation that increases the intelligence and wisdom of the enchanter's group.

13: Consume Ego **
Slowly converts the enchanter's health into power over time.

13: Daunting Gaze
Stuns the enchanter's target and drains some of their power instantly. Epic targets are not affected by the stun. Upgrades to this spell decrease the chance to resist the duration of this effect.

13: Veil of the Unseen
Grants an ally invisibility. You can only maintain this spell on a single ally.

14: Gloom **
Deals mental damage over time to the target and decreases their arcane resistance.

15: Blink
Reduces Hate towards the Enchanter from opponents in the immediate area and randomly teleports the Enchanter to a random location nearby. Care must be taken when using Blink, it has the potential to aggravate nearby non-hostile beings

15: Mind Jolt
Deals instant mental damage. This spell has a fast casting time.

16: Overwhelming Silence
Stifles and drains power over time from the enchanter's target. The stifle effectiveness is reduced on epic targets.

16: Stupefy
Decreases the target's hate towards the enchanter and stuns the target. Upgrades to this spell reduce the target's resistance to the full duration of the stun. Epic targets have increased resistance to the stun duration.

17: Cerebral Lash
Deals mental damage over time to a target. If this effect is not cured when it expires, the target is dealt additional mental damage

18: Breeze
Increases in-combat power replenishment of the enchanter's group. This ability does stack with the the bard's concentration group power replenishment song.

19: Binding Light
Roots the enchanter's target in place, preventing them from movement. This also blurs their vision and prevents them from normal combat attacks until they are struck by any damage. Upgrades to this spell reduce the target's resistance to the full duration of the root effect

35: Mana Cloak
Augmentation, placed upon you and your group, which provides the chance to gain Power back when struck in combat

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** Master II Upgrade Choices

