Enchanter

Overview
Enchant your items and cast a lot of spells! With Enchanter, you can have more control over the stuff in your inventory and be empowered by magic cast on you.

Magic Affinity
Passive: Anytime a magic spell is cast on you, you gain a +4 Speed Boost for 1 turn.

Enchant.png Enchant
Enchant one of your items to grant it a special property. An item may receive multiple different Enchantments.

Enchanting an item with an Enchantment it already has, will remove it. Cooldown: 3 turns

Add one of the following modifiers to an item:


 * Delicious: Food item will move you +3 spaces and count as 2 Food items.
 * Ethereal: Item is only usable while dead.
 * Fireproof: Item can't be burned in fire.
 * Soulbound: Item can't be stolen, traded, or discarded.
 * Sparkling: Item sells for 5 more rupees.

Enchant works by choosing a modifier and then choosing an item. The modifier chosen can be canceled, but invokes a 1 turn cooldown.

CondenseMagic.png Condense Magic
Destroy an item to create a random Magic Crystal. Alternatively destroy a Magic Crystal to create a Scroll of a chosen Spell from that Magic Crystal. Cooldown: 7 turns.

ArcaneRelocation.png Arcane Relocation
Move another player backwards or forwards 2 spaces + their Speed. You can also move yourself, but the movement will be 2 spaces + half your Speed (rounded down). Cooldown: 5 turns

Strengths

 * Very good inventory control, able to keep powerful (non-legendary) items from being stolen or lost.
 * Great control over magic, with Condense Magic able to create magic scrolls of chosen spells.
 * Enchanter always gets a Speed Boost on any spell targeting them.

Weaknesses

 * Has no power to affect others directly, besides minor changes in position.
 * Enchanter ALWAYS gets a Speed Boost on any spell targeting them. This includes Inverted Dice and Cursed Wounds.

Strategies

 * Enchanters have great item control. Non-legendary items with huge swing potential should be enchanted with Soulbound and Fireproof modifiers.  A good example of this might be a Staff.
 * Try to prevent opponents from slamming you with Inverted Dice or Cursed Wounds. Your passive will merely exacerbate these problems.  If you get hit with these, have a Burden on hand (or a Fairy Crystal to Condense Magic with) so you can pass them off to some other person.

Dual-Class Synergies
(to be done later when other classes have their own pages)