The ENCHANTER is *NOT* the 'Enchanter Spec. Mage' from the PH2. In the system of magic I have put forth, 'Enchantment' encompasses spells that temporarily or permanently 'embed' magical power within objects or creatures, often using it to transform them into something else (e.g., polymorph, metamorphose liquids, fabricate) or to imbue them with some supranormal ability (e.g., fly, strength, Tenser's transformation). This also includes spells that place magical powers within objects (e.g., alarm, explosive runes, glassee, phase door, symbol) and 'alchemical' spells that involve poison and acid. Thus, the Realm of Magic called 'Enchantment' is similar in many ways to the 'Alteration' school, but with many additional spells culled particularly from Enchantment/Charm (i.e., the object-affecting spells, not the mental attacks), Alchemy, and Artifice. They love studying in their laboratories and remain somewhat tied to them. Enchanters are skilled at pulling in magical energy from their environment and at storing magical energy, both in the form of stored spells ready for instant use and in the creation of 'quasimagical' items akin to standard magical items but only of temporary use. They also are sensitized to the natural ebb and flow of magical energy in the world. Enchanters *can* be very effective in combat, but their best skills rest in support roles and overcoming obstacles. The Enchanter kits are: ALCHEMIST - expert at ID'ing and creating potions, poisons, and misc. chemicals and using magical power through their alchemical arts. They are studious and knowledgeable but highly specialized and not as good at non-Alchemical magical tasks as other Enchanters or as in tune with the magical environment. ARTIFICER - akin to an Alchemist, but specializing more in the realm of permanent and temporary magical item creation and spell storage. They are also highly lab-oriented and less in tune with the general environment. NATURALIST - the opposite number in many ways of the Alchemist and Artificer, Naturalists can sense and channel magical energy inherent in nature and especially devote their focus to the study of animals and plants, with great mundane and magical skill in this area (including the ability to calm animals (and plant creatures!) as a ranger can). They can even use certain priest spells in their area, but are not as good as most forms of wizardry as other Enchanters. TRANSMUTER - something of a middle ground subspecialist, Transmuters focus on magic that effects a 'state change'--a real, tangible, substantial change to the form, figure, or substance of a creature or object rather than just imbuing a magical effect. They do like to experiment a bit, but they eschew lab work in favor of 'field work' as the best place to really test the limits of magic and how it can be used to 'make its mark' on the world.