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Enchantment Spell School

From DDO Compendium


This is a list of spells in the Enchantment Spell School


Name Effect Levels Metamagics Cost
Spell Charm Monster Icon.pngCharm Canine
Enchantment (Charm)(Mind-affecting)
Target: Foe

An enemy non-magical canine is charmed and will fight as a trusted friend and ally. Charmed monsters get additional saves every 15 to 30 seconds. A successful Will save negates this effect.

Clickie 10
Spell Hold Monster, Mass Icon.pngHold Monster
Enchantment (Mind-affecting)
Target: Foe

An enemy becomes paralyzed and freezes in place. It is aware, but can take no actions for a maximum of 6 seconds per caster level. The enemy may attempt to make a new Will save every 3 seconds.

Bard 4
Sorcerer 5
Warlock 4
Wizard 5
Embolden
Enlarge
Eschew Materials
Heighten
Quicken
Spell Points:
25 (Bard)
30 (Sorcerer)
30 (Warlock)
30 (Wizard)
Spell Hold Person Icon.pngHold Person, Mass
Enchantment (Compulsion)(Mind-affecting)
Target: Foe, Positional

Casts Hold Person on multiple humanoids. Affected enemies become paralyzed and can take no actions for a maximum of 6 seconds per caster level. The enemy may attempt to make a new Will save every 3 seconds. Humanoids include kobolds, goblinoids, player races except for warforged, troglodytes, and more, but do not include Monstrous Humanoids.

Sorcerer 7
Warlock 5
Wizard 7
Embolden
Enlarge
Heighten
Quicken
Spell Points:
40
Spell Power Word- Stun Icon.pngPower Word: Stun
Enchantment (Compulsion)(Mind-affecting)
Target: Foe

A single word of power is uttered, causing your target to become stunned. Creatures with 150 or fewer current HP are stunned for 4 to 32 seconds, creatures with 151 to 300 HP are stunned for 2 to 16 seconds, and creatures with 301 hps or more are stunned for 8 seconds.

Sorcerer 8
Warlock 6
Wizard 8
Enlarge
Quicken
Spell Points:
10
Spell Rage Icon.pngMadstone Rage
Enchantment
Target: Self

The chaotic effects of madstone drive you into a murderous rage. Madstone Rage grants a +2 Strength, +4 Constitution, +4 natural armor bonus and 20% Melee Haste, while prohibiting any spell casting.

Clickie 5
Spell Acid Spray Icon.pngAcid Spray
Enchantment (Acid)
Target: Foe, Directional, Breakable

A cone of burning acid shoots forth, damaging targets in the area of the spray for 1d6+1 acid damage per caster level (up to a maximum of 5d6+5 damage at caster level 5). A successful Reflex save reduces the damage by half.

Sorcerer 1
Wizard 1
Embolden
Empower
Maximize
Quicken
Heighten
Intensify
Spell Points:
4
Spell Aid, Mass Icon.pngAid, Mass
Enchantment (Mind-affecting)
Target: Friend, Self

Adds 8 +1 per caster level (max level 15) temporary hit points and a +1 morale bonus to attack rolls and saves against fear. Affects multiple targets.

Cleric 3
Favored Soul 3
Enlarge
Extend
Quicken
Spell Points:
20
Spell Aid Icon.pngAid
Enchantment (Mind-affecting)
Target: Friend, Self

Adds 8 +1 per caster level (max level 10) temporary hit points, and grants a +1 morale bonuses on attack rolls and saves against fear.

Cleric 2
Favored Soul 2
Enlarge
Extend
Quicken
Spell Points:
15
Spell Animal Trance Icon.pngAnimal Trance
Enchantment (Mind-affecting)
Target: Foe

Fascinates nearby Animals, Magical Beasts, and Vermin, causing them to stop and stare blankly until damaged. A successful Will save negates this effect. Creatures targeted by this effct have their will save momentually weakened (-3 to will). Mindless targets cannot save, but the duration is halved.

Druid 2 Embolden
Enlarge
Heighten
Quicken
Spell Points:
15
Spell Bane Icon.pngBane
Enchantment (Compulsion)(Fear)(Mind-affecting)
Target: Foe

Enemies are filled with fear and doubt, giving a -1 penalty on attack rolls and saves against fear on all affected targets. A successful Will save negates this effect. Bane counters and dispels Bless.

Cleric 1
Favored Soul 1
Warlock 1
Enlarge
Heighten
Quicken
Spell Points:
4
Spell Bless Icon.pngBless
Enchantment (Compulsion)(Mind-affecting)
Target: Self

You and any allies near you are filled with courage and gain +1 morale bonuses to attack rolls and saves against fear. Bless counters and dispels Bane.

Cleric 1
Favored Soul 1
Paladin 1
Extend
Quicken
Spell Points:
10
Spell Burning Hands Icon.pngBurning Hands
Enchantment (Fire)
Target: Foe, Directional, Breakable

A cone of searing flame shoots forth, damaging targets in the area of the spray for 1d6+1 fire damage per caster level (up to a maximum of 5d6+5 damage at caster level 5). A successful Reflex save reduces the damage by half.

Sorcerer 1
Wizard 1
Embolden
Empower
Maximize
Quicken
Heighten
Intensify
Spell Points:
4
Spell Charm Animal Icon.pngCharm Animal
Enchantment (Charm)(Mind-affecting)
Target: Foe

Charms a hostile Animal, Magical Beast, or Vermin, which will fight as a trusted friend and ally. Charmed animals get an additional save every 15 to 30 seconds. A successful Will save negates this effect. Mindless targets cannot save, but the duration is halved.

Druid 1
Ranger 1
Embolden
Enlarge
Heighten
Quicken
Spell Points:
10
Spell Charm Monster Icon.pngCharm Monster
Enchantment (Charm)(Mind-affecting)
Target: Foe

An enemy monster is charmed and will fight as a trusted friend and ally. Charmed monsters get additional saves every 15 to 30 seconds. A successful Will save negates this effect.

Bard 3
Sorcerer 4
Warlock 3
Wizard 4
Embolden
Enlarge
Heighten
Quicken
Spell Points:
25
Spell Charm Person Icon.pngCharm Person
Enchantment (Charm)(Mind-affecting)
Target: Foe

Charms an enemy humanoid, which then fights as an ally. Charmed humanoids get an additional saving throw every 3d6+12 seconds. A successful Will save negates this effect. Humanoids include kobolds, goblinoids, player races except for warforged, troglodytes, and more, but do not include Monstrous Humanoids.

Bard 1
Sorcerer 1
Warlock 1
Wizard 1
Quicken
Heighten
Enlarge
Embolden
Spell Points:
10
Spell Command Icon.pngCommand
Enchantment (Mind-affecting)
Target: Foe

An enemy is commanded to fall to the ground and lie prone. A successful Will save negates this effect.

Cleric 1
Favored Soul 1
Warlock 1
Embolden
Enlarge
Heighten
Quicken
Spell Points:
6
Spell Crushing Despair Icon.pngCrushing Despair
Enchantment (Compulsion)(Mind-affecting)
Target: Foe, Positional

Causes great sadness in enemies, giving -2 penalties to attack, saves, skill checks, and weapon damage. A successful Will save negates this effect bug regardless of the saves result the targets are left in vulnerable state to future mental attack. Applies weaken will effect.

Bard 3
Sorcerer 4
Wizard 4
Embolden
Enlarge
Eschew Materials
Heighten
Quicken
Spell Points:
20
Spell Daze Monster Icon.pngDaze Monster
Enchantment (Mind-affecting)
Target: Foe

Clouds the mind of an enemy so that it takes no actions for 6 seconds. A successful Will save negates this effect. Targets of this spell have their will weakend against future mental attacks for a brief period of time even they success against the Will save.

Bard 2
Sorcerer 2
Wizard 2
Embolden
Enlarge
Eschew Materials
Heighten
Quicken
Spell Points:
5
Spell Deep Slumber Icon.pngDeep Slumber
Enchantment (Compulsion)(Mind-affecting)
Target: Foe, Positional

Induces a magical slumber to a group of enemies, rendering them helpless until attacked or for a duration of 20 seconds plus 2 per caster level. Ineffective on undead or constructs. A successful Will save negates this effect.

Bard 3
Sorcerer 3
Warlock 3
Wizard 3
Embolden
Enlarge
Eschew Materials
Heighten
Quicken
Spell Points:
20
Spell Dominate Animal Icon.pngDominate Animal
Enchantment (Compulsion)(Mind-affecting)
Target: Foe

Telepathically controls the actions of an Animal, Magical Beast, or Vermin, causing it to change sides. Dominate actls like Charm, with additional Will saves every 15 to 30 seconds, but the creatures will follow you throughout the dungeon. Mindless targets cannot save, but the duration is halved.

Druid 3 Embolden
Enlarge
Heighten
Quicken
Spell Points:
20
Spell Dominate Monster Icon.pngDominate Monster
Enchantment (Dominate)(Mind-affecting)
Target: Foe

Telepathically controls the actions of an enemy, causing it to change sides. Dominate acts like charm, with additional Will saves every 15 to 30 seconds, but the creature will follow you throughout the dungeon.

Sorcerer 9
Warlock 6
Wizard 9
Enlarge
Heighten
Quicken
Spell Points:
50
Spell Dominate Person Icon.pngDominate Person
Enchantment (Compulsion)(Mind-affecting)
Target: Humanoid Foe

Telepathically controls the actions of a humanoid enemy, causing it to change sides. Dominate acts like Charm, with additional Will saves every 15 to 30 seconds, but the creature will follow you throughout the dungeon.

Bard 4
Sorcerer 5
Warlock 4
Wizard 5
Embolden
Enlarge
Heighten
Quicken
Spell Points:
25 (Bard)
30 (Sorcerer)
30 (Warlock)
30 (Wizard)
Spell Feeblemind Icon.pngFeeblemind
Enchantment (Mind-affecting)
Target: Foe

Causes the enemy's Intelligence and Charisma levels each to drop to 1, giving it roughly the intelligence of a lizard. A successful Will save negates this effect.

Sorcerer 5
Wizard 5
Embolden
Enlarge
Eschew Materials
Heighten
Quicken
Spell Points:
30
Spell Focusing Chant Icon.pngFocusing Chant
Enchantment (Mind-affecting)
Target: Self

You gain a +1 circumstance bonus to attack rolls and skill checks.

Bard 1 Extend Spell Points:
10
Spell Frostbite Icon.pngFrostbite
Enchantment (Cold)(Winter Wolf)
Target: Self

Your frigid breath and freezing jaws drain the warmth from your enemies. Enchants your natural weapon so that attacks deal an extra 1d10 cold damage each hit. You can only have one temporary weapon enchantment at a time. Equipping a new weapon cancels the effect.

Druid 6 Quicken Spell Points:
10
Spell Good Hope Icon.pngGood Hope
Enchantment (Compulsion)(Mind-affecting)
Target: Friend, Self

Instills powerful hope, giving a +2 morale bonus to attack, saves, abilities, skills, and weapon damage.

Bard 3 Enlarge
Extend
Quicken
Spell Points:
20
Spell Greater Command Icon.pngGreater Command
Enchantment (Mind-affecting)
Target: Foe

Enemies are commanded to fall to the ground and lie prone. A successful Will save negates this effect.

Cleric 5
Favored Soul 5
Embolden
Enlarge
Heighten
Quicken
Spell Points:
30
Spell Greater Heroism Icon.pngGreater Heroism
Enchantment (Mind-affecting)
Target: Friend, Self

Imbues a single ally with greate bravery and morale in battle, granting a +4 morale bonus on attacks, saves, and skill checks. The target also receives temporary hit points equal to the caster level and immunity to fear.

Bard 5
Sorcerer 6
Wizard 6
Enlarge
Extend
Quicken
Spell Points:
30
Spell Heroism Icon.pngHeroism
Enchantment (Compulsion)(Mind-affecting)
Target: Friend, Self

Imbues a single ally with great bravery and morale in battle, gainint a +2 morale bonus on attacks, saves, and skill checks.

Bard 2
Sorcerer 3
Wizard 3
Enlarge
Extend
Quicken
Spell Points:
20 (Sorcerer)
20 (Wizard)
15 (Bard)
Spell Hold Animal Icon.pngHold Animal
Enchantment (Mind-affecting)
Target: Foe

An Animal, Magical Beast, or Vermin becomes paralyzed and freezes in place. It is aware, but can take no actions for a maximum of 6 seconds per caster level. The enemy may attempt to make a new Will save every 3 seconds. Mindless targets cannot save, but the duration is halved.

Druid 2
Ranger 2
Embolden
Enlarge
Heighten
Quicken
Spell Points:
15
Spell Hold Monster, Mass Icon.pngHold Monster, Mass
Enchantment (Compulsion)(Mind-affecting)
Target: Foe, Positional

Casts Hold Monster on multiple targets. Affected enemies become paralyzed and can take no action for a maximum of 6 secons per caster level. The enemy may attempt to make a new Will save every 3 seconds.

Sorcerer 9
Warlock 6
Wizard 9
Embolden
Enlarge
Eschew Materials
Quicken
Spell Points:
50
Spell Hold Person Icon.pngHold Person
Enchantment (Compulsion)(Mind-affecting)
Target: Foe

The target enemy humanoid becomes paralyzed and freezes in place. It is aware, but can take no actions for a maximum of 6 seconds per caster level. The enemy may attempt to make a new Will save every 3 seconds. Humanoids include kobolds, goblinoids, player races except for warforged, troglodytes, and more, but do not include Monstrous Humanoids.

Bard 2
Cleric 2
Favored Soul 2
Sorcerer 3
Wizard 3
Embolden
Enlarge
Heighten
Quicken
Spell Points:
15
Spell Howl of Terror Icon.pngHowl of Terror
Enchantment
Target: Self

You utter a terrifying howl, filling your foes with a paralyzing fear. Foes around you are paralyzed for 6 to 24 seconds.

Druid 8
Warlock 6
Embolden
Enlarge
Heighten
Quicken
Spell Points:
30
Spell Hypnotism Icon.pngHypnotism
Enchantment (Mind-affecting)
Target: Foe

Dazes nearby enemies, causing them to stop and stare blankly for 6 seconds or until damaged. A successful WIll save negates this effect. Creatures targeted by this effect also have a -3 to Will saves for the next 8 seconds.

Bard 1
Warlock 1
Wizard 1
Sorcerer 1
Embolden
Enlarge
Heighten
Quicken
Spell Points:
10
Spell Mass Charm Monster Icon.pngMass Charm Monster
Enchantment (Mind-affecting)
Target: Foe

A group of enemy monsters are charmed and will fight as trusted friends and ally. Charmed monsters get additional saves every 15 to 30 seconds. A successful Will save negates this effect.

Bard 6
Sorcerer 8
Wizard 8
Embolden
Enlarge
Heighten
Quicken
Spell Points:
45 (Sorcerer)
45 (Warlock)
45 (Wizard)
35 (Bard)
Spell Mind Fog Icon.pngMind Fog
Enchantment (Mind-affecting)
Target: Foe, Positional, Breakable

Produces a bank of thin mist that weakens the mental resistance of those caught in it, giving a -10 penalty to Will saves. A successful Will save negates this effect.

Bard 5
Sorcerer 5
Warlock 5
Wizard 5
Embolden
Enlarge
Heighten
Quicken
Spell Points:
30
Spell Otto's Irresistable Dance Icon.pngOtto's Irresistable Dance
Enchantment (Mind-affecting)
Target: Foe

At your touch, enemies feel an irresistible urge to dance and begin doing so, complete with foot shuffling and tapping. The spell makes it impossible for the enemy to do anything other than caper and prance in place.

Bard 6
Sorcerer 8
Warlock 6
Wizard 8
Enlarge
Quicken
Spell Points:
45 (Sorcerer)
45 (Warlock)
45 (Wizard)
35 (Bard)
Spell Otto's Resistible Dance Icon.pngOtto's Resistible Dance
Enchantment (Compulsion)(Mind-affecting)
Target: Foe

At your touch, enemies feel an undeniable urge to dance and begin doing so, complete with foot shuffling and tapping. The spell makes it impossible for the enemy to do anything other than caper and prance in place. A successful Will save negates this effect.

Bard 1
Sorcerer 2
Warlock 1
Wizard 2
Embolden
Enlarge
Heighten
Quicken
Spell Points:
10
Spell Otto's Sphere of Dancing Icon.pngOtto's Sphere of Dancing
Enchantment (Compulsion)(Mind-affecting)
Target: Foe, Positional, Breakable

A magical sphere that compells all enemies who enter it to dance. A successful Will save negates this effect.

Bard 4
Sorcerer 7
Warlock 5
Wizard 7
Embolden
Enlarge
Heighten
Quicken
Spell Points:
40
Spell Prayer Icon.pngPrayer
Enchantment (Compulsion)(Mind-affecting)
Target: Self

Gives special favor to you and any allies near you, giving a +1 luck bonus to allies and a -1 penalty to enemies attack rolls, weapon damage, saves, and skill checks.

Cleric 3
Favored Soul 3
Paladin 3
Extend
Quicken
Spell Points:
20
Spell Rage Icon.pngRage
Enchantment
Target: Friend, Self

Causes the target and all nearby allies to fly into a screming bloody frenzy, gaining phenomenal strength and durability but becoming reckless. Grants a +2 morale bonus to Strength, Constitution, and a +1 morale bonus to Will saves, but also causes a -2 penalty to armor.

Bard 2
Sorcerer 3
Warlock 2
Wizard 3
Enlarge
Extend
Quicken
Spell Points:
20 (Sorcerer)
20 (Warlock)
20 (Wizard)
15 (Bard)
Spell Recitation Icon.pngRecitation
Enchantment (Mind-affecting)
Target: Self

Gives special favor to you and any allies near you, granting a +2 luck bonus to attack rolls, Armor Class, and saves.

Cleric 4
Favored Soul 4
Enlarge
Extend
Quicken
Spell Points:
25
Spell Silence Creature Icon.pngSilence Creature
Enchantment
Target: Foe

Attempt to magically silence one enemy, who must succeed on a Will saving throw or be rendered unable to cast spells for 6 seconds, plus an additional second per caster level. (Maximum Caster Level: 20). Creatures that have been silenced in this manner may attempt to save again every two seconds. Does not affect Bosses or Raid Bosses.

Warlock 2 Quicken Spell Points:
15
Spell Sleep Icon.pngSleep
Enchantment (Compulsion)(Mind-affecting)
Target: Foe, Positional

Induces a magical slumber, rendering them helpless until attacked. Ineffective on undead or constructs. Lasts 20 seconds plus 2 per level of caster. A successful Will save negates this effect. (DC = spell's save DC - creature's Hit Dice or Level + your caster level)

Bard 1
Sorcerer 1
Warlock 1
Wizard 1
Embolden
Enlarge
Eschew Materials
Heighten
Quicken
Spell Points:
10
Spell Suggestion Icon.pngSuggestion
Enchantment (Compulsion)(Language-Dependent)(Mind-affecting)(Charm)
Target: Foe

Influences the actions of an enemy, allowing you to suggest it to fight as your ally for 30 + 2 seconds per caster level. A successful Will save negates this effect.

Bard 2
Sorcerer 3
Warlock 2
Wizard 3
Embolden
Enlarge
Eschew Materials
Heighten
Quicken
Spell Points:
20 (Sorcerer)
20 (Warlock)
20 (Wizard)
15 (Bard)
Spell Symbol of Persuasion Icon.pngSymbol of Persuasion
Enchantment (Mind-affecting)
Target: Foe, Positional

You scribe a potent rune of power in the air. When the symbol is activated by a target approaching, all nearby targets are charmed for 6 seconds per caster level or until the Symbol expires. A successful Will save negates this effect. A symbol will persist for about 5 minutes until triggered. Once triggered, a symbol's power begins to wane. A symbol will dissipate 20 seconds after first being triggered. Symbols are volatile when placed together.

Cleric 6
Favored Soul 6
Sorcerer 6
Warlock 4
Wizard 6
Embolden
Enlarge
Eschew Materials
Heighten
Quicken
Spell Points:
35
Spell Symbol of Stunning Icon.pngSymbol of Stunning
Enchantment (Mind-affecting)
Target: Foe, Positional

You scribe a potent rune of power in the air. When the symbol is activated by a target approaching, all nearby targets are stunned for 6 to 36 seconds or until the Symbol expires. A successful Will save negates this effect. A symbol will persist for about 5 minutes until triggered. Once triggered, a symbol's power begins to wane. A symbol will dissipate 20 seconds after first being triggered. Symbols are volatile when placed together.

Cleric 7
Favored Soul 7
Sorcerer 7
Warlock 5
Wizard 7
Embolden
Enlarge
Eschew Materials
Heighten
Quicken
Spell Points:
40
Spell Touch of Idiocy Icon.pngTouch of Idiocy
Enchantment (Compulsion)(Mind-affecting)
Target: Foe

Reduces an enemies mental faculties, giving a 1d6 penalty to Intelligence, Wisdom, and Charisma scores.

Sorcerer 2
Warlock 1
Wizard 2
Enlarge
Quicken
Spell Points:
5