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D&D Enchantment Spells

All 35 spells in the Enchantment school of magic. Mind-affecting compulsions and charms.

What the Enchantment school is built around

Enchantment is the school of mind-shaping. Charm, dominate, hold, fear, fascinate — every effect rewrites what a creature is willing or able to do. The school targets mental saves (Wisdom, Charisma) and is most effective against humanoid intelligence-having opponents.

How to use Enchantment spells

How to use Enchantment spells: pick targets carefully. Most Enchantment spells fail against the immune types (constructs, undead, oozes) and against high-Wisdom enemies. The school shines in social-combat encounters — talking, negotiating, infiltrating — where the alternative is killing everyone in the room.

Signature Enchantment picks

Signature picks: Charm Person (level 1), Hold Person (level 2), Hypnotic Pattern (level 3), Dominate Person (level 5), Dominate Monster (level 8). Enchantment Wizards get Hypnotic Gaze — a melee-range single-target lockdown that defines the build.