All Enchantment Spells By Level
Enchantment is one of the eight schools of magic in Dungeons & Dragons, with its spells influencing the bodies and minds of allies and enemies alike.
Enchantment is one of the eight schools of magic in Dungeons & Dragons, with enchanters able to influence the bodies and minds of other beings. The spells in the enchantment school are some of the most terrifying spells in D&D, as they can force friends to fight each other, or simply prevent them from being able to move at all. Spells like hold person have been weakened in the current edition of D&D, as enchantment spells also had the annoying habit of taking players out of the game for extended periods of time, simply from blowing a single save, but they are still a potent threat.
The Wizards who choose D&D's School of Enchantment for their Arcane Tradition gain access to some amazing subclass features. The Hypnotic Gaze feature at level two can incapacitate a foe without burning any spell slots, so long as they keep failing saves. If they pass a save, then it doesn't work until the enchanter takes a long rest. Hypnotic Gaze is risky, as it requires being 5ft away from the target, but it's also doesn't burn resources.
The Instinctive Charm feature at level six allows the caster to use their reaction to make an enemy attack someone else, including their allies. This is a powerful ability, but enchanters who are being threatened in melee range need to reevaluate their tactics. The Split Enchantment feature at level ten allows the caster to target an additional person with an enchantment spell, which is great when combined with dominate person. The Alter Memories feature at level fourteen is exactly what it sounds like, with the caster able to prevent enemies from knowing they were charmed.
The Enchantment Spells In Dungeons & Dragons
The Player's Handbook lists all spells alphabetically, with the specific schools noted in the spell descriptions, rather than the initial lists. This guide contains all of the enchantment spells in D&D that are used by every class in the game, with notes next to all of the ritual spells. The guide also contains all of the enchantment spells that appear in official rulebooks, such as Tasha's Cauldron of Everything and Xanather's Guide to Everything, all of which are marked, so players know where to find these spells if they wish to learn more.
Enchantment Cantrips
- Friends
- Mind Sliver
- Vicious Mockery
1st Level Enchantment Spells
- Animal Friendship
- Bane
- Bless
- Charm Person
- Command
- Compelled Duel
- Dissonant Whispers
- Heroism
- Hex
- Silvery Barbs (Strixhaven: A Curriculum of Chaos)
- Sleep
- Tasha’s Hideous Laughter
2nd Level Enchantment Spells
- Animal Messenger (Ritual)
- Calm Emotions
- Crown of Madness
- Enthrall
- Gift of Gab (Acquisitions Incorporated)
- Hold Person
- Jim’s Glowing Coin (Acquisitions Incorporated)
- Suggestion
- Zone of Truth
3rd Level Enchantment Spells
- Catnap (Xanathar’s Guide to Everything)
- Enemies Abound (Xanathar’s Guide to Everything)
- Fast Friends (Acquisitions Incorporated)
- Incite Greed (Acquisitions Incorporated)
- Motivational Speech (Acquisitions Incorporated)
4th Level Enchantment Spells
5th Level Enchantment Spells
- Dominate Person
- Geas
- Hold Monster
- Modify Memory
- Synaptic Static (Xanathar’s Guide to Everything)
6th Level Enchantment Spells
- Mass Suggestion
- Otto’s Irresistible Dance
7th Level Enchantment Spells
- Power Word Pain (Xanathar’s Guide to Everything)
8th Level Enchantment Spells
- Antipathy/Sympathy
- Dominate Monster
- Feeblemind
- Power Word Stun
9th Level Enchantment Spells
- Power Word Kill
- Psychic Scream (Xanathar’s Guide to Everything)
The school of enchantment has sleep, which is one of the best first-level spells in D&D. The sleep spell's ability to incapacitate groups of foes can mean the difference between life and death in low-level encounters. The mid-tier enchantment spells, like confusion and dominate monster, have the potential to incapacitate foes, so don't be surprised if the DM starts fudging saving throws, in order to give enemies a chance. Enchanters have the potential to be one of the most broken classes in Dungeons & Dragons, as they possess the power of mind control. Enslaving enemies is the fast track to the dark side, and players need to be careful about how they use their spells, or they run the risk of becoming evil.