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Enchantment
- For a list of various enchantments or effects that can be found or placed on items, see Cannith Crafting tables and/or Update 29 randomly generated loot.
Enchantment spells affect the minds of others, influencing or controlling their behavior.
All enchantments are mind-affecting spells. Two types of enchantment spells grant you influence over a subject creature.
Charm[edit]
A charm spell changes how the subject views you, typically making it see you as a good friend.
Compulsion[edit]
A compulsion spell forces the subject to act in some manner or changes the way its mind works. Some compulsion spells determine the subject’s actions or the effects on the subject, some compulsion spells allow you to determine the subject’s actions when you cast the spell, and others give you ongoing control over the subject.
Spells per Class and Level[edit]
Artificer | Bard | Cleric | Favored Soul | Paladin | Ranger | Sorcerer/Wizard | Total | |
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Level 1 | 0 | 5 | 3 | 3 | 1 | 0 | 3 | 15 |
Level 2 | 0 | 5 | 2 | 2 | 0 | 1 | 3 | 13 |
Level 3 | 0 | 4 | 2 | 2 | 1 | 0 | 5 | 14 |
Level 4 | 0 | 3 | 1 | 1 | 2 | 0 | 2 | 9 |
Level 5 | 0 | 3 | 1 | 1 | 0 | 0 | 4 | 9 |
Level 6 | 0 | 2 | 1 | 1 | 0 | 0 | 3 | 7 |
Level 7 | 0 | 0 | 1 | 1 | 0 | 0 | 4 | 6 |
Level 8 | 0 | 0 | 0 | 0 | 0 | 0 | 3 | 3 |
Level 9 | 0 | 0 | 0 | 0 | 0 | 0 | 2 | 2 |
Total | 0 | 22 | 11 | 11 | 4 | 1 | 30 | 79 |
Spells[edit]
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Aid | This spell grants the target (Friend or Self), 8 plus 1 per caster level (Maximum caster level 10.) temporary hit points, and a +1 morale bonus to attack rolls and saves versus fear. | ![]() |
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Aid, Mass | This spell functions like Aid, except that it affects multiple targets and each target gains temporary hit points equal to 8+1 per caster level (Maximum caster level 15.) temporary hit points and a +1 morale bonus to attack and saves versus fear. Aid, Mass will not stack with Bless. | ![]() |
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Bane | Bane fills your enemies with fear and doubt. Each affected creature takes a -1 penalty on attack rolls and a -1 penalty on saving throws against fear effects. | ![]() |
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Bless | You and any allies near you are filled with courage and gain +1 morale bonuses to attack rolls and saves against fear, with an additional +1 per 5 caster levels, max 5 at caster level 20. Bless counters and dispels Bane. | ![]() |
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Charm Monster | This spell functions like Charm Person, except that the effect is not restricted by creature type. Monsters that fail its Will save are charmed and get additional saves every 3d6+12 seconds. A successful Will save negates this effect. | ![]() |
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Charm Monster, Mass | A group of enemy monsters are charmed and will fight as trusted friends and allies. Charmed monsters get additional saves every 3d6+12 seconds. A successful Will save negates this effect. | ![]() |
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Charm Person | Charms an enemy humanoid, which then fights as an ally. Charmed humanoids get an additional saving throw every 3d6+12 seconds. | ![]() |
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Command | You give the target a single command, causing it to fall to the ground and become Prone for 6 seconds. A successful Will save negates. | ![]() |
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Crushing Despair | An invisible sphere of despair causes great sadness in the subjects. Each affected creature takes a -2 penalty on attack rolls, saving throws, skill checks, and weapon damage rolls. A successful Will save negates this effect. | ![]() |
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Daze Monster | Dazes an enemy so that it takes no actions for 6 seconds. A successful Will save negates this effect. | ![]() |
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Deep Slumber | This spell functions like Sleep (spell), inducing a magical slumber, sending creatures to sleep (which renders them helpless) until attacked or for a duration of 20 seconds + 2 per caster level (No maximum). Ineffective on Undead, Constructs, Elves and other creatures immune to sleep. A successful Will save negates this effect. | ![]() |
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Dominate Monster | Telepathically controls the actions of a living enemy that fails its Will save, causing it to change sides. Dominate acts like Charm Monster, but the target only gains an additional Will saving throw every 15 to 30 seconds. The creature has less chance to break free and will follow you throughout the dungeon. | ![]() |
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Dominate Person | Telepathically controls the actions of a humanoid enemy, causing it to change sides. Dominate acts like Charm Person, except the creature will have blue graphic above it's head, and will follow you throughout the dungeon. | ![]() |
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Feeblemind | This spell sets the Intelligence and Charisma of the victim to 1. A successful Will save negates this effect. It is useful to disable a spell caster. The override defeats enhancement bonuses. (So Fox's Cunning cannot temporarily bring the victim up to 5.) | ![]() |
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Focusing Chant | You gain a +1 circumstance bonus to attack rolls and skill checks. | ![]() |
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Good Hope | This area of effect spell instills powerful hope to the recipients, granting a +2 morale bonus to attack rolls, saving throws, skill checks, and weapon damage rolls. | ![]() |
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Greater Command | You give the enemies a single command, causing them to fall to the ground and lie Prone. A successful Will save negates. | ![]() |
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Greater Heroism | This spell imbues a single ally creature with great bravery and morale in battle. The target gains a +4 morale bonus on attack rolls, saves, and skill checks. The target also receives temporary hit points equal to the caster level and immunity to fear. | ![]() |
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Heroism | This spell imbues a single ally creature with great bravery and morale in battle. The target gains a +2 morale bonus on attack rolls, saving throws, and skill checks. | ![]() |
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Hold Animal | An Animal becomes Paralyzed and freezes in place. It is aware, but it can take no actions for a maximum of 6 seconds per caster level. A successful Will save negates. The Animal may attempt to make a new Will save every 3 seconds. | ![]() |
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Hold Monster | This spell functions like Hold Person, except that it affects any living creature that fails its Will save. The enemy is aware, but it 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. | ![]() |
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Hold Monster, Mass | As Hold Monster, but for multiple targets. Enemies that fail its Will save become held in place and are thus considered helpless for a maximum of 6 seconds per caster level. The enemy may attempt to make a new Will save every 3 seconds. | ![]() |
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Hold Person | The enemy humanoid becomes paralyzed and freezes in place. It is aware, but it can take no actions for a maximum of 6 seconds per caster level. A successful Will save negates this effect. The enemy may attempt to make a new Will save every 3 seconds. Humanoids include Kobolds, Goblinoids, player races except for Warforged, and more creatures. All attacks against a held opponent result in critical hits. | ![]() |
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Hold Person, Mass | Casts Hold Person on multiple targets. Affected enemies that fail his will save become held 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. | ![]() |
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Hypnotism | Gestures and droning incantation fascinate nearby enemies, causing them to stop and stare blankly until damaged. A successful Will save negates this effect. Creatures targeted by this effect have their will save momentarily weakened (-3 to will) for 6 seconds. | ![]() |
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Mind Fog | Mind Fog produces a bank of mist that weakens the mental resistance of those caught in it. Creatures in the mind fog take a -10 competence penalty on Will saves. A successful Will save negates this effect. (A creature that successfully saves against the fog is not affected and need not make further saves even if it remains in the fog.) Affected creatures take the penalty as long as they remain in the fog. | ![]() |
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Otto's Irresistible Dance | The Foe feels an undeniable urge to dance and begins doing so, complete with foot shuffling and tapping. The spell effect makes it impossible for the Foe to do anything other than caper and prance in place. It lasts for 5d3+12 seconds (17 to 27 seconds). | ![]() |
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Otto's Resistible Dance | At your touch forces one Foe to dance, preventing it from doing anything else. A successful Will save negates this effect. | ![]() |
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Otto's Sphere of Dancing | A magical sphere that compels all enemies who enter it to dance. A successful Will save negates this effect. Lasts for 40 seconds + 2 seconds per caster level (no maximum). | ![]() |
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Power Word: Blind | A single word of power is uttered, causing your target to become Blinded. Creatures with 150 or fewer current Hit Points are permanently Blinded, creatures with 151 to 300 Hit Points are Blinded for 1 to 5 minutes, and creatures with 301 to 600 Hit Points are Blinded for 12 to 30 seconds. Creatures with more than 600 Hit Points are unaffected by Power Word: Blind. | ![]() |
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Power Word: Stun | You utter a single word of power that instantly causes one creature of your choice to become Stunned, whether the creature can hear the word or not. | ![]() |
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Prayer | 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 rolls, saves, and skill checks, with this buff and debuff increasing in magnitude by 1 every 5 caster levels - max total of 5 at caster level 20. | ![]() |
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Rage | Each affected creature in the area of effect gains a +2 morale bonus to Strength and to Constitution, a +1 morale bonus on Will saves, and a -2 penalty to Armor Class. This is a standard aoe spell. | ![]() |
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Recitation | This area of effect spell gives special favor to you and any allies near you, granting a +2 luck bonus to attack rolls, armor class, and saves. | ![]() |
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Sleep | Induces a magical slumber, sending creatures to sleep (which renders them helpless) until attacked. Ineffective on Elves, Undead, Constructs, Ooze or other creatures that do not sleep. A successful Will save negates this effect. Special spell DC = spell's save DC - creature's HD + your caster level. | ![]() |
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Suggestion | Influences the actions of an enemy, allowing you to suggest it to fight as your ally for 6 seconds per caster level. A successful Will save negates this effect. | ![]() |
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Suggestion, Mass | Casts Suggestion on multiple enemies. The actions of affected enemies are influenced by you, allowing you to suggest that they fight as your allies for 30 + 2 seconds per caster level (no maximum). A successful Will save negates this effect. | ![]() |
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Symbol of Persuasion | You create a pinkish symbol of power in the air, and it's activated by an enemy who comes into range of it, applying a charm effect to all nearby targets for 6 seconds per caster level. Each target can make a Will save to negate the effect. The symbol dissipates 20 seconds after being triggered, or in 5 minutes otherwise. | ![]() |
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Symbol of Stunning | You create a symbol of power in the air, and it's activated by a target approaching. All targets entering the area of effect are Dazed (effect may be called stunned, but unlike a real stun this effect does not make the targets helpless) for 6d6 seconds. A successful Will save negates this condition. The symbol dissolves 20 seconds after being triggered, or in 5 minutes otherwise. | ![]() |
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Touch of Idiocy | Reduces and enemies mental faculties, giving a 1d6 penalty to Intelligence, Wisdom and Charisma scores. Also briefly renders your target vulnerable to future mental attacks (Will -5) for 15 seconds. | ![]() |
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