Enchantment Spells in Pathfinder Wrath of the Righteous is one of the school classes of magical spells that are featured in the game. Spells from the school of enchantment affect the minds of others, influencing or controlling their behavior. Other school categories include Abjuration Spells, Conjuration Spells, Illusion Spells, Divination Spells, Enchantment Spells, Evocation Spells, Transmutation Spells and Necromancy Spells.
A spell is a one-time magical effect. Spells come in two types: Arcane (cast by bards, sorcerers, and wizards) and Divine (cast by clerics, druids, and experienced paladins and rangers) Some spellcasters select their spells from a limited list of spells known, while others have access to a wide variety of options.Most spellcasters prepare spells in advance-whether from a spellbook or through prayers-while some cast spells spontaneously without preparation.
Enchantment Spells
Level 1
Level 2
Hold Animal
Enchantment
Level 3
Level 4
Confusion
Enchantment
Crushing Despair
Enchantment
Forced Repentance
Enchantment
Overwhelming Grief
Enchantment
Level 5
Level 6
Pathfinder Enchantment Spells
Quick Search of All Enchantment Spells
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Spell |
Description |
Level |
Aid |
Aid grants the target a +1 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 1d8 + caster level (to a maximum of 1d8+10 temporary hit points at caster level 10th). | 2 |
Avenger's Blessing |
This spell targets an ally in close range. The target gains the combined effect of Divine Power, Holy Aura and Greater Heroism spells for one round per caster level | 8 |
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. Bane counters and dispels bless. | 1 |
Bless |
Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects. | 1 |
Blessing of Luck and Resolve |
A favored blessing of halfling clerics, this spell grants its target a +2 morale bonus on saving throws against fear effects. If the target fails a saving throw against fear, it rerolls the save with a +4 morale bonus and takes the new result, even if it is worse. After that, the spell's effect ends. If the target has the fearless racial trait, it is immune to fear instead. | 1 |
Blessing of Luck and Resolve, Mass |
This spell functions like Blessing of Luck and Resolve, except that it affects multiple creatures. | 6 |
Burst of Glory |
Allies in the area of this spell at the time of casting gain a +1 sacred bonus on attack rolls and saves against fear effects, plus 1 temporary hit point per caster level (maximum 20). | 5 |
Cacophonous Call |
You fill your target's mind with a blaring cacophony of discordant sounds, making it hard for the target to act and concentrate. The creature gains the nauseated condition for the duration of the spell if it fails its Will save. | 2 |
Cacophonous Call, Mass |
This spell functions as Cacophonous Call, except that is affects multiple creatures. | 5 |
Castigate |
You compel the target to beg for forgiveness. On a failed save, the target cowers in fear. On a successful will save, it is shaken for 1 round. Each round after, a cowering subject may attempt a new save to end the effect. | 2 |
Castigate, Mass |
This spell functions as Castigate, except it affects many creatures. | 5 |
Challenge Evil |
You challenge an evil creature to bring the fight to you, or suffer the consequences. You gain a +2 sacred bonus on all melee attacks against the subject of the spell. Every round if the target has not made at least one attack on you, it becomes sickened. If you move away from the target, the spell ends | 1 |
Charm Whatever |
You can make any creature fight on your side as if it was your ally. It will attack your opponents to the best of its ability. However this creature will try to throw off the domination effect, making a Will save each round. | 6 |
Cloak of Dreams |
You are surrounded by a soporific aroma that causes living creatures that begin their turn or end their movement within 5 feet of you to fall asleep for 1 minute. Creatures must save each time they begin their turn or end their movement within the cloak of dreams, even if they have previously saved against the effect. Sleeping creatures are helpless but can be awakened with a standard action or after being wounded. | 6 |
Command |
You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity. You may select from the following options. | 1 |
Command Undead |
You can make any undead creature fight on your side as if it was your ally. It will attack your opponents to the best of its ability. However intelligent creatures will try to throw off the domination, making a Will save each round. | 2 |
Confusion |
Roll d100 for effect. 01–25: Acts normally. 26–50: No action. 51–75: Deals 1d8 + Str modifier of damage to self. 76–100: Attacks nearest creature (familiar excluded). | 4 |
Constricting Coils |
This spell functions like hold monster, except that the target is constricted as if by the coils of a large snake, taking 1d6+6 points of bludgeoning damage each round that it fails its save. A successful save ends both the paralyzing and constriction effects. | 5 |
Crushing Despair |
Cone inflicts -2 penalty on attack rolls, saving throws, ability checks, skill checks, and damage rolls to affected creatures. Counters and dispels good hope. | 4 |
Daze |
This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected | 0 |
Deep Slumber |
Causes sleep on up to 10HD of creatures | 3 |
Dominate Animal |
This spell functions like Dominate Person, except that the spell is restricted by creature type: animal. | 3 |
Dominate Monster |
This spell functions like Dominate Person, except that the spell is not restricted by creature type. | 9 |
Dominate Person |
You can make any humanoid creature fight on your side as if it was your ally. It will attack your opponents to the best of its ability. However, this creature will try to throw off the domination, making a Will save each round. | 5 |
Euphoric Tranquility |
A creature under the effect of this enchantment enters a state of euphoria. The target treats all creatures as dear friends and abhors violence, but may rise up to protect itself if violence is perpetrated against it. Until the end of the spell’s duration, the creature’s speed is halved, and it cannot make attacks or cast spells. If the creature is attacked, it gets a Will Saving Throw. If the Saving Throw succeeds, the creature can make act normally for 1 round. If the Saving Throw fails, the creature moves half its speed away from the attacker as its next action.Furthermore, if the creature is interacted with, or questioned while under the effects of this spell, it is considered to have an attitude of Helpful (see Table: Starting Attitudes and Diplomacy DC’s to Modify below or see the full Diplomacy skill details for more information), though any advice or answers it gives may be disjointed or stream of consciousness due to its euphoric state. | 8 |
Feeblemind |
Subject’s Int and Cha drop to 1. | 5 |
Forced Repentance |
You force an evil creature that does not have the evil subtype to momentarily reflect on its past actions and be overcome by grief and conscience. The target immediately drops prone and begins to loudly confess all of its sins and transgressions to the caster for the duration of the spell. The spell immediately ends if the target is attacked. | 4 |
Good Hope |
This spell instills powerful hope in the subjects. Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. | 3 |
Greater Command |
This spell functions like Command, except this spell affects multiple enemies in 30 feet radius, and the activities continue beyond 1 round. | 5 |
Haze of Dreams |
You fill an enemy's head with waking dreams, a reminder of the pleasures, delights, and terrors to be found in the dream world. While in this strange dream state, the target ,moves at half its normal speed. Multiple haze of dreams effects do not stack, nor does this spell's effect stack with slow. | 1 |
Heroes Never Surrender |
This spell affects all companions. It removes fatigue, exhaustion, all negative levels, restores all abilities and spell slots up to level 7. This spell doesn't affect Azata's Mythic Spellbook. Spell Properties: |
7 |
Heroic Invocation |
Using worlds of ancient power, you bestow heroic powers on all creatures subject to this spell. They gain a +4 morale bonus on attack and damage rolls, gain 2d8+4 temporary hit points, and become immune to both fear and charm effects for the spell’s duration. At the end of the spell’s duration, the subjects become fatigued. | 9 |
Heroism |
Grants a +2 morale bonus to attack rolls, saving throws, skill checks, and ability checks | 3 |
Heroism, Greater |
This spell functions like Heroism, except the creature gains a +4 morale bonus on attack rolls, saves, and skill checks, immunity to fear effects, and temporary hit points equal to your caster level (maximum 20). | 6 |
Hideous Laughter |
Target falls prone and can't take actions. May roll save each round. Creatures with INT<=2 are unaffected | 2 |
Hold Animal |
This spell functions like Hold person, except that it affects an animal instead of a humanoid. The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. |
3 |
Hold Monster |
The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round, the subject may attempt a new saving throw to end the effect. | 5 |
Hold Monster, Mass |
This spell functions like Hold person, except it targets all hostile livin' creatures within a 30-foot radius from the target and holds and living creature that fails it's Will save. The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round, the subject may attempt a new saving throw to end the effect. |
9 |
Hold Person |
The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round, the subject may attempt a new saving throw to end the effect. | 3 |
Hold Person, Mass |
This spell functions like Hold Person, except it targets all hostile creatures within a 30-foot radius from the target. Hold Person: The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round, the subject may attempt anew saving two to end the effect. | 6 |
Hypnotism |
Your gestures and droning incantation fascinate nearby creatures, causing them to stop and stare blankly at you. In addition, you can use their rapt attention to make your suggestions and requests seem more plausible. Roll 2d4 to see how many total HD of creatures you affect | 1 |
Insanity |
The affected creature suffers from a continuous confusion effect, as the spell.Remove curse does not remove insanity. Greater restoration, heal, limited wish, miracle, or wish can restore the creature. | 7 |
Instant Enemy |
With this spell you designate the target as your favored enemy for the remainder of its duration. For the duration of the spell, you treat the target as if it were a favored enemy for all purposes. | 3 |
Litany of Eloquence |
Your litany is a fascinating diatribe of grace, causing your target to do nothingbut listen. The target is fascinated. Any damage to the target automatically breaks the effect. | 3 |
Litany of Madness |
This litany is a sermon of madness. The target is confused. It can make a Will saving throw against the confused effect (DC of the spell) next round afterreceiving the effect and every round after that. If the target fails the save, it continues to be confused. If it makes the save, the effect ends. | 6 |
Mind Fog |
Subjects in fog get –10 to Wis and Will checks. | 5 |
Mortal Terror |
You imbue the target with an exaggerated sense of its own mortality and a drive for self-preservation. The target is shaken, and the first time each round the target takes damage (including the first round of the spell's duration), it must succeed at another Will save or its fear level increases by one step (from shaken to frightened). If the target fails a saving throw against this effect while frightened, it is transfixed in terror and is unconscious for the remainder of the spell's duration. If the target succeeds at the initial Will save, it is shaken for 1 round but its fear level cannot be further increased by this spell's effects during that round. | 2 |
Ode to Miraculous Magic |
Azata inspires party members. This spell grants party members a +4 morale bonus on checks to overcome spell resistance, and increase the saving throw DC of their spells that require a Will saving throw by 2. | 2 |
Optimistic Smile |
Azata's smile encourages optimism. This spell removes all fear, confusion, compulsion, shaken, and frightened effect form party members and grants an immunity to fear till the end of combat. | 3 |
Overwhelming Grief |
Single target can take no actions, takes a –2 penalty to Armor Class, and loses Dexterity bonus. They can attempt a new save each round. | 4 |
Overwhelming Presence |
Your presence inspires incredible awe in those nearby. A creature that fails a save against this spell falls to the ground and prostrates itself before you, believing it bows before a divine presence. A flying creature incapable of hovering must land immediately in order to prostrate itself. These creatures are considered to be helpless for the duration of the spell. Each round on its turn, a target of this spell may attempt a new saving throw to end the effect; this is a full-round action that does not provoke attacks of opportunity. A creature that recovers from this spell early after being affected by it for at least 1 round takes 1d6 points of Wisdom drain and is staggered for 1d4 rounds. A creature that makes the initial save to resist this spell is merely staggered for 1 round. | 9 |
Power Word Blind |
You utter a single word of power that causes a creature to become blinded, whether the creature can hear the word or not. The duration of the spell depends on the target’s current hit point total. Any creature that currently has 201 or more hit points is unaffected. | 7 |
Power Word Kill |
You utter a single word of power that instantly kills one creature of your choice, whether the creature can hear the word or not. Any creature that currently has 101 or more hit points is unaffected by power word kill. | 9 |
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. The duration of the spell depends on the target’s current hit point total. Any creature that currently has 151 or more hit points is unaffected by power word stun. | 8 |
Prayer |
You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls. saves, and skill checks, while each of your foes takes a -1 penalty on such rolls. | 3 |
Primal Regression |
This spell sequesters the targets' ability for higher reasoning, allowing their darker impulses to come to the fore. An affected target becomes a ravening monster -- savage, bloodthirsty, and brutish. Until the spell ends, the targets have all of the following benefits and drawbacks. | 7 |
Rage (Spell) |
Each affected creature gains a +2 morale bonus to Strength and Constitution, a +1 morale bonus on Will saves, and a –2 penalty to AC. The effect is otherwise identical with a barbarian's rage except that the subjects aren't fatigued at the end of the rage. While in rage, the subject cannot use spells. | 2 |
Revolt |
Azata shouts out, dealing 4d6 + her caster level sonic damage to all creatures within a 30-feet range. This shout encourages a revolt within the enemy ranks. All affected enemies have to pass a Will saving throw or start to attack the strongest among them. Each round they try to pass a new Will save to end the effect. If an enemy successfully saves and ends the Revolt effect, they suffer 4d6 + Azata's casting level sonic damage each round for 1d6 rounds as inner voices shout within making them regret what they had done. | 7 |
Second Breath |
Azata uses this spell to restore all companions' ability uses to the maximum amount. | 5 |
Serenity |
You fill the targets’ minds with feelings of tranquility. Those attempting to commit violence become stricken with wracking pain and take 3d6 points of nonlethal damage each round they attempt to harm another creature. If attacked, affected individuals can defend themselves and may participate in combat by using Combat Expertise, fighting defensively, or taking the total defense action without triggering the spell’s nonlethal damage. | 6 |
Sleep |
All enemies within a 10 foot burst, centered on target point within medium range. | 1 |
Song of Discord |
This spell causes those within the area to turn on each other rather than attack their foes. Each affected creature has a 50% chance to attack the nearest target each round. (Roll to determine each creature's behavior every round at the beginning of its turn.) A creature that does not attack its nearest neighbor is free to act normally for that round. | 5 |
Unbreakable Heart |
The target creature gains a +4 morale bonus on saving throws against mind-affecting effects that rely on negative emotions (such as crushing despair, rage or dear effects) or that would force them to harm an ally (such as confusion)/ If the target is already under such an effect when receiving this spell, that effect is suppressed for the duration of this spell. It does not affect mind-affecting effects based on positive emotions ( such as good hope or the inspire courage bard ability). | 1 |
Waves of Ecstasy |
You emanate waves of intense pleasure that cause all targets within range to falter. Affected creatures are stunned for 1 round and are staggered for the remainder of the spell. A creature that makes its save is staggered for the first round and can act normally thereafter. | 7 |