Enchantment Spells in Solasta: Crown of the Magister is one of the groupings 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. Spells can be used against enemies to deal damage and to inflict negative status effects, and, they can also be used to conjure magical energy to support the team such as healing effects and various buffs.

Spells can be cast by any Class that has Spellcasting, but not all Classes can cast every Spell. Spells in 5e DnD cost Spell Slots in order to use, and you must have an unused Spell Slot of the matching Level in order to cast this Spell. Many lower-level Spells can be cast using higher-level Spell Slots with increased benefits. This page covers a full list of all the Enchantment Spells that are found in the game.

 

 

Solasta Enchantment Spells

 

 

 

 

 

 

 

 

 

Enchantment Spells Comparison Table

 

Quick Search of All Enchantment Spells

Click the header to sort the table.

Name Requirements Spell Effect
Sparkle

WizardCleric,

High ElfFighter (Spellblade)

Target up to three objects that can be illuminated and light them up immediately.
Charm Person

Wizard

Fighter (Spellblade)

Makes an ally of an enemy.
Hideous Laughter

Wizard

Lv.3 Rogue (Shadowcaster)

For the duration of the spell, you understand the literal meaning of any spoken word that you hear.
Sleep

Wizard

Fighter (Spellblade)

Paladin (Oath of Tirmar)

Put a number of enemies to sleep for a limited time.
Animal Friendship

Lv. 2 Ranger

Lv. 2 Wizard (Greenmage)

Choose a beast that you can see within the spell's range. The beast must make a Wisdom Saving Throw or be charmed for the spell's duration.
Bless

Cleric

Paladin (Oath of Devotion)

Paladin (Oath of Tirmar)

Increases your allies' saving throws and attack rolls for a limited time.
Heroism

Paladin (Oath of Devotion)

Paladin (Oath of Tirmar)

An ally gains temporary hit points and cannot be frightened for a limited time.
Bane Cleric Reduce your enemies' attacks and saving throws for a limited time.
Hold Person

Cleric

Lv.3 Wizard (Shock Arcanist)

Lv. 3 Wizard (Loremaster)

Lv. 7 Fighter (Spellblade)

Paladin (Oath of Tirmar)

Paralyze a humanoid you can see for a limited time.
Calm Emotions Cleric Stops one or more creatures from being charmed or frightened.
Confusion

Lv.7 Wizard (Shock Arcanist)

Lv. 7 Wizard (Loremaster)

Creates confusion and erratic behavior in a creature, possibly leading it to attack its allies.
Dominate Person

Lv.9 Wizard

Grants you control over an enemy creature.
Hold Monster Lv.9 Wizard Paralyzes a creature unless it succeeds a WIS saving throw. No effect on the undead.
Mind Twist Lv.9 Wizard Causes massive psychic damage to hostile creatures around you, and incapacitates them if they fail their INT saving throw.



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