Sunday, I sat down to rewrite, revise, and reorganize spells of the enchantment school. Using notes from the last time I did this, I managed to get all the way through from cantrip to capstone.

For these, I referenced 1e, 3e, and 5e versions of the spells. In cases where I mostly went with 1e effects, I tightened up the rules language. In cases where I used 5e effects, I lifted restrictions that made the spells worse than useless.

And then a couple of them I just rewrote more or less from scratch.


SYMPATHY
Enchantment cantrip
Casting Time: 1 action
Range: 30 feet
Components: somatic
Duration: concentration, up to 10 minutes

Effect: Your magic elicits a friendlier response from a creature you see within range. Creatures that can’t be charmed are immune to this effect. The target makes a Wisdom saving throw. If it fails, the creature’s reaction to you and your allies improves by one step for the duration of the spell (e.g. from indifferent to friendly). When the spell ends, the target’s reaction to you and your allies becomes hostile. The spell ends immediately if the caster damages the target.

The number of creatures you can target with the spell increases when you reach 5th level (2 creatures), 11th level (3 creatures), and 17th level (4 creatures).


CHARM PERSON
1st-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: verbal, somatic
Duration: 24 hours

Effect: You attempt to charm a human you can see within range. The target must make a Wisdom saving throw. If it fails the save, it is charmed by you for the duration.While charmed, the target regards you as a trusted friend and will not attack your allies except to defend itself. The spell ends immediately if the caster damages the target.

Higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional human within range for each spell slot above 1st. Alternatively, you can use a higher-level spell slot to extend the duration of the effect. When you use a spell slot up to 4th level, the duration becomes 1 week. When you use a spell slot up to 7th level, the duration becomes 1 month. When you use a spell slot of 8th level or higher, the duration is 1 year.


READ MINDS
2nd-level enchantment
Casting Time: 1 action
Range: self
Components: verbal, somatic
Duration: Concentration, up to 10 minutes

Effect: You can discern the emotions and surface thoughts of creatures you can see within 30 feet. Emotions like anger, fear, and sadness are the simplest to discern, followed by drives like hunger, boredom, and sleep; finally is a creature’s degree of awareness: alert, distracted, or focused. If this spell is active when an encounter begins, you can discern whether creatures within 30 feet are hostile, helpful, friendly, unfriendly, or indifferent toward your allies.


SUGGESTION
3rd-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: verbal
Duration: concentration, up to 8 hours

Effect: You suggest an activity (limited to a sentence or two) and influence a creature you can see within range that you can see that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The target must make a Wisdom saving throw. If it fails the save, the target pursues the activity to the best of its ability. The spell ends immediately if the caster damages the target.

Alternatively, you can specify conditions that will trigger an activity during the spell’s duration. For example, you might suggest to a king that he give all his lands and titles to the first beggar he sees. If the condition isn’t met before the spell expires, the activity isn’t performed.

Higher levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature within range for each spell slot above 3rd.


COMPULSION
4th-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: verbal, somatic
Duration: Concentration, up to 1 minute

Effect: You manipulate the movements of creatures you can see within a 10-foot radius burst. Creatures that can’t be charmed are immune to this effect. Each creature that can hear you within the burst makes a Wisdom saving throw. Targets that fail the save are affected by the spell for the duration. Until the spell ends, you can use a bonus action on each of your turns to designate a horizontal direction, and each affected target must use as much of its movement as possible to travel in that direction at the start of its next turn. A targets is allowed a new saving throw at the end of each turn it was compelled to move.


GEAS
5th-level enchantment
Casting Time: 1 minute
Range: 30 feet
Components: verbal
Duration: 30 days

Effect: You place a magical command on a creature that you can see within range, compelling it to perform a service or refrain from some activity as you decide. The target makes a Wisdom saving throw. If it fails, the target is charmed by you for the duration. While charmed, it takes 5d10 psychic damage each day it fails to act in accordance with your command, or acts in a manner contrary to your instructions.

You can issue any command you choose, short of an activity that would result in certain death. The spell fails in the event that you issue a suicidal command. You must speak to the target to describe the command, and you must use a language the creature understands. You can end the spell early by using your action to dismiss it.

Higher Levels: When you cast this spell using a spell slot of 7th level or higher, you can extend the duration of the effect. By using a spell slot up to 8th level, the duration becomes 1 year. By using a spell slot up to 9th level, the effect persists until the command is completed or the spell is removed.


MODIFY MEMORY
6th-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: verbal, somatic
Duration: concentration, up to 1 minute

Effect: You attempt to alter the memories of a creature you can see within range. The target makes a Wisdom saving throw. It has disadvantage on the saving throw if it is incapacitated when you cast this spell. If it fails the save, the target is charmed by you for the duration.

Until the spell ends, you can permanently alter the target’s memory of an event it experienced within the last 24 hours and that lasted no more than 10 minutes. You can eliminate all memory of an event, enable the target to recall the event with perfect clarity, change details of the event the target remembers, or create a new memory altogether.

You must speak to the target to describe how its memory is affected, and you must use a language the creature understands. The target’s mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the memory, the creature’s memory remains unaltered. Otherwise, the memory takes hold as soon as the spell ends.

Higher Levels: When you cast this spell using a spell slot of 7th level or higher, you can alter an older memory. By using a spell slot up to 7th level, you can alter a memory up to 1 week ago. By using a spell slot up to 8th level, you can alter a memory up to 1 month ago. By using a spell slot up to 9th level, you can alter a memory from up to 1 year ago.


ASTRAL PROJECTION
7th-level enchantment
Casting Time: 1 hour
Range: 10 feet
Components: verbal, somatic
Duration: special

Effect: You place yourself in a state of suspended animation and project an astral body into the world. While in a state of suspended animation, neither body requires food or air, nor are they affected by age or the passing of time.

Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. In addition, an insubstantial silver cord extends from between your shoulder blades and trails behind you, becoming invisible after 1 foot. The silver cord connects your astral and physical bodies, and cannot normally be targeted or attacked. If the cord is ever severed, the spell ends and both your physical and astral bodies immediately die.

Your astral body is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it. You do however, retain experience gained while astrally projecting. If your astral body drops to 0 hit points, the spell ends for you. The spell also ends if your physical body drops to 0 hit points. Otherwise, the spell ends when you use an action to dismiss it. When the effect ends for a creature, it immediately returns to its physical body, and it awakens from suspended animation.

Higher Levels: When you cast this spell using an 8th-level spell slot, you can target one willing target other than yourself. When you use a 9th-level spell slot, you can target yourself and up to 8 willing creatures within range.


DOMINATION
8th-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: verbal, somatic
Duration: concentration, up to 1 hour

Effect: You bend the will of a creature you can see within range. The target makes a Wisdom saving throw. If it fails the save, the target is charmed by you for the duration. You establish a telepathic bond which you can use to command the creature (no action required) on each of your turns. The target does its best to obey the commands you give. When the creature isn’t following one of your commands, it defends itself from attack.

During your turn, you can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your reaction as well.

Higher levels: When you cast this spell using a 9th-level spell slot, the duration becomes concentration, up to 8 hours.


TEMPORAL STASIS
9th-level enchantment
Casting Time: 1 action
Range: touch
Components: verbal, somatic
Duration: instantaneous

Effect: Your touch places a creature in a state of suspended animation. Make a melee spell attack against the target. If you hit, the target makes a Wisdom saving throw. If it fails the save, the creature is incapacitated. The creature ceases to age, and no longer requires food or air. The target also becomes immune to all types of damage and can’t be killed or destroyed.

The state persists until the magic is removed. You can dismiss the effect as an action, or you can set a condition to trigger the end of the effect.