The enchanter uses magic to control and manipulate the minds of his victims.
Enchanting Smile (Su)
You gain a +2 enhancement bonus on Bluff, Diplomacy, and Intimidate skill checks. This bonus increases by +1 for every five wizard levels you possess, up to a maximum of +6 at 20th level. At 20th level, whenever you succeed at a saving throw against a spell of the enchantment school, that spell is reflected back at its caster, as per spell turning.
Dazing Touch (Sp)
You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your wizard level are unaffected. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Aura of Despair (Su)
At 8th level, you can emit a 30-foot aura of despair for a number of rounds equal to your wizard level. Enemies within this aura take a –2 penalty on ability checks, attack rolls, damage rolls, saving throws, and skill checks. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Dominating Will
Starting at 10th level an enchantment wizard bypasses immunity to mind spells from the creature's race or physicality such as undead mindless or a dragon's immunity to sleep and paralysis. This does not bypass mind immunity granted via magical effects.