I really don't think there's anything wrong with enchantment as it stands, but any magic that affects the targets state of mind, should have a series of subcatagories associated with the types of mind-affecting magic (to a greater degree than what is stated).
So. Rather than go on and on about it, here are my ideas.
Any spell the inspires the target to acts of courage or increases his/her Charisma. DM's the disagree with this catagory should move spells like Rage and Heroism to the Transmutation college.
Any spell designed to change the attitude of the target.
Any spell the invokes a shaken, frightened, or panicked condition (this moves the fear spells to Enchantment).
Any spell the depletes the target of intellect or otherwise renders his judgement impaired. This includes spells like touch of idiocy, confusion, and insanity.
I also propose the HOLD spells go away and be replaced with a spell that reduces Dexterity by 1 point per 2 caster levels and cuts movement in half. All other aspects of the spell remain the same.
Spell Focus works perfectly fine for this college as written.
Material components used in conjunction with this college increase the DC of spell saves.
That's about it. Just a few new spells below. Otherwise, this is a pretty straightforward college.
0-LEVEL SORCERER/WIZARD SPELLS (CANTRIPS)
Bluff: Caster’s CHA increases by +3 for 1 min.
Daze: Humanoid creature of 4 HD or less loses next action.
Deceive: Caster’s alignment shifts 1 degree for 1 min.
Sober: Counters the effects of natural intoxication.
1ST-LEVEL SORCERER/WIZARD SPELLS
Cause Fear: Was Necro
Charm Person: Makes one person your friend.
Hypnotism: Fascinates 2d4 HD of creatures.
Intoxicate: Target suffers a -4 to Dex and a +2 to Str for 1 rd/level.
Madness: Target takes 1d4 points of Int and Wis damage. Otherwise like Touch of Idiocy.
Sleep: Puts 4 HD of creatures into magical slumber.
2ND-LEVEL SORCERER/WIZARD SPELLS
Daze Monster: Living creature of 6 HD or less loses next action.
Eagle’s Splendor: Because it increases CHA, it is no longer a Trans spell.
Hideous Laughter: Subject loses actions for 1 round/level.
Scare: Was Necro
Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage.
3RD-LEVEL SORCERER/WIZARD SPELLS
Deep Slumber: Puts 10 HD of creatures to sleep.
Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
Hold Person*: Paralyzes* one humanoid for 1 round/level.
Rage: Subjects gains +2 to Str and Con, +1 on Will saves, –2 to AC.
Suggestion: Compels subject to follow stated course of action.
4TH-LEVEL SORCERER/WIZARD SPELLS
Charm Monster:Makes monster believe it is your ally.
Confusion: Subjects behave oddly for 1 round/level.
Crushing Despair: Subjects take –2 on attack rolls, damage rolls, saves, and checks.
Fear: Was Necro
Geas, Lesser: Commands subject of 7 HD or less.
5TH-LEVEL SORCERER/WIZARD SPELLS
Dominate Person: Controls humanoid telepathically.
Feeblemind: Subject’s Int and Cha drop to 1.
Hold Monster*: As hold person, but any creature.
Mind Fog: Subjects in fog get –10 to Wis and Will checks.
Symbol of Sleep: Triggered rune puts nearby creatures into catatonic slumber.
6TH-LEVEL SORCERER/WIZARD SPELLS
Eagle’s Splendor, Mass: Was Trans
Geas/Quest: As lesser geas, plus it affects any creature.
Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
Suggestion, Mass: As suggestion, plus one subject/level.
Symbol of Fear: Triggered rune panics nearby creatures.
Symbol of Persuasion: Triggered rune charms nearby creatures.
7TH-LEVEL SORCERER/WIZARD SPELLS
Hold Person, Mass*: As hold person, but all within 30 ft.
Insanity: Subject suffers continuous confusion.
Mass Panic: Not sure yet about the details, but the concept is simple enough
Power Word Blind: Blinds creature with 200 hp or less.
Symbol of Stunning: Triggered rune stuns nearby creatures.
8TH-LEVEL SORCERER/WIZARD SPELLS
Antipathy: Object or location affected by spell repels certain creatures.
Charm Monster, Mass: As charm monster, but all within 30 ft.
Demand: As sending, plus you can send suggestion.
Irresistible Dance: Forces subject to dance.
Power Word Stun: Stuns creature with 150 hp or less.
Symbol of Insanity: Triggered rune renders nearby creatures insane.
Sympathy: Object or location attracts certain creatures.
9TH-LEVEL SORCERER/WIZARD SPELLS
Dominate Monster: As dominate person, but any creature.
Hold Monster, Mass*: As hold monster, but all within 30 ft.
Power Word Kill: Kills one creature with 100 hp or less.