The Adaptation section for the Nightmare Spinner (Complete Mage, pg. 74) talks about adapting it to work with enchantments, and even lists a couple of suggestions for possible abilities, but it doesn't actually give any mechanics. I decided to write up some mechanics, using the existing abilities as templates and trying to remain as close to the original mechanics as possible.
[spoiler]Nightmare Spinner adaptation - Enchantment Spinner
Entry Requirements
Skills: Bluff 4 ranks, Diplomacy 4 ranks, Sense Motive 4 ranks.
Spellcasting: Ability to cast 3rd-level arcane spells; ability to cast at least one charm spell and at least one compulsion spell.
Class Features
Bonus Spells (Ex): If you normally prepare spells, you can prepare and cast one additional enchantment spell per spell level each day. This ability works just like (and stacks with) a specialist wizard's extra school spell.
If you don't need to prepare spells, you gain one extra spell slot per spell level, which can be used only to cast an enchantment spell.
Unbending Will (Su): Beginning at 1st level, you gain immunity to all charm and compulsion effects.
Inspire Loyalty (Su): As a standard action, you can create a mind-affecting charm effect that makes a living creature within 30 feet regard you as an ally. The target's attitude towards you becomes Helpful for a number of rounds equal to your enchantment spinner class level; a successful Will save (DC 10 + your class level + your Cha modifier) halves this duration.
You can use this power a number of times per day equal to 3 + your Cha modifier.
Lingering Enchantment (Su): Beginning at 2nd level, when you cast a charm or compulsion spell, you can choose to make it a lingering enchantment as a free action. When an enemy successfully saves against the affected enchantment spell, they are still affected by the spell for a number of rounds equal to your enchantment spinner class level. This ability has no other effect on the original spell's duration or effectiveness.
You can use this ability a number of times per day equal to 3 + your Cha modifier. No creature can be affected by your lingering enchantment ability more than once in a 24-hour period.
Oppressive Will (Su): Beginning at 3rd level, creatures affected by a charm or compulsion effect you cause (whether by a spell, class feature, or other effect) take a morale penalty to Will saves equal to your enchantment spinner class level.
Compelling Enchantment (Su): At 5th level, when you cast an enchantment spell, you can choose to make that spell a compelling enchantment as a free action. A compelling enchantment can affect targets who would otherwise be immune to that spell (such as from an immunity to mind-affecting effects, immunity to charms or compulsions, or immunity to a specific spell, such as an elf's immunity to sleep).
You can use this ability three times per day.[/spoiler]
Comments, thoughts, or concerns greatly appreciated.