Difference between revisions of "Charm Person (spell)"

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[[File:Charm Person (spell).jpg|right|525px|thumb]]
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'''Charm Person''' is a spell that compels humanoid creatures to protect and hold the caster in high regard, depending on the situation. The spell is most effective against those of the caster's [[Humanoid|race]], while individuals of other races have greater cause to doubt the caster's intentions. Charmed persons cannot possess more [[Experience Level|experience levels]] or [[Hit Dice|hit dice]] than the caster.
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{{Spelltable
 
{{Spelltable
 
| name = Charm Person
 
| name = Charm Person
 
| range = 30 ft.
 
| range = 30 ft.
| duration = 15 +5 rounds per level
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| duration = 15 +5 [[Combat Round|rounds]] per [[Experience Level|level]]
| area of effect = 1 humanoid; see below
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| area of effect = 1 humanoid; see text
 
| casting time = 1 round
 
| casting time = 1 round
 
| save = negates
 
| save = negates
 
| level = [[Mage 1st Level Spells|mage (1st)]]
 
| level = [[Mage 1st Level Spells|mage (1st)]]
 
}}
 
}}
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__TOC__
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Upon casting, the recipient of the spell is entitled to a [[Saving Throws|saving throw vs. magic]], with a +2 bonus if the target is of a different race. A successful save means the spell has no effect, while a failed save causes the recipient to immediately become concerned with the caster's health and well-being.
  
Affects humanoid creatures with an intelligence of 5 or greater (minimum low), compelling them to protect, appreciate and even become enamoured with the spellcaster, depending upon certain conditions. The spell is most effective against humanoids of the caster's race and those who have the potential for seeing the caster as a potential mate.
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Outside of combat, the charmed person will offer the caster [[Food|food]], drink, sincere advice and any clothing or equipment they may need, as long as it is reasonably apparent. The caster will find themselves treated with kindness and generosity.  If the caster is threatened, the recipient will rush to their defense, eager to protect the caster and reassure them of their intentions. The charmed person may even suggest the best course of action, such as where the caster should stand or move to enhance their protection.
 
 
The affected humanoid is entitled to a [[Saving Throws|saving throw]] against magic. If this fails, the immediate concern of the humanoid will be to protect the caster from danger. The affected will take a stand between others and the caster as a protector, but will not go on the attack.  While doing so, the affected will express their desire to protect and will reassure the caster often, even making suggestions for where the caster might stand or move, to make this protection more effective.
 
  
Once the charm has ended, the affected will retain their memories of what they've done; the shock and humiliation they will feel will cause them to give ground in shock and horror. If attacked, they will fight back, but there is a 50% chance they will flee, abandoning their friends and lair. Otherwise, they will merely stagger off, to seek their own kind if not present or to express themselves in horror to their friends.  In either case, they will cease to be a threat. If restrained, they will suffer a -4 penalty against further castings of charm person by the caster.
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== After Effects ==
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Once the charm wears off, the recipient will recall all that occurred during the spell's effect, including their actions. This often results in feelings of shame or even horror at having been manipulated. There is a 50% chance that these emotions will lead to anger, with the former recipient seeking revenge against the caster. It is therefore recommended that the caster either avoid the individual once the spell ends or have a plan in place for handling the aftermath.
  
The caster cannot charm a humanoid with equal or more [[Hit Dice|hit dice]]/[[Experience Level|levels]] than the caster.
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Ultimately, Charm Person should be treated with caution. While it offers a powerful tool in managing relationships and gaining temporary influence, its aftermath can be fraught with peril, requiring the caster to be prepared for any unintended consequences.
  
  
See [[Charm Person & Mammal (spells)]]
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See [[Charm Person & Mammal (spell)]]
  
[[Category: Lacks Image]]
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[[Category: Magical Spells]][[Category: Reviewed]]

Latest revision as of 15:12, 14 March 2025

Charm Person (spell).jpg

Charm Person is a spell that compels humanoid creatures to protect and hold the caster in high regard, depending on the situation. The spell is most effective against those of the caster's race, while individuals of other races have greater cause to doubt the caster's intentions. Charmed persons cannot possess more experience levels or hit dice than the caster.

Charm Person
Range 30 ft.
Duration 15 +5 rounds per level
Area of Effect 1 humanoid; see text
Casting Time 1 round
Saving Throw negates
Level mage (1st)

Contents

Upon casting, the recipient of the spell is entitled to a saving throw vs. magic, with a +2 bonus if the target is of a different race. A successful save means the spell has no effect, while a failed save causes the recipient to immediately become concerned with the caster's health and well-being.

Outside of combat, the charmed person will offer the caster food, drink, sincere advice and any clothing or equipment they may need, as long as it is reasonably apparent. The caster will find themselves treated with kindness and generosity. If the caster is threatened, the recipient will rush to their defense, eager to protect the caster and reassure them of their intentions. The charmed person may even suggest the best course of action, such as where the caster should stand or move to enhance their protection.

After Effects

Once the charm wears off, the recipient will recall all that occurred during the spell's effect, including their actions. This often results in feelings of shame or even horror at having been manipulated. There is a 50% chance that these emotions will lead to anger, with the former recipient seeking revenge against the caster. It is therefore recommended that the caster either avoid the individual once the spell ends or have a plan in place for handling the aftermath.

Ultimately, Charm Person should be treated with caution. While it offers a powerful tool in managing relationships and gaining temporary influence, its aftermath can be fraught with peril, requiring the caster to be prepared for any unintended consequences.


See Charm Person & Mammal (spell)