Difference between revisions of "Charm Person (spell)"

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[[File:Charm Person (spell).jpg|right|455px|thumb]]
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[[File:Charm Person (spell).jpg|right|525px|thumb]]
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'''Charm Person''' is a spell that affects humanoid creatures, with an intelligence of 5 or more, transforming them instantly from enemies into allies. Creatures that have failed their [[Saving Throws|saving throw vs. magic]] will seek to protect and hold the caster in high regard.
  
 
{{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 text
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| area of effect = 1 [[Hit Dice|hit die]] per level
 
| 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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If the affected person makes their save, then the dweomer has no effect. Otherwise, the person will cease to fight the caster and will seek instead to protect or give aid, as they're able. They will be willing to speak and provide information, share any equipment or items they have in their possession, cast helpful spells, remove obstacles, stand aside and give way, respect the caster's association with others — but they will not knowingly commit any form of self-harm. They will be most hesitant about any plan designed to coerce them into a place where they might be imprisoned or put in danger, simply refusing to take part, most likely inventing a need to remain capable of giving aid to the caster.
  
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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== 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 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.
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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.
  
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. 
 
  
The caster cannot charm a humanoid with equal or more [[Hit Dice|hit dice]]/[[Experience Level|levels]] than the caster.
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See [[Charm Person & Mammal (spell)]]
  
 
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[[Category: Magical Spells]][[Category: Reviewed]]
See [[Charm Person & Mammal (spell)]]
 

Latest revision as of 21:31, 22 April 2026

Charm Person (spell).jpg

Charm Person is a spell that affects humanoid creatures, with an intelligence of 5 or more, transforming them instantly from enemies into allies. Creatures that have failed their saving throw vs. magic will seek to protect and hold the caster in high regard.

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

Contents

If the affected person makes their save, then the dweomer has no effect. Otherwise, the person will cease to fight the caster and will seek instead to protect or give aid, as they're able. They will be willing to speak and provide information, share any equipment or items they have in their possession, cast helpful spells, remove obstacles, stand aside and give way, respect the caster's association with others — but they will not knowingly commit any form of self-harm. They will be most hesitant about any plan designed to coerce them into a place where they might be imprisoned or put in danger, simply refusing to take part, most likely inventing a need to remain capable of giving aid to the caster.

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)