Difference between revisions of "Charm Person (spell)"

From The Authentic D&D Wiki
Jump to navigationJump to search
 
(4 intermediate revisions by the same user not shown)
Line 1: Line 1:
[[File:Charm Person (spell).jpg|right|455px|thumb]]
+
[[File:Charm Person (spell).jpg|right|525px|thumb]]
'''Charm person''' compels humanoid creatures to protect and hold the caster in high regard, depending on circumstance.  The spell is most effective against those of the caster's [[Humanoid|race]], while others have greater reason to doubt the caster's motives. Persons that are charmed cannot have more [[Experience Level|experience levels]] (plus [[Hit Dice|hit dice]]) than the caster.
+
'''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 [[Combat Round|rounds]] per level
+
| duration = 15 +5 [[Combat Round|rounds]] per [[Experience Level|level]]
| area of effect = 1 humanoid; see text
+
| 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)]]
 
}}
 
}}
The spell's recipient is entitled to a [[Saving Throws|save vs. magic]], which receives a +2 bonus if the humanoid is of a different race.  A success indicates the dweomer has no effect; otherwise, the recipient will become concerned about the caster's health and well-being immediately. Outside of combat, the recipient will offer the caster food, drink, sincere advice, plus clothes and equipment if those are obviously needed.
+
__TOC__
 +
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.
  
In a situation where the caster is threatened, the recipient will rush to his or her defense — expressing a desire to protect and reassuring the caster of this intention. The recipient may even make suggestions for where the caster should stand or move, to make the protection more effective.
+
== 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.
  
== Charm's End ==
+
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 wears off, the recipient will remember all that's happened and their part in it.  Potentially, they may feel shame, even horror at what they've been made to do.  There's a 50% chance that this will evoke anger, with the former recipient seeking revenge against the caster.  It's therefore best not to be around, or to have a plan for what to do when the time comes.
 
  
  
 
See [[Charm Person & Mammal (spell)]]
 
See [[Charm Person & Mammal (spell)]]
  
[[Category: Magical Spells]][[Category: Don't Review until 2022]]
+
[[Category: Magical Spells]][[Category: Reviewed]]

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)