Difference between revisions of "Charm Person (spell)"
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| + | [[File:Charm Person (spell).jpg|right|525px|thumb]] | ||
| + | '''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 | + | | duration = 15 +5 [[Combat Round|rounds]] per [[Experience Level|level]] |
| − | | area of effect = 1 | + | | 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)]] | ||
}} | }} | ||
| + | __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. | ||
| + | |||
| + | == 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)]] | |
| − | + | [[Category: Magical Spells]][[Category: Reviewed]] | |
Latest revision as of 21:31, 22 April 2026
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.
| 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.
