Difference between revisions of "Charm Person (spell)"

From The Authentic D&D Wiki
Jump to navigationJump to search
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 [[Charm|charmed]] cannot have more [[Experience Level|experience levels]] (plus [[Hit Dice|hit dice]]) than the caster.
+
'''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.
  
 
{{Spelltable
 
{{Spelltable
Line 11: Line 11:
 
| 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|food]], drink, sincere advice, plus clothes and equipment if those are obviously needed.
+
__TOC__
 +
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.
  
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.
+
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.
  
== Charm's End ==
+
== After Effects ==
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.
+
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)]]
 
See [[Charm Person & Mammal (spell)]]
  
[[Category: Magical Spells]][[Category: Don't Review until 2022]]
+
[[Category: Magical Spells]][[Category: Reviewed]]

Revision as of 15:11, 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)