Charm Monster (spell)

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Charm Monster is a spell that affects any creature, including beasts, undead or magical beings, with an intelligence above 7, in the way that charm person does a humanoid. Creatures that have failed their saving throw vs. magic will seek to protect and hold the caster in high regard.

Charm Monster
Range 60 ft.
Duration 10 +3 rounds per level
Area of Effect 1 hit die per level
Casting Time 2 rounds
Saving Throw negates
Level mage (4th)

Contents

If the affected creature makes their save, then the dweomer has no effect. Otherwise, the creature 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, the spell 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)