Charm Person (spell)

From The Authentic D&D Wiki
Revision as of 23:08, 31 December 2021 by Tao alexis (talk | contribs)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigationJump to search
Charm Person (spell).jpg

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 race, while others have greater reason to doubt the caster's motives. Persons that are charmed cannot have more experience levels (plus 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)

The spell's recipient is entitled to a 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.

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.

Charm's End

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)