Difference between revisions of "Charm Person & Mammal (spell)"
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{{Spelltable | {{Spelltable | ||
| name = Charm Person & Mammal | | name = Charm Person & Mammal |
Revision as of 21:30, 18 September 2021
Range | 30 ft. |
Duration | 5 +3 rounds per level |
Area of Effect | 1 creature |
Casting Time | 1 round |
Saving Throw | negates |
Level | bard (2nd); druid (2nd) |
Compels the affected creature to protect, appreciate and even become enamoured with the spellcaster, depending upon certain conditions. The spell is more effective against creatures of the caster's race and those who have the potential for seeing the caster as a potential mate than otherwise.
The creature is entitled to a saving throw against magic. If this fails, the immediate concern of the creature will be to protect the caster in a situation of danger. The creature will take a stand between others and the caster and aggressively attack those actively attacking the caster - but the creature will not go forward to attack others not immediately imposing a threat. Throughout this, the creature will express their desire to protect, will speak words to reassure the caster and will make suggestions for where the caster might stand or move in order to make this protection more practical.
The second concern of the creature will be to express their respect and admiration for the caster's person. This will include a willingness to follow along, perform harmless tasks within the creature's ability (so long as they take place within the spell range) and give information when asked.
Love
Finally, there is a chance that the creature will fall in love with the caster.
Those falling in love will be inclined to remain with the spellcaster after the spell has ended. In special cases, there may be time and inclination to sleep with the caster. This requires appropriate, private circumstances where no threat is imminent. To see if love occurs, a charisma check is made on the part of the caster (success indicating a possible willingness on the part of the affected humanoid) that is followed by a wisdom check on the part of the affected creature (success indicates resistance).
These checks are subject to the modifiers shown on the accompanying table.
Circumstance | Modifier to Save |
---|---|
animals, per point of intelligence below 5 | -1 |
humanoids of the caster's race or of a compatible gender | none |
humanoid of an incompatible gender | +2 |
humanoids not of the same race; yet traditionally friendly | +3 |
humanoids traditionally not friendly | +5 |
humanoids of a different size | +1 per degree |
all creatures, per point of the caster's charisma below 14 | +1 |
Thus, an animal with an intelligence of 1 would receive a -4 to their ability checks (in favor against love). If the caster were human and the affected creature was also human, and of a gender that found the caster a potential mate, the adjustment would be zero. However, if the affected creature were of an incompatible gender preference, the creature would receive a +2 modifier versus love.
Traditionally friendly races for characters would include dwarves, elves, gnomes, half-elves, halflings, half-orcs and humans. Traditionally unfriendly races for characters would be every other race. Note, however, that if a goblin were to cast the spell, a traditionally friendly race would include norkers, hobgoblins and kobalds - but not orcs, lizard men or kenku. Thus it is a matter of what individual of race is actually casting the spell.
Once the charm has ended, humanoids in love who fail their intelligence checks will seek to remain with the spellcaster as friendly followers (long-term love is a tricky, as yet non-ruled game detail). Such individuals will have a -4 saving throw vs. further castings of charm person person by the spellcaster. The humanoid in love with the caster will betray signs of jealousy and probable infighting when witnessing affection by others (so that multiple humanoids affected by the spell will be trouble working together).
All other humanoids will react strongly when the spell runs out, as they will retain the memory of being charmed. The facts of what they've just done will greatly influence their actions after their minds are free. Specifics here are too wide-ranging to properly be contained by a rule set. Some may merely flee; others will demand explanations; still others will draw weapons, be willing to fight to the death or even commit suicide. Circumstances will dictate probable behavior.
Spellcasters are not able to charm persons or mammals with equal or more hit dice/levels than the caster.