Difference between revisions of "Charm Person & Mammal (spell)"

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[[File:Charm Person or Mammal (spell).jpg|right|525px]]
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[[File:Charm Person or Mammal (spell).jpg|right|560px]]
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'''Charm Person or Mammal''' is a spell that exerts an influence over a targeted [[Animal|animal]] or [[Humanoid|humanoid]], prompting it to safeguard, value and even develop feelings of affection for the spellcaster, contingent upon specific circumstances.  The spell exhibits heightened efficacy when cast upon creatures of the same race as the caster or those who perceive the caster as a potential mate.
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{{Spelltable
 
{{Spelltable
 
| name = Charm Person & Mammal
 
| name = Charm Person & Mammal
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| level = [[Bard 2nd Level Spells|bard (2nd)]]; [[Druid 2nd Level Spells|druid (2nd)]]
 
| level = [[Bard 2nd Level Spells|bard (2nd)]]; [[Druid 2nd Level Spells|druid (2nd)]]
 
}}
 
}}
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__TOC__
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The spell is specifically limited to targeting humanoid individuals or mammals. It cannot be employed to charm creatures falling outside these categories, even if they lack inherent charm immunity. This restriction reinforces the spell's name and its intended scope.
  
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.
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The affected creature is eligible for a [[Saving Throws|saving throw]] against magic. If successful, no result occurs and the situation goes on as before.
 
 
The creature is entitled to a [[Saving Throws|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 [[Ability Checks|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 [[Ability Checks|wisdom check]] on the part of the affected creature (success indicates resistance).
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== Spell Effects ==
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If this is unsuccessful, the creature's greatest desire is to safeguarding the caster in the face of peril. In such circumstances, the creature will position itself as a protective barrier between potential threats and the caster, actively engaging and fighting any other who threatens the caster.
  
These checks are subject to the modifiers shown on the accompanying table.
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However, the creature won't initiate aggression, but only maintain a protective stance. As well, the creature takes time to state it's determination to shield the caster, offer reassuring words, and make recommendations regarding the caster's positioning or movement to enhance their protection.
{| class="wikitable" style="float:right; margin-left: 15px; background-color:#d4f2f2;"
 
|-
 
! Circumstance !! Modifier to Save
 
|-
 
| [[Animal|animals]], per point of [[Intelligence (ability stat)|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 [[Creature Size|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|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.
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Additionally, the creature also seeks to convey its reverence and esteem for the caster.  This manifests as  a readiness to comply with the caster's directives, undertake benign tasks within the creature's capabilities (provided they occur within the spell's effective range), and readily provide information when requested.
  
Traditionally friendly races for characters would include [[Dwarf Race & Physiology|dwarves]], [[Elf Race & Physiology|elves]], [[Gnome Race & Physiology|gnomes]], [[Half-elf Race & Physiology|half-elves]], [[Halfling Race & Physiology|halflings]], [[Half-orc Race & Physiology|half-orcs]] and [[Human Race & Physiology|humans]]. Traditionally unfriendly races for characters would be every other race. Note, however, that if a [[Goblin|goblin]] were to cast the spell, a traditionally friendly race would include [[Norker|norkers]], [[Hobgoblin|hobgoblins]] and [[Kobald|kobalds]] - but not [[Orc|orcs]], [[Lizard Man|lizard men]] or [[Kenku|kenku]]. Thus it is a matter of what individual of race is actually casting the spell.
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== Dissipation ==
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After the spell naturally concludes, the response of the charmed creature is marked by its abruptness, as they retain a vivid recollection of being charmed. The consequences of their actions and experiences during the charm weigh heavily on them, leading to a broad spectrum of potential reactions.
  
Once the charm has ended, humanoids in love who fail their intelligence checks will seek to remain with the spellcaster as friendly [[Follower|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).
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Animals will most likely flee the situation, or they may become aggressive.  Humanoids may also choose to hastily flee from the situation, while others might insist on receiving explanations for what transpired. There are also those who, influenced by a mix of fear, desperation, or newfound loyalties, may unsheathe their weapons, exhibiting a readiness to engage in combat, even to the point of risking their lives or contemplating self-harm. The specific course of action undertaken by the charmed creature will largely depend on the prevailing circumstances and their individual disposition.
  
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.
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A skilled dungeon master should indeed take into account the intelligence and personality of the charmed creature, role-play the situation authentically based on those traits, and consider the surrounding circumstances. The primary goal should be to determine the most plausible response for the creature, keeping in mind the verisimilitude of the game world rather than strictly adhering to game mechanics. Encouraging player agency and allowing them to explore their own strategies to resolve the situation is essential. An open-ended approach to problem-solving is key.
  
Spellcasters are not able to charm persons or mammals with equal or more [[Hit Dice|hit dice]]/[[Experience Level|levels]] than the caster.
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Different animals and humanoids should react differently based on their nature, beliefs, and past experiences, contributing to the richness and unpredictability of the gameplay.
  
  
See [[Charm Person & Mammal (spell)]]
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See also,<br>
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[[Charm Person (spell)]]<br>
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[[Suggestion (spell)]]
  
[[Category: Druidical Spells]]
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[[Category: Bardic Spells]][[Category: Druidical Spells]][[Category: Reviewed]]

Latest revision as of 02:47, 8 October 2023

Charm Person or Mammal (spell).jpg

Charm Person or Mammal is a spell that exerts an influence over a targeted animal or humanoid, prompting it to safeguard, value and even develop feelings of affection for the spellcaster, contingent upon specific circumstances. The spell exhibits heightened efficacy when cast upon creatures of the same race as the caster or those who perceive the caster as a potential mate.

Charm Person & Mammal
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)

The spell is specifically limited to targeting humanoid individuals or mammals. It cannot be employed to charm creatures falling outside these categories, even if they lack inherent charm immunity. This restriction reinforces the spell's name and its intended scope.

The affected creature is eligible for a saving throw against magic. If successful, no result occurs and the situation goes on as before.

Spell Effects

If this is unsuccessful, the creature's greatest desire is to safeguarding the caster in the face of peril. In such circumstances, the creature will position itself as a protective barrier between potential threats and the caster, actively engaging and fighting any other who threatens the caster.

However, the creature won't initiate aggression, but only maintain a protective stance. As well, the creature takes time to state it's determination to shield the caster, offer reassuring words, and make recommendations regarding the caster's positioning or movement to enhance their protection.

Additionally, the creature also seeks to convey its reverence and esteem for the caster. This manifests as a readiness to comply with the caster's directives, undertake benign tasks within the creature's capabilities (provided they occur within the spell's effective range), and readily provide information when requested.

Dissipation

After the spell naturally concludes, the response of the charmed creature is marked by its abruptness, as they retain a vivid recollection of being charmed. The consequences of their actions and experiences during the charm weigh heavily on them, leading to a broad spectrum of potential reactions.

Animals will most likely flee the situation, or they may become aggressive. Humanoids may also choose to hastily flee from the situation, while others might insist on receiving explanations for what transpired. There are also those who, influenced by a mix of fear, desperation, or newfound loyalties, may unsheathe their weapons, exhibiting a readiness to engage in combat, even to the point of risking their lives or contemplating self-harm. The specific course of action undertaken by the charmed creature will largely depend on the prevailing circumstances and their individual disposition.

A skilled dungeon master should indeed take into account the intelligence and personality of the charmed creature, role-play the situation authentically based on those traits, and consider the surrounding circumstances. The primary goal should be to determine the most plausible response for the creature, keeping in mind the verisimilitude of the game world rather than strictly adhering to game mechanics. Encouraging player agency and allowing them to explore their own strategies to resolve the situation is essential. An open-ended approach to problem-solving is key.

Different animals and humanoids should react differently based on their nature, beliefs, and past experiences, contributing to the richness and unpredictability of the gameplay.


See also,
Charm Person (spell)
Suggestion (spell)