Difference between revisions of "Charm Person (spell)"

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[[File:Charm Person (spell).jpg|right|455px|thumb]]
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'''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.
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{{Spelltable
 
{{Spelltable
 
| name = Charm Person
 
| name = Charm Person
 
| range = 30 ft.
 
| range = 30 ft.
| duration = 15 +5 rounds per level
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| duration = 15 +5 [[Combat Round|rounds]] per level
| area of effect = 1 humanoid; see below
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| area of effect = 1 humanoid; see text
 
| casting time = 1 round
 
| casting time = 1 round
 
| save = negates
 
| save = negates
 
| level = [[Mage 1st Level Spells|mage (1st)]]
 
| level = [[Mage 1st Level Spells|mage (1st)]]
 
}}
 
}}
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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.
  
Affects humanoid creatures with an intelligence of 5 or greater (minimum low), compelling them to protect, appreciate and even become enamoured with the spellcaster, depending upon certain conditions. The spell is most effective against humanoids of the caster's race and those who have the potential for seeing the caster as a potential mate.
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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.
 
 
The affected humanoid is entitled to a [[Saving Throws|saving throw]] against magic. If this fails, the immediate concern of the humanoid will be to protect the caster from danger. The affected will take a stand between others and the caster as a protector, but will not go on the attack.  While doing so, the affected will express their desire to protect and will reassure the caster often, even making suggestions for where the caster might stand or move, to make this protection more effective.
 
 
 
Once the charm has ended, the affected will retain their memories of what they've done; the shock and humiliation they will feel will cause them to give ground in shock and horror.  If attacked, they will fight back, but there is a 50% chance they will flee, abandoning their friends and lair.  Otherwise, they will merely stagger off, to seek their own kind if not present or to express themselves in horror to their friends.  In either case, they will cease to be a threat. If restrained, they will suffer a -4 penalty against further castings of charm person by the caster. 
 
  
The caster cannot charm a humanoid with equal or more [[Hit Dice|hit dice]]/[[Experience Level|levels]] than the caster.
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== Charm's End ==
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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)]]
 
See [[Charm Person & Mammal (spell)]]
  
[[Category: Lacks Image]]
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[[Category: Magical Spells]][[Category: Don't Review until 2022]]

Latest revision as of 23:08, 31 December 2021

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)