Charm a creature, so that it becomes friendly towards you and your group
Enchantment
Action: Standard
Components: V,S,M
Duration: See text
Spell Lists: Arcane,Divine,Nature,Psychic
Levels: 1,3
Charm allows the caster to influence a creature's perception, causing it to view the caster and their allies as friendly, provided the target fails a Will saving throw. This spell must be cast before the target has formed a solid opinion of the caster or their party. If successful, the affected creature perceives the caster’s actions and requests in a favorable light, even if they are not entirely aligned with the creature's interests.
The charmed creature remains in control of its actions and will not obey commands that would result in self-harm or fundamentally violate its nature. However, it will strive to assist the caster in non-threatening ways and view their intentions as benevolent. If the creature witnesses any form of betrayal or significantly displeasing behavior from those it has been charmed by, it will become hostile. Any future attempts to charm this creature automatically fail.
When cast at a higher level (3rd), the spell’s power increases, allowing it to affect multiple creatures at once. The number of targets is determined by the caster's Intelligence modifier.
The GM may adjust the difficulty of the Will saving throw (+5%, +10%, +15%) if the situation is particularly delicate or challenging.
Level | Targets | Range | Duration |
---|---|---|---|
1 | 1 creature | Close | Hours/level |
3 | 1 creature per Intelligence modifier | Close | Days/level |
The Generous Merchant: A party member uses Charm on a merchant who initially seemed wary of strangers. Under the spell's effect, the merchant now perceives the party as kind-hearted travelers. He offers them a place to rest in his shop's backroom and shares information about local events, believing he's helping out good people. He might even offer a small discount on his wares, thinking he's supporting a worthy cause.
The Suspicious Guard: When confronted by a guard who's skeptical of the party's presence in a restricted area, a spellcaster uses Charm. The guard, now under the spell's influence, sees the party as well-intentioned visitors who must have a good reason for being there. Instead of immediately arresting them, she offers to escort them to a safer area, genuinely concerned for their well-being. She might even provide helpful advice about navigating the city's laws and customs, believing she's assisting respectable individuals.