Charm
Enchantment
Tier: 1
Components: Verbal, Somatic
Casting Time: 1 major action
Range: 40 ft
Target: One humanoid creature
Duration: 10 minutes/level
Saving Throw: Charm negates
The guard’s confusion turns to drugged compliance as you mutter the last word of the spell.
This charm makes a humanoid creature regard you as a trusted friend or ally. If the creature is currently being threatened or attacked by you or your allies it receives a +10 bonus on its saving throw.
You do not control the target, but they perceive your words and actions in the most favorable way. You must win an opposed Charisma check (or otherwise convince the target) to get them to do something they normally wouldn’t do. Any threatening act by you or your apparent allies breaks the spell.
When the spell ends, the target knows it has been charmed.
Augment:
If you cast this spell as a tier 4 spell, it is not restricted by creature type and size OR the duration increases to 1 day/level.
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