Charm Person

All right, my students today we’re going to learn a simple but powerful spell called Charm Person.   This spell makes a person treat you more warmly like a trusted friend, a favorite companion, or someone they genuinely like. It does not control them, and it doesn’t erase their values or force them to act against their nature. What it does is tilt their view of you into something far more positive. That means you still need to persuade them if you want cooperation but persuasion becomes much easier when the target already believes you are their friend.   Now, listen closely: this is still an enchantment spell, and enchantments come with laws, rules, and consequences. If you are caught using it improperly, you can get into serious trouble. Charm Person is infamous as “the bargainer’s helper,” because people have used it on merchants and traders to gain discounts or unfair deals. Because of that abuse, many shops and places of business now use magical detection especially for enchantments.   So be careful. If you use this spell at all, use it responsibly and for legitimate reasons such as gaining information from an information broker, calming a drunk and aggressive person, or defusing an ugly situation before it turns violent. And I strongly advise against using it on guards, judges, officials, or anyone in authority. In most places, that is an excellent way to earn yourself a cell.   Also remember: when the spell ends, the target may realize something was wrong. They will remember what happened, and if they suspect they were magically influenced, they may accuse you of a crime unless you were acting under proper authority, investigation orders, or a sanctioned adventuring contract.   Use the spell wisely. A charm gained through magic is easier than trust earned honestly but it’s also far more fragile when it breaks.

Effect

This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target's attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.   The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person's language to communicate your com
Gestures & Ritual
Channel your mana into your eyes until your gaze carries the enchantment. Lock eyes with the target, speak the incantation clearly, and let the charm ride on your focused intent delivered through a steady look and a controlled release of power.
Related School
Related Element
Will, Spirit,
Effect Duration
1 hour/level
Effect Casting Time
1 standard action
Range
close (25 ft. + 5 ft./2 levels) Target one humanoid creature
Level
LV1
Components V, S
Saving Throw Will negates; Spell Resistance yes


Cover image: by Valcin (Marc Zipper)

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