Charm Monster

{{Spelldescription
 * image		= Charmmonster.jpg
 * icon		= CharmMonster.png
 * school		= Enchantment
 * type1		= Charm
 * type2		= Mind-affecting
 * type3		=
 * type4		=
 * artificer	=
 * bard		= 3
 * cleric		=
 * druid		=
 * favored soul	=
 * paladin	=
 * ranger		=
 * sor n wiz	= 4
 * cost		= 25
 * components	= {{V}}, {{S}}
 * metamagic	= {{Enlarge}}, {{Heighten}}, {{Quicken}}
 * range		= Standard
 * target		= One living creature
 * duration	= 60+6 seconds per caster level
 * save		= Will save negates, New Will save every 3d6+12 seconds
 * sr		= Yes
 * cooldown	= 3.5 seconds (Wizard/Bard), 2.25 seconds (Sorcerer)
 * description	= This spell functions like Charm Person, except that the effect is not restricted by creature type. Monsters that fail its Will save are charmed and get additional saves every 3d6+12 seconds. A successful Will save negates this effect.

This spell is very similar to Suggestion, and a player should carefully weight the relative benefits before choosing which of the two spells to pick (or use).

Benefits: This spell is one spell level higher, and thus has a +1 higher save DC. This spell has a longer maximum duration, particularly at lower caster levels. This spell works on animals and other monsters with no languages, while Suggestion does not.

Drawbacks: This spell is one spell level higher, and thus costs 5 more SP. This spell has the potential to break early. This spell has a 1 second longer base cooldown than Suggestion does. Suggestion has no Somatic component, which means it is not subject to arcane spell failure from armor or shields.

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