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Charm spells

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A charm spell or effect changes how the subject views you, typically making it see you as a good friend.

Charm spells and effects[edit]

Name Description Classes
Alc Art Brd Clr DDM Drd FvS Pal Rgr Sor Wiz War
Charm Animal Charms a hostile Animal, Magical Beast, or Vermin, which will fight as a trusted friend and ally. Charmed animals get an additional save every 15 to 30 seconds. A successful Will save negates this effect. Mindless targets cannot save, but the duration is halved.
Charm Monster 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.
Charm Person Charms an enemy humanoid, which then fights as an ally. Charmed humanoids get an additional saving throw every 3d6+12 seconds.
Command Undead Control is granted over the enemy Undead, forcing it to fight for you. Mindless Undead are controlled for 1 to 4 minutes. Other Undead can be controlled for a maximum of 10 minutes but get an additional Will save every 20 seconds.
Mass Suggestion Casts Suggestion on multiple enemies. The actions of affected enemies are influenced by you, allowing you to suggest that they fight as your allies for 30 + 2 seconds per caster level (no maximum). A successful Will save negates this effect.
Ooze Puppet Telekinetically controls the actions of an enemy Ooze, forcing it to change sides for 1 minute plus 6 seconds per caster level (No maximum). The ooze tries Fortitude saves every 60 seconds to break free. While under the effect of this spell, the Ooze can't split. This spell is incredibly useful in Enter the Kobold and other areas with abundant amounts of living spells, like The Subterrane - Central. (It is also useful as a situation Charm spell for casters that don't have very good Enchantment DCs, as Oozes typically have terrible saves.)
Suggestion Influences the actions of an enemy, allowing you to suggest it to fight as your ally for 30+2 seconds per caster level. A successful will save negates this effect.