Magic:Charm Monster: Difference between revisions
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The spell does not enable you to control the ''charmed'' creature 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 not allowed.) A ''charmed'' creature never obeys suicidal or obviously harmful orders, but it might believe you if you assured it that the only chance to save your life is for it to hold back an onrushing dragon for "just a few seconds." Any act by you or your apparent allies that threatens the ''charmed'' creature breaks the spell. Note also that you must speak the creature’s language to communicate your commands, or else be good at pantomiming. | The spell does not enable you to control the ''charmed'' creature 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 not allowed.) A ''charmed'' creature never obeys suicidal or obviously harmful orders, but it might believe you if you assured it that the only chance to save your life is for it to hold back an onrushing dragon for "just a few seconds." Any act by you or your apparent allies that threatens the ''charmed'' creature breaks the spell. Note also that you must speak the creature’s language to communicate your commands, or else be good at pantomiming. | ||
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[[Category:Magic|Charm Monster]] | |||
[[Category:Enchantment|Charm Monster]] |
Revision as of 19:56, 7 June 2006
[[Magic:Enchantment|Enchantment]] (Charm) [ Mind-affecting ]
Level: Brd 3, Sor/Wiz 4
Innate Level: 3
Component(s): V, S
Casting Time: 1 action
Range: Close
Target: 1 living creature
Duration: 3 rounds + 1 round/2 levels
Counter(s): --
Saving Throw: Will negates
Spell Resistance: Yes
Metamagic: Extend, Quicken, Silent, Still
Energy Substitution: No
This charm makes a creature regard you as its trusted friend and ally. 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 creature 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 not allowed.) A charmed creature never obeys suicidal or obviously harmful orders, but it might believe you if you assured it that the only chance to save your life is for it to hold back an onrushing dragon for "just a few seconds." Any act by you or your apparent allies that threatens the charmed creature breaks the spell. Note also that you must speak the creature’s language to communicate your commands, or else be good at pantomiming. [[Category:Enchantment Spells|Charm Monster]]