School: | Enchantment |
Subschool: | Charm |
Descriptor: | Mind-Affecting |
Level: | Bard 1, Sorcerer/Wizard 1 |
Components: | Verbal, Somatic |
Casting Time: | 1 Standard action |
Range: | Close (25 ft. + 5 ft. per 2 levels) |
Target: | One humanoid creature |
Duration: | 1 hour per level |
Saving Throw: | Will negates |
Spell Resistance: | Yes |
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 favourable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it would not ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but a charmed fighter, for example, might believe you if you assured him that the only chance to save your life is for them to hold back an onrushing dragon for 'just a few seconds.' 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 commands, or else be good at pantomiming. |
Based on the spell in the Player's Handbook 3.5 Page 209