Charm Monster | Spell | Pathfinder 1e | Statblocks & Sheets | World Anvil

Remove these ads. Join the Worldbuilders Guild

Charm Monster


enchantment (charm) [mind-affecting] \ Elemental School wood 4; Mystery juju(PAP39/PZO9039) 4, juju(PZO9436) 4 \
bard 3, sorcerer/wizard 4, summoner 3, unchained summoner 4, witch 4-level
Save: Will negates
SR: Yes

Casting time: 1 standard action
Range: 7.5m + 1.5m / 2 levels
Duration: 1 day/level
Targets: one living creature
Domain: charm 5
Componenent: V, S

Description

This spell functions like charm person, except that the effect is not restricted by creature type or size.   Description of "Charm Person": 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 commands, or else be good at pantomiming.

Created by

Patrick-M.

System

Pathfinder 1e

Statblock Type

Spell

Link/Embed