Charm
Charm can be cast in many ways by both the arcane and nature sparks. The cost of some of the ways is different based on the spark providing the power to the spell.
Charm makes a creature (see below) regard the character as his trusted friend and ally. If the creature is currently being threatened or attacked by the character or the character's allies, however, he receives a +5 bonus on his saving throw.
Effect
The spell does not enable the character to control the charmed person as if he were an automaton, but he perceives the character's words and actions in the most favorable way. The character can try to give the subject orders, but the character must win an opposed Charisma check to convince him to do anything he wouldn’t ordinarily do. (Retries not allowed.) A charmed person never obeys suicidal or obviously harmful orders. Any act by the character or the character's apparent allies that threatens the charmed person breaks the spell. Note also that the character must speak the person’s language to communicate the character's commands, or else be good at pantomiming.
Arcane Spark:
Expending 3 mana points, humanoid of Medium-size or smaller
Expending 14 mana points, unrestricted by type or size.
Expending 46 mana points, the spell affects a number of creatures (persons or not) whose combined HD do not exceed twice the character's mana progression rank (or at least one creature regardless of HD). If there are more potential targets than the character can affect, the character chooses them one at a time until the character chooses a creature with too many HD.
Nature Spark:
Expending 6 mana points, humanoid or animal of Medium-size or smaller
Expending 15 mana points, Plants of Medium-size or smaller
Remove these ads. Join the Worldbuilders Guild

Comments