Charms

Charms can be received in many different ways. For example, a Wizard who finds an eldritch secret in a dead archmage's spellbook might be infused with the magic of a Charm, as might a character who solves a sphinx's riddle or drinks from a magical fountain. Mythic creatures sometimes grace their allies with Charms, and some explorers find themselves bearing a Charm after discovering a long-lost location drenched in primeval magic.

Some Charms can be used only once; others can be used a specific number of times before vanishing. If a Charm lets a character cast a spell, the character can do so without expending a spell slot or providing any spell components. Unless otherwise stated, the spell uses its normal casting time, range, and duration; if the spell requires Concentration , the character must concentrate.

A Charm can't be removed from a creature by anything short of divine intervention or a Wish spell. A character can't benefit from multiple instances of a Charm at the same time.

A typical Charm mimics the effects of a Potion or spell, so it is easy to create more Charms of your own.


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