Spells / Charm Person

Charm Person

enchantment (charm) mind-affecting
LevelArcanist 1, Bard 1, Shaman 1, Skald 1, Sorcerer 1, Witch 1, Wizard 1Casting time1 standard actionRangeclose (25 ft. + 5 ft./2 levels)Targetsone humanoid creatureDuration1 hour/levelSaving throwWill negatesComponentsV, S

Engine mechanics - what the game actually does

ApplyConditionWill save negates

one humanoid regards caster as trusted friend (charmed), Will negates (+5 on save if threatened), 1 hr/CL

Classified by SpellMechanics from this spell's own body text; the same object drives the game engine, the cards, and this page.

Description

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.