- Dire Charm
- (Enchantment/Charm)
- Level: 3
- Range: 20 yards
- Duration: 5 rounds
- Casting Time: 3
- Area of Effect: 1 creature
- Saving Throw: Neg.
This spell works in the exact same manner as charm person, with one difference; there is no saving throw bonus. Dire charm affects any single person it is cast upon. The term person includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not. The person receives a saving throw vs. spell to avoid the effect.
If the spell recipient fails his saving throw, he regards the caster as a trusted friend and ally to be heeded and protected. The caster may give him orders, and the charmed individual will carry them out as quickly as possible.
If the caster harms, or attempts to harm, the charmed person by some overt action, or if a dispel magic spell is successfully cast upon the charmed person, the charm spell is broken.
If two or more charm effects simultaneously affect a creature, the most recent charm takes precedence. Note that the subject has full memory of the events that took place while he was charmed. Also note that you cannot have a charmed creature leave the area where he was charmed.
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◦ Dire Charm (Enchantment, SCRL1S): Upgraded Charm Person in that it lasts for +3 rounds (20 total) and does not grant a bonus to save vs. spells. Note that Algernon's Cloak does not allow a saving throw, its charm is permanent and it essentially has infinite charges, but it is clearly a broken item that should not be used (not that many players would find it, anyway).
Rank: Mid-tier.
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