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Charm Monster
(Enchantment/Charm)
Level: 4
Range: 60 yards
Components: V, S
Duration: Special
Casting Time: 4 segments
Area of Effect: 1 or more creatures in 20-ft. radius
Saving Throw: Negates
This spell is similar to a Charm Person spell, but it can affect any living creature
- or several low level creatures. The spell affects 2d4 Hit Dice or levels of
creatures, although it only affects one creature of 4 or more Hit Dice or levels,
regardless of the number rolled. All possible subjects receive saving throws vs.
spell, adjusted for Wisdom. Any damage inflicted by the caster or his allies in
the round of casting grants the wounded creature another saving throw at a
bonus of +1 per point of damage received.
Any affected creature regards the spellcaster as friendly, an ally or companion to be regarded well or guarded from harm. If communication is possible, the
charmed creature follows reasonable requests, instructions, or orders most
faithfully (see the Suggestion spell). If communication is not possible. the creature
does nor harm the caster, bur others in the vicinity may be subject to its
intentions, hostile or otherwise. Any overtly hostile action by the caster breaks the
spell, or at the very least allows a new saving throw against the charm. Affected
creatures eventually come out from under the influence of the spell. This is a
function of the creature's level (i.e., its Hit Dice).
| Monster Level or Hit Dice | % Chance Per Week of Breaking Spell |
| 1st or up to 2 | 5% |
| 2nd or up to 3+2 | 10% |
| 3rd or up to 4+4 | 15% |
| 4th or up to 6 | 25% |
| 5th or up to 7+2 | 35% |
| 6th or up to 8+4 | 45% |
| 7th or up to 10 | 60% |
| 8th or up to 12 | 75% |
| 9th or over 12 | 90% |
The exact day of the week and time of day is secretly determined by the GM.
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