Charm Person*

1 1 1 1 1 1 1 1 1 1 Rating 4.46 (24 Votes)
This variation of the Charm Person spell is more explicit and incorporates the Diplomacy rules.

School enchantment (charm) [mind-affecting]; Level bard 1, sorcerer/wizard 1
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one humanoid creature
Duration 1 hour/level
Saving Throw: Will negates; Spell Resistance yes

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 creature 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 succeed at a Diplomacy check to convince it to do anything. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders (this includes attacking itself or engaging in combat against its own allies), but it might be convinced that something very dangerous is worth doing.

The following table lists the DCs for particular actions. With any action, if the target has ranks in Diplomacy, the Diplomacy check DC is equal to the number given plus the target's Diplomacy modifier instead of just the Charisma modifier.

ActionExample with GoblinDiplomacy Check DC
Give simple advice Where's the nearest human town? 5+ Cha Mod of affected creature
Give detailed advice Draw us a map to the human town. 10 + Cha Mod of affected creature
Give simple aid (not against creature's allies) Can you help us find some food? 10 + Cha Mod of affected creature
Reveal a secret unimportant to creature
Are there any hidden bugbear lairs nearby? 10 + Cha Mod of affected creature
Give lengthy or complicated aid Accompany us to the kobold lair. 15 + Cha Mod of affected creature
Give dangerous aid or give non-violent aid against creature's allies Flank and attack the kobolds as we fight them. Watch the entrance while we attack the goblin lair. 20 + Cha Mod of affected creature
Reveal a secret important to security of creature or creature's allies
If we attack at dawn, will the goblin guards be asleep? Where is the secret door to the goblin lair?
20 + Cha Mod of affected creature
Give aid that will result in harm/punishment to creature or its allies
Lead us to the secret door to the goblin lair and distract the goblin guards. 25 + Cha Mod of affected creature

Any act by you or your apparent allies that threatens the charmed creature breaks the spell. If the creature observes you casting a spell on itself without first explaining the nature of your actions, or if the creature observes intentional deception on your part, the charmed creature is granted an additional saving throw to break the charm person spell. You must speak the creature's language to communicate your commands, or else be good at pantomiming.

Author's Note: I found the original Charm Person spell to be a little too vague and cumbersome with opposed Charisma checks, especially when there's already a good mechanic for resolving situations like this.


Additional Ratings
Balance:
1 1 1 1 1 1 1 1 1 1 Rating 4.77 (13 Votes)
Utility:
1 1 1 1 1 1 1 1 1 1 Rating 4.85 (13 Votes)
Clarity:
1 1 1 1 1 1 1 1 1 1 Rating 4.86 (14 Votes)