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Epic Spell Seed, Charm

Epic Spell Seed, Charm

Grimoire of Cosmic Entities Volume One By Eli Atkinson, William Church and Serge W. Desir, Jr.
Original Concept by Serge W. Desir, Jr.

Full netbook can be found on the following website

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Enchantment (Charm) [Mind-Affecting]
Spellcraft DC: 14
Components: V, S
Casting Time: 1 minute
Range: 75 ft.
Target: One living creature
Duration: 20 hours
Saving Throw: Will negates
Spell Resistance: Yes

Charm makes a creature regard you as a 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. This spell does not allow you to control the charmed creature as if it were an automaton, but it perceives your words in a 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 creature breaks the spell. You must speak the person’s language to communicate your commands, or else be good at pantomiming.

To charm a target so that it neither gains a bonus on its saving throw if being threatened by you or your allies, increase the Spellcraft DC by 4.

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