Charm monster pathfinder

Charm monster pathfinder DEFAULT

Pathfinder

This charm makes a 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 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 creature's language to communicate your commands, or else be good at pantomiming.

Show Attribute List

Casting Time

Level

Bard 3, Sorcerer/wizard 4

Range

Close (25 ft. + 5 ft./2 levels)

Saving Throw

School

Enchantment (charm) [mind-affecting]

Target

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Sours: https://rollnet/compendium/pathfinder/Charm%20Monster

Charm Monster

Home >Magic >Spells (Paizo, Inc.) >C >

Schoolenchantment (charm) [mind-affecting]; Levelbard 3, sorcerer/wizard 4, summoner 3, unchained summoner 4, witch 4; Domaincharm 5; Elemental Schoolwood 4; Mystery juju(PAP39/PZO) 4, juju(PZO) 4

CASTING

Target one living creature
Duration 1 day/level

DESCRIPTION

This spell functions like charm person, except that the effect is not restricted by creature type or size.

Charm Monster, Mass

Schoolenchantment (charm) [mind-affecting]; Levelbard 6, sorcerer/wizard 8, summoner 6, witch 8; Elemental Schoolwood 8; Mysteryjuju(PZO) 8

CASTING

Components V

EFFECT

Targets One or more creatures, no two of which can be more than 30 ft. apart
Duration 1 day/level

DESCRIPTION

This spell functions like charm monster, except that mass charm monster affects a number of creatures whose combined HD do not exceed twice your level, or at least one creature regardless of HD. If there are more potential targets than you can affect, you choose them one at a time until you must choose a creature with too many HD to affect.

Charm person makes a humanoid &#;friendly&#; to you, as per the rules found in the Diplomacy skill, but it also allows you to issue orders to the target, making an opposed Charisma check to convince the target to do something that it would not normally do. How does that work?

The charm monster spell (and charm person by extension) makes the target your friend. It will treat you kindly (although maybe not your allies) and will generally help you as long as your interests align. This is mostly in the purview of the GM. If you ask the creature to do something that it would not normally do (in relation to your friendship), that is when the opposed Charisma check comes into play. For example, if you use charm person to befriend an orc, the orc might share his grog with you and talk with you about the upcoming raid on a nearby settlement. If you asked him to help you fight some skeletons, he might very well lend a hand. If you asked him to help you till a field, however, you might need to make that check to convince him to do it.

[Source]

Sours: https://www.d20pfsrd.com/magic/all-spells/C/Charm-Monster/
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Pathfinder

This charm makes a number of creatures regard you as their trusted friend and ally (treat the target's attitude as friendly). The creatures's creatures combined HD cannot exceed twice your level, or at least one Creature regardless of HD. If there are more potential targets than you can affect, you choose them one at a time until you must choose a Creature with too many HD to affect. If the creatures are currently being threatened or attacked by you or your allies, however, they receive a +5 bonus on their Saving Throws.

The spell does not enable you to control the charmed creatures as if they were automatons, but they perceive your words and actions in the most favorable way. You can try to give the subjects orders, but you must win an opposed Charisma check to convince them to do anything they wouldn't ordinarily do. (Retries are not allowed.) Affected creatures never obey suicidal or obviously harmful orders, but they might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed creatures breaks the spell. You must speak creature's language to communicate your commands, or else be good at pantomiming.

Show Attribute List

Casting Time

Level

Bard 6, Sorcerer/wizard 8

Range

Close (25 ft. + 5 ft./2 levels)

Saving Throw

School

Enchantment (charm) [mind-affecting]

Target

One or more creatures, no two of which can be more than 30 ft. apart

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Sours: https://rollnet/compendium/pathfinder/Mass%20Charm%20Monster

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Monster pathfinder charm

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