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Starfinder

Compendium

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Table of Contents

  • Attributes
  • Charm Person
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    Charm Person

    School Enchantment (charm, mind-affecting)
    Range close (25 ft. + 5 ft./2 levels)
    Targets 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 to its saving throw.

    The spell does not enable you to Control the charmed Creature as if it were an automaton. It is unlikely to attempt to harm you, but it is also unlikely to Attack any of its true friends or allies. You can try to give the Target suggestions, but you must succeed at an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. (Retries of this check are not allowed.) An affected Creature never obeys suicidal or obviously harmful suggestions. 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 suggestions, or else be good at pantomiming. 

    Attributes

    Charm Person

    Mystic 1
    • School: Enchantment (Charm|Mind-Affecting)
    • Casting Time: 1 standard action
    • Range: Close
    • Effect: One humanoid creature
    • Duration: (CASTERLEVEL) hours
    • Saving Throw: Will
    • Saving Effect: 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 to its saving throw. The spell does not enable you to control the charmed creature as if it were an automaton. It is unlikely to attempt to harm you but it is also unlikely to attack any of its true friends or allies. You can try to give the target suggestions but you must succeed at an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. (Retries of this check are not allowed.) An affected creature never obeys suicidal or obviously harmful suggestions. 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 suggestions or else be good at pantomiming.