Post by Azral on Jul 8, 2014 15:41:46 GMT
Rules of the Game Enchantments (Part One)
The ability to magically force others to do your bidding is one of the more exciting -- and terrifying -- aspects of magic. In the D&D game, spells of the enchantment school provide the primary means of controlling others. Enchantment spells can prove extremely powerful in play because of their potential to immediately remove a foe from a combat or even turn it against its allies. This short series takes a quick look at enchantments and offers some tips for handling the more troublesome spells in the school.
Related Series
DM advice for charmed characters can be found in the recent Save My Game articles: Adjudicating Charms, Part 1 and Part 2. In addition, Tactics & Tips looked at dealing with charmed characters turned against their own party, in When Good Friends Go Bad. Consult these articles for further reference.
The Language of Enchantments
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From Player’s Handbook page 173:
Enchantment: Enchantment spells affect the minds of others, influencing or controlling their behavior. Representative spells include charm person and suggestion. All enchantments are mind-affecting spells. Two types of enchantment spells grant you influence over a subject creature.
Charm: A charm spell changes how the subject views you, typically making it see you as a good friend.
Compulsion: A compulsion spell forces the subject to act in some manner or changes the way her mind works. Some compulsion spells determine the subject's actions or the effects on the subject, some compulsion spells allow you to determine the subject's actions when you cast the spell, and others give you ongoing control over the subject.
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Here are a few terms you'll encounter in this article.
Charm Spell: One of two subschools of the enchantment school. A charm spell changes the subject's perception so that the subject thinks of the spell's caster (or possibly some other creature the caster designates) as a valued friend or ally. A charm spell differs from a compulsion spell in that it does not force the subject to do anything. Instead, the spell prompts a change in thinking in the subject that in turn affects how the subject behaves.
Compulsion Spell: One of the two subschools of the enchantment school. A compulsion spell forces the subject to act as the spell's caster dictates. Some compulsion spells short circuit the subject's mind and prevent the subject from acting. Other compulsions force a limited set of instructions in the subject's mind and the subject then follows those instructions to the best of its ability. Still other compulsions allow the user to seize control over the subject's mind and consequently dictate the subject's actions.
Enchantment: One of the eight schools of magic in the D&D game. As pointed out in Rules of the Game Reading Spell Descriptions, "enchantment" has a fairly restricted meaning in the D&D game. Fantasy literature often uses the term "enchantment" as a catchall for any magical effect. In the D&D game, however, enchantment spells affect the mind and cause the recipient to think and act in ways that the subject would not do otherwise.
Spells from this school always have the mind-affecting descriptor. Consequently, enchantment spells affect only creatures (and not all creatures).
Language-Dependent: A spell descriptor (see Reading Spell Descriptions) indicating a spell that depends on some kind of intelligible speech between the spell caster and the subject. That is, the caster must speak to the recipient in a language that the recipient understands. One could use a magical means, such as the tongues spell, to provide the necessary means of communication.
You can use some means of nonverbal "speech" (such as a helm of telepathy) when verbal communications aren't possible or desirable.
Many enchantment spells have the language-dependent descriptor, but not all of them do. Even when an enchantment spell does not have the language-dependent descriptor, a subject cannot obey a spellcaster's orders unless the caster finds some way to communicate with the subject (see the discussion of the charm person spell in Part Two for an example).
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From the Sense Motive skill description on page 81 of the Player's Handbook:
SENSE MOTIVE (WIS)Use this skill to tell when someone is bluffing you, to discern hidden messages in conversations, or to sense when someone is being magically influenced. This skill represents sensitivity to the body language, speech habits, and mannerisms of others.
Check: A successful check lets you avoid being bluffed (see the Bluff skill, page 67). You can also use this skill to determine when "something is up" (that is, something odd is going on) or to assess someone's trustworthiness. Your DM may decide to make your Sense Motive check secretly, so that you don't necessarily know whether you were successful.
Task | Sense Motive DC |
Hunch | 20 |
Sense enchantment | 25 or 15 |
Discern secret message | Varies |
Sense Enchantment: You can tell that someone's behaviour is being influenced by an enchantment effect (by definition, a mind-affecting effect), such as charm person, even if that person isn't aware of it. The usual DC is 25, but if the target is dominated (see dominate person in Chapter 11: Spells), the DC is only 15 because of the limited range of the target's activities.
Action: Trying to gain information with Sense Motive generally takes at least 1 minute, and you could spend a whole evening trying to get a sense of the people around you.
Try Again: No, though you may make a Sense Motive check for each Bluff check made against you.
Special: A ranger gains a bonus on Sense Motive checks when using this skill against a favored enemy (see page 47). If you have the Negotiator feat, you get a +2 bonus on Sense Motive checks.
Synergy: If you have 5 or more ranks in Sense Motive, you get a +2 bonus on Diplomacy checks.
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Mind-Affecting: A spell descriptor (see Rules of the Game: Reading Spell Descriptions) indicating a spell that alters the subject's thoughts, emotions, and perceptions. In the latter case, the subject's senses aren't affected, but the subject's mental responses to her senses are changed.
Mind-affecting effects include charms, compulsions, phantasms, patterns, fear effects, and morale effects.
Mind-affecting spells don't work on creatures that lack Intelligence scores (such creatures literally do not have minds), nor do they affect constructs, oozes, plants, undead, and vermin.
If a mind-affecting special attack from a creature also has the sonic descriptor, you can become immune to the attack by stopping your ears, but only if you do so before you're subjected to the attack (see page 314 in the Monster Manual). As noted in the glossary entry (see the sonic attack entry for more information), stopping one's ears ahead of time allows opponents to avoid having to make saving throws against mind-affecting sonic attacks, but not other kinds of sonic attacks (such as those that deal damage).
Enchantment Basics
As noted earlier, all enchantment spells are mind affecting spells. Enchantments don't work on mindless creatures, nor do they work on certain other kinds of creatures, such as undead (see the previous section). A few other basics follow:
Detecting Enchantments
When you suspect that an ally has been enchanted, you can confirm your suspicion using the detect magic spell or the Sense Motive skill on page 81 of the Player's Handbook.
Anyone who has received an enchantment spell has an aura of enchantment magic that a detect magic spell can detect. The aura's power depends on the spell level, as shown in the detect magic spell description. If the subject has received multiple spells, stronger auras might mask weaker ones, making it more difficult or impossible to identify the enchantment aura, also as noted in the spell description.
An enchanted creature does not act entirely under its own volition, and its speech, movements, posture, and expressions can betray the enchantment to a careful observer. If you study or interact with a subject for 1 minute, you can make a Sense Motive check to determine if the subject is enchanted. The task isn't easy, and the usual Sense Motive DC for noting an enchantment is 25. A domination effect (such as dominate person or dominate monster) brings the subject under such firm control that the DC to note the enchantment is only 15. The rules don't say so, but DMs should feel free to allow a Sense Motive bonus of +2 to +4 when the character using the skill knows the subject well.
Negating Enchantments
Characters who receive enchantment spells tend to attract additional spells as the subject's allies try to intervene and get the character acting normally again.
The tried and true dispel magic spell can end most enchantments; a few, such as binding, aren't subject to dispelling, so always check the spell description to learn if a spell cannot be dispelled. You can cast dispel magic several different ways. When trying to remove an unwanted enchantment from an ally, a targeted dispel usually is the best bet. See the spell description and Rules of the Game: More Magical Oddities for details.
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From the dispel magic spell text on page 223 of the Player's Handbook:
Targeted Dispel: One object, creature, or spell is the target of the dispel magic spell. You make a dispel check (1d20 + your caster level, maximum +10) against the spell or against each ongoing spell currently in effect on the object or creature. The DC for this dispel check is 11 + the spell's caster level.*****
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From the binding spell text on page 205 of the Player's Handbook:
You can't dispel a binding spell with dispel magic or a similar effect, though an antimagic field or Mordenkainen's disjunction affects it normally. A bound extraplanar creature cannot be sent back to its home plane due to dismissal, banishment, or a similar effect.*****
You can use dispel chaos, dispel evil, dispel good, or dispel law to remove one enchantment spell from a creature you touch. The spell you remove must have been cast by a character with the appropriate alignment. For example, a dispel chaos spell removes enchantments that a chaotic character has cast. No roll is required to dispel the enchantment; you need only touch the creature that has received the enchantment.
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From the dispel evil spell text on page 222 of the Player's Handbook:
Third, with a touch you can automatically dispel any one enchantment spell cast by an evil creature or any one evil spell. Exception: Spells that can't be dispelled by dispel magic also can't be dispelled by dispel evil. Saving throws and spell resistance do not apply to this effect. This use discharges and ends the spell.*****
Removing an enchantment discharges and ends the dispel chaos, dispel evil, dispel good, or dispel law spell, as noted in the spell description. The rules don't say what happens when the creature you touch has received more than one enchantment. The DM can allow the dispel chaos, dispel evil, dispel good, or dispel law user to specify the spell to be removed (see Rules of the Game: More Magical Oddities for some suggestions about how a character might do that). Or, you can assume the spell removes the highest level enchantment (that is subject to dispelling) that the subject has received.
Many enchantment spells allow the subject a chance to throw off the spell when ordered to do something contrary to its interests or nature. Exactly what sort of orders prompt a new saving throw vary with the spell and are noted in the spell description. Not all enchantments allow new saving throws.
When a subject gains a new saving throw, the effects of a successful save usually negate the spell (at least for that recipient). Check the saving throw entry in the spell description for the effects of any successful saving throw against the spell.
Aiming Enchantments
Most (but not all) enchantment spells have target entries. That means the caster must see or touch the recipient to aim the spell. See Rules of the Game: Reading Spell Descriptions for details. If the spell affects multiple targets, the caster must be able to see or touch all of them to affect them with the spell.
When an enchantment doesn't have a target entry, you usually don't have to see or touch the recipient. Instead, you can aim the spell at some location you can see or specify; see Aiming a Spell on page 175 of the Player's Handbook and Rules of the Game: Reading Spell Descriptions for details.
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From the Aiming a Spell section on page 175 of the Player's Handbook:
Target or Targets: Some spells, such as charm person, have a target or targets. You cast these spells on creatures or objects, as defined by the spell itself. You must be able to see or touch the target, and you must specifically choose that target. For example, you can't fire a magic missile spell (which always hits its target) into a group of bandits with the instruction to strike "the leader." To strike the leader, you must be able to identify and see the leader (or guess which is the leader and get lucky). However, you do not have to select your target until you finish casting the spell.If the target of a spell is yourself (the spell description has a line that reads Target: You), you do not receive a saving throw, and spell resistance does not apply. The Saving Throw and Spell Resistance lines are omitted from such spells.
Some spells restrict you to willing targets only. Declaring yourself as a willing target is something that can be done at any time (even if you're flat-footed or it isn't your turn). Unconscious creatures are automatically considered willing, but a character who is conscious but immobile or helpless (such as one who is bound, cowering, grappling, paralyzed, pinned, or stunned) is not automatically willing. Some spells, such as flaming sphere and spiritual weapon, allow you to redirect the effect to new targets or areas after you cast the spell. Redirecting a spell is a move action that does not provoke attacks of opportunity.
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An Enchantment Spell's Results
When an enchantment spell (or any spell) has a target entry, you usually know when the spell works and when it does not. When an enchantment's target fails a saving throw against a spell, you may know promptly that the spell worked because the target's behaviour may change abruptly. However, trying to feign being enchanted by a targeted spell after a successful save does not work because the caster will note the successful saving throw.
When an enchantment spell (or any spell) has an area or effect entry, the caster does not note successful saves against the spell.
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From the Saving Throw section on page 177 of the Player's Handbook:
Likewise, if a creature's saving throw succeeds against a targeted spell, such as charm person, you sense that the spell has failed. You do not sense when creatures succeed on saves against effect and area spells.*****
Stacking Enchantment Spells
When a creature receives more than one enchantment spell, refer to the rules on pages 171-172 in the Player's Handbook. As a rule of thumb, all enchantment spells a creature receives continue to function when the creature receives additional enchantment spells. The spells' effects might stack, overlap, or override each other, as noted below:
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From the Saving Throw section on pages 171 and 172 of the Player's Handbook:
COMBINING MAGICAL EFFECTSSpells or magical effects usually work as described, no matter how many other spells or magical effects happen to be operating in the same area or on the same recipient. Except in special cases, a spell does not affect the way another spell operates. Whenever a spell has a specific effect on other spells, the spell description explains that effect. Several other general rules apply when spells or magical effects operate in the same place:
Stacking Effects: Spells that provide bonuses or penalties on attack rolls, damage rolls, saving throws, and other attributes usually do not stack with themselves. For example, two bless spells don't give twice the benefit of one bless. Both bless spells, however, continue to act simultaneously, and if one ends first, the other one continues to operate for the remainder of its duration. Likewise, two haste spells do not make a creature doubly fast. More generally, two bonuses of the same type don't stack even if they come from different spells (or from effects other than spells; see Bonus Types, above). For example, the enhancement bonus to Strength from a bull's strength spell and the enhancement bonus to Strength from a divine power spell don't stack. You use whichever bonus gives you the better Strength score. In the same way, a belt of giant Strength gives you an enhancement bonus to Strength, which does not stack with the bonus you get from a bull's strength spell.
Different Bonus Names: The bonuses or penalties from two different spells stack if the modifiers are of different types. For example, bless provides a +1 morale bonus on saves against fear effects, and protection from evil provides a +2 resistance bonus on saves against spells cast by evil creatures. A character under the influence of spells gets a +1 bonus against fear effects, a +2 bonus against spells cast by evil beings, and a +3 bonus against fear spells cast by evil creatures. A bonus that isn't named (just a "+2 bonus" rather than a "+2 resistance bonus") stacks with any bonus.
Same Effect More than Once in Different Strengths: In cases when two or more identical spells are operating in the same area or on the same target, but at different strengths, only the best one applies. For example, if a character takes a -4 penalty to Strength from a ray of enfeeblement spell and then receives a second ray of enfeeblement spell that applies a -6 penalty, he or she takes only the -6 penalty. Both spells are still operating on the character, however. If one ray of enfeeblement spell is dispelled or its duration runs out, the other spell remains in effect, assuming that its duration has not yet expired.
Same Effect with Differing Results: The same spell can sometimes produce varying effects if applied to the same recipient more than once. For example, a series of polymorph spells might turn a creature into a mouse, a lion, and then a snail. In this case, the last spell in the series trumps the others. None of the previous spells are actually removed or dispelled, but their effects become irrelevant while the final spell in the series lasts.
One Effect Makes Another Irrelevant: Sometimes, one spell can render a later spell irrelevant. For example, if a wizard is using a shapechange spell to take the shape of an eagle, a polymorph spell could change her into a goldfish. The shapechange spell is not negated, however, and since the polymorph spell has no effect on the recipient's special abilities, the wizard could use the shapechange effect to take any form the spell allows whenever she desires. If a creature using a shapechange effect becomes petrified by a flesh to stone spell, however, it turns into a mindless, inert statue, and the shapechange effect cannot help it escape.
Multiple Mental Control Effects: Sometimes magical effects that establish mental control render each other irrelevant. For example, a hold person effect renders any other form of mental control irrelevant because it robs the subject of the ability to move. Mental controls that don't remove the recipient's ability to act usually do not interfere with each other. For example, a person who has received a geas/quest spell can also be subjected to a charm person spell. The charmed person remains committed to fulfilling the quest, however, and resists any order that interferes with that goal. In this case, the geas/quest spell doesn't negate charm person, but it does reduce its effectiveness, just as nonmagical devotion to a quest
would. If a creature is under the mental control of two or more creatures, it tends to obey each to the best of its ability, and to the extent of the control each effect allows. If the controlled creature receives conflicting orders simultaneously, the competing controllers must make opposed Charisma checks to determine which one the creature obeys.
Spells with Opposite Effects: Spells with opposite effects apply normally, with all bonuses, penalties, or changes accruing in the order that they apply. Some spells negate or counter each other. This is a special effect that is noted in a spell's description.
Instantaneous Effects: Two or more spells with instantaneous durations work cumulatively when they affect the same target. For example, when two fireballs strike a same creature, the target must attempt a saving throw against each fireball and takes damage from each according to the saving throws' results. If a creature receives two cure light wounds spells in a single round, both work normally.
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Enchantments That Provide Bonuses: When any spell produces a bonus with a name, that bonus usually doesn't stack with bonuses that have the same name (see page 21 in the Dungeon Master's Guide and Rules of the Game: Does it Stack?), so the two effects overlap. For example, the +1 morale bonus on attack rolls and saves against fear effects from an aid spell won't stack with the +1 morale bonus on attack rolls and saves against fear effects from a bless spell. The aid and bless spells don't negate each other, however. If the aid spell lasts longer that the bless spell (or vice versa), the target still gets the benefits of the remaining spell.
When two or more spells provide bonuses with different names, their effects stack. For example, the +1 morale bonus on attack rolls and saves against fear effects from an aid spell stacks with the +1 luck bonus on attack rolls and all saves from a prayer spell. Prayer's luck bonus applies to more than just attack rolls and saves (see the spell description), but only the portion of the spell that stacks with aid concerns us here.
Enchantments That Render Other Enchantments Irrelevant: In many cases, one enchantment spell renders another spell irrelevant. For example, a hold person spell effectively paralyzes the target, rendering just about every other enchantment spell the target might receive (either before or after the hold person spell) irrelevant while the hold person lasts. For example, you might use a spell such as charm person, suggestion, confusion, or dominate person spell to control or influence a creature's actions. A creature that also receives a hold person spell freezes in place, making that creature unable to act as the charm person, suggestion, confusion, or dominate person spell dictates (or allows the caster to dictate) while the hold person lasts.
When one enchantment spell makes another enchantment spell (or any other spell) irrelevant, the irrelevant spell does not end. When the overriding spell ends, any spells it has rendered irrelevant reassert themselves if their durations haven't expired.
Multiple Enchantments That Provide Control: Two enchantments that don't remove the recipient's ability to act usually do not interfere with each other. If a creature has received enchantments that make it obey orders from two or more creatures, it tends to obey each to the best of its ability, and to the extent of the control each enchantment allows. If the controlled creature receives conflicting orders simultaneously, the competing controllers must make opposed Charisma checks to determine which one the creature obeys. Making the opposed check isn't an action for either caster.
For example, a creature receives a dominate person spell from one caster and a charm person spell from another. Both spells work, and the creature must obey both casters. If the creature simultaneously receives orders and cannot obey both casters (for example, when the casters each orders the subject to approach a different location), the casters make opposed Charisma checks and the subject obeys the caster who wins the check. See Part Two for additional notes on charm person and dominate person.
This rule applies only when a creature receives simultaneous orders, or orders that override each other. If only one caster gives orders, the subject obeys that caster.
Rules of the Game Enchantments (Part Two)
Charms
As noted in Part One, charm spells grant the caster some degree of control over the subject. Charms tend to be the most troublesome enchantments because arguments arise over the extent of the control the spell provides, especially when a player character falls victim to a charm spell. Fortunately, a quick review of the spell description usually proves sufficient to establish what the spell can do.
When a player character falls victim to a charm and the player finds it hard to cooperate to the extent that the spell requires, it's usually best for the DM to point out a course of action for the character that properly reflects the enchantment. If the player continues to balk, the DM should to step in and treat the character as an NPC for a short time.
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From page 72 of the Player's Handbook:
INFLUENCING NPC ATTITUDESUse the table below to determine the effectiveness of Diplomacy checks (or Charisma checks) made to influence the attitude of a non-player character, or wild empathy checks made to influence the attitude of an animal or magical beast. The Dungeon Master's Guide has more information on NPC attitudes.
Initial | New Attitude | (DC to achieve) | |||
Attitude | Hostile | Unfriendly | Indifferent | Friendly | Helpful |
Hostile | Less than 20 | 20 | 25 | 35 | 50 |
Unfriendly | Less than 5 | 5 | 15 | 25 | 40 |
Indifferent | -- | Less than 1 | 1 | 15 | 30 |
Friendly | -- | -- | Less than 1 | 1 | 20 |
Helpful | -- | -- | -- | Less than 1 | 1 |
For example, if a character encounters a non-player character whose initial attitude is hostile, that character needs to get a result of 20 or higher on a Diplomacy check (or Charisma check) to change that NPC's attitude. On any result less than 20, the NPC's attitude is unchanged. On a result of 20 to 24, the NPC's attitude improves to unfriendly.
Attitude | Means | Possible Actions |
Hostile | Will take risks to hurt you | Attack, interfere, berate, flee |
Unfriendly | Wishes you ill | Mislead, gossip, avoid, watch suspiciously, insult |
Indifferent | Doesn't much care | Socially expected interaction |
Friendly | Wishes you well | Chat, advise, offer limited help, advocate |
Helpful | Will take risks to help you | Protect, back up, heal, aid |
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Charm Person: The quintessential charm spell, charm person makes the target creature friendly to the caster. According to the sidebar on page 72 of the Player's Handbook, a friendly creature wishes you well and will chat with you, advise you, offer you limited help, and act as your advocate.
In general, a charmed (or otherwise friendly) person might be expected to be roughly as accommodating to you as a co-worker that trusts you and gets along well with you or as obliging as an old school chum. You shouldn't expect a charmed character to make any truly painful or costly sacrifices for you.
You have a limited ability to persuade a charmed creature to go out on a limb for you when the consequences to the charmed creature aren't immediately obvious. The spell description uses holding off a red dragon while you escape as an example (and that works only when the charmed subject is a fighter type with appropriate equipment). For more suggestions on handling charms, see Save My Game: Adjudicating Charm Spells
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From page 209 of the Player's Handbook:
Charm PersonEnchantment (Charm) [Mind-Affecting]
Level: Brd 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
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; see Influencing NPC Attitudes, page 72). 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 person 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 a charmed fighter, for example, might believe you if you assured him that the only chance to save your life is for him to hold back an onrushing red dragon for "just a few seconds." Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person's language to communicate your commands, or else be good at pantomiming.
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In any case, when you give a charmed subject orders (rather than just take advantage of its friendly attitude), you must win an opposed Charisma check against the creature to persuade it obey. Giving an order usually is a free action for you, and making the opposed check is part of that free action. If your subject also is under another creature's mental control, you first must make an opposed check against the subject to make it obey you, then you must make a separate check against the other controlling character. The extra check isn't an action for you.
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From page 144 of the Player's Handbook:
SpeakIn general, speaking is a free action that you can perform even when it isn't your turn. Some DMs may rule that a character can only speak on his turn, or that a character can't speak while flatfooted (and thus can't warn allies of a surprise threat until he has a chance to act). Speaking more than few sentences is generally beyond the limit of a free action; to communicate more information than that, your DM may require that you take a move action or even a full-round action.
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Charm person isn't a language-dependent spell, but it isn't much good to you if you don't have some way to communicate with the subject. Speaking in a language that the subject can understand allows you to make the best possible use of a charm person spell. You can use pantomime to communicate with a subject; however, gestures won't allow you much in the way of detailed communication with a subject, but you can convey simple things such as "come," "go," "pick that up," or "open that." When in doubt, the DM might call for an Intelligence check to decide if the subject can understand the gestures. For something fairly simple, such as "come" or "go," a DC of 10 is sufficient. For something more complex, such as "pick that up" or "open that," the DC is 15. Concepts that merit a higher DC probably are too complex to communicate through gestures that you make up on the spot. As always, adjust the DC upward for unfavorable conditions, such as poor visibility, a particularly obtuse subject, or any situation that makes the gestures hard to understand, such as an over abundance of things that your gestures might indicate.
If the creature you target with a charm person spell is currently under attack by you or your allies, or under the threat of attack, the subject gets a +5 bonus on its saving throw. See page 171 in the Player's Handbook for a definition of attack as it pertains to spells. The DM must decide if the subject is under the threat of attack; this usually requires nothing more than a common sense judgement about what you and your allies are doing. If the subject can reasonably assume that you or your group will attack, it is under threat. For example, you and your group threaten attack if you've already attacked the subject's allies, when you menace the subject with weapons or spells, or when you've invaded some building or territory where you don't belong.
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From Special Spell Effects on page 171 of the Player's Handbook:
Attacks: Some spell descriptions refer to attacking. For instance, invisibility is dispelled if you attack anyone or anything while under its effects. All offensive combat actions, even those that don't damage opponents (such as disarm and bull rush) are considered attacks. Attempts to turn or rebuke undead count as attacks. All spells that opponents resist with saving throws, that deal damage, or that otherwise harm or hamper subjects are attacks. Summon monster I and similar spells are not attacks because the spells themselves don't harm anyone.*****
Charm person affects only humanoids. Many other spells work just like the charm person spell, except that they affect other kinds of creatures. These spells include charm animal (affects only creatures of the animal type), charm monster (affects creatures of all types, though not creatures immune to mind-affecting spells), mass charm monster (just like charm monster, but multiple creatures), and symbol of persuasion.
Enthrall: This spell makes other creatures pay attention exclusively to you. The creatures must be able to see you and hear you speak or sing for a full round in a language they can understand (enthrall is language dependent, see Part One). Though the spell description speaks of an area, enthrall is a targeted spell and you can select any number of creatures within range as targets for the spell. If any creature comes within range after you cast the spell, you can target it, too.
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From page 227 of the Player's Handbook:
EnthrallEnchantment (Charm) [Language Dependent, Mind-Affecting, Sonic]
Level: Brd 2, Clr 2
Components: V, S
Casting Time: 1 round
Range: Medium (100 ft. + 10 ft./level)
Targets: Any number of creatures
Duration: 1 hour or less
Saving Throw: Will negates; see text
Spell Resistance: Yes
If you have the attention of a group of creatures, you can use this spell to hold them spellbound. To cast the spell, you must speak or sing without interruption for 1 full round. Thereafter, those affected give you their undivided attention, ignoring their surroundings. They are considered to have an attitude of friendly while under the effect of the spell (see the Dungeon Master's Guide for information about NPC attitudes). Any potentially affected creature of a race or religion unfriendly to yours gets a +4 bonus on the saving throw.
A creature with 4 or more HD or with a Wisdom score of 16 or higher remains aware of its surroundings and has an attitude of indifferent. It gains a new saving throw if it witnesses actions that it opposes.
The effect lasts as long as you speak or sing, to a maximum of 1 hour. Those enthralled by your words take no action while you speak or sing and for 1d3 rounds thereafter while they discuss the topic or performance. Those entering the area during the performance must also successfully save or become enthralled. The speech ends (but the 1d3-round delay still applies) if you lose concentration or do anything other than speak or sing.
If those not enthralled have unfriendly or hostile attitudes toward you, they can collectively make a Charisma check to try to end the spell by jeering and heckling. For this check, use the Charisma bonus of the creature with the highest Charisma in the group; others may make Charisma checks to assist (as described in Aid Another, page 65). The heckling ends the spell if this check result beats your Charisma check result. Only one such challenge is allowed per use of the spell.
If any member of the audience is attacked or subjected to some other overtly hostile act, the spell ends and the previously enthralled members become immediately unfriendly toward you. Each creature with 4 or more HD or with a Wisdom score of 16 or higher becomes hostile.
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Once the spell takes affect on a target, that creature does nothing but stand quietly and pay attention to you. It looks at you and listens to you. The spell lasts for as long as you speak or sing and for 1d3 rounds after you stop speaking or singing (but see below), up to a maximum of 1 hour.
If any member of the audience is attacked or subjected to some other overtly hostile act, the spell ends immediately (no 1d3 rounds of additional effects occur), and the enchanted creatures become unfriendly or hostile to you, as noted in the spell description. Any attack or hostile action ends the spell, not just acts from you or your allies. The spell description doesn't say so, but if some third party ends the spell by attacking your audience, it's a good bet that the party who disrupted the spell also draws the audience's wrath.
Compulsions
Most compulsion spells literally force the subject to act in some manner, or not act at all. Many compulsions simply make their subjects feel particularly good (or bad) and provide bonuses (or penalties) when the subjects take certain actions. The bless, good hope, bane, and crushing despair spells are examples of the latter type of spell.
Many compulsions grant the caster some degree of control over the subject, however, and require the same careful handling as charm spells. Here are a few examples:
Animal Messenger: This spell affects one Tiny creature of the animal type.
*****
From page 198 of the Player's Handbook:
Animal MessengerEnchantment (Compulsion) [Mind-Affecting]
Level: Brd 2, Drd 2, Rgr 1
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One Tiny animal
Duration: One day/level
Saving Throw: None; see text
Spell Resistance: Yes
You compel a Tiny animal to go to a spot you designate. The most common use for this spell is to get an animal to carry a message to your allies. The animal cannot be one tamed or trained by someone else, including such creatures as familiars and animal companions.
Using some type of food desirable to the animal as a lure, you call the animal to you. It advances and awaits your bidding. You can mentally impress on the animal a certain place well known to you or an obvious landmark (such as the peak of a distant mountain). The directions must be simple, because the animal depends on your knowledge and can't find a destination on its own. You can attach some small item or note to the messenger. The animal then goes to the designated location and waits there until the duration of the spell expires, whereupon it resumes its normal activities.
During this period of waiting, the messenger allows others to approach it and remove any scroll or token it carries. Unless the intended recipient of a message is expecting a messenger in the form of a bird or other small animal, the carrier may be ignored. The intended recipient gains no special ability to communicate with the animal or read any attached message (if it's written in a language he or she doesn't know, for example).
Material Component: A morsel of food the animal likes.
*****
The target animal cannot be one tamed or trained by someone else. This includes familiars (which are magical beasts and not subject to the spell anyway) and animal companions. It also includes any animal that has been taught tricks or trained for a purpose with the Handle Animal skill.
The spell gives you the power to impress upon the animal a set of directions to some location you specify, and the animal will carry a message to that location for you. You can attach the message or item to the animal somehow (such as with a collar or leg band) or have the animal carry it in its mouth or a manipulative appendage (if the animal has one). You must know the route to that location yourself and the directions you give must be fairly simple. The spell description doesn't define "simple" in the context of the spell, but I recommend something based on obvious landmarks and a minimal number of landmark-based steps, say three steps per point of Intelligence the animal has. Such directions might include "go to the top of that hill" (This would require the hill to be in sight and you would have to point at the hill.) Other possibilities would include walk a half mile in that direction (you point in the direction), follow the left bank to the rapids, walk into the woods, and wait by the lightning-struck oak.
You cannot communicate with the target animal in any way other than to direct it to the location you desire. When the animal reaches the location you specified, it waits there for the remaining duration of the spell. The spell doesn't give creatures at the location any special ability to communicate with the animal or any special ability to read or decipher any message the animal might carry for you.
Animal Trance: This spell affects 2d6 Hit Dice worth of animals or magical beasts with Intelligence scores of 1 or 2. Roll the dice to determine how many Hit Dice worth of creatures, then select targets for the spell. If you select more targets than the roll allows, the targets closest to you are affected first. If you select a target that the spell can't affect (because it is not an animal or magical beast or because it has an Intelligence higher than 2), that creature doesn't count against the number of Hit Dice the spell can affect.
*****
From page 198 of the Player's Handbook:
Animal TranceEnchantment (Compulsion) [Mind-Affecting, Sonic]
Level: Brd 2, Drd 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Animals or magical beasts with Intelligence 1 or 2
Duration: Concentration
Saving Throw: Will negates; see text
Spell Resistance: Yes
Your swaying motions and music (or singing, or chanting) compel animals and magical beasts to do nothing but watch you. Only a creature with an Intelligence score of 1 or 2 can be fascinated by this spell. Roll 2d6 to determine the total number of HD worth of creatures that you fascinate. The closest targets are selected first until no more targets within range can be affected. For example, if Vadania affects 7 HD worth of animals and there are several 2 HD wolves within close range, only the three closest wolves are affected.
A magical beast, a dire animal, or an animal trained to attack or guard is allowed a saving throw; an animal not trained to attack or guard is not.
*****
A creature affected by this spell becomes fascinated with you. It takes no actions other than to pay attention to you. It takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat, such as a hostile creature approaching, allows the creature a new saving throw against the spell; however, only a dire animal or an animal trained to attack or guard (see the Handle Animal skill description) is allowed a saving throw against the spell. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the fascinated creature, automatically breaks the spell, even when a subject is not allowed a saving throw.
Command: You use this spell to issue a single order to one living creature. You must give the order in a language the subject can understand (command is language-dependent; see Part One). The spell provides a short list of orders you can use. When affected by this spell, a creature must obey its order to the best of its ability and at the soonest possible moment, usually during its next turn after receiving the spell. The subject generally obeys you for 1 round. See the spell description for details.
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From page 211 of the Player's Handbook:
CommandEnchantment (Compulsion) [Language-Dependent, Mind-Affecting]
Level: Clr 1
Components: V
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 round
Saving Throw: Will negates
Spell Resistance: Yes
You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity. You may select from the following options.
Approach: On its turn, the subject moves toward you as quickly and directly as possible for 1 round. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.
Drop: On its turn, the subject drops whatever it is holding. It can't pick up any dropped item until its next turn.
Fall: On its turn, the subject falls to the ground and remains prone for 1 round. It may act normally while prone but takes any appropriate penalties.
Flee: On its turn, the subject moves away from you as quickly as possible for 1 round. It may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.
Halt: The subject stands in place for 1 round. It may not take any actions but is not considered helpless.
If the subject can't carry out your command on its next turn, the spell automatically fails.
*****
The greater command spell functions just like the command spell, except that you command multiple creatures and the creatures you command might obey you for multiple rounds. You must give the same command to each creature. An affected creature obeys you for at least 1 round if it fails its initial save. Each round thereafter, at the start of its turn, the creature gets a new saving throw to end the effect. A successful save from one creature doesn't affect any other creatures you have targeted with the spell.
Suggestion: Here's a potent spell that often provokes arguments. Using suggestion, you can compel a subject to undertake some activity that you can describe briefly. The spell description says you must be able to describe the activity in a sentence or two. I recommend that you limit suggestions to two fairly simple sentences of no more than 25 to 30 words total.
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From page 285 of the Player's Handbook:
SuggestionEnchantment (Compulsion) [Language-Dependent, Mind-Affecting]
Level: Brd 2, Sor/Wiz 3
Components: V, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 hour/level or until completed
Saving Throw: Will negates
Spell Resistance: Yes
You influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell. However, a suggestion that a pool of acid is actually pure water and that a quick dip would be refreshing is another matter. Urging a red dragon to stop attacking your party so that the dragon and party could jointly loot a rich treasure elsewhere is likewise a reasonable use of the spell's power.
The suggested course of activity can continue for the entire duration, such as in the case of the red dragon mentioned above. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can instead specify conditions that will trigger a special activity during the duration. For example, you might suggest that a noble knight give her warhorse to the first beggar she meets. If the condition is not met before the spell duration expires, the activity is not performed.
A very reasonable suggestion causes the save to be made with a penalty (such as -1 or -2) at the discretion of the DM.
Material Component: A snake's tongue and either a bit of honeycomb or a drop of sweet oil.
*****
Suggestion is language-dependent, so you must speak to the subject in a language it can understand (but see Part One).
You can't use the spell to compel a subject to do something suicidal or obviously harmful. The course of action you suggest must seem reasonable. The DM is the final judge of what's reasonable, but as a rule of thumb a suggestion should be something that the subject might decide to do on his own if the circumstances were appropriate or if the subject shared the caster's point of view. You can word a suggestion so as to make the requested activity seem reasonable. The spell description uses an example in which the caster suggests that a pool of acid is pure water and suggests a swim therein.
Very reasonable suggestions impose a penalty on the saving throw. The DM must decide what is very reasonable, but in general, these are things that the subject might do without any special prompting from anyone else. A suggestion to flee from a fight and get as far away as possible would be very reasonable, especially if the subject was already facing defeat (or the subject has a credible expectation of defeat).
A suggestion effect ends when the subject follows the course of action the caster specifies. You should be careful to word suggestions so that they can't be fulfilled in a round or two. For example, a suggestion to "flee" or "hide" can be completed pretty quickly, and nothing in those suggestions prevents the subject from rejoining a battle immediately afterwards.
The spell also allows you to specify some action that the subject must take in response to a trigger you specify.
The triggered action can't be anything you couldn't normally do with the spell. For example, you can't use suggestion to order someone to kill himself at sundown. When describing a trigger, you must fit the description into the two fairly simple sentences of no more than 25 to 30 words total that the spell allows you.
Many spells and effects in the D&D game allow you to make suggestions, including the bard's fascinate class feature (when the bard is 6th level or higher), and the demand, guards and wards, and illusory script spells. The mass suggestion spell works just like suggestion except that it affects more than one creature. You must give the same suggestion to each subject you affect with a single spell.
Dominate Person: This spell functions much like a supercharged version of the charm person spell. The spell is not language-dependent and it provides you with a telepathic link with the subject. The link allows you to control the subject from afar (even when you can't see the subject; see the spell description) and to know what the subject is experiencing, as noted in the spell description.
*****
From page 224 of the Player's Handbook:
Dominate PersonEnchantment (Compulsion) [Mind-Affecting]
Level: Brd 4, Sor/Wiz 5
Components: V, S
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One humanoid
Duration: One day/level
Saving Throw: Will negates
Spell Resistance: Yes
You can control the actions of any humanoid creature through a telepathic link that you establish with the subject's mind. If you and the subject have a common language, you can generally force the subject to perform as you desire, within the limits of its abilities. If no common language exists, you can communicate only basic commands, such as "Come here," "Go there," "Fight," and "Stand still." You know what the subject is experiencing, but you do not receive direct sensory input from it, nor can it communicate with you telepathically.
Once you have given a dominated creature a command, it continues to attempt to carry out that command to the exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating, and so forth). Because of this limited range of activity, a Sense Motive check against DC 15 (rather than DC 25) can determine that the subject's behaviour is being influenced by an enchantment effect (see the Sense Motive skill description, page 81).
Changing your instructions or giving a dominated creature a new command is the equivalent of redirecting a spell, so it is a move action.
By concentrating fully on the spell (a standard action), you can receive full sensory input as interpreted by the mind of the subject, though it still can't communicate with you. You can't actually see through the subject's eyes, so it's not as good as being there yourself, but you still get a good idea of what's going on (the subject is walking through a smelly courtyard, the subject is talking to a guard, the guard looks suspicious, and so forth).
Subjects resist this control, and any subject forced to take actions against its nature receives a new saving throw with a +2 bonus. Obviously self-destructive orders are not carried out. Once control is established, the range at which it can be exercised is unlimited, as long as you and the subject are on the same plane. You need not see the subject to control it. If you don't spend at least 1 round concentrating on the spell each day, the subject receives a new saving throw to throw off the domination.
Protection from evil or a similar spell can prevent you from exercising control or using the telepathic link while the subject is so warded, but such an effect neither prevents the establishment of domination nor dispels it.
*****
If you don't share a common language with the subject, you can give her only simple commands, such as "Come here," "Go there," "Fight," and "Stand still." If you and the subject share a common language, you can compel the subject to do just about anything you want. You can't force a subject to do anything obviously self-destructive, but just about anything else goes. If you try to force the subject to act against its nature, it gets a new saving throw with a +2 bonus, and a successful saving throw ends the spell. (It pays to be careful about what you order a dominated subject to do.) The DM must decide what's contrary to the subject's nature. The discussion of things you can accomplish with a charm person spell provides a good basis for what a dominated subject can be made to do without getting a new saving throw.
Once a dominated subject receives an order, it tends to follow that order to the exclusion of all other activities (other than basic activities such as eating, drinking, and sleeping) until it fulfills the order. If the DM decides the order is against the subject's nature, it gets only one saving throw to resist the order and throw off the spell, even if the order takes some time and effort to accomplish. As with the suggestion spell, it pays to be careful how you phrase orders. For example, if you order a subject to attack its ally, it almost certainly will get a saving throw to throw off the spell. The subject, however, can accomplish this order with a single action. If you repeat the order, the subject will get a new saving throw. On the other hand, if you order a subject to slay one of its allies, the subject will get only one saving throw.
Each day the spell lasts, you must spend 1 round concentrating on the subject to maintain your influence. If you don't do so, the spell doesn't necessarily end, but the subject gets a new saving throw to throw off the effect.
Dominate person affects only humanoids. The dominate monster spell works just like dominate person except that it works on any kind of creature (provided it is subject to mind-affecting spells).
In Conclusion
That wraps up our short look at enchantments.
About the Author
Skip Williams keeps busy with freelance projects for several different game companies and was the Sage of Dragon Magazine for many years. Skip is a co-designer of the D&D 3rd Edition game and the chief architect of the Monster Manual. When not devising swift and cruel deaths for player characters, Skip putters in his kitchen or garden (rabbits and deer are not Skip's friends) or works on repairing and improving the century-old farmhouse that he shares with his wife, Penny, and a growing menagerie of pets.
Based on the original Dungeons & Dragons® game by E. Gary Gygax and Dave Arneson and on the new edition of the Dungeons & Dragons game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.
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