Mind · control

Charm

Charm attempts to create a friendlier attitude in an ordinary target toward the caster. It can open room for conversation but is not complete control of the mind. The target will do nothing obviously dangerous or against its own principles. Its character, goals, and boundaries therefore remain important even in a scene influenced by this spell.

An attack ends the effect, and use on the same target is limited across the entire adventure. A main opponent's attitude does not change into friendship; it only stops attacking the caster for one round. It makes sense to know what the hero actually wants to say or offer during the opportunity. The spell itself does not provide unrestricted agreement or lasting loyalty.

Exact effect: On success, an ordinary target regards the caster as friendly. It will do nothing obviously dangerous or against its principles; an attack ends the spell. A main opponent only stops attacking the caster for 1 round. Bonus: +1 to MATK. Target: 1 creature within sight. Duration: 1 scene. Restrictions: once per target per adventure. Using it requires at least Intelligence 9 and Level 3, the appropriate casting ability, and knowledge of this spell. Meeting the numerical requirements alone does not grant knowledge of the spell.

Color fantasy illustration of Charm
Spell illustration • MindCharm
01

Spell parameters

Target, duration, restrictions, and exact effect.

School
Mind
Type
control
Min. Intelligence
9
Min. Level
3
Bonus
+1 to MATK
Target
1 creature within sight
Duration
1 scene
Restrictions
once per target per adventure
Exact effect
On success, an ordinary target regards the caster as friendly. It will do nothing obviously dangerous or against its principles; an attack ends the spell. A main opponent only stops attacking the caster for 1 round.
Meeting requirements is not enough

Min. INT and Min. Level only allow a spell to be learned. The character must actually acquire it through leveling, a teacher, a book, a scroll, a reward, a discovery, or the story.