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Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. System Reference Document v3.5 © 2000–2003, Wizards of the Coast, Inc. You must speak the person’s language to communicate your commands, or else be good at pantomiming. Any act by you or your apparent allies that threatens the charmed person breaks the spell. (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. + 5 ft./2 levels) Target one humanoid creature Duration 1 hour/level Saving Throw Will negates Spell Resistance yes DESCRIPTION You.
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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. School enchantment (charm) mind-affecting Level bard 3, mesmerist 3, psychic 3, sorcerer/wizard 4, witch 4 CASTING Casting Time 1 standard action Components V, M (a drop of alcohol) EFFECT Range close (25 ft. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. 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 attempt to charm a humanoid you can see within range. 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 charm makes a humanoid creature regard you as its trusted friend and ally (treat the target’s attitude as friendly).