Fourth-Level Spells– Wizard (Player’s Handbook)

Fourth-Level Spells– Wizard (Player’s Handbook)

Fourth-Level Spells– Wizard (Player’s Handbook)




Fourth-Level Spells




Charm Monster


(Enchantment/Charm)




Range: 60 yds.

Components: V, S

Duration: Special

Casting Time: 4

Area of Effect: 1 or more creatures

Saving Throw: Neg.

in 20-ft. radius







This spell is similar to a charm person spell, but it can affect any living creature–or several low-level creatures.
The spell affects 2d4 Hit Dice or levels of creatures, although it only
affects one creature of 4 or more Hit Dice or levels, regardless of the number rolled.


All possible subjects receive saving throws vs. spell, adjusted for Wisdom.
Any damage inflicted by the caster or his allies in the round of casting grants
the wounded creature another saving throw at a bonus of +1 per point of damage
received. Any affected creature regards the spellcaster as friendly, an ally or
companion to be treated well or guarded from harm. If communication is
possible, the charmed creature follows reasonable requests, instructions, or orders
most faithfully (see the
suggestion spell). If communication is not possible, the creature does not harm the
caster, but others in the vicinity may be subject to its intentions, hostile or
otherwise. Any overtly hostile act by the caster breaks the spell, or at the very
least allows a new saving throw against the charm. Affected creatures
eventually come out from under the influence of the spell. This is a function of the
creature’s level (i.e., its Hit Dice).






Monster Level

% Chance Per Week



or Hit Dice

of Breaking Spell



1st or up to 2

5%



2nd or up to 3+2

10%



3rd or up to 4+4

15%



4th or up to 6

25%



5th or up to 7+2

35%



6th or up to 8+4

45%



7th or up to 10

60%



8th or up to 12

75%



9th or over 12

90%





The exact day of the week and time of day is secretly determined by the DM.




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