Mass Charm
In the eyes of all non-allied creatures within the area of affect, the personal reputation of the caster is improved by 50%. The caster can charm up to twice his hit dice in creatures.
| School | Enchantment (opposed by Illusion) |
| Spell level | Wizard and Sorcerer 8 |
| Range | Short - 8 metres |
| Components | Verbal |
| Can be aimed at | a creature, a spot on the ground, an item or a placeable |
| Area of effect | 5 metre radius |
| Counts as an attack | Yes - casting it on someone is a hostile act |
| Concentration | Casting can be disrupted by damage |
| Descriptor | Mind-Affecting |
| Duration | 1 Round / Level |
| Save | Will Negates |
| Spell Resistance | Yes |
| Metamagic allowed | Extend, Quicken, Silent |
How it works
- It lasts one round per two caster levels, and Extend doubles that.
- It reaches everyone within 5 metres of the spot, whether the caster can see them or not, and the caster is never caught by it.
- Only humanoids and animals can be charmed by it.
- Against a player, a boss, a quest giver, a player's associate or anything unable to move it dazes instead, and for half as long.
Where it comes from
Cleric domain: Knowledge (level 8).
See also
- Magic - save DCs, saving throws and when you cannot cast
- Spells
- Classes