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%. There is no limit on the number or Hit Dice of the creatures it can charm.
| School | Enchantment (opposed by Illusion) |
| Spell level | Wizard and Sorcerer 8 |
| Range | Short (8 m) |
| 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 | Damage can interrupt the casting |
| Descriptor | Mind-Affecting |
| Duration | 1 round (6 seconds) per 2 caster levels. Extend doubles it. |
| Save | Will Negates |
| Spell Resistance | Yes |
| Metamagic allowed | Extend, Quicken (with Automatic Quicken Spell III), Silent |
How it works
- It affects every creature within 5 metres of the target point that is not on your side, whether you can see them or not.
- You are never affected by it.
- Only humanoids and animals can be charmed by it.
- A player, a boss, a quest giver, a player's associate or a creature that cannot move is dazed instead of charmed, for half as long. The rest of the area is still charmed.
Where it comes from
Cleric domain: Knowledge (level 8).
See also
- Magic - save DCs, saving throws and when you cannot cast
- Spells
- Classes
