Charm and Compulsion

Greetings once again, seekers of arcane wisdom. Today, we venture into the alluring realm of Enchantment, a school of magic known for its mastery over the hearts and minds of others. Prepare to explore the intricacies of Charm and Compulsion Spells, spells that captivate the emotions, thoughts, and actions of those they touch. Old Nan shall be your guide as we navigate this enchanting path.

Enchantment, dear readers, holds within its grasp the power to sway the very essence of individuals. Charm and Compulsion Spells are the lynchpins of this school, delving into the art of influence and persuasion. They allow enchanters to beguile, befriend, and sometimes even bend the will of others to their desires.

Within the pages of your spellbook, you shall discover the means to charm with a smile, to compel obedience with a whisper, and to manipulate feelings with a mere thought. These spells tread the fine line between benevolent persuasion and malevolent domination, making them both a blessing and a potential curse. Now, let us peer into the enchanting world of Charm and Compulsion Spells. Below is a list of spells that beckon the hearts and minds of those who encounter their magic.

Charm Person: 1st-level

Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 hour

With a mere glance and gentle words, you seek to weave a bond of friendship with a fellow humanoid. Yet, the heart’s defenses are not easily breached.

The one you seek to charm must summon their inner wisdom, for it is their willpower that stands as the guardian of their mind. But beware, for should conflict brew, their resolve strengthens, and the charm may falter.

Once ensnared by this enchantment, the charmed soul views you as a companion of old, a dear friend. But remember, the magic’s embrace is not eternal; when it fades, the truth becomes clear, and the charmed one shall know what transpired.

And should you choose to delve deeper into this enchantment’s magic, channeling it with a higher essence, you may extend its reach to more hearts, forging bonds of friendship among a group, if they are close enough in heart and distance.


Animal Friendship: 1st-level

Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a morsel of food)
Duration: 24 hours

Imagine standing before a wild creature, the language of the forest whispering through your words. With ‘Animal Friendship,’ you seek to convey a simple truth: you mean no harm.

But your power over hearts and minds can only sway those whose intellect is not too advanced. You choose a beast within your sight, and it, in turn, must see and hear you. Yet, if the creature’s intelligence stands at 4 or higher, your spell shall falter. The wilderness retains its mysteries from those too wise.

Should the creature’s wisdom yield to your enchantment, it becomes charmed by you for the duration of the spell. It sees in you a friend and protector. But be cautious, for should you or your companions harm this newfound friend, the spell’s bond shall shatter.

With greater mastery of this magic, when you cast it using a 2nd-level spell slot or higher, you can extend your influence to an additional beast for each level above 1st.


Bless: 1st-level

Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a sprinkling of holy water)
Duration: Concentration, up to 1 minute

A gentle blessing is bestowed upon those you hold dear. ‘Bless,’ they call it, a simple yet powerful enchantment.

With this magic, you can choose up to three creatures nearby, bathing them in a protective aura. When these blessed souls find themselves in the throes of battle or facing dire challenges, a small but potent boon awaits them.

Whenever they must make an attack or muster their strength to resist harm, they may call upon a d4, rolling it and adding the result to their efforts.

And should you find yourself with greater mastery of magic, casting this spell with a higher-level spell slot, you can extend this blessing to even more of your comrades, weaving a tapestry of aid in the face of adversity.


Bane: 1st-level

Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a drop of blood)
Duration: Concentration, up to 1 minute

Listen closely, dear ones, for there exists a spell known as ‘Bane,’ a whispered curse that seeks to hinder the abilities of those it touches.

Imagine, if you will, up to three individuals of your choosing, their very essence tested by your magic. They must muster their inner strength and resist this malevolent influence with a Charisma saving throw.

But beware, for the curse is not easily shaken. Those who fail to break free will find themselves haunted. Whenever they attempt an attack or try to evade danger, a troublesome d4 will plague their efforts, subtracting from their accuracy or resilience.

And if your mastery of magic extends to higher levels, know that you can afflict additional souls with this curse, spreading the web of hindrance far and wide.


Sleep: 1st-level

Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a pinch of fine sand, rose petals, or a cricket)
Duration: 1 minute

Let me share with you the tale of the ‘Sleep’ spell, a mystical enchantment that weaves a tapestry of slumber. When this spell is cast, a magical sleep befalls creatures in its reach.

You roll five dice, each with eight sides, totaling the numbers they reveal. This sum determines the collective hit points of creatures that this enchantment can affect. It targets those creatures closest to a point you choose within range, focusing on those with the least vitality first, paying no heed to those already asleep.

Starting with the creature that has the fewest remaining hit points, each affected creature succumbs to a deep sleep until the spell’s effects cease, they suffer harm, or someone takes action to rouse them from their slumber. The total hit points of creatures affected decreases as each one falls asleep, and the spell only affects those with hit points equal to or less than the remaining total. Undead and beings resistant to charm are immune to this enchantment.

As your mastery of magic grows, you can enhance the potency of this spell. When you cast it with a 2nd-level spell slot or higher, you roll an additional two dice with eight sides each for every level above 1st, expanding the reach of your mystical lullaby.


Hold Person: 2nd-level

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a small, straight piece of iron)
Duration: Concentration, up to 1 minute

With it, you can freeze a humanoid in their tracks, rendering them completely immobile. But be warned, this magic requires a battle of wills.

First, select a humanoid that you can see nearby. Then, you call upon their own wisdom to resist your power. The target must succeed in a Wisdom saving throw, or they shall become paralyzed for the duration of the spell.

Yet, hope is not lost for the afflicted. At the end of each of their turns, they can muster their inner strength and make another Wisdom saving throw. If they succeed, the spell’s grip on them will release.

And as your mastery of magic grows, so does the reach of this spell. By casting it with a spell slot of 3rd level or higher, you can target additional humanoids, as long as they stand within 30 feet of each other when you unleash this enchantment


Crown of Madness: 2nd-level

Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute

Picture in your mind a single person, a mere mortal, standing before you. With ‘Crown of Madness,’ you delve into their thoughts, seeking to bend their will to your command.

But the path to domination is treacherous. This humanoid must make a choice, a test of wisdom. Should their willpower falter, they become your charmed pawn, crowned with an eerie wreath of jagged iron.

While under your sway, this thrall is compelled to act with violence. They must, before all else, lash out with a melee attack against another creature of your choosing, a dark puppet dance. Yet, if your will falters or no suitable target lies within reach, they regain control over their actions.

To maintain this sinister dominion, you must dedicate your action on each subsequent turn. Fail to do so, and the spell will slip from your grasp. The thrall, too, has a glimmer of hope, for with each passing moment, they can make a bid to break free, a test of their own wisdom.

Such is the dance of ‘Crown of Madness,’ a dark puppetry born of magic and the fragile threads of the mind.


Charm Monster: 4th-level

Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 hour

In the mystic dance of magic, there lies the ‘Charm Monster’ spell. With it, you seek to beguile a creature you can behold within your reach. But beware, for wisdom shields their heart, and they may resist, especially if they are locked in combat with you or your comrades. If their wisdom falters, they fall under your charm until the spell’s end or until harm befalls them. Under your enchantment, they become your boon companion, but once the magic wanes, they recall your beguilement.

Yet, the spell can evolve. When you channel it with a 5th-level spell slot or higher, you can target an additional creature for each level above the 4th. However, they must stand within 30 feet of each other when you cast your enchantment.


Dominate Beast: 4th-level

Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute

Imagine the whisper of leaves in the woods, and you have the ‘Dominate Beast’ spell. With it, you can seek to beguile a beast you lay eyes upon within your reach. But be mindful, for their wisdom shields their heart, and they may resist, especially if they are embroiled in combat with you or your allies. Should their wisdom falter, they fall under your charm for a time. Under this charm, a telepathic bond weaves between you and the creature, granting you sway over their actions. You can give them simple commands like ‘Attack that creature,’ ‘Run over there,’ or ‘Fetch that object,’ and they will obey to the best of their ability.

But if you desire total dominion, you can use your action to take precise control of the creature, guiding their every move until the end of your next turn. Beware, for if they suffer harm, their wisdom may awaken, and the spell’s hold will falter.

As your mastery grows, so does the spell’s power. When cast with a 5th-level spell slot, it endures for up to 10 minutes. A 6th-level slot extends it to an hour, and 7th level or higher grants control for up to 8 hours


Dominate Person: 5th-level

Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute

With a word and a glance, you seek to charm a fellow humanoid, to bend their will to your own.

This magic is not without its defense, though, for the target can muster their wisdom to resist your enchantment, especially if they are under threat from you or your allies.

Should your magic take hold, a telepathic bond forms between you and the charmed soul, as long as you both remain on the same plane of existence. Through this link, you can issue simple commands, and the charmed one shall strive to obey to the best of their ability. Your instructions must be clear yet general, like ‘Attack that creature‘ or ‘Retrieve that object.’ Once given, the creature shall carry out your will, defending itself and ensuring its own safety.

Yet, there exists a deeper layer of control. If you so choose, you can seize complete dominion over the charmed one with but a thought. For a brief time, until your next turn ends, you dictate every action they take, allowing no free will of their own. You may even force them to use their reaction, but know that this consumes your own reaction as well.

But beware, for the spell’s grip is not unbreakable. Each time the charmed creature takes harm, their will is tested anew. If they succeed in their wisdom, the enchantment shatters, and your control is relinquished.

Now, should you harness greater magical energies, the spell’s duration extends. With a 6th-level casting, it can last up to 10 minutes. At 7th level, it stretches to 1 hour. And at 8th level or higher, you can maintain it for a grand total of 8 hours, your will unchallenged.


Geas: 5th-level

Casting Time: 1 minute
Range: 60 feet
Components: V
Duration: 30 days

With but a word, you place a magical command upon a creature you can see. This command forces them to carry out a service or restrain from some action, all at your bidding.

Should your target understand your command, they must muster their wisdom, attempting to resist your enchantment. If they fail, they become charmed by you for a duration. While under your charm, any defiance of your instructions results in a psychic backlash, causing them 5d10 psychic damage, but no more than once per day.

Creatures who cannot grasp your language remain immune to this bewitchment.

Your command may encompass many deeds, yet it cannot drive them to certain death. Such suicidal orders shatter the spell.

If need be, you can dismiss the spell early with an action. Or, the spell’s hold can be broken by a Remove Curse, Greater Restoration, or Wish.

But heed this, as your mastery grows, so does the spell’s duration. Cast with a 7th or 8th-level spell slot, it can last a year. With a 9th-level slot, it persists until one of the aforementioned spells ends its grip.


Modify Memory: 5th-level

Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute

Imagine holding the sands of time in your hands, for this is the essence of ‘Modify Memory.’ With it, you can attempt to reshape the memories of another soul. One you can see must grapple with their wisdom, as you seek to tamper with their recollections. But be wary, for if you are in conflict with this being, they are granted an advantage in resisting your influence.

Should the Fates favor your endeavor and the creature’s wisdom falters, they become charmed by you. In this state, they are incapacitated, oblivious to their surroundings, yet still able to hear your words. But, a single blow or the touch of another spell shatters this enchantment, leaving their memories untouched.

While under your charm, you can manipulate a specific memory of an event from their past, one that transpired within the last 24 hours and lasted no longer than 10 minutes. You possess the power to permanently erase this memory, make it vividly clear, alter its details, or even craft an entirely new recollection.

To weave this magical tapestry, you must speak to the ensnared soul, explaining how their memories shall be shaped. They must comprehend your words, and their mind shall fill in any gaps. If the spell concludes before your description ends, their memory remains untouched. But, if you complete your narration, the modified memory takes root when the spell ends.

Take heed, for a modified memory might not change a creature’s behavior, especially if it contradicts their nature or beliefs. An absurdly altered memory may be dismissed as a bizarre dream. The Game Master may deem some modifications too implausible to significantly impact the creature.

To return their memories to their true state, a Remove Curse or Greater Restoration spell is required.

With greater mastery, the spell’s range extends to more distant memories. At 6th level or higher, you can tamper with recollections from up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any point in the creature’s past (9th level).

Guidance on Using Charm and Compulsion Spells

In your pursuit of mastering Charm and Compulsion Spells, it is vital to approach this magic with the utmost responsibility and ethics. The power to influence others should never be taken lightly.

  1. Consent: Always seek consent whenever possible. Respect the autonomy of individuals and use these spells sparingly and ethically.
  2. Intent: Examine your motives before employing such spells. Ensure that your intentions are just and benevolent, seeking to aid and not to harm.
  3. Consequences: Be mindful of the consequences your actions may bring. Domination and manipulation can breed resentment and distrust if used recklessly.
  4. Duration: Remember the duration of your spells. Long-term influence should only be used in situations of utmost necessity and when the target’s well-being is truly at stake.
  5. Awareness: Maintain an awareness of the potential ramifications of your enchantments. Be prepared to undo your spells if they no longer serve the greater good.

With these principles as your guide, you shall navigate the alluring world of Charm and Compulsion Spells. May your enchantments be wielded wisely and with compassion.

 

In pursuit of knowledge and ethical enchantment,

Old Nan