Spell

Charm

Type
Combat spells
Cost (wounds)
3
Effect
A monster that fails to resist joins the party's side.

Cost is the wounds the caster pays. Type: W combat, O any time, N negotiation, V bribery, S special.

How it plays

A Charm that lands turns a monster into a party member for the rest of the fight, in an open place in your ranks. It works best against low-resistance monsters, but it costs 3 wounds, so the caster needs strength to spare. A charmed monster earns no experience, and if the caster dies it turns on you again. Cast it on the strongest monster in the front or second rank.

  • Costs 3 wounds of the caster's own strength, and the spell can't be cast if that would kill the caster.
  • Combat only, and only from the second rank (rule 10.4).
  • The target resists it on a 1K6 roll at or under its resistance, which negates the spell (rule 11.0).
  • Monsters cast it too: Vampires.
  • Lowest-resistance monsters (resistance 1): Harpies, Skeletons, Kronks, Orcs, Wargs, Werewolves, Evil Spirits.
  • Highest-resistance monsters (resistance 4): The Nameless One, Demons, Vampires.
Chance it lands, by the target's resistance
Resistance 1 2 3 4
Lands 83% 67% 50% 33%

Figures come straight from the rulebook tables and rules, before any magic items or bonuses.

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Full rules: 10.0 Spells· 11.0 Resisting Spells· Spell list (10.9)

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