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