Kryx RPGThemesMonsters

Charm

Charm enchants the emotions and intentions of others. The Charm theme focuses on utility and control over the actions of others.

Spells from the Charm theme allow you to magically befriend creatures, induce sleep, cause awe, compel a creature to a duel, cause irresistible laughter, appease tension, charm the feelings of creatures, draw the attention of creatures, convince creatures to take a course of action, cause creatures to move as you wish, overwhelm a creature’s emotions with logic, cause a creature to dance uncontrollably, enchant with eloquence, write glyphs of sleep, attract creatures, and cause creatures to slumber for ages.

Power Sources

Divine, Harmonic, Occult, and Psionic

Table of Contents

Charm feats

You can take each feat only once, unless the feat’s description says otherwise. You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat’s prerequisite, you can’t use that feat until you regain the prerequisite.

You become capable with the the Deception or Persuasion skill. If you are already capable, you become proficient. If you are already proficient, you gain expertise with it.

You become capable with the Persuasion skill. If you are already capable, you become proficient. If you are already proficient, you gain expertise with it.

Additionally, you can add half your proficiency bonus (rounded down) to any Charisma check to calm violent emotions or to counsel peace that doesn’t already use your proficiency bonus. You must make this entreaty in good faith; it doesn’t apply if proficiency in the Deception skill applies to your check.

Your confidence propels you into battle. You have a bonus to your initiative rolls equal to your Charisma.

This does not stack with other ability bonuses to your initiative

Prerequisites: The ability to cast at least one spell

You gain the ability to make a creature unaware of your magical influence on it. When you cast a spell to charm one or more creatures, you can alter one creature’s understanding so that it remains unaware of being charmed.

Additionally, once before the spell expires, you can use your action to try to make the chosen creature forget some of the time it spent charmed. The creature must succeed on a Will saving throw against your spell save DC or lose a number of hours of its memories equal to 1 + your spellcasting ability (minimum 1). You can make the creature forget less time, and the amount of time can’t exceed thc duration of your spell.

Charm concoctions

1 hour/catalyst

As an action, you can create a philter of rose-hued, effervescent liquid that contains one easy-to-miss bubble shaped like a heart. A creature can drink the contents as an action so the next time it sees a creature within 10 minutes, it becomes charmed by that creature for the duration. If the creature is of a species and gender the drinker is normally attracted to, it regards it as its true love while it is charmed.

1 hour/catalyst

As an action, you can create a vial of liquid that contains three easy-to-miss bubbles shaped like Zs. A creature can drink the contents as an action. The creature must make a Will saving throw.

On a failed save, the creature falls unconscious. The creature is unconscious until the effect ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake.

This is a charm effect. Undead and creatures immune to being charmed aren’t affected by this effect.

1 hour/catalyst

As an action, you gain the gift of glibness. When you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.

Charm maneuvers

1 minute/stamina die

As an action, you exert an aura of sympathetic power. Roll 3d8; the total is how much health of creatures this maneuver can affect. Creatures within a sphere twice as big as normal centered on you are affected in ascending order of their health (ignoring incapacitated creatures, creatures immune to being charmed, and creatures engaged in combat).

Starting with the creature that has the lowest health, each creature affected by this maneuver is charmed by you for the duration or until the charmed target takes damage or someone uses an action to shake or slap the charmed target. Subtract each creature’s health from the total before moving on to the creature with the next lowest health. A creature’s health must be equal to or less than the remaining total for that creature to be affected.

Enhance

Roll an additional 3d8 for each additional stamina die expended.

As a bonus action when you hit a creature with a melee weapon attack, you can attempt to goad the target into attacking you. The target must make a Will saving throw.

On a failed save, it takes psychic damage equal to the stamina die and has disadvantage on any attack roll that doesn’t target you until the end of your next turn.

On a successful save the target takes half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

1 minute/stamina die

As a bonus action, your charm becomes extraordinarily beguiling to a creature that you can touch or see within 9 meters. You make a Persuasion check without expending your action contested by the creature’s Insight check. The creature must be able to hear you, and the two of you must share a language.

If you succeed on the check and the creature is hostile to you, the creature is drawn to you for the duration. While drawn to you, it has disadvantage on attack rolls against creatures other than you, and must make a Will saving throw each time it attempts to move into a space that is more than 9 meters away from you; if it succeeds on this saving throw, the target’s movement isn’t restricted for that turn. The effect ends if you attack or damage any other creature, if you cast a spell or use a maneuver or concoction that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 9 meters away from the target.

If you succeed on the check and the creature isn’t hostile to you, it is charmed by you for the duration. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.

1 minute/stamina die

As a bonus action, your charm becomes extraordinarily disarming to a creature that you can touch or see within 9 meters. You make a Persuasion check without expending your action contested by the creature’s Insight check. The creature must be able to hear you, and the two of you must share a language.

If you succeed on the check and the creature is hostile to you, the creature is repelled by you for the duration. While repelled by you, it has disadvantage on attack rolls against you, and must make a Will saving throw each time it attempts to move into a space that is within 9 meters of you; if it succeeds on this saving throw, the target’s movement isn’t restricted for that turn. The effect ends if you attack or damage the creature or if you cast a spell or use a maneuver or concoction that targets the creature.

If you succeed on the check and the creature isn’t hostile to you, it is charmed by you for the duration. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.

Charm spells

As an action, you beguile one creature that you can touch or see within 9 meters. The target must succeed on a Will saving throw or be charmed by you until the end of your next turn. When the spell ends, the creature knows it was charmed by you. If you or one of your companions harms the target, the spells ends.

As an action, you can detect the surface emotions of a creature that you can touch or see within 9 meters of you.

You learn the surface emotions of the creature. You can sense basic needs, drives, and emotions. Thirst, hunger, fear, fatigue, pain, rage, hatred, uncertainty, curiosity, friendliness, and many other kinds of sensations and moods can all be perceived.

concentration, 1 minute

As an action, you send a creature into a magical slumber. Roll 2d8; the total is how much health of a creature this spell can affect. A creature that you can touch or see within 18 meters must make a Will saving throw.

On a failed save, the creature falls unconscious if the creature’s health is equal to or less than the total. The creature is unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake.

This is a charm effect. Undead and creatures immune to being charmed aren’t affected by this spell.

Augment

Roll an additional 2d8 when you reach 5th level (4d8), 9th level (6d8), 13th level (8d8), and 17th level (10d8).

concentration, 1 minute/mana

As a bonus action, you can beguile a creature within 18 meters. Choose one of your allies within 9 meters of the target. The target must succeed on a Will saving throw or it can’t attack the chosen ally or include that ally in a harmful area of effect for the duration of the spell.

The spell ends if the chosen ally attacks or damages the charmed target or if the chosen ally casts a spell or uses a spell that targets the charmed target.

This is a charm effect. Undead and creatures immune to being charmed aren’t affected by this spell.

1 hour/mana

As an action, you attempt to charm a creature that you can touch or see within 9 meters. It must make a Will saving throw, and it does so with advantage if you or your companions are fighting it.

On a failed save, the creature is charmed by you for the duration or until you or your companions do anything harmful to it. The charmed creature is friendly to you. When the spell ends, the creature knows it was charmed by you.

Augment

You can target one additional creature for each additional mana expended. The creatures must be within 9 meters of each other when you target them.

1 minute/mana

As an action, you exert an aura of sympathetic power. Roll 6d10; the total is how much health of creatures this spell can affect. Creatures within a sphere twice as big as normal centered on you are affected in ascending order of their health (ignoring incapacitated creatures, creatures immune to being charmed, and creatures engaged in combat).

Starting with the creature that has the lowest health, each creature affected by this spell is charmed by you until the spell ends, the charmed target takes damage, or someone uses an action to shake or slap the charmed target. Subtract each creature’s health from the total before moving on to the creature with the next lowest health. A creature’s health must be equal to or less than the remaining total for that creature to be affected.

Augment

Roll an additional 8d10 for each additional mana expended.

As an action, you speak a one-word command to a creature that you can touch or see within 18 meters. The target must succeed on a Will saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it.

Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can’t follow your command, the spell ends.

Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 1.5 meters of you.

Drop. The target drops whatever it is holding and then ends its turn.

Flee. The target spends its turn moving away from you by the fastest available means.

Grovel. The target falls prone and then ends its turn.

Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can target two additional creatures for each additional mana expended. The creatures must be within 9 meters of each other when you target them.

  • You can expend 2 additional mana to change the duration to 1 minute/mana, concentration. For the duration, you can make an additional command as an action on each of your turns.

concentration, 1 minute/mana

As a bonus action, you attempt to compel a creature into a duel. One creature that you can touch or see within 9 meters must make a Will saving throw.

On a failed save, the creature is drawn to you, compelled by your demand. While compelled, it has disadvantage on attack rolls against creatures other than you, and must make a Will saving throw each time it attempts to move into a space that is more than 9 meters away from you; if it succeeds on this saving throw, the target’s movement isn’t restricted for that turn.

The spell ends if you attack or damage any other creature, if you cast a spell or use a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 9 meters away from the target.

Augment

You can target one additional creature for each additional mana expended. The creatures must be within 9 meters of each other when you target them.

As a reaction, which you take when another creature you can touch or see makes an attack roll, an ability check, or a saving throw, you can use your wit to distract, confuse, and otherwise sap the confidence and competence of the creature. Roll a 1d4 and apply the number rolled as a penalty to the creature’s roll. You can do so after the creature rolls but before any effects of the roll occur. The creature is immune if it can’t hear you or if it’s immune to being charmed.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana to roll a d6.

  • You can expend 2 additional mana to roll a d8.

  • You can expend 3 additional mana to roll a d10.

  • You can expend 4 additional mana to roll a d12.

  • You can expend 1 additional mana to reroll an attack roll, ability check, or saving throw you make. You must use the new roll.

  • You can expend 2 additional mana to reroll if you miss on an attack, fail an ability check, or fail a saving throw.

As a reaction, which you take when you make a Persuasion check, your words become more enticing. You have advantage on the triggering Persuasion check.

You can use this spell before or after making the ability check, but before any effects of the check are applied.

concentration, 1 minute/mana

As an action, up to two creatures of your choice that you can touch or see within 9 meters that are within 9 meters of each other perceive everything as hilariously funny and fall into fits of laughter if this spell affects it. A creature must succeed on a Will saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence of −4 or less isn’t affected.

At the end of each of its turns, and each time it takes damage, the target can make another Will saving throw. The target had advantage on the saving throw if it’s triggered by damage.

On a successful save, the spell ends.

Augment

You can expend 1 additional mana to target one additional creature for each additional mana expended. The creatures must be within 9 meters of each other when you target them.

concentration, 1 minute/mana

As an action, your soft words can magically enthrall another creature. Choose a creature that you can touch or see within 9 meters of you. If the target can see or hear you, it must succeed on a Will saving throw or be charmed by you for the duration. The charmed creature’s speed drops to 0, it cannot speak, and the creature is incapacitated and visibly dazed.

The effect ends if you move more than 9 meters away from the creature, if the creature can neither see nor hear you, or if the creature takes damage.

Augment

You can target one additional creature for each additional mana expended. The creatures must be within 9 meters of each other when you target them.

As a reaction, which you take when a creature that you can touch or see within 9 meters of you makes an attack roll against you, you can try to divert the attack, provided that another creature is within the attack’s range. The attacker must succeed on a Will saving throw or it must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target.

You must choose to use this feature before knowing whether the attack hits or misses. Creatures that can’t be charmed are immune to this effect.

1 minute/mana

As an action, you send creatures into a magical slumber. Roll 5d10; the total is how much health of creatures this spell can affect. Creatures within a sphere twice as big as normal centered on a point you choose within 35 meters are affected in ascending order of their health (ignoring unconscious creatures).

Starting with the creature that has the lowest health, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s health from the total before moving on to the creature with the next lowest health. A creature’s health must be equal to or less than the remaining total for that creature to be affected.

This is a charm effect. Undead and creatures immune to being charmed aren’t affected by this spell.

Augment

Roll an additional 7d10 for each additional mana expended.

concentration, 1 minute/mana

As an action, you attempt to suppress strong emotions in a group of creatures. Each creature in a sphere twice as big as normal centered on a point you choose within 18 meters must make a Will saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.

  • You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.
  • You can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the GM rules otherwise.
1 minute

As an action, you make a calming gesture, and up to three willing creatures that you can touch or see within 9 meters fall unconscious for the spell’s duration. The spell ends on a target early if it takes damage or someone uses an action to shake or slap it awake. If a target remains unconscious for the full duration, that target gains the benefit of a short rest.

A character can’t benefit from a short rest more than once every four hours, can’t benefit from more than two short rests before they take a long rest, and a character must have at least 1 health at the start of the rest to gain its benefits.

Augment

You can target two additional creatures for each additional mana expended. The creatures must be within 9 meters of each other when you target them.

concentration, 1 minute/mana

As an action, creatures of your choice within 9 meters that can hear you must make a Will saving throw. A target automatically succeeds on this saving throw if it can’t be charmed.

On a failed save, a target is affected by this spell. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take any action before it moves. After moving in this way, it can make another saving throw to try to end the effect.

A target isn’t compelled to move into an obviously deadly hazard, such as a fire or a pit, but it will provoke opportunity attacks to move in the designated direction.

1 hour/mana

As an action, you magically whisper a phrase that only one creature of your choice within 9 meters of you can hear. The target must make a Will saving throw. It automatically succeeds if it doesn’t share a language with you or if it can’t hear you.

On a failed saving throw, the target is charmed by you for the duration or until you or your allies attack it, damage it, or force it to make a saving throw. It interprets the whispers as a description of its most mortifying secret. You gain no knowledge of this secret, but the target is convinced you know it.

On a successful saving throw, your whisper sounds like unintelligible mumbling and has no effect.

The charmed creature obeys your commands for fear that you will reveal its secret. It won’t risk its life for you or fight for you, unless it was already inclined to do so. It grants you favors and gifts it would offer to a close friend.

When the effect ends, the creature has no understanding of why it held you in such fear.

1 minute/mana

As an action, you gain the ability to temporarily extinguish a creature’s violent impulses. A creature you touch must make a Will saving throw or be charmed by you for the duration or until you or your allies attack it, damage it, or force it to make a saving throw or if the target witnesses any of those things happening to its allies. The target automatically succeeds if it’s missing any of its health.

While charmed, it can’t attack, cast spells that deal damage, or spells that force someone to make a saving throw for the duration.

1 minute/mana

As an action, you weave a distracting string of words, causing creatures of your choice within 18 meters that can hear you to make a Will saving throw. Any creature that can’t be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save.

On a failed save, the target has disadvantage on Perception checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.

concentration, 1 minute/mana

As an action, choose one creature that you can touch or see within 9 meters. The target begins a comic dance in place: shuffling, tapping its feet, and capering for the duration. Creatures that can’t be charmed are immune to this spell.

A dancing creature must use all its movement to dance without leaving its space and has disadvantage on Reflex saving throws and attack rolls. While the target is affected by this spell, other creatures have advantage on attack rolls against it. As an action, a dancing creature makes a Will saving throw to regain control of itself.

On a successful save, the spell ends.

concentration, 4 hours/mana

As an action, you suggest a course of activity (limited to a sentence or two) and magically influence a creature within 9 meters and that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell.

The target must make a Will saving throw.

On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn’t met before the spell expires, the activity isn’t performed.

If you or any of your companions damage the target, the spell ends.

Augment

You can target one additional creature for each additional mana expended. The creatures must be within 9 meters of each other when you target them.

8 hours/mana

As an action, a creature that you can touch or see within 18 meters and that can hear you must make a Will saving throw, and it does so with advantage if you or your companions are fighting it.

On a failed save, the creature is charmed by you for the duration. While charmed the target regards you as a trusted friend to be heeded and protected. Although the target isn’t under your control, it takes your requests or actions in the most favorable way it can.

The effect ends if you or your companions do anything harmful to it, you die, a remove curse spell is cast on it, the charmed condition is removed from it, you use this spell again, you choose to end the effect, or you are on a different plane of existence than the target.

1 hour/mana

As an action, you gain the gift of glibness. When you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.

M (mercury, phosphorus, and powdered diamond and opal worth 1,000 sp, consumed)

As you spend 1 minute to cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 3 meters in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 3 meters from where you cast this spell, the glyph is broken, and the spell ends without being triggered.

The glyph is nearly invisible, requiring a Perception check against your spell save DC to find it.

You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph.

You can further refine the trigger so the spell is activated only under certain circumstances or according to a creature’s physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that don’t trigger the glyph, such as those who say a certain password.

Once triggered, the glyph glows, filling a sphere twice as big as normal with dim light for 10 minutes, after which time the spell ends. Each creature in the area when the glyph activates must make a Will saving throw.

A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or starts its turn there.

Sleep.On a failed save, a creature falls unconscious for 10 minutes. A creature awakens if it takes damage or if someone uses an action to shake or slap it awake.

10 days

As you spend 1 hour to cast this spell, you attract creatures of your choice. You target something within 18 meters, either a Huge or smaller object or creature or an area that is no larger than a 30-meters-radius sphere. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that attracts the specified creatures for the duration. The enchantment causes the specified creatures to feel an intense urge to approach the target while within 18 meters of it or able to see it. When such a creature can see the target or comes within 18 meters of it, the creature must succeed on a Will saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can’t willingly move away from the target. If the target damages or otherwise harms an affected creature, the affected creature can make a Will saving throw to end the effect, as described below.

Ending the Effect. If an affected creature ends its turn while not within 18 meters of the target or able to see it, the creature makes a Will saving throw.

On a successful save, the creature is no longer affected by the target and recognizes the feeling of attraction as magical. In addition, a creature affected by the spell is allowed another Will saving throw every 24 hours while the spell persists.

A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again.

As you spend 1 minute to cast this spell, you create a magical restraint to hold a creature that you can touch or see within 9 meters. The target must succeed on a Will saving throw or fall asleep and can’t be awoken; if it succeeds, it is immune to this spell if you cast it again.

While affected by this spell, the creature doesn’t need to breathe, eat, or drink, and it doesn’t age. Divination spells can’t locate or perceive the target.

Ending the Spell. During the casting of the spell, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the GM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature’s name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or health.

A dispel magic spell can end the spell only if it is cast using 5 mana.

Augment sizes

1 catalyst/stamina die/mana2 catalysts/stamina dice/mana3 catalysts/stamina dice/mana4 catalysts/stamina dice/mana5 catalysts/stamina dice/mana
Cone4.5 meters long9 meters long13.5 meters long18 meters long22.5 meters long
Cylinder1.5-meter-radius, 4.5 meters high3-meter-radius, 9 meters high4.5-meter-radius, 13.5 meters high6-meter-radius, 18 meters high7.5-meter-radius, 22.5 meters high
Line6 meters long, 1.5 meters wide12 meters long, 1.5 meters wide18 meters long, 1.5 meters wide24 meters long, 1.5 meters wide30.5 meters long, 1.5 meters wide
Sphere1.5-meter-radius3-meter-radius4.5-meter-radius6-meter-radius7.5-meter-radius
Wall4.5 meters long, 3 meters high, 30 centimeters thick9 meters long, 6 meters high, 60 centimeters thick13.5 meters long, 9 meters high, 90 centimeters thick18 meters long, 12 meters high, 120 centimeters thick22.5 meters long, 15 meters high, 150 centimeters thick