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, 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, or proficient if you are already capable, with the Persuasion skill.

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 that charms or confuses one or more creatures, you can alter one creature’s understanding so that it remains unaware of being charmed or confused.

Additionally, once before the spell expires, you can use an action to try to make the chosen creature forget some of the time it spent charmed or confused. 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 + the mana or psi expended to cast the spell. You can make the creature forget less time, and the amount of time can’t exceed the 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 Fortitude saving throw.

On a failed save, the creature falls unconscious for the duration.

This effect ends for a creature if it takes damage or someone uses an action to shake or slap it awake. Additionally, a creature can repeat the saving throw each minute or if it hears an extraordinarily loud noise such as the thunderwave spell, ending the effect on itself on a success.

Undead and creatures immune to being charmed aren’t affected by this spell.

Augment

Sleeping Gas. You can expend 1 additional catalyst to so the potion is in gas form. As an action, a creature can throw this vial at a point within 5 meters, shattering it on impact. Each creature in a sphere centered on that point must make the Fortitude saving throw.

1 hour/catalyst

As two actions, you can create this vial with a sugary taste. A creature can drink the contents as an action to gain the gift of glibness. When the creature makes a Charisma check, it can replace the number it rolls with a 15. Additionally, no matter what it says, magic that would determine if it is telling the truth indicates that it is being truthful.

Charm maneuvers

1 minute/stamina die

As an action, you can make a melee weapon attack in an attempt to goad the creature into attacking you. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Will saving throw or it has disadvantage on any attack roll that doesn’t target you until for the duration.

At the end of each of its turns, a goaded creature can repeat the saving throw, ending the effect on itself on a success

Enhance

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

1 minute/stamina die

As an action, your charm becomes extraordinarily disarming to a creature that you can touch or see within 5 meters. Make a Persuasion check 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 5 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, a creature that you can touch or see within 5 meters must make a Will saving throw.

On a failed save, you beguile it as it is charmed by you until the end of your next turn.

The spell ends if you or your allies attack or damage the charmed target or if you or your allies cast a spell that targets the charmed target.

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 5 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.

As an action, a creature that you can touch or see within 10 meters must make a Will saving throw. Undead and creatures immune to being charmed automatically succeed on the saving throw.

On a failed save, it becomes tired and delirious as its speed is reduced by 2 meters, it can’t take reactions, and it has disadvantage on ability checks until the end of its next turn.

concentration, 1 minute/mana or psi

As an action, you can beguile a creature within 10 meters. The creature must succeed on a Will saving throw or it is charmed by one of your allies within 5 meters of it 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 that targets the charmed target.

1 hour/mana or psi

As an action, you attempt to charm a creature that you can touch or see within 5 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 or psi expended. The creatures must be within 5 meters of each other when you target them.

1 minute/mana or psi

As an action, you exert an aura of sympathetic power. Each creature within 2 meters of you must succeed on a Will saving throw or become charmed by you for the duration.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Augment

You can target creatures within an additional 2 meters for each additional mana or psi expended.

As an action, you speak a one-word command to a creature that you can touch or see within 10 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 meter 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 or psi for each option.
  • You can target two additional creatures for each additional mana or psi expended. The creatures must be within 5 meters of each other when you target them.

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

concentration, 1 minute/mana or psi

As an action, you can make a weapon attack in an attempt to compel a creature into a duel. On a hit, the creature 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 5 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 5 meters away from the target.

Augment

You can target one additional creature for each additional mana or psi expended. The creatures must be within 5 meters of each other when you target them.

As a reaction, which you use 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 result 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 or psi for each option.
  • You can expend 2 additional mana or psi to roll 2d4.

  • You can expend 4 additional mana or psi to roll 3d4.

As a reaction, which you use when you make a Persuasion check, your words become more enticing. Roll a d4 and add the result to your roll. You can do so after the roll but before any effects of the roll occur.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can expend 2 additional mana or psi to roll 2d4.

  • You can expend 4 additional mana or psi to roll 3d4.

concentration, 1 minute/mana or psi

As an action, your soft words can magically enthrall a creature that you can touch or see within 5 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 for the creature if you move more than 5 meters away from it, if it can neither see nor hear you, or if it takes damage.

Augment

You can target one additional creature for each additional mana or psi expended. The creatures must be within 5 meters of each other when you target them.

As a reaction, which you use when a creature that you can touch or see within 5 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.

concentration, 1 hour/mana or psi

As an action, a creature that you can touch or see within 9m meters must make a Will saving throw. Undead and creatures immune to being charmed automatically succeed on the saving throw.

On a failed save, you send it into a magical slumber, causing it to fall unconscious for the duration.

This spell ends for a creature if it takes damage or someone uses an action to shake or slap it awake. Additionally, a creature can repeat the saving throw each minute or if it hears an extraordinarily loud noise such as the thunderwave spell, ending the effect on itself on a success.

Augment

You can target one additional creature for each additional mana or psi expended. The creatures must be within 5 meters of each other when you target them.

concentration, 1 minute/mana or psi

As two actions, 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 within 10 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, you can make it 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 two actions, you make a calming gesture, and up to three willing creatures that you can touch or see within 5 meters fall unconscious for the spell’s duration. This spell ends for a creature 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 or psi expended. The creatures must be within 5 meters of each other when you target them.

concentration, 1 minute/mana or psi

As two actions, creatures of your choice within 5 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 an 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 actions 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 or psi

As two actions, a creature that you can touch or see within 10 meters 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 save, you magically whisper a phrase that only the creature can hear as it 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 or psi

As two actions, 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 or psi

As two actions, you weave a distracting string of words, causing creatures of your choice within 10 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 or psi

As two actions, a creature that is made of flesh that you can touch or see within 5 meters must make a Will saving throw. Creatures that can’t be charmed are immune to this spell.

On a failed save, the creature begins a comic dance in place: shuffling, tapping its feet, and capering for the duration.

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 two actions, a dancing creature can make a Will saving throw to regain control of itself.

On a successful save, the spell ends.

concentration, 3 hours/mana or psi

As two actions, you suggest a course of activity (limited to a sentence or two) and magically influence a creature within 5 meters 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 or psi expended. The creatures must be within 5 meters of each other when you target them.

6 hours/mana or psi

As two actions, a creature that you can touch or see within 10 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 or psi

As two actions, 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 2 meters in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 2 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 10 meters, either a Huge or smaller object or creature or an area that is no larger than a 20-meter 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 10 meters of it or able to see it. When such a creature can see the target or comes within 10 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 10 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 5 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 or psi.

Augment sizes

1 catalyst/stamina die/mana2 catalysts/stamina dice/mana3 catalysts/stamina dice/mana4 catalysts/stamina dice/mana5 catalysts/stamina dice/mana
Cone3 meters long5 meters long10 meters long10 meters long20 meters long
Cylinder1-meter-radius, 3 meters high2-meter-radius, 6 meters high3-meter-radius, 9 meters high4-meter-radius, 12 meters high5-meter-radius, 15 meters high
Line5 meters long, 1-meter wide5 meters long, 2-meter wide10 meters long, 2-meter wide10 meters long, 2-meter wide20 meters long, 2-meter wide
Sphere1-meter-radius2-meter-radius3-meter-radius4-meter-radius5-meter-radius
Wall5 meters long, 2 meters high, 30 centimeters thick5 meters long, 4 meters high, 60 centimeters thick10 meters long, 6 meters high, 90 centimeters thick10 meters long, 8 meters high, 120 centimeters thick20 meters long, 10 meters high, 150 centimeters thick