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Charm Person or Mammal is a 2nd level priest spell only usable by druids, rangers, and shamans. The target will be charmed if it fail's its saving throw.

It is identical in strength to the 1st level wizard spell Charm Person, but has a longer duration and applies to animals as well.

Description[]

This spell affects any single person it is cast upon. The term person includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not. The person is allowed a Saving Throw vs. Spell to negate the effect.

If the spell's recipient fails its Saving Throw (with a +3 modifier), it regards the caster as a trusted friend and ally to be heeded and protected. The caster may give the creature orders, and the charmed individual will carry them out as quickly as possible.

If the caster harms—or attempts to harm—the charmed person by some overt action, or if a Dispel Magic spell is cast upon the charmed person, the Charm spell is broken. If two or more Charms simultaneously affect a creature, the most recent Charm takes precedence. Note that the subject has full memory of the events that took place while it was charmed. Also note that you cannot have a charmed creature leave the area where it is charmed.

Gameplay[]

  • Once the charmed state expires, the target will become hostile. Performing any action that would make a normal neutral character hostile (such as attacking them or casting Doom on them) will cause the charm to expire immediately.
  • If a neutral target succeeds in their saving throw, they will not become hostile.
  • In Baldur's Gate many characters, commoners and enemies alike, have hidden dialogues while charmed. You may manually initiate dialogue with them during the charm state by using the "Talk" function on them. These hidden dialogues are usually nothing more than simple and amusing quotes, but sometimes they do reveal more substantial clues. This feature is removed in Shadows of Amn.
    See Charmed for a complete list of characters with such dialog options.

See also[]

Notes[]

  1. This spell's range is listed as "visual range of the caster", which is roughly 26 feet, so this spell actually has a slightly shorter range.

Gallery[]

Mod content[]

Mods icon This section is about unofficial content that is only available via fan-made mods.

Spell Revisions mod has replaced "Charm Person of Mammal" with this divine spell, revising its effects, casting time, saving throw and description. See below:

Charm Person or Mammal
Level: 2
School: Enchantment
Sphere: Animal
Range: Medium
Duration: 1 turn
Casting Time: 2
Area of Effect: 1 person or animal
Saving Throw: Spell negates

This spell affects any single person or animal it is cast upon. The term person includes any bipedal human, demi human, or humanoid of man-size or smaller, such as dwarves, elves, gnolls, gnomes, half-elves, halflings, half-orcs, hobgoblins, kobolds, and others. Only normal and giant-sized animals are affected by this spell. Monsters such as wyverns, ankhegs, and carrion crawlers do not count as animals.

The target receives a saving throw vs. spell at to avoid the effect. If the recipient fails his saving throw, he regards the caster as a trusted friend and ally to be heeded and protected. The caster may give him orders, and the charmed creature will carry them out as quickly as possible. If the caster harms, or attempts to harm, the charmed creature by some overt action, or if a dispel magic spell is successfully cast upon the charmed creature, the charm spell is broken. If two or more charm effects simultaneously affect a creature, the most recent charm takes precedence.

Note: This spell is only usable by Druid/Ranger/Shaman classes.

External links[]

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