The Charm Person spell causes its target to treat the caster as a friend and ally. A Saving Throw vs. Spell with +3 bonus negates the spell. If the caster tries to harm the target or a successful Dispel Magic is cast the spell ends. The target retains full memory of what happpened while the spell was in effect. The person targeted cannot leave the area.
Creatures that can be targeted by this spell are demihumans or humanoids of man size or smaller, including:
Baldur's Gate II: Shadows of AmnEdit
Note: Spell descriptions shown in-game often differ significantly from their actual in-game implementations.
|“|| Charm Person
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 his Saving Throw (with a +3 modifier), he regards the caster as a trusted friend and ally to be heeded and protected. The caster may give him 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 he was charmed. Also note that you cannot have a charmed creature leave the area where he is charmed.