This spell requires a single target to make a Saving Throw vs. Spell with a +3 bonus; if unsuccessful, tit regards the caster as a friend and ally. If the caster tries to harm a charmed creature or a successful Dispel Magic is cast the spell ends. The target has full memory of what happpened while the spell was in effect. The target cannot leave the area. If 2 or more charms are put upon the creature, the most recent takes precedence.
Creatures that can be targeted by this spell are demihumans or humanoids of man size or smaller include:
Note: Spell descriptions shown in-game often differ significantly from their actual in-game implementations. In this case, the spell description almost entirely ignores the spell's effects upon non-humanoid mammals. Only the spell's name and Area of Effect mention mammal at all.
|“|| Charm Person or Mammal
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 it 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.