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Dire Charm

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Dire Charm is a third-level enchantment spell which makes an ally from a targeted enemy for as long as the spell lasts if the target fails its save against the spell. It can be dispelled by  Dispel Magic or Remove Magic. The victim has full memory of what happpened while the spell was in effect. The person targeted cannot leave the area. After the spell runs out, the enemy will be hostile once more.

The spell Chaotic Commands makes a party member immune to this spell. The Helm of Charm Protection provides the wearer immunity from this spell as well. Cavaliers and inquisitors are also immune to this spell.

In Baldur's Gate, this spell is effective for 20 rounds, in the other games for only 10 rounds. This spell is also available in Baldur's Gate: Enhanced Edition and Baldur's Gate II: Shadows of Amn and it will also appear in Baldur's Gate II: Enhanced Edition.

Creatures that can be targeted by this spell are demihumans or humanoids of man size or smaller include:

Scroll locationsEdit

Baldur's Gate II: Shadows of AmnEdit

Baldur's Gate II: Throne of BhaalEdit

In-Game DescriptionEdit

Note: Spell descriptions shown in-game often differ significantly from their actual in-game implementations. (See, for example, Duration: 5 rounds. As noted above and in the side bar, the actual duration of this spell is either 10 or 20 rounds, depending on which game you are playing.)

Dire Charm

This spell works in the exact same manner as Charm Person, with one difference: There is no Saving Throw bonus. Dire Charm 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 or her Saving Throw, he/she regards the caster as a trusted friend and ally to be heeded and protected. The caster may give him/her 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 Dire 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 or she was charmed. Also note that you cannot have a charmed creature leave the area where he or she is charmed.

Level: 3
Range: 60 ft.
Duration: 5 rounds
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: Neg.

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