Charms

Agitate

Level 1 Charm
Casting Time: 2 Actions
Range: 30 Feet
Components: V, S, M (A morsel of food.)
Duration: Sustained, up to 1 minute

You send someone’s mind and body into overdrive, forcing it to become restless and hyperactive.

Make a charm attack vs the Wisdom defence of one creature that you can see within range. On a hit, the creature must take the Stride action at least each turn, or take 2d8 psychic damage at the end of its turn.

At Higher Levels. When you cast this spell using 2 or more mana, the damage increases by 1d8 for each point of mana above the 1st.

Animal Friendship

Level 1 Charm (Ritual)
Casting Time: 2 Actions
Range: 30 Feet
Components: V, S, M (A morsel of food.)
Duration: 24 Hours

You convince a beast that you mean it no harm.

Make a charm attack vs the Intelligence defence of one beast that can see and hear you within range. If the beast’s Intelligence is 4 or higher, the spell fails. Otherwise, on a hit the creature is Charmed by you for the spell’s duration. If you or one of your companions harms the target, the spell ends.

At Higher Levels. When you cast this spell using 2 or more mana, you can affect one additional beast for each point of mana above the 1st.

Anointed Skull’s Midnight Whispers

1st Level Charm (Ritual)
Casting Time: 2 Actions
Range: Self (10-Foot Radius)
Components: V, S, M (An undamaged human skull and droplets of holy water worth 2 gp, which the spell consumes.)
Duration: Until Dawn

After anointing an undamaged human skull with droplets of holy water, hide it in a place where neither sun nor moon nor starlight will ever touch it. Upon casting this spell, the skull will begin to utter whispers that ooze from the spell’s caster.

Make a charm attack vs the Wisdom defence of a creature within 10 feet of you. On a hit, the creature is Frightened by the whispers until they leave this 10 foot radius. Any creature that enters the radius on its turn must succeed at a Wisdom defence check vs your charms skill or also become Frightened of you.

Bane

Level 1 Charm
Casting Time: 2 Actions
Range: 30 Feet
Components: V, S, M (A drop of blood.)
Duration: Sustained, up to 1 minute

You inflict a minor curse upon your enemies making it harder for them to hit their mark.

Make a charm attack vs the Charisma defence of up to three creatures that you can see within range. On a hit, an affected creature has -1d to defence checks, and melee and ranged attack rolls until the spell ends.

At Higher Levels. When you cast this spell using 2 or more mana, you can target one additional creature for each point of mana above the 1st.

Bare the Slave’s Heart

1st Level Charm (Ritual)
Casting Time: 1 Action
Range: Touch
Components: V, S, M (The preserved heart of a slave, worth 20 gp, which the spell consumes.)
Duration: Special

Take the preserved heart of a slave and wrap it in hempen cord when you cast this spell. The next time that a creature touches this heart barehanded, it must make a Charisma defence check vs your charms skill. Should the creature fail, it becomes a slave to the spell’s caster until the heart is destroyed, or the magic dispelled. A slave will not do anything to harm itself or any friends that it has, but will perform any manner of menial task for its master. An undead creature, or any creature immune to the Charmed condition, is immune to this spell’s effects.

Bless

Level 1 Charm
Casting Time: 2 Actions
Range: 30 Feet
Components: V, S, M (A sprinkling of holy water.)
Duration: Sustained, up to 1 minute

Through the power of your patron, the attacks of you and your allies receive guidance.

You bless up to three creatures of your choice within range. For the duration of the spell, an affected creature has +1d to melee and ranged attack rolls and defence checks.

At Higher Levels. When you cast this spell using 2 or more mana, you can target one additional creature for each point of mana above the 1st.

Charm Person

1st Level Charm
Casting Time: 2 Actions
Range: 30 Feet
Components: V, S
Duration: 1 hour

Your words are honey and your visage seems bathed in a dreamy haze.

Make a charm attack vs the Intelligence defence of a humanoid creature that you can see within range; if you or your companions are fighting it, then you have -1d to the roll. If you hit, it is Charmed by you until the spell ends or until you or your companions do anything harmful to it. The Charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was Charmed by you.

At Higher Levels. When you cast this spell using 2 or more mana, you can target one additional creature for each point of mana above the 1st. The creatures must be within 30 feet of each other when you target them.

Command

1st Level Charm
Casting Time: 2 Actions
Range: 60 Feet
Components: V
Duration: 1 Round

You shout a command that’s hard to ignore.

You speak a one-word command to a creature in range. Make a charm attack vs the Charisma defence of the creature. On a hit, the creature follows the command on its next turn. The spell has no effect if the creature 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 creature behaves. If the creature can’t follow your command, the spell ends.

Approach. The creature moves towards you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

Drop. The creature drops whatever it is holding and then ends its turn.

Flee. The creature spends its turn moving away from you by the fastest available means.

Grovel. The creature falls prone and then ends its turn.

Halt. The creature 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.

At Higher Levels. When you cast this spell using 2 or more mana, you can target one additional creature for each point of mana above the 1st. The creatures must be within 30 feet of each other when you target them.

Compelled Duel

1st Level Charm
Casting Time: 1 Action
Range: 30 Feet
Components: V
Duration: 1 minute

You attempt you coerce another, making it difficult for them to attack anyone but you.

Make a charm attack vs the Charisma defence of one creature that you can see within range. On a hit, the creature is drawn to you, compelled by your demand. For the duration, it has -1d on attack rolls vs creatures other than you, and must make a Charisma defence check vs your charms spell skill each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this check, this spell doesn’t restrict the creature’s movement for that turn.

The spell ends if you attack any other creature, if you cast 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 30 feet away from the target.

Heroism

1st Level Charm
Casting Time: 2 Actions
Range: Touch
Components: V, S
Duration: Sustained, up to 1 minute

You instill a friend with bravery.

You touch a willing creature and, until the spell ends, the creature is immune to being Frightened and gains temporary Stamina equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the creature loses any remaining temporary Stamina from this spell.

At Higher Levels. When you cast this spell using 2 or more mana, you can target one additional creature for each point of mana above the 1st.

Hex

1st Level Charm
Casting Time: 1 Action
Range: 90 Feet
Components: V, S, M (A petrified eye of newt.)
Duration: 1 hour

You place a curse on a creature that makes your attacks more impactful.

Target one creature you can see within range. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with an melee or ranged attack; damage type is determined by choice of patron. Also, choose one attribute when you cast the spell. The target has -1d on skill checks made with the chosen attribute.

If the target drops to 0 Stamina before this spell ends, you can use an action on a subsequent turn of yours to curse a new creature.

A Remove Curse cast on the target ends this spell early.

At Higher Levels. When you cast this spell using 3 or 4 mana, you can maintain your concentration on the spell for up to 8 hours. When you use 5 or more mana, you can maintain your concentration on the spell for up to 24 hours.

Hideous Laughter

1st Level Charm
Casting Time: 2 Actions
Range: 30 Feet
Components: V, S, M (Tiny tarts and a feather that is waved in the air.)
Duration: Sustained, up to 1 minute

Your words or actions - funny or not - are perceived to be so hilarious that it causes some to fall to the ground in fits of laughter.

Make a charm attack vs the Wisdom defence of one creature within range that you can see. On a hit, the creature falls Prone, becoming Incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected.

At the end of each of its turns the creature can make a Wisdom defence check vs your charms spell skill. Additionally, the creature can make a Wisdom defence check vs your charms spell skill at the beginning of its turn if it has taken damage since the end of its last turn; the creature has +1d on the check if it’s triggered by damage. On a success, the spell ends.

Sleep

1st Level Charm
Casting Time: 2 Actions
Range: 90 Feet (20-foot radius)
Components: V, S, M (A pinch of fine sand, rose petals or a cricket)
Duration: 1 Minute

You send creatures into a magical slumber.

Roll 10d10; the total is the amount of Stamina that this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current Stamina (ignoring unconscious creatures).

Starting with the creature that has the lowest current Stamina, each creature affected by this spell falls Unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s current Stamina from the total before moving on to the creature with the next lowest Stamina. A creature’s Stamina must be equal to or less than the remaining total for that creature to be affected.

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

At Higher Levels. When you cast this spell using 2 or more mana, roll an additional 4d10 for each point of mana above the 1st.