Place a mob under your control.
The charm spell, if successful, will place the victim (only mobs, attempts to charm other player-characters may incur the wrath of the gods) under your control for the duration of the spell. While under your control the creature is your servant, and may assist you in combat and other more minor duties. Use the 'order' command to give them orders.
Be warned, you are responsible for the actions of your charmed beast. If it should go awry and take the life of another player-character, you will be charged as a murderer and will be hunted by several creatures around the Realms.
Aggressive mobs will lose their aggressiveness while charmed, but will immediately return to their violent ways when the spell wears off. For this reason, charmed aggressive mobs should not be taken into any area lower from the one from which they came, and should *never* be taken into any newbie populated area.
As a matter of etiquette, charmed mobs should not be attacked. You can tell a mob is charmed if it is wandering "in a dazed, zombie-like state." Be aware when taking your charmed mobs around other characters that any area attack such as earthquake will hit your creature and cause it to engage in combat.
Pets are immune to charm. NPC's under influence of charm-person join the players party, but will leave party and attack the charme after charm wears off.
Details
- Charm Person only works on mobs (not players or pets), fails if the mob is too high level, and is limited by your Charisma-based summon slots.
The game also finds it under: charm, charm person.
Dark Legacy