johnbragg
2020-07-28, 01:08 PM
1. Definition of Charm spells
Charm spells increase the target’s regard and affection for the caster. The magic is not fundamentally about getting the target to DO things for the caster, the magic is about getting the target to FEEL a certain way about the caster. This makes persuasion easier, but that is not the essence of the spell.
"Cast a spell to make the target Do This Thing" is a different line of spells. (You can obviously use charm spells to help your nonmagical persuasion, just as you can use Charisma-boosting spells to help. But it's not the direct effect of the spell).
2. Division into Least Charm, True Charms, Fanatic Charm.
There are two levels of charm I'm working with, supported in the genre fiction.
The first level I'm calling least charm, where the target is unable to raise a hand to harm the caster. Doesn't mean the target likes or approves of the caster, doesn't mean the target isn't trying to stop the caster from doing X, just that there is something prohibiting the target from being the one to strike the blow directly.
The noncombat implication of least charm is that the target does not see the caster as an enemy. (Depending on system, set attitude to Neutral or indifferent or +0 or whatever).
The second level I'm calling true charms, where the target regards the caster as a friend/ally and treats them accordingly, acting to protect the caster at some risk to themselves. In combat, this (usually) means the target will try to get the two sides to stop fighting, and will impede attacks on the caster.
A point to resolve is--can the target use disarming techniques on the caster AND her allies at the same time? Thinking fictionally, that's a reasonable move to make when your allies are fighting each other--calm emotions, mass command "drop", grappling to impede.
The noncombat implication of true charms is that the target sees the caster as a friend/ally. (Depending on system, set attitude to Friendly or Helpful or +5 or +10 or whatever).
More powerful charm effects would be available in most campaigns and settings, something like the Fanatic entry from https://www.d20srd.org/srd/epic/skills.htm#diplomacy. That sort of thing is usually an unfun experience when DM's do it to players at the table, so I think it's cheesy to write a spell for PCs to do it to NPCs. But it's a free internet.
3. Key Questions for Levelling Spells: Duration, Aftermath.
My first draft
Level
Name
Duration
Aftermath
0
Least Charm
1 minute
When the spell ends, target remembers the spell being cast
1
Minor Charm
1 minute
When the spell ends, target remembers the spell being cast
2
Major Charm
10 minutes
Target does not remember the spell being cast
3
Supreme Charm
Permanent until dispelled
Target remembers the spell being cast
4. Using the Giant's Altered Diplomacy Rules (tweaked, but his system)
See below
5. Least Charm in Combat
See below. Brief summary, target cannot attack caster. Target can and will oppose the caster.
6. True Charms in Combat.
See below. Brief summary, target regards the caster as an ally. Target will (usually) try to stop his allies from fighting each other.
7. Fanatic Charm, maybe?
I'll reserve a post below.
Charm spells increase the target’s regard and affection for the caster. The magic is not fundamentally about getting the target to DO things for the caster, the magic is about getting the target to FEEL a certain way about the caster. This makes persuasion easier, but that is not the essence of the spell.
"Cast a spell to make the target Do This Thing" is a different line of spells. (You can obviously use charm spells to help your nonmagical persuasion, just as you can use Charisma-boosting spells to help. But it's not the direct effect of the spell).
2. Division into Least Charm, True Charms, Fanatic Charm.
There are two levels of charm I'm working with, supported in the genre fiction.
The first level I'm calling least charm, where the target is unable to raise a hand to harm the caster. Doesn't mean the target likes or approves of the caster, doesn't mean the target isn't trying to stop the caster from doing X, just that there is something prohibiting the target from being the one to strike the blow directly.
The noncombat implication of least charm is that the target does not see the caster as an enemy. (Depending on system, set attitude to Neutral or indifferent or +0 or whatever).
The second level I'm calling true charms, where the target regards the caster as a friend/ally and treats them accordingly, acting to protect the caster at some risk to themselves. In combat, this (usually) means the target will try to get the two sides to stop fighting, and will impede attacks on the caster.
A point to resolve is--can the target use disarming techniques on the caster AND her allies at the same time? Thinking fictionally, that's a reasonable move to make when your allies are fighting each other--calm emotions, mass command "drop", grappling to impede.
The noncombat implication of true charms is that the target sees the caster as a friend/ally. (Depending on system, set attitude to Friendly or Helpful or +5 or +10 or whatever).
More powerful charm effects would be available in most campaigns and settings, something like the Fanatic entry from https://www.d20srd.org/srd/epic/skills.htm#diplomacy. That sort of thing is usually an unfun experience when DM's do it to players at the table, so I think it's cheesy to write a spell for PCs to do it to NPCs. But it's a free internet.
3. Key Questions for Levelling Spells: Duration, Aftermath.
My first draft
Level
Name
Duration
Aftermath
0
Least Charm
1 minute
When the spell ends, target remembers the spell being cast
1
Minor Charm
1 minute
When the spell ends, target remembers the spell being cast
2
Major Charm
10 minutes
Target does not remember the spell being cast
3
Supreme Charm
Permanent until dispelled
Target remembers the spell being cast
4. Using the Giant's Altered Diplomacy Rules (tweaked, but his system)
See below
5. Least Charm in Combat
See below. Brief summary, target cannot attack caster. Target can and will oppose the caster.
6. True Charms in Combat.
See below. Brief summary, target regards the caster as an ally. Target will (usually) try to stop his allies from fighting each other.
7. Fanatic Charm, maybe?
I'll reserve a post below.