Command; 10 Minutes
This spell makes the victim view the caster as his or her best friend in the world. No amount of logic or roleplaying will convince the victim that they are indeed charmed, and any order given will be justified and make perfect sense in the mind of the victim. The victim will not remember the casting of the spell.
An attack on the victim by the caster’s companions will not immediately break the charm but if the caster does not attempt to stop it and if no good reason is provided for the attack, the charm may be broken. A direct attack by the caster will always break the charm, as will attempting a Killing Blow. An order to kill yourself would also break the spell.
This spell only works on creatures that have a mind as defined by the game. Many creatures (such as lesser undead, golems or insects) do not have a mind that can be affected by this effect. Further, the victim must understand the language of the caster in order to follow their orders.
While Charmed, the victim must perform actions to the best of his or her ability and knowledge, including the use of spells and skills. The victim does not have the ability to pick and choose less effective abilities to use, nor may they choose to not perform certain commands due to their personality or race. For example, if the victim knows that the person who Charmed them is undead, and that person commands the victim to heal them, they will not only cast necromancy on that person but will not be able to choose to use less powerful spells if they have more powerful ones available that are needed. Similarly, if a Flame Elemental Charmed someone, and that character knew that Flame Elementals are healed by Flame, they would do their best to use Flame to heal the Elemental if commanded.
The caster may attempt to convince the victim via roleplay of a variety of things. No matter what, the victim of a Charm cannot refuse any of the following commands:
Defend me: The target must protect the caster from all attacks to the best of their ability, even if it requires using spells and magic items.
Follow me: The target must follow the caster.
Give your to me: The target must give the named item to the caster
Heal me: The target must make every attempt to heal or Life the caster. During this time the target will not attack anyone and will do everything possible, including fighting their allies, to prevent the healing from being stopped.
Return to normal: This command ends the Charm effect
If a character is Charmed to multiple people, the latest person Charming them will take precedence if their roleplay/commands conflict with those from others who have Charmed the victim.
Victims cannot refuse to obey orders with the explanation that they “wouldn’t do that even for my best friend.” This spell overwrites the logic of the brain. If your new “best friend” tells you to hand over all your items, you will do so without question.
When the spell’s duration ends, the victim remembers everything that happened except the actual casting of the Charm spell, and will almost always realize that he or she had been charmed.
This effect can be removed by an Awaken, a Break Command, a Dispel, or a Purify. This spell is not strong enough to override any Greater Command effect such as Enslavement.
“I Command you to be Charmed.”