"Friends" Throughout the Ages
Somebody mentioned interest in seeing the original versions of these spells. I happen to have copies of all the AD&D PHBs, so I looked it up:
[sblock=AD&D]
[sblock=Charm Person]
Level: 1
Range: 12"
Duration: Special
Area of Effect: One person
Components: V, S
Casting Time: 1 segment
Saving Throw: Neg.
Explanation/Description: Except as shown above, this spell is the same as the second level druid spell, charm person or mammal (q.v.), but the magic-user can charm only persons, i.e. brownies, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, and troglodytes. All other comments regarding spell effects apply with respect to persons.
[And the Druid spell says...] Explanation/Description: This spell will affect any single person or mammal it is cast upon. The creature then will regard the druid who cast the spell as a trusted friend and ally to be heeded and protected. The spell does not enable the druid to control the charmed creature as if it were an automaton, but any word or action of the druid will be viewed in its most favorable way. Thus, a charmed creature would not obey a suicide command, but might believe the druid if assured that the only chance is to save the druid's life is if the creature holds back an onrushing red dragon for "just a round or two". Note also that the spell does not empower the druid with linguistic capabilities beyond those he or she normally possesses. The duration of the spell is a function of the charmed creature's intelligence, and it is tied to the saving throw. The spell may be broken if a saving throw is made, and this saving throw is checked on a periodic basis according to the creature's intelligence:
Intelligence Score (Period Between Checks)
3 or less (3 months)
4 to 6 (2 months)
7 to 9 (1 month)
10 to 12 (3 weeks)
13 to 14 (2 weeks)
15 to 16 (1 week)
17 (3 days)
18 (2 days)
19 or more (1 day)
[/sblock]
[sblock=Friends]
Level: 1
Range: 0
Duration: 1/round per level
Area of Effect: 1" + !"/level of spell caster radius sphere
Components: V, S, M
Casting Time: 1 segment
Saving Throw: Special
Explanation/Description: A friends spell causes the magic-user to gain a temporary increase of 2-8 points in charisma--or a temporary lowering of charisma by 1-4 points--depending on whether creatures within the area of effect of the spell make--or fail--their saving throw versus magic. Those that fail their saving throw will be very impressed with the spell caster and desire greatly to be his or her friend and help. Those that do not fail will be uneasy in the spell caster's presence and tend to find him or her irritating. Note that this spell has absolutely no effect on creatures of animal intelligence or lower. The components for this spell are chalk (or white flour), lampblack (or soot), and vermillion [sic] applied to the face before casting the spell.
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Related spells are Charm Monster, a level 4 spell first usable at level 7, and Mass Charm, a level 8 spell first usable at level 16.
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[sblock=AD&D 2nd Edition]
[sblock=Charm Person (Enchantment/Charm)]
Range: 120 yards
Components: V, S
Duration: Special
Casting Time: 1
Area of Effect: 1 person
Saving Throw: neg
This spell 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 receives a saving throw vs. spell to avoid the effect, with any adjustments due to Wisdom (see Table 5). If the person receives damage from the caster's group in the same round the charm is cast, an additional bonus of +1 per hit point of damage received is added to the victim's saving throw.
If the spell recipient fails his saving throw, he regards the caster as a trusted friend and ally to be heeded and protected. The spell does not enable the caster to control the charmed creature as if it were an automaton, but any word or action of the caster is viewed in the most favorable way. Thus, a charmed person would not obey a suicide command, but he might believe the caster if assured that the only chance to save the caster's life is for the person to hold back an onrushing red dragon for "just a round or two." Note also that the spell does not endow the caster with linguistic capabilities beyond those he normally possesses (i.e., he must speak the victim's language to communicate his commands).
The duration of the spell is a function of the charmed person's Intelligence and is tied to the saving throw. The spell may be broken if a successsful saving throw is rolled, and this saving throw is checked on a periodic basis, according to the creature's Intelligence (see the following table). If the caster harms, or attempts to harm, the charmed person by some overt action, or if a dispel magic spell is successfully cast upon the charmed person, the charm spell is broken.
If two or more charmeffects simultaneously affect a creature, the result is decided by the DM. This could range from one effect being clearly dominant, to the subject being torn by conflicting desires, to new saving throws that could negate both spells.
Note that the subject has full memory of the events that took place while he was charmed.
Intelligence Score (Period Between Checks)
3 or less (3 months)
4 to 6 (2 months)
7 to 9 (1 month)
10 to 12 (3 weeks)
13 to 14 (2 weeks)
15 to 16 (1 week)
17 (3 days)
18 (2 days)
19 or more (1 day)
Note: The period between checks is the time period during which the check occurs. When to roll this check during this time is determined (randomly or by selection) by the DM. The roll is made secretly.
[/sblock]
[sblock=Friends (Enchantment/Charm)]
Range: 0
Components: V,S, M
Duration: 1d4 rounds + 1 round/level
Casting Time: 1
Area of Effect: 60-foot radius
Saving Throw: Special
A friends spell causes the wizard to temporarily gain 2d4 points of Charisma. Intelligent creatures within the area of effect at the time the spell is cast must make immediate reaction checks based on the character's new Charisma. Those with favorable reactions tend to be very impressed with the spellcaster and make an effort to be his friends and help him, as appropriate to the situation. Officious bureaucrats might decide to become helpful; surly gate guards might wax informative; attacking orcs might spare the caster's life, taking him captive instead. When the spell wears off, the creatures realize that they have been influenced, and their reactions are determined by the DM.
The components for this spell are chalk (or white flour), lampblack (or soot), and vermilion [sic] applied to the face before casting the spell.
[/sblock]
Related spells are Charm Monster, a level 4 spell first usable at level 7, and Mass Charm, a level 8 spell first usable at level 16.
[/sblock]
[sblock=D&D 3.5 Edition]
[sblock=Charm Person]
Enchantment (Charm) [Mind-Affecting]
Level: Brd 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One humanoid creature
Duration: 1 hour/level
Saving Throw: Will negates
Spell Resistance: Yes
This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target's attitude as friendly; see Influencing NPC Attitudes, page 72). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.
The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but a charmed fighter, for example, might believe you if you assured him that the only chance to save your life is for him to hold back an onrushing red dragon for "just a few seconds." Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person's language to communicate your commands, or else be good at pantomiming.
[/sblock]
Related spells are Charm Monster, a level 4 spell first usable at level 7, Dominate Person, a level 5 spell first usable at level 9, Charm Monster, Mass, a level 8 spell first usable at level 15, Dominate Monster, a level 9 spell first usable at level 17. There is no Friends spell or equivalent that I saw.
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[sblock=D&D 4th Edition]
And, for completeness...
[sblock=Instant Friends (Wizard Utility 2)]
Your magic infuses your words with the power of persuasion, clouding a creature's mind and tricking it into thinking of you as its dearest friend.
Daily * Arcane, Charm, Enchantment
Standard Action
Ranged 10
Requirement: You must use this power outside a combat encounter.
Target: One creature
Effect: The target makes a saving throw. THe saving throw has a +5 bonus if the target is the same level as you or a higher level. It takes a -5 penalty if the target is a lower level than you or does not have a level.
If the saving throw succeeds, this power has no effect. The target is aware that you used this power on it if it is the same level as you or a higher level. Otherwise, it does not know you used this power.
On a failed saving throw, the target treats you as a trusted friend for 1d4 hours. It truthfully answers all question s you ask and aids you in any way it can as long as doing so does not risk its life or property. While the target is under this effect, you gain a +5 power bonus to Bluff checks against it.
This effect ends if you or any of your allies attacks the target or any of its allies. Afterward, the target doesn't remember that you used this power on it.
[/sblock]
[sblock=Suggestion (Wizard Utility/Cantrip)]
You wave arcane power through your words, infusing each phrase with persuasive magic.
Encounter * Arcane
Free Action
Personal
Trigger: You make a Diplomacy check.
Effect: You make an Arcana check instead, using that result to determine the outcome of the Diplomacy check.
[/sblock]
A related spell is Otto's Song of Fidelity, a level 12 utility spell for the enchantment school. Otto is very similar to Instant Friends, but acts on each creature in a close burst 10. There's also Mass Charm, a level 17 spell, but it's an attack power with strictly-prescribed results, so it's not really similar. Both of these spells are from Heroes of the Fallen Lands.
Also related are Glib Tongue, a level 2 spell (renamed from Fast Friends in November last year), and Words of Deceit, a level 10 spell. Both of these were published in Dragon 381 in "Class Acts: Wizard Spells of the Feywild" by Mike Mearls. There are also numerous other spells that impose the "dominated" condition.
I didn't find any rituals with Arcana as the key skill, other than Bard rituals, that were similar.
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