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Charm a summoned creature?
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<blockquote data-quote="frankthedm" data-source="post: 2841478" data-attributes="member: 1164"><p>Being 'summoned' is <em>worse </em>than being under a compulsion. You would kill your own family at the conjurer's command and he would not even need to override your will like is required for a <em>Dominated</em> victim to commit such an atrocity. </p><p></p><p><span style="font-size: 9px"><em>Charm Person</em></span></p><p><span style="font-size: 9px"><em>Enchantment (Charm) [Mind-Affecting]</em></span></p><p><span style="font-size: 9px"><em>Level: Brd 1, Sor/Wiz 1 </em></span></p><p><span style="font-size: 9px"><em>Components: V, S </em></span></p><p><span style="font-size: 9px"><em>Casting Time: 1 standard action </em></span></p><p><span style="font-size: 9px"><em>Range: Close (25 ft. + 5 ft./2 levels) </em></span></p><p><span style="font-size: 9px"><em>Target: One humanoid creature </em></span></p><p><span style="font-size: 9px"><em>Duration: 1 hour/level </em></span></p><p><span style="font-size: 9px"><em>Saving Throw: Will negates </em></span></p><p><span style="font-size: 9px"><em>Spell Resistance: Yes </em></span></p><p><span style="font-size: 9px"><em></em></span></p><p><span style="font-size: 9px"><em>This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target’s attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw. </em></span></p><p><span style="font-size: 9px"><em></em></span></p><p><span style="font-size: 9px"><em>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 it might be convinced that something very dangerous is worth doing. 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. </em></span></p><p><span style="font-size: 9px"><em></em></span></p><p><span style="font-size: 9px"><em>Dominate Person</em></span></p><p><span style="font-size: 9px"><em>Enchantment (Compulsion) [Mind-Affecting]</em></span></p><p><span style="font-size: 9px"><em>Level: Brd 4, Sor/Wiz 5 </em></span></p><p><span style="font-size: 9px"><em>Components: V, S </em></span></p><p><span style="font-size: 9px"><em>Casting Time: 1 round </em></span></p><p><span style="font-size: 9px"><em>Range: Close (25 ft. + 5 ft./2 levels) </em></span></p><p><span style="font-size: 9px"><em>Target: One humanoid </em></span></p><p><span style="font-size: 9px"><em>Duration: One day/level </em></span></p><p><span style="font-size: 9px"><em>Saving Throw: Will negates </em></span></p><p><span style="font-size: 9px"><em>Spell Resistance: Yes </em></span></p><p><span style="font-size: 9px"><em></em></span></p><p><span style="font-size: 9px"><em>You can control the actions of any humanoid creature through a telepathic link that you establish with the subject’s mind. </em></span></p><p><span style="font-size: 9px"><em></em></span></p><p><span style="font-size: 9px"><em>If you and the subject have a common language, you can generally force the subject to perform as you desire, within the limits of its abilities. If no common language exists, you can communicate only basic commands, such as “Come here,” “Go there,” “Fight,” and “Stand still.” You know what the subject is experiencing, but you do not receive direct sensory input from it, nor can it communicate with you telepathically. </em></span></p><p><span style="font-size: 9px"><em></em></span></p><p><span style="font-size: 9px"><em>Once you have given a dominated creature a command, it continues to attempt to carry out that command to the exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating, and so forth). Because of this limited range of activity, a Sense Motive check against DC 15 (rather than DC 25) can determine that the subject’s behavior is being influenced by an enchantment effect (see the Sense Motive skill description). </em></span></p><p><span style="font-size: 9px"><em></em></span></p><p><span style="font-size: 9px"><em>Changing your instructions or giving a dominated creature a new command is the equivalent of redirecting a spell, so it is a move action. </em></span></p><p><span style="font-size: 9px"><em></em></span></p><p><span style="font-size: 9px"><em>By concentrating fully on the spell (a standard action), you can receive full sensory input as interpreted by the mind of the subject, though it still can’t communicate with you. You can’t actually see through the subject’s eyes, so it’s not as good as being there yourself, but you still get a good idea of what’s going on. </em></span></p><p><span style="font-size: 9px"><em></em></span></p><p><span style="font-size: 9px"><em>Subjects resist this control, and any subject forced to take actions against its nature receives a new saving throw with a +2 bonus. Obviously self-destructive orders are not carried out. Once control is established, the range at which it can be exercised is unlimited, as long as you and the subject are on the same plane. You need not see the subject to control it. </em></span></p><p><span style="font-size: 9px"><em></em></span></p><p><span style="font-size: 9px"><em>If you don’t spend at least 1 round concentrating on the spell each day, the subject receives a new saving throw to throw off the domination. </em></span></p><p><span style="font-size: 9px"><em></em></span></p><p><span style="font-size: 9px"><em>Protection from evil or a similar spell can prevent you from exercising control or using the telepathic link while the subject is so warded, but such an effect neither prevents the establishment of domination nor dispels it. </em></span></p><p><span style="font-size: 9px"><em></em></span></p><p><span style="font-size: 9px"><em></em></span></p><p><span style="font-size: 9px"><em></em></span></p><p><span style="font-size: 9px"><em>Summon Monster I</em></span></p><p><span style="font-size: 9px"><em></em></span></p><p><span style="font-size: 9px"><em>Conjuration (Summoning) [see text]</em></span></p><p><span style="font-size: 9px"><em>Level: Brd 1, Clr 1, Sor/Wiz 1 </em></span></p><p><span style="font-size: 9px"><em>Components: V, S, F/DF </em></span></p><p><span style="font-size: 9px"><em>Casting Time: 1 round </em></span></p><p><span style="font-size: 9px"><em>Range: Close (25 ft. + 5 ft./2 levels) </em></span></p><p><span style="font-size: 9px"><em>Effect: One summoned creature </em></span></p><p><span style="font-size: 9px"><em>Duration: 1 round/level (D) </em></span></p><p><span style="font-size: 9px"><em>Saving Throw: None </em></span></p><p><span style="font-size: 9px"><em>Spell Resistance: No </em></span></p><p><span style="font-size: 9px"><em></em></span></p><p><span style="font-size: 9px"><em>This spell summons an extraplanar creature (typically an outsider, elemental, or magical beast native to another plane). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. </em></span></p><p><span style="font-size: 9px"><em></em></span></p><p><span style="font-size: 9px"><em>The spell conjures one of the creatures from the 1st-level list on the accompanying Summon Monster table. You choose which kind of creature to summon, and you can change that choice each time you cast the spell. </em></span></p><p><span style="font-size: 9px"><em></em></span></p><p><span style="font-size: 9px"><em>A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. </em></span></p><p><span style="font-size: 9px"><em></em></span></p><p><span style="font-size: 9px"><em>When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type. </em></span></p><p><span style="font-size: 9px"><em></em></span></p><p><span style="font-size: 9px"><em>Arcane Focus</em></span></p><p><span style="font-size: 9px"><em>A tiny bag and a small (not necessarily lit) candle. </em> </span></p></blockquote><p></p>
[QUOTE="frankthedm, post: 2841478, member: 1164"] Being 'summoned' is [I]worse [/I]than being under a compulsion. You would kill your own family at the conjurer's command and he would not even need to override your will like is required for a [I]Dominated[/I] victim to commit such an atrocity. [SIZE=1][I]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). 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 it might be convinced that something very dangerous is worth doing. 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. Dominate Person Enchantment (Compulsion) [Mind-Affecting] Level: Brd 4, Sor/Wiz 5 Components: V, S Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Target: One humanoid Duration: One day/level Saving Throw: Will negates Spell Resistance: Yes You can control the actions of any humanoid creature through a telepathic link that you establish with the subject’s mind. If you and the subject have a common language, you can generally force the subject to perform as you desire, within the limits of its abilities. If no common language exists, you can communicate only basic commands, such as “Come here,” “Go there,” “Fight,” and “Stand still.” You know what the subject is experiencing, but you do not receive direct sensory input from it, nor can it communicate with you telepathically. Once you have given a dominated creature a command, it continues to attempt to carry out that command to the exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating, and so forth). Because of this limited range of activity, a Sense Motive check against DC 15 (rather than DC 25) can determine that the subject’s behavior is being influenced by an enchantment effect (see the Sense Motive skill description). Changing your instructions or giving a dominated creature a new command is the equivalent of redirecting a spell, so it is a move action. By concentrating fully on the spell (a standard action), you can receive full sensory input as interpreted by the mind of the subject, though it still can’t communicate with you. You can’t actually see through the subject’s eyes, so it’s not as good as being there yourself, but you still get a good idea of what’s going on. Subjects resist this control, and any subject forced to take actions against its nature receives a new saving throw with a +2 bonus. Obviously self-destructive orders are not carried out. Once control is established, the range at which it can be exercised is unlimited, as long as you and the subject are on the same plane. You need not see the subject to control it. If you don’t spend at least 1 round concentrating on the spell each day, the subject receives a new saving throw to throw off the domination. Protection from evil or a similar spell can prevent you from exercising control or using the telepathic link while the subject is so warded, but such an effect neither prevents the establishment of domination nor dispels it. Summon Monster I Conjuration (Summoning) [see text] Level: Brd 1, Clr 1, Sor/Wiz 1 Components: V, S, F/DF Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Effect: One summoned creature Duration: 1 round/level (D) Saving Throw: None Spell Resistance: No This spell summons an extraplanar creature (typically an outsider, elemental, or magical beast native to another plane). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. The spell conjures one of the creatures from the 1st-level list on the accompanying Summon Monster table. You choose which kind of creature to summon, and you can change that choice each time you cast the spell. A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type. Arcane Focus A tiny bag and a small (not necessarily lit) candle. [/I] [/SIZE] [/QUOTE]
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