Feats/Destruction School/Charm

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Main > Feats > Mind School > Charm

You may place charms on creatures. Charms require a standard action to use and have a range of Close.

You may only use charms on targets that possess your own creature type (humanoid for humanoids, etc.) although the Expanded Charm feat changes this.

Each charm has three strengths; lesser, greater, and powerful. Lesser charms are at-will abilities, but you may not target an individual creature more than once in a day with any individual lesser charm. Greater charms cost a spell point to use and powerful charms cost 2 points to use. You must possess the Powerful Charm feat before you may use any powerful charms.

You gain the following charm when you gain Mentalist:

Suggestion: You may plant thoughts into a target’s mind.

Lesser Charm: You may plant a suggestion in a target’s mind, which they obey as if the thought had been their own (Will negates).

The suggested course of activity must be limited to a sentence or two and must be a very simple request. The creature performs the suggested action until it finishes, or for 1 hour per caster level, whichever comes first.

If you choose, you can instead specify conditions the creature should look for, (i.e., “you should search the next person who enters this room, looking for weapons.”) If the condition is not met before this duration expires, the activity is not performed.

Greater Charm: This is the same as the Suggestion lesser charm, but may be up to a basic request.

Very simple requests cause the save to be made with a -2 penalty. The target cannot be asked to do anything it would not normally do.

Powerful Charm: This is the same as the Suggestion lesser charm, but the creature obeys any course of action given, so long as the suggestion is not obviously fatal or against the target’s nature.

Basic requests cause the save to be made with a -2 penalty, while very simple requests cause the save to be made with a -4 penalty.

Charm Feats

Name Categories Prerequisites Benefit
Command Arcane Mind Directly control another creature’s body.
Enthral Arcane Mind Cause a creature to regard you as its friend.
Mentalist Arcane Mind School Gain the ability to cast charms.