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Dire Charm

Level 3 wizard spell — School of Enchantment/Charm**

Cast by: Mage, Sorcerer, Bard

Stat Value
Range 60 ft.
Casting Time 3
Duration 5 rounds
Saving Throw Neg.
Area of Effect 1 creature

Description

This spell works in the exact same manner as Charm Person, with one difference: There is no Saving Throw bonus. Dire Charm 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 is allowed a Saving Throw vs. Spell to negate the effect.

If the spell's recipient fails their Saving Throw, they regard the caster as a trusted friend and ally to be heeded and protected. The caster may give them orders, and the charmed individual will

carry them out as quickly as possible.

If the caster harms—or attempts to harm—the charmed person by some overt action, or if a Dispel Magic spell is cast upon the charmed person, the Dire Charm spell is broken. If two or more Charms simultaneously affect a creature, the most recent Charm takes precedence. Note that the subject has full memory of the events that took place while they were charmed. Also note that you cannot have a charmed creature leave the area where they were charmed.


Source: bg2ee/original_manuals/baldurs_gate_2_ee_mastering_melee_and_magic.pdf — "Wizard Spells—Level 3" → "Dire Charm".