Beguile Humanoid

Spell — see Magic and Spellcasting for the rules and the Spell Index for the full list.

Arcane 1, Divine 2 Type: enchantment

Range: 90’ Duration: 1 day

This spell can bewitch a living humanoid target with fewer than 5 HD. The target creature must make a Spells saving throw. If it or its allies are being threatened or attacked by the caster or his allies when the spell is cast, it receives a +5 bonus on its saving throw. If the save succeeds, the spell has no effect. If the save fails, the target is bewitched.

Once bewitched, the creature feels that the caster is a beloved friend and trusted comrade. It will interpret anything the caster says or does in the most favorable manner, confabulating plausible justifications for the actions taken. If a fight breaks out between the caster and its allies, the creature will spend one round attempting to verbally defuse the fight, then thereafter fight against whichever side initiated the violence, making nonlethal attacks if possible. In more peaceful circumstances, the bewitched creature might agree to cover up the caster’s activities, allow him access to restricted areas, risk its own life to save his, or do any of the other foolish things that people sometimes do for their friends despite their better judgment. The Judge can use the Morale rules for henchmen to assess the bewitched creature’s response to dangerous or unusual requests.

However, the caster can neither control the bewitched creature like an automaton nor give it orders like a hireling, and attempting to do so can give the creature an additional saving throw to resist the spell (Judge’s discretion). Moreover, the spell does not provide any special means for the caster to communicate with the bewitched creature. If the caster does not speak any languages known to the creature, he can crudely communicate with grunts, gestures, and pantomime.

Once in effect, the spell lasts until dispelled or until 1 day elapses. It can be detected with discern bewitchment but cannot be detected with discern magic.

Once the spell ends, the affected humanoid will be hostile to the caster if it was forced to risk its life without fair reward or otherwise harmed or maltreated. A bewitched humanoid that was treated kindly and respectfully might remain neutral or friendly (Judge’s discretion).