Enchantment/Charm [charm, language-dependent, mind-affecting, sonic]
Level Magic-user 1
Components V, S, M
Casting Time 1 segment
Range 0
Area of Effect Self
Duration 1 round per caster level
Save Wisdom vs. Spell (save avoids)
The caster gains a bonus to Charisma when interacting with other creatures.
The caster gains +2d4 points of Charisma which can raise the caster's Charisma past racial limits. All normal effects of the new Charisma score apply.
The spell gives the caster an immediate Encounter Reaction check even if one has already been rolled to determine a creature's attitude.
The caster can ask a creature to do something it would not normally do (such as not attack the caster's allies), but each such request grants the creature a save.
Any creature making its save will begin to view the spell caster negatively, as if their normal Charisma was -1d4 points lower and a new Encounter Reaction check must be made based on the new Charisma score for that individual.
Limitations.
Creatures must have a Low Intelligence rating or higher and must share a language with the caster.
This spell typically cannot be used if combat has begun and the caster or their allies have been previously hostile.
Any hostile act by the caster on the target—as perceived by the target, will cause the spell to end.
Any hostile act by the caster's associates on the target or their allies—as perceived by the target, will negate the spell.
Any hostile act by the caster on the target's allies—as perceived by the target, will negate the spell.
The target will not act in a way opposite to their normal behavior or alignment.
If the Encounter Check equals Friendly or better, and the creature's saving throw fails, The target will be open to some small risk (relative to the target's power-level) or some small expense (relative to the target's wealth) to help the caster but pushing the boundaries will grant a new saving throw (or spell negation, per the GM).
If the target uses spells or spell-like abilities, and the caster requests such ability use of the target, there is a 25% (01-25) chance that the target will use an opposite-type ability (if applicable) or mis-cast/fail the use of the ability.
Material Components. The caster must apply a white, black, and red substance to their face during casting (e.g. flour, chalk, soot, lamp black, vermillion, blood). Cost/Scarcity. None/Common.
Known Substitutions. The facial skin of a doppleganger draped over the face like a mask will double the effect of the spell (+4d4 points added) and add a -2 penalty to any saving throws. The component is consumed in the casting.