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Charm monster, formerly known as Pockall's monster hex, was an enchantment (compulsion) spell that turned a monster into an ally of the caster.[3][10]

Effect[]

This spell worked in the same fashion as charm person, except that it was not restricted to humanoid creatures or by their size. For the spell's duration, a charmed creature considered the caster a friend and ally, and trusted them. Although the spell did not allow the affected creature to be dominated or controlled, and they retained their normal behavior, they were well disposed to their supposed "friend" and could be persuaded to do things. The spell was hampered or ended if the creature was threatened or attacked by the caster or their own allies.[3]

Users[]

The charm monster spell could be cast by wizards, sorcerers, bards, and clerics who commanded the charm domain.[3] In the time of Netheril, it could be cast by arcanists of the Mentalism specialization.[5]

Components[]

The spell required verbal and somatic components.[2]

Variants[]

Charm dragon, a spell contained with the Tome of the Dragon and its copies, was a variant of charm monster that would only affect dragons.[11]

History[]

The spell was named for Pockall, and it was introduced in 2392 NY (−1467 DR) under the name Pockall's monster hex. It later became known simply as charm monster.[10][12]

Charm monster was a common spell in Faerûn in the 1360s DR;[6] in Zakhara it was known but rare.[8][note 1]

Appendix[]

Notes[]

  1. Canon material does not provide dating for the Al-Qadim campaign setting. For the purposes of this wiki only, the current date for Al-Qadim products is assumed to be 1367 DR.

Appearances[]

Organized Play & Licensed Adventures

References[]

  1. 1.0 1.1 slade, Jim Butler (October 1996). “The Winds of Netheril”. In Jim Butler ed. Netheril: Empire of Magic (TSR, Inc.), pp. 22, 24. ISBN 0-7869-0437-2.
  2. 2.0 2.1 Jeremy Crawford, Mike Mearls, Robert J. Schwalb, Adam Lee, Christopher Perkins, Matt Sernett (November 2017). Xanathar's Guide to Everything. Edited by Kim Mohan. (Wizards of the Coast), pp. 147–149, 151–152. ISBN 978-0-7869-6612-7.
  3. 3.0 3.1 3.2 3.3 Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook v.3.5. (Wizards of the Coast), p. 209. ISBN 0-7869-2886-7.
  4. Matthew Sernett, Jeff Grubb, Mike McArtor (Dec 2005). Spell Compendium. (Wizards of the Coast), pp. 278–279. ISBN 0-7869-3702-5.
  5. 5.0 5.1 slade, Jim Butler (October 1996). “The Winds of Netheril”. In Jim Butler ed. Netheril: Empire of Magic (TSR, Inc.), p. 122. ISBN 0-7869-0437-2.
  6. 6.0 6.1 Jeff Grubb and Ed Greenwood (1990). Forgotten Realms Adventures. (TSR, Inc), pp. 149, 150, 152. ISBN 0-8803-8828-5.
  7. Richard Baker (1996). Player's Option: Spells & Magic. (TSR, Inc), p. 185. ISBN 0-7869-0394-5.
  8. 8.0 8.1 Sam Witt (March 1994). The Complete Sha'ir's Handbook. Edited by Dezra D. Phillips, C. Terry Phillips. (TSR, Inc.), pp. 124–125. ISBN 1-56076-828-2.
  9. slade, Jim Butler (October 1996). “The Winds of Netheril”. In Jim Butler ed. Netheril: Empire of Magic (TSR, Inc.), pp. 121–122. ISBN 0-7869-0437-2.
  10. 10.0 10.1 slade, Jim Butler (October 1996). “The Winds of Netheril”. In Jim Butler ed. Netheril: Empire of Magic (TSR, Inc.), p. 24. ISBN 0-7869-0437-2.
  11. Jennell Jaquays (February 1988). The Shattered Statue. Edited by Steve Perrin. (TSR, Inc.), p. 19. ISBN 0-88038-498-0.
  12. slade, Jim Butler (October 1996). “The Winds of Netheril”. In Jim Butler ed. Netheril: Empire of Magic (TSR, Inc.), p. 27. ISBN 0-7869-0437-2.

Appearances[]

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