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Charmed

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Revision as of 05:05, 9 October 2026 by Robyn.Blaber (talk | contribs) (Created page with "{{Infobox condition | title = Charmed | subtitle = Magical effect | image = https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/017e470d-76d2-4329-d5ca-369777459c00/wiki#.png | caption = }} A Charmed character or creature is subject to a magical imperative imposed by another being, known as the charmer. At a minimum, the charmed victim cannot harm their charmer. This restriction is absolute: no Charmed...")
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Magical effect
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A Charmed character or creature is subject to a magical imperative imposed by another being, known as the charmer. At a minimum, the charmed victim cannot harm their charmer. This restriction is absolute: no Charmed character or creature may deliberately harm their charmer, regardless of the circumstances.

More potent forms of Charm may impose additional restrictions on the victim's choices and behaviour. Depending on the source and strength of the effect, a Charmed creature might be limited in whom it can attack, what actions it can take, or how it responds to its charmer's wishes. The precise restrictions depend on the effect responsible, but the prohibition against harming the charmer always applies.

Charmed Causes

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Charm is generally imposed through magical or supernatural means. It may be administered directly to a victim, triggered by an object or ward, or imposed through a curse or archetypal power. The potency of the source determines the strength and duration of the effect.

Examples include:

  • Potions that induce Charm
  • Magical artefacts that influence behaviour
  • Wards and magical traps
  • Curses
  • Magical spells
  • Archetypal powers
  • Other supernatural effects that impose obedience or restrict a victim's choices

Charmed Effects

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In combat, a Charmed character or creature may move and attack normally, subject to the restrictions imposed by the Charm. However, the victim may not attack their charmer, move adjacent to them, or make an attack that could inadvertently affect them. This prohibition includes area attacks and other actions that might harm the charmer as a secondary consequence.

More powerful forms of Charm may impose further limitations, potentially restricting the victim's available actions or compelling specific behavior. The GM should apply the restrictions associated with the particular effect rather than assuming that every Charm produces identical behavior. Whatever additional restrictions apply, the victim remains unable to harm their charmer.

Removing the Charmed Condition

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Removing Charm generally requires counteracting the magic or supernatural effect responsible. The appropriate remedy depends on the source and potency of the Charm.

Possible methods include:

  • Curative potions
  • Curative magic
  • Spells or powers that remove Charm
  • Remove Curse effects, where the Charm is caused by a curse
  • Magical artefacts that suppress or dispel the effect
  • Disabling or destroying the artefact, ward, or other source responsible, where applicable

Simply moving away from the charmer does not necessarily remove the condition. Unless the effect specifies otherwise, the victim remains Charmed until its duration expires or an appropriate remedy removes it.

Long Term Charmed Effects

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The duration of Charm depends on the potency of the spell, potion, artefact, or other effect used by the charmer. Some effects may last only briefly, while more powerful forms may persist for a considerably longer period. The specific effect determines when the condition ends.

Charm rarely produces permanent effects. Once the condition expires or is removed, the victim returns to their ordinary state without lasting consequences from the condition itself. Any actions taken while Charmed may still have consequences, however, and those consequences do not disappear merely because the magic does.