This spell makes the target view the caster as their best friend in the world. No amount of logic or role-playing will convince the target that they have indeed been affected by Charm, and any order given will be justified and make perfect sense in the mind of the target. The target will not remember the casting of the spell.
An attack on the target by the caster’s companions will not immediately break Charm, but if the caster does not attempt to stop it and if no justification is provided for the attack Charm is broken. A direct attack by the caster will always break Charm, as will attempting a Killing Blow. An order to kill yourself would also break the spell.
This spell only works on creatures that have a mind as defined by the game. Many creatures (such as Undead, constructs or insects) do not have a mind that can be affected by this effect. Further, the target must understand the language of the caster to be able follow their orders.
While Charmed, the target must perform actions to the best of their ability and knowledge, including the use of spells and Skills. The target does not have the ability to pick and choose less effective abilities to use, nor may they choose to not perform certain commands due to their personality or Species. For example, if the target knows that the person who used Charm on them is Undead, and that person commands the target to heal them, they will not only cast Necromancy on that person but will not be able to choose to use less powerful spells if they have more powerful ones available that are needed. Similarly, if a Flame Elemental used Charm on someone else, and that character knew that Flame Elementals are healed by Flame, they would do their best to use Flame to heal the Elemental if commanded.
The caster may attempt to convince the target via role-play of a variety of things. No matter what, the target of a Charm cannot refuse any of the following commands:
If a character is affected by Charm from multiple people, the latest person to Charm them will take precedence if their role-play/commands conflict with those from the others.
Targets cannot refuse to obey orders with the explanation that they “wouldn’t do that even for my best friend.” This spell overwrites the logic of the brain. If your new “best friend” tells you to hand over all your items, you will do so without question. Requests or orders that are known by the target to have immediately deadly consequences do not have to be followed, and can be refused or ignored without breaking the effect; for example, casting Necromancy to heal when ordered to is not immediately deadly to the target, but admitting to having done so in a court of law could be.
When the spell’s duration ends, the target remembers everything that happened except the actual casting of the Charm spell and will almost always realize that he or she had been charmed.
This effect can be removed by an Awaken, a Break Command, a Dispel, or a Purify. This spell is not strong enough to override any Greater Command effect such as Enslavement.