Charm Monster¶
Level 4 · Enchantment
- Casting time: Action
- Range: 30 feet
- Components: V, S
- Duration: 1 hour
- Classes: Bard, Druid, Sorcerer, Warlock, Wizard
- Saving throw: Wisdom
Spell effect¶
One creature you can see within range makes a Wisdom saving throw.
It does so with Advantage if you or your allies are fighting it.
On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it.
The Charmed creature is Friendly to you.
When the spell ends, the target knows it was Charmed by you.
Using a Higher-Level Spell Slot¶
You can target one additional creature for each spell slot level above 4.
Source¶
Player’s Handbook (2024) — Wizards of the Coast.
All spells · By level · By class
Printed core rules¶
Source page references in your supplied Player's Handbook (2024). Open the original PDF at the linked page for complete printed tables and rules; use its wording if the searchable transcription differs.
PDF page 248¶
Open the original rulebook — PDF page 248 — source PDF is not included in this player reference.