Braindead's Mordor Site

Personal tools

Charm Spells

From Braindead's Mordor Site

Jump to: navigation, search

The pride of the Mage's guild, these types of spells have the ability of controlling certain types of creatures ranging from Humanoids to Dragons and causing them to befriend the spellcaster, becoming their companion. It is said that none can resist a Mage who has mastered this class of magical spells. The effectiveness of these spells depends on the casters experience and the Magic and Charm Resistance of the monster.


Charm Insect
Base Level: 1     Guilds: Mag
Required Stats: 12 Int, 12 Wis
COMBAT Spell, will cause 4 Monster(s) in 1 Group(s) to be Charmed.
This spell will bind one or more insects to the caster, causing them to become companions.

Charm Animal
Base Level: 2     Guilds: Mag
Required Stats: 12 Int, 12 Wis, 14 Cha
COMBAT Spell, will cause 4 Monster(s) in 1 Group(s) to be Charmed.
An excellent spell for charming vicious animals, causing them to befriend the caster.

Charm Elemental
Base Level: 3     Guilds: Mag
Required Stats: 13 Int, 13 Wis, 15 Cha
COMBAT Spell, will cause 4 Monster(s) in 1 Group(s) to be Charmed.
Much like Charm Animal spell, this spell will cause a group of Elementals to join the caster.

Charm Humanoid
Base Level: 4     Guilds: Mag
Required Stats: 16 Int, 16 Wis, 18 Cha
COMBAT Spell, will cause 4 Monster(s) in 1 Group(s) to be Charmed.
One of the most useful binding spells, depending on the power of the caster and the resistance of the target, one can befriend almost any humanoid with this magic.

Charm Undead
Base Level: 5     Guilds: Mag
Required Stats: 15 Int, 17 Wis, 10 Cha
COMBAT Spell, will cause 4 Monster(s) in 1 Group(s) to be Charmed.
Unlike the other charm spells that affect the living, this spell affects the Undead and attempts to magically bind them to the caster.

Charm Giant
Base Level: 5     Guilds: Mag
Required Stats: 15 Int, 15 Wis, 16 Cha
COMBAT Spell, will cause 4 Monster(s) in 1 Group(s) to be Charmed.
A more advanced version of Charm Humanoid, this spell will affect only Giants and attempt to bind them to the caster.

Control Animal (this is incorrectly referred to as Bind Animal in the HelpLesson)
Base Level: 5     Guilds: Mag
Required Stats: 13 Int, 17 Wis, 10 Cha
COMBAT Spell, will cause 4 Monster(s) in 1 Group(s) to be Charmed.
A more advanced version of Charm Animal. Depending on the power of the caster and the resistance of the target, one can befriend almost any animal with this magic.

Charm Monster
Base Level: 6     Guilds: Mag
Required Stats: 12 Int, 17 Wis, 10 Cha
COMBAT Spell, will cause 4 Monster(s) in 1 Group(s) to be Charmed.
This spell attempts to Charm creatures that no other charm-specific spell will work on.

Control Elemental (this is incorrectly referred to as Bind Elemental in the HelpLesson)
Base Level: 6     Guilds: Mag
Required Stats: 15 Int, 15 Wis, 12 Cha
COMBAT Spell, will cause 4 Monster(s) in 1 Group(s) to be Charmed.
This spell is a more advanced version of Charm Elemental, Binding the more powerful of these creatures to the caster.

Charm Dragon
Base Level: 7     Guilds: Mag
Required Stats: 18 Int, 18 Wis, 18 Cha
COMBAT Spell, will cause 4 Monster(s) in 1 Group(s) to be Charmed.
Requiring strict concentration, this spell will attempt to bind one or more dragons to the caster. Be warned that if the spell fails, the targets tend to respond adversely.

Dominate Demon
Base Level: 8     Guilds: Mag
Required Stats: 15 Int, 17 Wis, 12 Con, 17 Cha
COMBAT Spell, will cause 4 Monster(s) in 1 Group(s) to be Charmed.
Old magic derived from Demonology, this spell uses the powers of the earth to bind a Demon to the caster for an unknown period of time.

Dominate Devil
Base Level: 8     Guilds: Mag
Required Stats: 15 Int, 18 Wis, 12 Con, 18 Cha
COMBAT Spell, will cause 4 Monster(s) in 1 Group(s) to be Charmed.
The more advanced magic of control, this spell attempts to bind one or more devils and keep them with the caster by using the powers from the dark elements.

Dominate Humanoid
Base Level: 8     Guilds: Mag
Required Stats: 16 Int, 16 Wis, 16 Cha
COMBAT Spell, will cause 4 Monster(s) in 1 Group(s) to be Charmed.
This will put humanoids well under the Charm of the caster. Like other Dominate spells, it is among the most difficult to break.

Dominate Giant
Base Level: 10     Guilds: Mag
Required Stats: 18 Int, 18 Wis, 18 Cha
COMBAT Spell, will cause 4 Monster(s) in 1 Group(s) to be Charmed.
This will affect giants with the same potency of advanced Charm that constitutes the Dominate class of spells.

Soul Entrapment
Base Level: 12     Guilds: Mag
Required Stats: 18 Int, 21 Wis, 18 Con, 22 Cha
COMBAT Spell, will cause 4 Monster(s) in 1 Group(s) to be Charmed.
The most advanced of all charm spells, only a master Mage has the ability to cast this magic and Charm any creature, living or not.

This page was last modified 22:21, 22 April 2015.  This page has been accessed 3,404 times.  Disclaimers 
Copyrights And Credits