Charm Person

A
Control

Charm Person is a Control spell. Control spells restrict enemy options through debuffs or denial effects.

See all Control spells →
spell that turns a humanoid friendly with
social influence

Charm Person is a Social Influence spell. Social Influence spells create ways to communicate, persuade, and alter behavior.

See all Social Influence spells →
,
affecting
multiple creatures

Charm Person is a Multi Target spell. Multi Target spells have an area of effect or can explicitly target multiple allies or enemies.

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at higher levels in a
save-or-suck

Charm Person is a Save or Suck spell. Save or Suck spells fall entirely flat if the target succeeds on a saving throw.

See all Save or Suck spells →
test.

2024 Rules

Level & School
1st-level enchantment
Casting Time
Action
Range
30 feet
Components
V, S
Duration
1 hour
Classes
Bard, Druid, Sorcerer, Warlock, Wizard

One Humanoid 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 1.

2014 Rules

Level & School
1st-level enchantment
Casting Time
Action
Range
30 feet
Components
V, S
Duration
1 hour
Classes
Bard, Druid, Sorcerer, Warlock, Wizard

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.

Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Charm Person 5.5e 2024 vs. 5e 2014 edition differences

It no longer requires the extra targets to be within 30 feet of each other when cast at higher levels. The spell also now ends if you or your allies damage the target, instead of only if you or your companions do anything harmful to it.

Charm Person popularity

Charm Person is a commonly chosen level 1 spell. Choosing it adds an established option to your spellbook.

Spells similar to Charm Person

  • Charm Monster 4th-level enchantment

    Works like a stronger version of the same idea — it charms a creature to be friendly for an hour and uses a saving throw to resist.

  • Animal Friendship 1st-level enchantment

    Also a low‑level enchantment that makes a target friendly on a failed save and can be cast for long social influence over nonhostile encounters.

  • Suggestion 2nd-level enchantment

    Uses a saving throw to impose a caster-driven social effect on one creature for an extended time, making it a common alternative in social situations.

  • Calm Emotions 2nd-level enchantment

    A short‑duration crowd‑calming enchantment that targets creatures’ attitudes and is chosen for nonviolent social encounters or de‑escalation.

  • Compelled Duel 1st-level enchantment

    A single‑target enchantment that forces social/behavioral consequences on a foe and is often used to control who enemies focus on.