Fast Friends
2014 Rules
- Level & School
- 3rd-level enchantment
- Casting Time
- Action
- Range
- 30 feet
- Components
- V
- Duration
- Concentration, 1 hour
- Classes
- Bard, Cleric, Wizard
- Source
- Acquisitions Incorporated
When you need to make sure something gets done, you can't rely on vague promises, sworn oaths, or binding contracts of employment. When you cast this spell, choose one humanoid within range that can see and hear you, and that can understand you. The creature must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed in this way, it undertakes to perform any services or activities you ask of it in a friendly manner, to the best of its ability.
You can set the creature new tasks when a previous task is completed, or if you decide to end its current task. If the service or activity might cause harm to the creature, or if it conflicts with the creature's normal activities and desires, the creature can make another Wisdom saving throw to try to end the effect. This save is made with advantage if you or your companions are fighting the creature. If the activity would result in certain death for the creature, the spell ends.
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 4th level or higher, you can target one additional creature for each slot level above 3rd.
Fast Friends 5.5e 2024 vs. 5e 2014 edition differences
Fast Friends is currently only available in the 2014 edition.
Fast Friends popularity
How popular is Fast Friends? It is a commonly found spell in the game, but is chosen less than other options when available. This spell may be situational for many spellbooks.
- Top 50% of all 5e spells
- Bottom 50% of all level 3 spells
- Bottom 50% picked level 3 Wizard spell
- Bottom 25% picked level 3 Bard spell
- Bottom 25% picked level 3 Cleric spell
Read about how this popularity data is calculated.
Spells similar to Fast Friends
Mass Suggestion 6th-level enchantment
It extends the same persuasive-command approach to multiple targets, trading Fast Friends' flexible ongoing tasks for a longer-lasting single instruction.
Players prefer Mass Suggestion over Fast Friends
Compulsion 4th-level enchantment
It similarly directs affected creatures through magical influence and requires concentration, though its orders are more immediate and combat-focused.
Players prefer Compulsion over Fast Friends
Suggestion 2nd-level enchantment
Like Fast Friends, it uses a Wisdom save and sustained magical persuasion to make a creature willingly follow a reasonable request.
Players prefer Suggestion over Fast Friends
Geas 5th-level enchantment
Both enchantments compel a creature to carry out instructions over an extended period, with consequences for resisting.
Players prefer Geas over Fast Friends
Charm Person 1st-level enchantment
The spells share a one-hour humanoid charm effect, a Wisdom saving throw, and a strong role in social manipulation.
Players prefer Charm Person over Fast Friends
Charm Monster 4th-level enchantment
This is a broader version of the same basic tactic: charming a creature for an hour after a failed Wisdom save.
Players prefer Charm Monster over Fast Friends