Charm Person or Mammal

Charm Person or Mammal is a 2nd level priest spell only usable by druid, ranger, and shaman classes. 
It is identical in strength to the 1st level wizard spell Charm Person but has a longer duration and applies to animals as well.
==Description==
== Gameplay ==
The caster directs this spell towards a single Humanoid or Animal target creature in range.
When the spell is finished a magical projectile speeds to the target creature and exposes it to the Charmed effect.
The target must make a Saving throw versus spells with a 3-point bonus or will be charmed for spell's duration.
If charmed, the creature's allegiance changes to controlled - and is considered a "party member" in terms of being friendly to the caster.
This spell applies Charm Type 1 to the person/mammal - Charmed (Target hostile after effect ends).
If a player character is affected by this spell, they'll display an icon (No. 0) titled "Charm".
Attacking or damaging actions towards the charmed target ends the charmed state.
If a neutral target succeeds in their saving throw, they will not become hostile.
At least in Baldur's Gate II, the Nymph Cloak or the Ring of Human Influence can be used instead of this spell to apply a Charm Type 0 - Charmed (Target neutral after effect ends). 
This spell can be blocked by Magic resistance, or any spell protection, such as Minor Spell Deflection or Minor Globe of Invulnerability.
A Spell Immunity: Enchantment will nullify this spell.
Note that Elf and Half-elf creatures are 90% and 35% resistant respectively to this spell.
The spell can be removed with any Dispel Magic effect.
In the Original and Enhanced editions of BG1 only, many commoners and enemies have hidden dialogues spoken only under charm. You may manually initiate dialogue with them by using the Talk button. These hidden dialogues are usually but simple and amusing quotes, but sometimes they do reveal more substantial clues.
*:See Charmed for a complete list of characters with such dialog options.
==See also==
*Charm Person — weaker variant for mages
*Mental Domination — more powerful variant
==Trivia==
In the Advanced Dungeons and Dragons 2nd Edition ruleset, the Charm Person or Mammal spell is very common for druids.
The PnP version has a potentially very long duration, and the creature's intelligence score plays a part in how often a saving throw is allowed to break from the charm effect.
This spell, if used in conjunction with the animal friendship spell, can keep the animal near the caster's home base, if the caster must leave for an extended period.
There are many examples and restrictions discussed in the spell description as to what a creature who is charmed would be willing to do and not do while charmed - being charmed is not a condition where they are mindlessly ordered like an automaton to do anything the caster directs (unlike the BG video game spell implementation). See the external links for further reading.
==Gallery==
Faldorn charms a Kobold Commando (BGee).png|Faldorn charms a Kobold Commando with this spell. 
OG Charm Person or Mammal 1.png|This spell works equally well against persons and animals, as Jaheira displays upstairs in the Sea's Bounty Tavern.
==Mod content==
Spell Revisions mod has retitled "Charm Person of Mammal" with this divine spell, revising its effects, casting time, saving throw and description. See below:
Charm Person or Animal
Level: 2
School: Enchantment
Sphere: Animal
Range: Medium
Duration: 1 turn
Casting Time: 2
Area of Effect: 1 person or animal
Saving Throw: Spell negates
This spell affects any single person or animal it is cast upon. The term person includes any bipedal human, demi human, or humanoid of man-size or smaller, such as dwarves, elves, gnolls, gnomes, half-elves, halflings, half-orcs, hobgoblins, kobolds, and others. Only normal and giant-sized animals are affected by this spell. Monsters such as wyverns, ankhegs, and carrion crawlers do not count as animals.
The target receives a saving throw vs. spell at to avoid the effect. If the recipient fails his saving throw, he regards the caster as a trusted friend and ally to be heeded and protected. The caster may give him orders, and the charmed creature will carry them out as quickly as possible. If the caster harms, or attempts to harm, the charmed creature by some overt action, or if a dispel magic spell is successfully cast upon the charmed creature, the charm spell is broken. If two or more charm effects simultaneously affect a creature, the most recent charm takes precedence.
==External links==
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*Advanced D&D 2nd Edition Wiki - Charm Person of Mammal (Priest Spell)
Category:Druid 2nd level spells