Enchantment IV: Charm Monster

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Enhancement Charm Monster SLA Icon.png

Enchantment IV: Charm Monster

Ranks: 1
Points (per rank): 1
Benefits:
Spell Charm Monster Icon.pngSpell-Like Ability:
Charm Monster
Metamagic: Embolden, Enlarge, Heighten, Quicken
Cooldown: 6 Seconds
Activation Cost: 10 Spell Points

An enemy monster is charmed and will fight as a trusted friend and ally. Charmed monsters get additional saves every 15 to 30 seconds. A successful Will save negates this effect.
Metamagic Feats may be used when casting Spell-Like Abilities at no additional cost.
Selection option for: Archmage Specialization IV
Requirements
  • 20 Points spent
  • Enchantment III: Hold Person
  • Archmage Specialization III
  • Wizard 12