Charm Monster, Mass

Enchantment (Charm) [Mind-Affecting]

Level: Bard 3, Charm 5, Sorcerer 4, Wizard 4

Components: V

Casting Time: 1 standard action

Range: Close (25 ft. + 5 ft./2 levels)

Targets: One or more creatures, no two of which can be more than 30 ft. apart

Duration: 1 day/level

Saving Throw: Will negates

Spell Resistance: Yes

This charm makes creatures (of any size or type, except for those immune to charms and mind-affecting effects, like oozes, plant creatures, or vermin) regard you as its trusted friend and ally (treat each target’s attitude as friendly; see Influencing NPC Attitudes).

Mass charm monster affects a number of creatures whose combined HD do not exceed twice your level, or at least one creature regardless of HD. If there are more potential targets than you can affect, you choose them one at a time until you choose a creature with too many HD.

If the creatures are currently being threatened or attacked by you or your allies, however, they receive a +5 bonus on their saving throws.

The spell does not enable you to control the charmed creatures as if they were automatons, but they perceives your words and actions in the most favorable way. You can try to give each subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but a charmed fighter, for example, might believe you if you assured him that the only chance to save your life is for him to hold back an onrushing red dragon for “just a few seconds.” Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak a particular creature’s language to communicate your commands, or else be good at pantomiming.

Source: Player’s Handbook (version 3.5), page 209.

Roll20 Macro

Bard Version