There is a Legacy version
here.
Charm
[two-actions] Spell 1Concentrate Emotion Incapacitation Manipulate Mental Subtle Source Player Core pg. 320 2.0Traditions arcane,
occult,
primalBloodlines diabolic,
feyCatalysts Euphoric LoopDeities Ardad Lili,
Asmodeus,
Belial,
Calistria,
Conqueror Worm,
Hathor,
Nalinivati,
Ravithra,
Sturovenen,
The Green Mother,
ZuraRange 30 feet;
Targets 1 creature
Defense Will;
Duration 1 hour
To the target, your words are honey and your visage seems bathed in a dreamy haze. It must attempt a Will save, with a +4 circumstance bonus if you or your allies recently threatened it or used
hostile actions against it.
You can Dismiss the spell. If you use hostile actions against the target, the spell ends. When the spell ends, the target doesn't necessarily realize it was charmed unless its friendship with you or the actions you convinced it to take clash with its expectations, meaning you could potentially convince the target to continue being your friend via mundane means.
Critical Success The target is unaffected and aware you tried to charm it.
Success The target is unaffected but thinks your spell was something harmless instead of
charm, unless it
identifies the spell.
Failure The target's attitude becomes
friendly toward you. If it was friendly, it becomes
helpful. It can't use hostile actions against you.
Critical Failure The target's attitude becomes helpful toward you, and it can't use hostile actions against you.
Heightened (4th) The duration lasts until your next daily preparations.
Heightened (8th) The duration lasts until your next daily preparations, and you can target up to 10 creatures.