Library / Magic

Charm Monster

One creature you can see within range makes a Wisdom saving throw.

One creature you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you.

At Higher Levels. You can target one additional creature for each spell slot level above 4.
Source: System Reference Document 5.2.1
Casting
System
DND5E
Level
4
School
Enchantment
Concentration
No
Ritual
No
Casting Time
Action
Range
30 feet
Target
Creature
Area
Duration
1 hour
Saving Throw
Wisdom
Components
V, S
Class Levels