Causes snakes to cease actions.


In this edition, snake charm was simply a more specialized version of charm person.

Snake CharmEdit

The spell is introduced in Supplement I: Greyhawk as a cleric spell. Anti-clerics can also use it.

  • Spell Level 2
  • Duration 1d6+6 melee turns
  • Range 6"

Charms one HD of snakes per caster level.


The purpose of this spell in this edition is to simply hold a group of serpents in hypnotic stasis, rather than get them to execute the caster's will.

Snake Charm Edit

Debuted in the Player's Handbook as a cleric spell. Additional guideance is given in the Dungeon Master's Guide.

Level: 2 School: Enchantment/Charm
Components: V, S
Range: 3" Casting Time: 5 segments
Duration: Special Saving Throw: None
Targets: A number of hp's of snakes up to the cleric's hp.

Causes the targets (any number of snakes up to the hp limit) to cease all activity except a slow, erect swaying to the hypnotic pattern this spell creates. Snakes that are torpid before being hypnotized are affected for 1d4+2 turns. Snakes that are active, but not aggressive, are affected for 1d3 turns. Angry or agitated snakes are affected for 1d4+4 rounds.

DM's Advice: This spell can affect ophinian or ophidianoid monsters such as naga or couatl.

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