From publisher blurb:
A Bigger, Better Monster is a PDF series helping gamemasters improve their fantasy gaming monsters. It is system neutral, but covers all the basics of what the original monsters appears to do, and how to customize them for your own adventures and campaigns.
In this edition, I don't deal with monsters but status effects that slow play and remove player agency. While clearly for a specific game system, the material honestly covers every fantasy game system. Effects include everything from charm to mind control to paralysis.
If I've missed anything, I will happily update the PDF.
From Page 2:
Charm and all of its enchantment brethren occupy the space between a charisma-check and mind control. As the rules are written, you can’t attack someone while charmed.
The flaw with charm powers in fantasy games is just how much agency is taken away from the players, but also the strange ways in which it has been written over the years. There’s the casting of the spell, the saving throw, the out-of-game argument-starting effect, and the sheer strength of this first level spell (though it exists in magic item form, and through other spells and creature effects).