Level
1st
Casting Time
1 Action
Range/Area
30 ft
Components
V, S
Duration
1 Hour
School
Enchantment
Attack/Save
WIS Save
Damage/Effect
Charmed
One Humanoid 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.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
Very useful
This is another spell that logically should be a charisma saving throw not wisdom.
You are trying to influence a persons attitude and their social interactions. This matches the official description of charisma not wisdom.
Not really, you use your wisdom to detect when someone is trying to manipulate you into liking them. Not your charisma.
You could argue the save DC should be calculated based on the caster's charisma but the save should definitely be a wisdom saving throw.
Charm Person Legacy This doesn't reflect the latest rules and lore. Learn More Basic Rules (2014), pg. 221
I think Charisma saves are more for preventing actual control than influence.
I think the idea is that you, the caster, are using your charisma to influence them and they are using their wisdom to try to fight off/see through the effects.