Well the things that are hard facts is as I said the spell is intended to work on more things than just humanoids. While the spell variation in MOST spellbooks would be the humanoid variant there are others. As indicated in "Pathfinder Campaign - First World Realm of the Fey". Page 11 (and pointed out by Mathias). There are basically variants for the spell making it so that there is an enlarge person for every type of monster and even a generic one. Meaning you would end up with a lot of identical entries that do the same thing all together.
Like entries like this on the d20pfsrd (and in the book): charm fey
"Targeting Fey
Since Golarion is a humanocentric world, many common spells developed there were created specifcally to target humanoids. On the First World, however, most of the residents are of the fey creature type, making spells like charm person, dominate person, and hold person almost useless. As it would make no sense for a whole plane of fey—notorious tricksters that they are—to be unable to target each other with such basic spells, there are several ways a GM can answer this problem. Both of the solutions below allow fey to cast as one would expect, and allow dedicated PCs to do the same, while still preserving the shock of realizing magic works differently in the First World.
One method is to assume that casters on the First World have different spells uniquely suited to a society of fey. Under this framework, all spells that specifcally target humanoids have First World corollaries that specifcally target fey. These are unique spells that must be learned as any new spell, with the only difference being the target creature type—see charm fey and hold fey below, as examples. While fey who deal regularly with humanoids might have the familiar versions of the spells, GMs should feel free to swap out these spells for the fey versions for creatures from the First World, while making PCs learn them the hard way.
Alternatively, if you don’t wish to introduce entirely new spells into the game, you can simply replace any spell with “person” in its name with a counterpart with “monster” in its name (i.e., charm monster in place of charm person) form monsters and NPCs from the First World.
While such spells are higher level and may appear to be signifcant power boosts for creatures receiving the substitution, this shouldn’t greatly affect combat with such creatures, as most PCs are humanoid, and therefore already able to be targeted by the lower-level version of the spell. Such a substitution simply adds verisimilitude to fey creatures that primarily interact with other fey in the First World. In this scenario, PCs should still need the versions of the spells that can affect fey to maintain the power curve"
Like entries like this on the d20pfsrd (and in the book): charm fey
"Targeting Fey
Since Golarion is a humanocentric world, many common spells developed there were created specifcally to target humanoids. On the First World, however, most of the residents are of the fey creature type, making spells like charm person, dominate person, and hold person almost useless. As it would make no sense for a whole plane of fey—notorious tricksters that they are—to be unable to target each other with such basic spells, there are several ways a GM can answer this problem. Both of the solutions below allow fey to cast as one would expect, and allow dedicated PCs to do the same, while still preserving the shock of realizing magic works differently in the First World.
One method is to assume that casters on the First World have different spells uniquely suited to a society of fey. Under this framework, all spells that specifcally target humanoids have First World corollaries that specifcally target fey. These are unique spells that must be learned as any new spell, with the only difference being the target creature type—see charm fey and hold fey below, as examples. While fey who deal regularly with humanoids might have the familiar versions of the spells, GMs should feel free to swap out these spells for the fey versions for creatures from the First World, while making PCs learn them the hard way.
Alternatively, if you don’t wish to introduce entirely new spells into the game, you can simply replace any spell with “person” in its name with a counterpart with “monster” in its name (i.e., charm monster in place of charm person) form monsters and NPCs from the First World.
While such spells are higher level and may appear to be signifcant power boosts for creatures receiving the substitution, this shouldn’t greatly affect combat with such creatures, as most PCs are humanoid, and therefore already able to be targeted by the lower-level version of the spell. Such a substitution simply adds verisimilitude to fey creatures that primarily interact with other fey in the First World. In this scenario, PCs should still need the versions of the spells that can affect fey to maintain the power curve"
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