Animal Trance

School: enchantment (compulsion) [mind-affecting, sonic]


Level: Bard 2, Skald 2, Druid 2, Hunter 2, Psychic 2, Mesmerist 2



Casting Time: standard action


Components: V, S


Range: close (25 feet + 5 feet/2 levels)


Target: animal or magical beast with Intelligence 1 or 2 (1)


Duration: concentration


Saving Throw: Will negates


Spell Resistance: yes


Source: Pathfinder Core Rulebook

Description

Your swaying motions and music (or singing, or chanting) compel animals and magical beasts to do nothing but watch you. Only a creature with an Intelligence score of 1 or 2 can be fascinated by this spell. Roll 2d6 to determine the total number of HD worth of creatures that you fascinate. The closest targets are selected first until no more targets within range can be affected.