School: | Enchantment |
Subschool: | Charm |
Descriptor: | Mind-Affecting |
Level: | Druid 1, Ranger 1 |
Components: | Verbal, Somatic |
Casting Time: | 1 Standard action |
Range: | Close (25 ft. + 5 ft. per 2 levels) |
Target: | One animal |
Duration: | 1 hour/level |
Saving Throw: | Will negates |
Spell Resistance: | Yes |
This charm makes a creature of
the animal type regard you as its trusted friend and ally (treat the
target's attitude as friendly). If the creature is currently being
threatened or attacked by you pr your allies, however, it receives a +5
bonus on its saving throw. The spell does not enable you to control the charmed animal as if it were an automaton, but it perceives your words and actions in the most favourable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it would not ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but a charmed creature may hold back an attacking creature 'for a few seconds', if you assured it that it was the only way to save your life. Any act by you or your allies that threatens the charmed animal breaks the spell. you must speak the person's language to communicate your commands, or else be good at pantomiming. |
Based on the spell in the Player's Handbook 3.5 Page 208