Animal Trance (spell)
Animal trance is a spell that entrances mammals, birds, amphibians and reptiles with intelligence levels ranging from 1 to 3, compelling them to become mesmerized and cease all actions. To invoke the spell, the caster engages in a moderate performance, singing or reciting prose or poetry, to create an aural effect.
Range | 25 +5 ft. per level |
Duration | 3 rounds per level |
Area of Effect | 3 hit dice per level |
Casting Time | 1 round |
Saving Throw | negates |
Level | bard (1st) |
Each animal affected receives a saving throw against magic, which if successful discounts the spell. Those who are entranced can be led along by the caster at a wary pace, so they are directed into pens or other entrapments, out of danger or where the caster chooses. If any physical harm is intended towards those creatures under the dweomer, however, the spell is automatically broken; the attacker may yet roll to hit, but the animal is able to defend itself.
The spell could be used to encourage other animals not under enchantment to follow those who are, possibly as an assistance to hunting. Those under the dweomer might also directed to serve as entertainment, as they would pass quietly near guests or even children at no risk of harm, until the duration runs out.