The character's swaying motions and music (or singing, or
chanting) compel animals, beasts, and magical beasts to do
nothing but watch the character. Only creatures with Intelligence
scores of 1 or 2 can be affected by this spell. Roll 2d6 to
determine the total number of HD that the character entrances.
The closest targets are selected first until no more targets
within range can be affected.
Animals trained to attack or guard, beasts, and magical beasts
are allowed saving throws; animals not trained to attack or guard
are not. An entranced creature can be struck (with a +2 bonus to
the attack roll, as if it were stunned), but it then recovers
from the compulsion and is no longer affected by the spell.