If the character has the attention of a group of creatures,
the character can use this spell to hold them spellbound. To cast
the spell, the character must speak or sing without interruption
for 1 full round. Thereafter, those affected give the character
their undivided attention, ignoring their surroundings. They are
considered to have an attitude of friendly while under the effect
of the spell. Those of a race or religion unfriendly to the
character gain a +4 bonus to the saving throw.
Creatures with 4 or more HD or with Wisdom scores of 16 or
higher remain aware of their surroundings and have an attitude of
indifferent. They gain new saving throws if they witness actions
that they oppose.
The enchantment lasts as long as the character speaks or
sings, to a maximum of 1 hour. Those enthralled by the
character's words take no action while the character speaks or
sings, and for 1d3 rounds thereafter while they discuss the topic
or performance. Those entering the area during the performance
must also successfully save or become enthralled. The speech ends
(but the 1d3-round delay still applies) if the character loses
concentration or performs any action other than speaking or
singing.
If those not enthralled have unfriendly or hostile attitudes
toward the character, they can collectively make a Charisma check
to try to end the spell. This check is based on the character
with the highest Charisma and has a +2 bonus for each other
jeerer who can make a Charisma check of 10 or higher. The
heckling ends the spell if it beats the character's opposed
Charisma check. Only one such challenge is allowed per use of the
spell.
If any member of the audience is attacked (or subjected to an
overtly hostile act), the spell ends and the audience becomes
immediately unfriendly toward the character (or hostile, for
audience members with 4 or more HD and Wisdom 16 or higher).
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