School enchantment (charm) [mind-affecting]
Casting Time 1 standard action
Components V, S
Target one humanoid creature
Duration 1 hour/level
Saving Throw Will negates; Spell Resistance yes
This charm makes a humanoid creature 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 or your
allies, however, it receives a +5 bonus on its saving throw.
The spell does not enable you to control the charmed person as if
it were an automaton, but it perceives your words and actions in the
most favorable way. You can try to give the subject orders, but you
must win an opposed Charisma check to convince it to do anything
it wouldn’t ordinarily do. (Retries are not allowed.) An affected
creature never obeys suicidal or obviously harmful orders, but it
might be convinced that something very dangerous is worth doing.
Any act by you or your apparent allies that threatens the charmed
person breaks the spell. You must speak the person’s language to
communicate your commands, or else be good at pantomiming.