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This charm makes a number of creatures regard you as their trusted friend and ally (treat the target's attitude as friendly). The creatures's creatures combined HD cannot exceed twice your level, or at least one Creature regardless of HD. If there are more potential targets than you can affect, you choose them one at a time until you must choose a Creature with too many HD to affect. If the creatures are currently being threatened or attacked by you or your allies, however, they receive a +5 bonus on their Saving Throws.
The spell does not enable you to control the charmed creatures as if they were automatons, but they perceive your words and actions in the most favorable way. You can try to give the subjects orders, but you must win an opposed Charisma check to convince them to do anything they wouldn't ordinarily do. (Retries are not allowed.) Affected creatures never obey suicidal or obviously harmful orders, but they might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed creatures breaks the spell. You must speak creature's language to communicate your commands, or else be good at pantomiming.