Bewitch Humanoid
Spell — see Magic and Spellcasting for the rules and the Spell Index for the full list.
Arcane 2, Divine 3 Type: enchantment
Range: 90’ Duration: indefinite
This spell can bewitch a living humanoid target with fewer than 9 HD. The target creature must make a Spells saving throw. If it or its allies are being threatened or attacked by the caster or his allies when the spell is cast, it receives a +5 bonus on its saving throw. If the save succeeds, the spell has no effect. If the save fails, the target is bewitched. The effect is identical to that of beguile humanoid.
Once in effect, the bewitchments lasts until dispelled or until the creature makes a successful Spells saving throw against it. A bewitched creature receives another Spells saving throw each day if it has an Intellect of 13 or greater, each week if it has an Intellect of 9 – 12, or each month it its Intellect is 8 or less. A bewitchment can be detected with discern bewitchment but cannot be detected with discern magic.
Once the spell ends, the affected humanoid will be hostile to the caster if it was forced to risk its life without fair reward or otherwise harmed or maltreated. A bewitched humanoid that was treated kindly and respectfully might remain neutral or friendly (Judge’s discretion).