Animal Trance(Player's Handbook v.3.5, p. 198)
Enchantment (Compulsion) [Mind-Affecting, Sonic]
Level: Bard 2, Druid 2, Adept 2, Scalykind 2,
Components: V, S,
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Animals or magical beasts with Intelligence 1 or 2
Saving Throw: Will negates; see text
Spell Resistance: Yes
Your swaying motions and music (or singing, or chanting) compel animals and magical beasts to do nothing but watch you. Only a creature with an Intelligence score of 1 or 2 can be fascinated by this spell. Roll 2d6 to determine the total number of HD worth of creatures that you fascinate. The closest targets are selected first until no more targets within range can be affected. For example, if Vadania affects 7 HD worth of animals and there are several 2 HD wolves within close range, only the three closest wolves are affected.
A magical beast, a dire animal, or an animal trained to attack or guard is allowed a saving throw; an animal not trained to attack or guard is not.
Special: When casting animal trance as a Scalykind Domain spell, only ophidian and reptilian creatures are affected.