Enchantment/Charm [charm, mind-affecting, psionic*]
Level Magic-user 4
Components V, S
Casting Time 4 segments
Range 60-ft.
Area of Effect One or more creatures, see description
Duration Permanent until broken by a save (see description)
Save Wisdom vs. Spell (save negates)
The target or targets will regard the caster as a trusted friend and ally.
The caster casts the spell and select the desired target or target within range of the spell.
The spell can affect 1 creature of 4 or more hit dice or, if it has class levels in a single class without racial hit dice, 4th level or higher.
If targeting lower hit dice creatures, the spell can charm up to 8 hit dice worth of creatures under 4 hit dice (characters with class levels in a single class are considered to be their class level even if the class offers 2 hit dice at 1st level; and up to 8 levels of characters can be affected).
If a multi-class character is targeted, use hit dice.
Targets that fail the saving throw become charmed.
Limitations
Any hostile act by the caster on the target—as perceived by the target, will cause the spell to end.
Any hostile act by the caster's associates on the target or their allies—as perceived by the target, will grant a new saving throw.
Any hostile act by the caster on the target's allies—as perceived by the target, will grant a new saving throw.
The target will not act in a way opposite to their normal behavior or alignment.
The target will be open to some small risk (relative to the target's power-level) or some small expense (relative to the target's wealth) to help the caster but pushing the boundaries will grant a new saving throw (per the GM).
If the target uses spells or spell-like abilities, and the caster requests such ability use of the target, there is a 25% (01-25) chance that the target will use an opposite-type ability (if applicable) or mis-cast/fail the use of the ability.