Illusion/Phantasm [color, confusion, mind-affecting, sight]
Level Illusionist 2
Components S, M
Casting Time 2 segments
Range 0
Area of Effect 15-ft. radius
Duration 2 rounds per caster level (C)
Save Wisdom vs. Spell (save avoids)
The spell caster creates a weaving pattern of light and colors using a glowing rod or lit stick of incense that fascinates those in the area.
Fascinate. By making weaving gestures while holding the glowing object, the caster can lull each target into a state of fascination (fascinated) for the duration of the spell unless each in the area of effect makes a Wisdom save vs. Spell (save avoids). Targets must be able to clearly see the caster. Those affected will follow the light with their slack-jawed gaze until the duration expires or the caster ceases concentration.
Any creature entering the area of effect (subject to the limitations of the spell) must save or become fascinated even if they had previously made their saving throw.
Limitations
The spell is limited to 24 hit dice of fascinated creatures. Lower hit die creatures are affected first and ties are handled with a random roll. Successful saving throws will allow more targets to be affected up to the maximum hit dice.
Targets in melee are immune to the effect, but those in combat are not.
Any damage taken by a fascinated creature will break the fascination effect immediately.
The caster must concentrate while continuing to move the material component in a hypnotic pattern to maintain the spell.
Lighting incense is typicality a complex activity unless a ready fire source is in hand.
Material Components. A lit stick of incense or crystal rod filled with phosphorescent material. Cost/Scarcity. 1 stick of incense 1 g.p./Uncommon. A crystal rod (15 g.p.; 2-lbs.) filled phosphorescent material (a rare alchemical substance) costing at least 75 g.p./Rare can be constructed with the aid of a glassblower in 7 to 14 days. The crystal rod will last 12 months and is not consumed in the casting of the spell.
Known Substitutions. A single-class illusionist can optionally use their bonded amulet as a material component to help power the spell. The caster sets the amulet spinning and if the targets can see it, they suffer a -2 penalty to the spell's saving throw. The amulet is not consumed in the casting of the spell.