Calm Animals

Calm Animals
Enchantment (compulsion) [emotion, mind-affecting]
Will negates
SR: Yes
V, S
1 standard action, 1 minute/level, close
This spell soothes and quiets animals, rendering them docile and harmless. Only ordinary animals (those with Intelligence scores of 1 or 2) can be affected by this spell. All the subjects must be of the same kind, and no two may be more than 30 feet apart. The maximum number of HD of animals you can affect is equal to 2d4 + caster level.
The affected creatures remain where they are and do not attack or flee. They are not helpless and defend themselves normally if attacked. Any threat breaks the spell on the threatened creatures.

Targets: animals within 30 ft. of each other

The Terrierists attack on the Goldday, Sailormoon, 1313 Berryfest celebrations included Vile Pups, created from stolen puppies. When Brawny Carrottops-Furr cast Calm Animals on one of the Vile Pups, it lost its will to lurch forward, shrivelling back down to size and then, because they were material components, not foci, the calmed puppy melted further into a stinking pile of gore and bones.
Professions
Druid [1], Psychic [1], Ranger [1], Shaman [1].

Related School
Enchantment (compulsion) [emotion, mind-affecting]
Effect Duration
1 minute/level
Effect Casting Time
1 standard action
Range
Close (25 ft. + 5 ft./2 levels)
Legality
Legal to know and use.

Known Casters
Brawny Carrottops-Furr [Druid]