You emit a plaintive cry to lure your enemies closer. Each creature in the emanation that can hear you must attempt a Will save. If you speak a creature's name as part of the casting of the spell, that creature takes a –2 circumstance penalty to its saving throw. Each creature that enters the area on its turn must attempt a save. If you attack or take a hostile action, the Fascinated condition ends only for the creature that's attacked.
Critical Success The creature is unaffected.
Success The creature is Slowed 1 for 1 round.
Failure The creature becomes fascinated and compelled to move toward the sound of your cry on its turn. As long as it is in the emanation and can hear, it must spend at least one of its actions on each of its turns to move closer to you.
Critical Failure As failure, but the creature must spend all its actions moving toward the sound. Additionally, the creature is Off-Guard.
Traits
Auditory actions and effects rely on sound. An action with the auditory trait can be successfully performed only if the creature using the action can speak or otherwise produce the required sounds. A spell or effect with the auditory trait has its effect only if the target can hear it. This applies only to sound-based parts of the effect, as determined by the GM. This is different from a sonic effect, which still affects targets who can't hear it (such as deaf targets) as long as the effect itself makes sound.
An action with this trait requires a degree of mental concentration and discipline.
An ability with this trait can take a character completely out of the fight or even kill them, and it's harder to use on a more powerful character. If a spell has the incapacitation trait, any creature of more than twice the spell's rank treats the result of their check to prevent being incapacitated by the spell as one degree of success better, or the result of any check the spellcaster made to incapacitate them as one degree of success worse. If any other effect has the incapacitation trait, a creature of higher level than the item, creature, or hazard generating the effect gains the same benefits.
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can't perform actions with this trait. Manipulate actions often trigger reactions.
A mental effect can alter the target's mind. It has no effect on an object or a mindless creature.