Ghost Stories
(Enchantment, Illusion/Phantasm)
Reversible

Range:  0
Components:  V, S
Duration:  Special
Casting Time:  1 round
Area of Effect:  Creature touched
Saving Throw:  Negates

The wizard casts this spell upon one speaker or storyteller before the creature touched begins telling a frightening story to an audience within hearing range and can hear the tale clearly. When the storyteller begins, the individual audience members must make a saving throw versus spell at -4. If they fail, they become caught up in the story and listen attentively, even "oooo"ing and "aahhh"ing with genuine feeling, while the storyteller's voice and movements direct the spell's effects, enhancing lighting and sound in the immediate area. Those who save wander off, disinterested. Those who cannot understand the speaker automatically save.
After the story's conclusion, those who failed their saving throw are heartened by the exhilarating performance and receive a +2 initiative versus undead and +2 to save versus fear for the next 24 hours. Those who saved are unaffected and receive no such bonuses.
The reverse of the spell, dishearten, causes those who failed their saving throw become depressed and receive a -2 initiative versus undead and -2 to save versus fear for the next 24 hours. Audience members must sit through the entire story to receive the bonuses or penalties. They do not wish to be interrupted, but attack or similar interruptions can break the spell. The same applies if the speaker stops for longer than one round. If the spell is cast on a bard, he has the conscious decision to allow or disallow the spell to occur.
The caster performs only a small portion of the verbal and somatic components. The storyteller actually performs the rest through his voice and movements, thereby directing the spell effects himself.

