Animal Messenger
Conjuration (Summoning)
Level: Animal 2, Bard 2, Ranger 1
Components: V, S
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One Tiny animal
Duration: One day/level (D)
Saving Throw: None
Spell Resistance: No
Spell Points: Animal 3, Bard 3, Ranger 1
“Be quick, time is of the essence!”
You summon a Tiny animal (usually a cat, hawk, lizard, owl, rat, raven, snake, or weasel) and command it to go to a spot you designate. The most common use for this spell is to get an animal to carry a message to your allies.
After summoning, the animal stands in place, taking no actions until you mentally command it to leave. You can attach some small item or note to the messenger while it waits. When you command the animal, you must mentally impress on it a certain place well known to you or an obvious landmark. The directions must be simple, because the animal depends on your knowledge and can’t find a destination on its own. The animal then goes to the designated location and waits there until the duration of the spell expires, at which point it disappears.
The animal travels as fast as it can, using its fastest forms of movement. Unlike mundane animals, the animal messenger hustles tirelessly when travelling overland, never stopping to rest or eat.
When it has arrived at the destination, the messenger allows others to approach it and remove any scroll or token it carries. The intended recipient gains no special ability to communicate with the animal or read any attached message (if it’s written in a language he or she doesn’t know, for example).
Augment: For every 2 additional spell points you spend, you create an additional animal messenger. You command the messengers individually.