Animal Companion (Priest Spell)

This spell is only effective outdoors. When cast by the shukenja, it summons one normal woodland creature that is within a mile of the caster. The crea­ture is allowed a saving throw vs. spell. The DM de­termines the type of creature summoned, depending on terrain and/level of the caster. The creature's Hit Dice must be equal to or less than half the level of the caster. This beast is friendly toward the shukenja. It remains with the caster so long as he travels through the wilderness, but won't go more than 20 miles from its home. Upon entering any large encampment, village, or other settlement, the beast parts company with the shukenja. In addition, mistreating the beast causes it to leave or even turn on the shukenja.
The spell does not provide telepathic or perfect communication with the beast; however, it does un­derstand the general meaning of spoken commands and gestures. The animal is still a wild beast and can be dangerous, especially misinterpreting common sit­uations as threatening. If well treated, the animal de­fends and serves the shukenja to the best of its ability and nature. Thus, a monkey would prefer harassment and tricks to outright combat, while a tiger would fearlessly spring into the midst of the shukenja's foes. Common animals summoned include monkeys, hawks, badgers, boars, bears, tigers, and serpents.
The spell requires a piece of candy, sugar, or other tasty morsel for the creature summoned.
Notes: Common for priests from an oriental setting; otherwise, very rare (animal friendship is the norm in Western cultures).
Category:Priest Spells
Category:Spells from Priest's Spell Compendium
Category:Spells