Enchantment/Charm [charm]
Level Druid 1
Components V, S, M
Casting Time 1 segment plus 1 hour
Range 10-ft.
Area of Effect One animal
Duration Permanent (D)
Save Wisdom vs. Spell (save negates)
The spell caster charms an animal so that it will become his or her companion.
When the spell is initially cast (casting time of 1 segment), the target must make a Wisdom save vs. Spell or become fascinated until the spell is complete, one hour later (save negates).
Once the spell is complete, the animal becomes the spell caster's companion:
If the spell caster cannot communicate with the animal (through a speak with animals effect or similar), the animal will follow rudimentary gestures given by the spell caster: Come to me, Stay here, Follow, or Go away (forever).
The animal will seek to protect the spell caster from threats, particularly if the animal is a predator or has instincts allowing for aggression.
Animals will otherwise act normally (canines bark at threats, horses whinny if nervous, etc.).
Undomesticated animals will become skittish or aggressive if subjected to unfamiliar areas: Places with many humanoids (cities/towns), forest animals brought into unfamiliar caves or dungeons, or areas with other predators (scent markings, spoor, etc.). A morale check can be made (per the GM) to determine if the animal continues. If the spell caster has a means to communicate with the animal (speak with animals), an encounter reaction roll will suffice (with a +30% due to the spell's influence). The GM may assign circumstantial adjustments based on the creature and terrain (birds brought underground, herbivores brought into areas of predators, etc.).
The spell caster (if trained in such matters) may spend one week living in the wild with the animal, training it to perform one rudimentary task. An animal can learn one task (each consuming at least one week of training time) per point of Intelligence. Task options are:
Attack. The animal will attack a creature you point at accompanied by a clear and distinct noise.
Track. An animal with an exceptional sense of smell can track a creature if given something worn or carried by the creature (or a piece of the creature to be tracked).
Hunt. (predators only) An animal will use it's natural abilities to hunt preferred prey but will bring the kill back to the spell caster.
Heel. The animal will stop attacking a creature on the spell caster's command.
Guard. (predators only) The animal will stay in the area indicated and will threaten, then attack any (unknown) creature of 2-ft. or larger size if it continues to approach.
Quiet. The animal will stay (mostly) silent upon command. This will quell nervousness, but if hostilities occur, the animal will make whatever natural (loud) noises it would normally.
Note. If any animals being trained are left on their own without contact with the spell caster for more than 72 hours, the spell will be negated.
Limitations
At all times, the spell caster must actually want to be the animal's friend. (i.e. view the animal as a a loved pet and companion). If this changes (per the GM), the spell is negated immediately and the animal senses the change in attitude (and will leave).
The target must have the creature type or sub-type of animal.
The target must be Neutral.
The target must have an Intelligence rating of Semi- or lower.
At the time the spell is cast, the animal cannot be hostile.
The maximum hit dice of animals any one caster can affect using this spell (no matter how many castings are attempted) is 2 hit dice per caster level. Very small or weak animals are considered to be 1/4 hit dice. Any hit dice of "#+#" will be considered to be +1 HD plus 1 per 4 pluses over four (i.e. +1-4 adds 1 HD and +5-8 adds 2 HD an so on).
A spell caster traveling with different predators or predators and herbivores (prey) may find these creatures do not interact well together. This will cause stress on each animal which could negate the spell (per the GM). This is the case even if all are under the charm of the same caster, different casters, or no charm is at work at all (e.g. mounts). Even creatures (predators) of the same type may have issues (in most non-familial cases, this is more true than with different species). The GM may rule the combination will not work or may call for an adjusted Encounter Reaction check. A spell caster that has a means of communication (speak with animals) can influence the check (as above).
Material Components
Mistletoe and food attractive to the target.
Mid-summer Mistletoe. The range is 20-ft. and the animal suffers a -2 penalty to it's saving throw. Borrowed: The animal gains a +1 bonus to it's saving throw. Holly/Oak leaves: The range of the spell is touch and animal gains a +3 bonus to its saving throw.
Performance Rating Notes. If an animal under the influence of the spell dies in service of the spell caster, the spell caster will incur a performance rating mark, adjusted by the circumstances of the animal's death.