About: Animal Friendship   Sponge Permalink

An Entity of Type : dbkwik:resource/SKawHi2g94z3CU-COAYyqg==, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

Animal Friendship, also referred to as Beast Control or Beast Trick, is the Force ability to calm an animal. Once calmed, the animal is tame enough to be ridden or to simply remain calmed.

AttributesValues
rdf:type
rdfs:label
  • Animal Friendship
  • Animal friendship
rdfs:comment
  • Animal Friendship, also referred to as Beast Control or Beast Trick, is the Force ability to calm an animal. Once calmed, the animal is tame enough to be ridden or to simply remain calmed.
  • Casting Time: 1 action Range: 30 feet Components: V, S, M (a morsel of food) Duration: 24 hours This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast’s Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell’s duration. If you or one of your companions harms the target, the spell ends.
  • When you perform this ritual, choose a nonhostile Tiny natural beast, such as a cat, a fox, a fish, a mouse, or a sparrow. This animal must remain within 5 squares of you for the time necessary to perform the ritual. Once the ritual is complete, the animal regards you as a friend and performs simple tasks on your behalf. The tasks are limited to the options below, and assigning a task requires a standard action. Perform: The animal performs a simple trick, such as rolling over or playing dead.
  • 1st-level enchantment Casting Time: 1 minute Range: 30 feet Components: V, S, M (a morsel of food) Duration: 24 hours This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must make a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends.
Level
  • 5(xsd:integer)
dcterms:subject
dbkwik:dnd4/proper...iPageUsesTemplate
dbkwik:forgotten-r...iPageUsesTemplate
dbkwik:forgottenre...iPageUsesTemplate
dbkwik:starwars-ex...iPageUsesTemplate
Category
  • binding
Name
  • Animal Friendship
Type
  • Mental
school2e
school1e
school5e
  • Enchantment
spheres2e
domains5e
Components
  • 50(xsd:integer)
Price
  • 250(xsd:integer)
flavor
  • The animal nuzzles your hand, returning the friendship you offer.
Duration
  • Special
Skill
Time
  • 60.0
Effect
  • Calm/Tame Wild Animals
Aspect
  • Control
forceaffiliation
  • Universal
abstract
  • 1st-level enchantment Casting Time: 1 minute Range: 30 feet Components: V, S, M (a morsel of food) Duration: 24 hours This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must make a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above first.
  • Animal Friendship, also referred to as Beast Control or Beast Trick, is the Force ability to calm an animal. Once calmed, the animal is tame enough to be ridden or to simply remain calmed.
  • When you perform this ritual, choose a nonhostile Tiny natural beast, such as a cat, a fox, a fish, a mouse, or a sparrow. This animal must remain within 5 squares of you for the time necessary to perform the ritual. Once the ritual is complete, the animal regards you as a friend and performs simple tasks on your behalf. The tasks are limited to the options below, and assigning a task requires a standard action. Fetch: The animal retrieves a Tiny object of 10 pounds or less that you and it can see. If the animal is unable to carry the object due to the item’s size or weight, the animal enlists the aid of other creatures of its kind to fulfill the task. Perform: The animal performs a simple trick, such as rolling over or playing dead. Seek: The animal scouts ahead and examines an area for anything that’s alive or animate. The animal can travel up to 20 squares away from you and uses your passive Perception check to determine if it notices hidden creatures in the area. When the animal returns, you learn from it whether a creature occupies the area. The animal cannot communicate any other information aside from the presence or absence of a creature. Watch: The animal remains in its current location and watches that area. When you assign the animal the task, you designate creatures that are allowed to enter the location. If a creature that you have not designated enters the location, the watching animal informs you by coming to you and making a noise. If you move more than 20 squares away from the area, the animal leaves its post and rejoins you. Unless otherwise commanded, the animal accompanies you for the ritual’s duration, perching on your shoulder, hiding in your pocket, or walking alongside you. The animal has AC 14, Fortitude 12, Reflex 12, and Will 12. The animal has 1 hit point, and a missed attack never damages the animal. Your Nature check determines the length of time the animal remains in your service, but you can release an animal from your service as a minor action. At the heroic tier, you can have one animal at a time bound to your service using the ritual. At the paragon tier, you can have two animals bound using the ritual. At the epic tier, you can have three animals bound using the ritual. You must complete a separate ritual for each animal you bind.
  • Casting Time: 1 action Range: 30 feet Components: V, S, M (a morsel of food) Duration: 24 hours This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast’s Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell’s duration. If you or one of your companions harms the target, the spell ends. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.
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