Call of the Wolf
Spell — see Magic and Spellcasting for the rules and the Spell Index for the full list.
Divine 1 Type: summoning (call)
Range: Special Duration: 1 day
This spell calls a wolf to the caster to serve as a companion.
As soon as the spell is cast, the wolf begins to travel to the caster’s destination at its expedition speed. If the spell is cast in an unsettled hex of a wolf’s native terrain (woods, hills, or mountains), the wolf will take 1d6 turns to arrive. If the spell is cast in any other type of hex, the time to arrive is increased by 9 turns per 6-mile hex between the caster’s hex and the nearest unsettled hex of native terrain. The time to arrival may be much shorter if the Judge has determined that a wolf den is nearby. If called while the caster is unreachable (deep in a dungeon, for example), the wolf will travel as close as it can to the caster and then wait in that vicinity.
For the duration of the spell, the wolf will understand the caster’s speech and serve as if it were the caster’s henchman. The spell persists until the wolf is slain, the spell is dispelled, or one day passes (at which time the wolf departs). If the spell is cast again when the wolf is about to depart, it will remain for another day. Call of the wolf can only be cast once per day.
A prayerful caster who uses a call with ill intent towards the creatures called immediately becomes disfavored. He cannot cast the spell again until he has restored himself to favor. A studious caster or ceremonialist who uses a call with ill intent immediately loses the spell or ceremony from his repertoire. (He can re-learn it if he has the formula.) In neither case do the called animals arrive.