You call a Tiny beast to you, whisper a message to it, and then give it directions to the message’s recipient. It is now your messenger.
Specify a location you have previously visited and a recipient who matches a general description, such as “a person wearing a pointed red hat in Barter Town” or “a half-orc in a wheelchair at the Striped Lion Inn.”
Speak a message of up to 25 words. For the duration of the spell, the messenger travels towards the location at a rate of 50 miles per day for a messenger with a flying speed, or else 25 miles without.
With the aid of a divining tool, you receive an omen from beyond the Material Plane about the results of a specific course of action that you intend to take within the next 30 minutes. The Narrator chooses from the following:
You gain a +10 bonus on Insight checks made to understand the meaning of any spoken language that you hear, or any written language that you can touch. Typically interpreting an unknown language is a DC 20 check, but the Narrator may use DC 15 for a language closely related to one you know, DC 25 for a language that is particularly unfamiliar or ancient, or DC 30 for a lost or dead language. This spell doesn’t uncover secret messages or decode cyphers, and it does not assist in uncovering lies.
Your offering and magic put you in contact with the higher power you serve or its representatives.
You ask a single question about something that will (or could) happen in the next 7 days. The Narrator offers a truthful reply, which may be cryptic or even nonverbal as appropriate to the being in question.
The reply does not account for possible circumstances that could change the outcome, such as making additional precautions.
Until the spell ends, you manipulate the dreams of another creature. You designate a messenger, which may be you or a willing creature you touch, to enter a trance. The messenger remains aware of its surroundings while in the trance but cannot take actions or move.
When you make a Charisma check, you can replace the number you rolled with 15. Also, magic that prevents lying has no effect on you, and magic cannot determine that you are lying.
Range: Special (100 miles)
You cause a message in Druidic to appear on a tree or plant within range which you have seen before. You can cast the spell again to erase the message.
You inscribe a message onto the target and wrap it in illusion until the spell ends. You and any creatures that you designate when the spell is cast perceive the message as normal. You may choose to have other creatures view the message as writing in an unknown or unintelligible magical script or a different message. If you choose to create another message, you can change the handwriting and the language that the message is written in, though you must know the language in question.
If the spell is dispelled, both the message and its illusory mask disappear.
You learn significant information about the target. This could range from the most up-to-date research, lore forgotten in old tales, or even previously unknown information. The spell gives you additional, more detailed information if you already have some knowledge of the target. The spell will not return any information for items not of legendary renown.
The target is imbued with a spoken message of 25 words or fewer which it speaks when a trigger condition you choose is met. The message may take up to 10 minutes to convey.
When your trigger condition is met, a magical mouth appears on the object and recites the message in the same voice and volume as you used when instructing it. If the object chosen has a mouth (for example, a painted portrait) this is where the mouth appears.
You may choose upon casting whether the message is a single event, or whether it repeats every time the trigger condition is met.