Magic · Communication · Spell Reference

Message

A whispered magical message passes across a guarded castle gatehouse.
A spellcaster whispers a magical message across a torchlit castle gatehouse to a distant ally while guards stand between them.

Message lets a caster whisper to a creature at a distance and receive a whispered reply. It is useful when ordinary speech would be too loud, too exposed or simply unable to reach the intended listener.

TypeCantrip / 0-level spell
PurposeQuiet communication
Material traditionCopper wire
Five-second use: speak quietly to someone who cannot safely or conveniently hear you by ordinary means, then allow a whispered reply within the limits of the selected ruleset.

Rules

Game Statistics

Choose the edition in use. Each rules tab is self-contained.

Message — D&D 5.5e / 2024

Transmutation CantripSRD classes: Bard, Druid, Sorcerer, Wizard

Casting Time
Action
Range
120 feet
Components
S, M (a copper wire)
Duration
1 round

Effect

You point toward one creature within range and whisper a message. Only that target hears it, and the target can whisper a reply that only you hear.

Solid Objects

You can cast through a solid object if you are familiar with the target and know the target is beyond the barrier. Magical silence, 1 foot of stone, metal or wood, or a thin sheet of lead blocks the spell.

Message — D&D 5e / 2014

Transmutation CantripSRD classes: Bard, Sorcerer, Wizard

Casting Time
1 action
Range
120 feet
Components
V, S, M (a short piece of copper wire)
Duration
1 round

Effect

You point toward one creature within range and whisper a message. Only that target hears it, and the target can whisper a reply that only you hear.

Solid Objects and Open Paths

You can cast through a solid object if you are familiar with the target and know the target is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead or 3 feet of wood blocks the spell. The spell can also travel around corners or through openings rather than following a straight line.

Message — Pathfinder 1e

School Transmutation [Language-Dependent]; Level Bard 0, Sorcerer 0, Wizard 0

Casting

Casting Time
1 standard action
Components
V, S, F (a piece of copper wire)

Effect

Range
Medium (100 ft. + 10 ft./level)
Targets
One creature/level
Duration
10 min./level
Saving Throw
None
Spell Resistance
No

Description

You point at each creature you want to receive the message. When you whisper, every targeted creature within range can hear it and can whisper a reply that you hear. Nearby creatures can overhear the whispered messages with a DC 25 Perception check.

Magical silence, 1 foot of stone, 1 inch of common metal or a thin sheet of lead, or 3 feet of wood or dirt blocks the spell. The message does not need to travel in a straight line and can go around a barrier when an open path exists and the full path remains within range.

The spell carries sound rather than meaning and does not overcome a language barrier. To send the message, you must mouth the words and whisper.

Message — D&D 3.5e

Transmutation [Language-Dependent]

Components
V, S, F
Casting Time
1 standard action
Range
Medium (100 ft. + 10 ft./level)
Targets
One creature/level
Duration
10 min./level
Saving Throw
None
Spell Resistance
No

Description

You point at each creature you want to receive the message. When you whisper, every targeted creature within range can hear it and can whisper a reply that you hear.

Magical silence, 1 foot of stone, 1 inch of common metal or a thin sheet of lead, or 3 feet of wood or dirt blocks the spell. The message does not need to travel in a straight line and can go around a barrier when an open path exists and the full path remains within range.

The spell carries sound rather than meaning and does not overcome language barriers. Speaking the message requires you to mouth the words and whisper, so an observer may be able to read your lips.

Focus

A short piece of copper wire.

Edition comparison

What Changed Between Editions?

Change 5.5e / 2024 5e / 2014 Pathfinder 1e D&D 3.5e
Class access SRD: Bard, Druid, Sorcerer, Wizard. SRD: Bard, Sorcerer, Wizard. Bard, Sorcerer, Wizard. Bard, Sorcerer, Wizard.
Components S, M; no verbal component. V, S, M. V, S, F; copper wire is a focus. V, S, F; copper wire is a focus.
Recipients One creature. One creature. One creature per caster level. One creature per caster level.
Range 120 feet. 120 feet. Medium: 100 ft. + 10 ft./level. Medium: 100 ft. + 10 ft./level.
Duration 1 round. 1 round. 10 min./level. 10 min./level.
Barrier limits 1 ft. of stone, metal or wood; thin lead; magical silence. 1 ft. stone, 1 in. common metal, thin lead, 3 ft. wood; magical silence. 1 ft. stone, 1 in. common metal or thin lead, 3 ft. wood or dirt; magical silence. 1 ft. stone, 1 in. common metal or thin lead, 3 ft. wood or dirt; magical silence.
Open path No separate corner/open-path rule. Can travel around corners or through openings. Can circumvent a barrier through an open path if the full path remains within range. Can circumvent a barrier through an open path if the full path remains within range.
Overhearing Only the target hears the sent message. Only the target hears the sent message. Nearby listeners can overhear with a DC 25 Perception check. No fixed overhearing check is given; lip-reading is explicitly possible.

Tactics

How to Use Message

Coordinate without shouting

Use Message when allies are separated by a doorway, stair, gallery, gatehouse, crowded chamber or other space where ordinary speech would expose the plan.

Separate speaker from listener

The spell is useful when the intended recipient is visible but too far away for a safe whisper, or when walls and openings make ordinary conversation awkward.

Keep the reply short

A whispered reply is best used for confirmation, warning or a compact answer. Long discussion wastes the spell’s strongest advantage: discreet coordination during a tense scene.

Remember that secrecy is situational

The caster still whispers and gestures as required by the selected ruleset. Guards watching the caster, magical silence and intervening material can all matter.

Message in the Campaign

Message is practical magic for people who work in divided spaces: guards on walls, servants moving through large households, scouts in ruins, merchants in warehouses, officials behind screens, hunters in dense woodland and adventurers trying to coordinate without raising their voices.

Gatehouses and walls

A watch officer can pass a quiet warning to someone across a chamber or beyond a nearby barrier without ringing a bell or shouting down a stairwell.

Courts and households

Chamberlains, bodyguards and trusted agents value discreet communication during audiences, feasts and negotiations where a spoken aside could be noticed.

Guilds and warehouses

Large workshops and stores are noisy, compartmentalised places. A caster who can pass a short whispered instruction without crossing the floor has an obvious practical advantage.

Scouts and expeditions

In ruins, mines and fortified interiors, Message allows a party to pass warnings and confirmations without relying on a raised voice that may carry farther than intended.

Historical & Mythic Context

Messengers, Letters and Divine Couriers

Letters travelled with people

Late antique and medieval correspondence often depended on human carriers rather than a universal public postal service. The Metropolitan Museum notes that letters might be entrusted to friends or servants, with messengers functioning as “living letters” between sender and recipient.

Metropolitan Museum of Art — Letters and Letter Writing

Communication shaped events

Networks of letters could become strategically important during crisis. Research on the 1241 Mongol invasion of Europe reconstructs how written reports moved between communities and authorities, showing the practical importance of reliable information over distance.

University of Cambridge — Communication during the 1241 Mongol invasion

Hermes and the messenger’s role

Greek and Roman tradition gave divine communication a personal form in Hermes, or Mercury, the fleet-footed messenger of the gods and a protector of travellers. He provides a natural mythic parallel for supernatural communication carried swiftly from one person to another.

Getty CONA — Mercury / Hermes

Iris, herald between worlds

Iris likewise appears as a divine messenger. Getty’s iconography record identifies her as the personification of the rainbow and, in Greek tradition including the Iliad, a messenger of the gods.

Getty CONA — Iris

Related rules & magic

Useful SpiralWorlds Links

Rules questions

Message FAQ

Does Message let the target reply?

Yes. Use the selected rules tab for the exact duration, targeting and reply limits.

Can Message pass through a wall?

Sometimes. The selected rules tab gives the exact material and path restrictions.

Does Message translate languages?

Do not assume the spell translates speech unless the selected rules text says that it does. Apply the campaign’s ordinary language rules where the spell does not override them.

Can someone overhear Message?

Use the selected rules tab. Do not add an overhearing or lip-reading rule from a different ruleset.

Rules authority and licensing

Sources and Licensing

This work includes material from System Reference Document 5.2.1 and SRD 5.1 by Wizards of the Coast LLC. SRD 5.2.1 is released under Creative Commons Attribution 4.0, and SRD 5.1 is available under Creative Commons Attribution 4.0 as well as OGL 1.0a. Pathfinder 1e and D&D 3.5e Open Game Content is used under the relevant Open Game License v1.0a terms. Dungeons & Dragons and related names are trademarks of Wizards of the Coast LLC. Pathfinder is a trademark of Paizo Inc. SpiralWorlds is not affiliated with or endorsed by either company.

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