COLLEGE OF ANIMAL MAGIC

Limitation: Spell cannot be cast while any other totem's spells are being maintained, Necklace Totem for the desired animal needed

Basic Spells

ANIMAL CRY

This spell allows the wizard to reproduce the calls of a specific animal. The vocal chords change their form to match those of the creature, so the wizard is unable to speak while maintaining this spell.

HIBERNATION

Some creatures spend the winter in a state of dormancy resembling sleep. At this reduced level of activity, the animals need less food and can survive through the harshest weather by sheltering underground. Upon casting this spell, the body of the wizard grows a dense coat of fur, and his body changes into a bear-like form.

POUNCE OF THE LION

The arms and legs of the wizard become cat-like: powerful, fast and covered in warm fur. The wizard can spring forward at great speed, then pounce upon his intended target. This spell can be very exhausting to maintain, making it best for use in an ambush. (Alternate totem: Any Large Cat).

College Spells

BEAR HUG

By drawing upon the power of the bear, the arms and shoulders of the wizard grow large and hairy, allowing him to inflict a powerful hug on an opponent. The wizard's Strength is increased to RM is below that rank, a +1CS is added to Strength if already RM or higher. The arms gradually return to normal at the rate of 5 points of STR lost per turn until back to normal.

ELECTRIC EEL SHOCK

The skin of the wizard expands and transforms into a slick grey hide, then begins to build up a powerful electrical charge. This current is discharged within a volume of water, shocking anybody nearby who occupies the liquid for Spell Rank damage.

MONKEY SWING

Few creatures have taken to life among the tree tops quite like the monkeys. With their long grasping limbs, they can bracciate almost effortlessly from branch to branch, and swing between trees using loose vines. Upon casting this spell, the arms and legs of the wizard become monkey-like, growing hairier and more limber, allowing him to swing easily among the trees or similar structures.

REALM OF THE EARTH

The earth is alive with creatures rarely seen by surface dwellers. The power to move through the ground can be useful for entering an area unseen, or digging out of a land slide or avalanche. Upon casting this spell, the limbs of the wizard thicken and grow hard digging claws.

REALM OF THE HUNTER

Successful hunting animals have excellent senses which they can use to track their prey. Upon casting this spell, the head of the caster takes on the features of the totem hunting animal.

SKUNK SPRAY

The head of the wizard changes to a skunk-like form black haired with a white stripe and he sprays the target with a powerful, malodorous liquid. Anybody coming near the target, or his possessions, before the scent wears off, is repelled by the strong odor. Fortunately, the scent will eventually wash off, especially if tomato juice is employed. The odor has no effect on creatures that have no olfactory sense, or use an enclosed breathing apparatus.

SNAKE SENSE

The head of the wizard changes to a snake-like form, with unblinking eyes and a flickering tongue. Pits in the sides of the head allow warm and cold objects to be detected, while the sensitive forked tongue provides a directional olfactory sense. Power: Infrared Vision, Tracking Scent.

SPINES OF THE PORCUPINE

The skin of the wizard sprouts a dense coat of hard spines that pierces anybody who comes too close, leaving barbed quills caught in the flesh. The spines are especially long and dangerous on the back and outer flanks of the wizard.

SWARM

The wizard disintegrates into a swarm of tiny animals that attack and move as a group. While each individual animal is easy to slay, collectively the swarm can be quite lethal. The type of swarming animal must be selected when this spell is first chosen.

VIPER BITE

The head of the wizard stretches and changes into the form of a giant snake. When the wizard opens his mouth to bite a victim, the jaws distend to reveal long, hollow fangs. The poison injected into a target from this bite is slow to work, but deadly.

Unique Spells

WEB OF THE SPIDER

Create a giant tent of spider webs. Anybody entering the web becomes entangles in its strong, sticky threads. The web must be supported at some point along its length by a vertical support or ceiling, or it will collapse. Attacks made against the victims of the web will damage both the web and the target. It requires a full minute to create the web, during which time the Wizard's facial features take on the appearance of a Giant Spider. Once the web is cast, the Wizard's appearance returns to normal.
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