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AnimalSpells

ANIMAL

Animal spells affect all natural and supernatural living things that are not plants, humanoids, or Real (such as the Unicorn). Animal spells also affect any organic animal products such as leather, fur, and hides. Finally, these spells can affect shape-shifters and lycanthropes while in their animal form.


First Circle: Initiate

Artemis’ Sense (Know Animal)
R: Close, D: Conc, T: Group, A: Non
You can sense the size and relative position of animals in close proximity to you. You can also determine their current emotional state (afraid, hungry, content, etc).

See Luna’s Children (Unveil Animal)
R: Close, D: Conc, T: Ind, A: Inv
Usually cast on a bracelet or necklace, the spell makes the item become extremely cold if the targeted animal is actually a shape-shifter or lycanthrope. You may change the target of this spell (determining information about more than one individual) as you concentrate.

Gaia’s Relief (Cantrip Animal)
R: Touch, D: Inst, T: Ind, A: Non
Cancels the effects of a malign Animal spell. However, the caster must have an equal or greater Magic skill than the offending will-worker.

Second Circle: Apprentice

Flidais’ Lullaby (Rule Animal)
R: Close, D: Temp, T: Ind, A: Inv
By speaking softly and casting this spell, the caster calms an animal and makes it more amiable towards them. It will not resist being touched or ridden, and will follow minor commands. However, if the animal is harmed or startled in any fashion, the spell immediately ends.

Circle of Io (Ward Animal)
R: Reach, D: Ring/Conc, T: Group, A: Non
By drawing a ring around themselves (and/or a group), the caster creates an invisible barrier that no animal will cross. This barrier is dispelled if the ring is broken or their concentration fails.

Shadow Animal (Veil Animal)
R: Touch, D: Temp, T: Ind, A: Non
By touching a friendly animal, the caster makes it appear as little more than a shadow or wavering mist. As such, it gains a significant increase to stealth, even when looked at directly. Once the creature attacks something or an hour passes (whichever comes first), the effect ends.

Third Circle: Disciple

Fenris’ Bite (Fray Animal)
R: Sight, D: Inst, T: Ind, A: Inv
The caster makes a biting motion and causes a wolf-sized bite to slice into their target. While this will not incapacitate larger animals, it can be instantly fatal to very small ones. This wound must be healed naturally.

Fenris’ Blessing (Weave Animal)
R: Touch, D: Temp, T: Ind, A: Non
This spell transforms any canine into a fearsome beast with iron-like fangs, thick fur, powerful muscles, and burning red eyes. Like the Wolf-God, the animal seeks nothing more than combat and will immediately attack the caster’s closest enemy. Unfortunately, the affected animal’s bloodlust will not end until the spell ends or is dispelled and it could potentially turn on the caster and their allies.

Armadillo’s Skin (Perfect Animal)
R: Touch, D: Inst, T: Small, A: Non
The caster can harden any leather or hide armor/clothing, so that it is far more resistant to damage and wear. Because the Duration is Instant, however, the natural process of wear and tear will eventually degrade the material. Many tanners employ Magewrights for this very purpose.

Fourth Circle: Adept

The Beast Ascended (Transform Animal/Body)
R: Near, D: Moon/Perm, T: Ind, A: Inv
The caster transforms an animal into human form. However, its intellect remains roughly the same and it will exhibit certain ‘animalistic’ traits (cats might have pointed ears and occasionally meow and purr; dogs might growl at unfamiliar people and have excessive body hair, etc). The animal will remain confused and disoriented until it becomes accustomed to its new body. NOTE: This spell requires the caster to also have the Body Form.

Demeter’s Arrow (Unweave Animal)
R: Sight, D: Inst, T: Ind/Group, A: Inv
The caster creates an arrow (or arrows) of vile energy that will accurately strike an animal or group of animals. These mythical arrows are poisonous and will gravely injure or kill the target/s as their organs liquefy and burn.

Odin’s Call (Compel Animal)
R: Shadow, D: Inst, T: Ind, A: Inv
The caster finds the highest point in their immediate proximity and recites the names of Odin’s sacred ravens: Huginn and Muninn. In short order, a Storm Crow will heed the caster’s call; Storm Crows appear as terrestrial ravens, but are monstrous in size and of ill-temperament. They are also consummate gossips and can call storms, and will provide the caster with assistance or information if the price is right (usually consisting of gold ‘shinies’).

Fifth Circle: Master

Call Valkyrie’s Steed (Conjure Animal)
R: Near, D: Moon/Perm, T: Pers, A: Non
The caster summons a horse-sized wolf into existence. The creature is loyal to the caster and is strong enough to serve as a mount. In addition, the beast is a deadly combatant and can be commanded to fight with supernatural ability and fortitude.

Hircine’s Call (Summon Animal)
R: Shadow, D: Inst, T: Ind, A: Inv
The caster must find any wooded area to cast this spell, even a small park will do. They then recite Hircine’s Aspects of Speed, Strength, and Guile, summoning forth an Avatar of Hircine (the Huntsman); a 15-foot taller anthropomorphic creature with the torso of a man and the lower half of a stag. Its head is rotted stag’s skull with razor-sharp antlers. Like the Huntsman, it is an exceptional tracker and hunter. However, the summoner must appease it with blood sacrifice or risk its ire; usually a therianthropic curse and/or swift death.

Anann’s Release (Dismiss Animal)
R: Close, D: Inst, T: Ind, A: Inv
By speaking an animal’s true name (usually the Thari name for its genus), the caster immediately erases any small creatures from existence, reducing them into nothing but ash and dust. Large creatures may survive this spell, but will be horribly injured. NOTE: Unless the caster has the Real animal’s True Name, this spell is completely ineffective.
Page last modified on August 15, 2008, at 02:53 PM