Wednesday 10 January 2024

Druidic Spells: Animal Spells I

Druidic Spells: Animal Spells I

Animal spells are not available to wizards (aside from a couple exceptions that also belong to other colleges), so let's convert them with the Nature, -20% power modifier and without the power skills. Animal Growth is an animal-specific variant of Enlarge. Animal Messenger compels an animal to deliver an item. Animal Shapes is an animal-specific Polymorph. Animal Trance is an animal-specific variant of Enthrall with some minor other changes. Awaken is a spell that imbues an animal with sapience. Baleful Polymorph is one of the aforementioned exceptions that appeared in the Body Control college.
 
    Animal Growth
    Keywords: Buff.
    Full Cost (Touch): 26 points + ST to support the new size; see text.
    Full Cost (Short-Range): 29 points + ST to support the new size; see text.
    Full Cost (Ranged): 34 points + ST to support the new size; see text.
    Casting Roll: Will.
    Components: V, S.
    Cost: 2 FP.
    Casting Time: 1 second.
    Range: Touch – Unlimited (-1/yard) – Unlimited (standard).
    Duration: 3 minutes.
 
    The caster increases the Size Modifier of an animal by 2, but not its equipment. Find the animal’s final height from the Size Modifier Table (p. B19). Increases in SM affect the subject’s limb length when calculating reach and determining whether it can negotiate obstacles; see Size Modifier and Reach (p. B402).
    If the caster attempts to enlarge the animal in a room, vehicle, container, etc. that isn’t large enough to hold it, its growth normally stops. However, if maximum thrust damage for the subject’s current ST is greater than the wall or ceiling’s DR, it bursts through it. This takes one second per point of DR.
    The caster must buy the ST necessary to support the animal’s enlarged form and add it to the Advantage enhancement. This is 5 x final height in yards. This ST is only available when the animal grows, and the caster must buy it with the Size limitation (see Strength, p. B14) and Nature, -20%. Use the animal’s increased SM to determine the limitation value. Note that if this additional ST is not enough to support the enlarged form of the animal, the spell fails!
    Statistics: Affliction 1 (HT; Accessibility, Only animals, -25%; Accessibility, Only nonvolitional or non-resisting subjects, -20%; Advantage, Animal Growth, +160%; Costs Fatigue, 2 FP, -10%; Fixed Duration, +0%; Malediction 1, +100%; Melee Attack, Reach C, -30%; Nature, -20%; No Signature, +20%; Requires Gestures, -10%; Requires Magic Words, -10%) [26]. Note: “Animal Growth” is Growth 2 (Maximum Size Only, +0%; Nature, -20%) [16]. The Short-Range version removes Melee Attack, Reach C, -30% [+3]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5].
  
    Animal Messenger
    Keywords: Resisted (Will).
    Full Cost (Touch): 30 points.
    Full Cost (Short-Range): 33 points.
    Full Cost (Ranged): 38 points.
    Casting Roll: Will.
    Components: V, S.
    Cost: 2 FP.
    Casting Time: 1 second.
    Range: Touch – Unlimited (-1/yard) – Unlimited (standard).
    Duration: Permanent (until fulfilled).
 
    Give an animal a command to carry an item that the caster gives it during the casting to a specific person named by the caster. The animal then tries to reach that person as fast as possible, using its own senses – it does not gain insight on the destination. Since many animals track their prey by scent, a sample of the target is recommended. Once the animal delivers the item, the compulsion ends.
    Statistics: Affliction 1 (Will; Accessibility, Animals Only, -25%; Based on Will, +20%; Costs Fatigue, 2 FP, -10%; Disadvantage, Obsession (No self-control roll; Deliver the item), +12%; Extended Duration, Permanent, +150%; Malediction 1, +100%; Melee Attack, Reach C, -30%; Nature, -20%; No Signature, +20%; Requires Gestures, -10%; Requires Magic Words, -10%) [30]. The Short-Range version removes Melee Attack, Reach C, -30% [+3]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5].
 
    Animal Shapes
    Keywords: Buff.
    Full Cost: 56 points or more.
    Casting Roll: Will.
    Components: V, S.
    Cost: 2 FP.
    Casting Time: 1 second.
    Range: Touch.
    Duration: 3 minutes.
 
    The subject, who must not be an incorporeal or diffuse creature, assumes the form of an animal. Physical traits of the subject’s racial template are replaced with physical traits of the racial template of the assumed form. Thus, the subject cannot gain any mental or supernatural abilities, but he may gain new biological abilities. This spell includes the ability to make cosmetic changes. Thus, it is possible to cast this spell on an animal to make it assume a form of another member of its own species. The subject’s gear is not affected.
    By default, you may make the subject assume any animal racial template (adjusted by removing mental and supernatural abilities) worth no more than his native racial template (likewise adjusted). If you want to make him assume more powerful forms, you have to pay extra points equal to the difference. Thus, Animal Shapes (10) costs 10 extra points but allows you to make the subject assume any animal racial template worth no more than 10 points than his native one.
    You can always make the subject take on the form of an animal you can see or touch, provided its racial template meets the requirements outlined earlier. Once the subject has assumed a form, you can opt to memorize it by concentrating for one minute. This allows you to shapeshift any subject into that form at any time by casting Animal Shapes. You can memorize a number of forms equal to your casting skill. If all your “slots” are full, you must overwrite a previously memorized form (your choice) to add the new form.
    Statistics: Affliction 1 (HT; Accessibility, Only nonvolitional or non-resisting subjects, -20%; Accessibility, Only non-diffuse and corporeal creatures, -10%; Advantage, Animal Shapes, +450%; Costs Fatigue, 2 FP, -10%; Fixed Duration, +0%; Malediction 1, +100%; Melee Attack, Reach C, -30%; Nature, -20%; No Signature, +20%; Requires Gestures, -10%; Requires Magic Words, -10%) [56]. Note: “Animal Shapes” is Morph (Accessibility, Only animals, -25%; Accessibility, Only physical traits, -10%; Nature, -20%) [45].
 
    Animal Trance
    Keywords: Area (Leveled), Resisted (Will).
    Full Cost: 27 points for level 1 + 5 points/additional level.
    Casting Roll: Will.
    Components: V, S.
    Cost: 1 FP to cast, 1 FP to maintain.
    Casting Time: 2 seconds.
    Range: Self.
    Duration: Indefinite.
 
    Your swaying motions and chanting compel animals to do nothing but watch you. To cast the spell, you must speak and sway without interruption for the entire casting time. Thereafter, those affected give you their undivided attention, ignoring their surroundings, if they can see or hear you. They are effectively dazed (p. B428). The caster may omit any creatures from the effect.
    The effect lasts as long as you continue taking Concentrate maneuvers. Those enthralled by your spell take no action while you speak or sing and for 3 more seconds thereafter. Animals entering the area during the performance must also successfully resist or become enthralled.
    If any enthralled animal is attacked or subjected to some other overtly hostile act, the spell ends.
    Statistics: Affliction 1 (Will; Accessibility, Animals only, -25%; Area Effect, 2 yards, +50%; Aura, +80%; Based on Will, +20%; Costs Fatigue, 1 FP, -5%; Daze, +50%; Fixed Duration, +0%; Hearing- or Vision-Based, -15%; Malediction 1, +100%; Melee Attack, Reach C, -30%; Nature, -20%; No Signature, +20%; Reduced Duration, 1/60, Only after the performance ends, -30%; Requires Concentrate, -15%; Requires Gestures, -10%; Requires Magic Words, -10%; Selective Area, +20%; Takes Extra Time 1, -10%) [27]. Additional levels add Area Effect (+50%) [+5].
  
    Awaken
    Keywords: Buff.
    Full Cost: 26 points.
    Casting Roll: Will.
    Components: V, S.
    Cost: 3 FP + 1 character point.
    Casting Time: 8 hours.
    Range: Touch.
    Duration: Truly Permanent.
 
    You imbue an animal with sentience. The animal is granted additional 2d levels of IQ (this does not increase Will and Per) and loses the Wild Animal meta-trait.
    Statistics: Affliction 1 (HT; Accessibility, Only animals, -25%; Accessibility, Only nonvolitional or non-resisting subjects, -20%; Advantage, Awaken, +700%; Character point-powered, x1/5; Costs Fatigue, 3 FP, -15%; Extended Duration, Truly Permanent, +300%; Fixed Duration, +0%; Immediate Preparation Required, 8 hours, -90%; Malediction 1, +100%; Melee Attack, Reach C, -30%; Nature, -20%; Negated Disadvantage, Wild Animal, +300%; No Signature, +20%; Requires Gestures, -10%; Requires Magic Words, -10%) [26]. Note: “Awaken” is IQ 7 (No Will and Per Increase, -50%) [70].
  
    Baleful Polymorph
    Keywords: Resisted (HT).
    Full Cost: 48 points or more.
    Casting Roll: Will.
    Components: V, S.
    Cost: 2 FP.
    Casting Time: 2 seconds.
    Range: Unlimited (standard).
    Duration: Permanent.
 
    The caster transforms the subject into an animal. Clothing and gear weighing no more than his BL change with him. He cannot shift back on his own; he must wait for the spell to be dispelled. This spell can be dispelled with Remove Curse, despite not being a magical effect. Each animal form is a different spell, to be learned separately. The caster may only learn the form of an animal with which he is familiar. If the subject is knocked out or killed, he immediately reverts to his native form (which will also be unconscious or dead).
    The subject retains his intelligence, but gains all the physical attributes of the new form.
    Statistics: Affliction 1 (HT; Advantage, Baleful Polymorph, +120%; Costs Fatigue, 2 FP, -10%; Extended Duration, Permanent, +150%; Malediction 2, +150%; Nature, -20%; No Signature, +20%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%) [48]. Notes: “Baleful Polymorph” is Alternate Form (Animal; Nature, -20%) [12]. This spell costs 48 points for a racial template worth no more than the subject’s native racial template. A more powerful form costs 48 points plus 90% of the difference in cost between the subject’s native template and that of the animal form. The caster may learn to affect more powerful subjects by investing more points into this spell.
 

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