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[College of Animal Powers]

Copyright © 2001 by Robert J. Hall

Return to Fantasy HERO®


These spells are recent additions to the College of Animal Powers. Some of these spells are novel or known only by a few adepts. Spells that do not require END to maintain have their endurance cost in parentheses.

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.

Power: +5 Images (Sounds)
Modifiers: Only to imitate calls of animal (-1/2), No Range (-1/2), Requires Magic Skill Roll (-1/2), OIF - Necklace Totem for the desired animal (-1/2), Limitation: Spell cannot be cast while any other totem's spells are being maintained (-1/2), Character must have at least 30 points in spells of the Animal Power School (-3/4), Limitation: reforms vocal chords, making speech impossible (-1/2). Active Cost = 25 points.
END Cost: 2; Magic Roll: -2; Casting Time: 1/2 phase.
Real Cost: 5.

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 arms gradually return to normal at the rate of 5 points of STR per turn.

Power: 4d6 Aid to STR
Modifiers: Only to Grab (-3/4), Requires Magic Skill Roll (-1/2), OIF - Necklace Totem "Bear" (-1/2), Limitation: Spell cannot be cast while any other totem's spells are being maintained (-1/2), Character must have at least 30 points in spells of the Animal Power School (-3/4), Limitation: Reforms the body into part human, part animal form (-1/2). Active Cost = 20 points.
END Cost: 2; Magic Roll: -2; Casting Time: 1/2 phase.
Real Cost: 4.

Bug Eyes

The eyes of the caster bulge outward and wrap around his head, forming a honeycomb of visual senses that can see all sides. While this sight prevents the caster from being surprised from the back, his sight is somewhat hindered by the smaller individual facets.

Power: 360 degree Vision
Modifiers: Limitation: -2 PER to vision (-1/2), Costs END (-1/2), Requires Magic Skill Roll (-1/2), OIF - Necklace Totem "Insect" (-1/2), Limitation: Spell cannot be cast while any other totem's spells are being maintained (-1/2), Character must have at least 30 points in spells of the Animal Power School (-3/4), Limitation: Reforms the body into part human, part animal form (-1/2). Active Cost = 10 points.
END Cost: 1; Magic Roll: -1; Casting Time: 1/2 phase.
Real Cost: 2.

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.

Power: 6d6 Energy Blast
Modifiers: Explosion (+1/2), Personal Immunity (+1/4); Only works in water (-1-1/2), No Range (-1/2), No Knockback (-1/4), Requires Magic Skill Roll (-1/2), OIF - Necklace Totem "Electric Eel" (-1/2), Limitation: Spell cannot be cast while any other totem's spells are being maintained (-1/2), Character must have at least 30 points in spells of the Animal Power School (-3/4), Limitation: Reforms the body into part human, part animal form (-1/2), Extra Time (1 phase) (-1/2). Active Cost = 52 points.
END Cost: 5; Magic Roll: -5; Casting Time: 1 phase.
Real Cost: 8.

Fur of the Polar Bear

The hair on the wizard's skin grows long and dense, providing him some additional protection against damaging blows and keeping him warm even in freezing temperatures.

Power: +5 rPD / +5 rED Damage Resistance
Active Cost = 5 points.
Power: Survive Intense Cold
Modifiers: Costs END to use (-1/2), Linked to DR (-1/2). Active Cost = 3 points.
Combined: Requires Magic Skill Roll (-1/2), OIF - Necklace Totem "Polar Bear" (-1/2), Limitation: Spell cannot be cast while any other totem's spells are being maintained (-1/2), Character must have at least 20 points in spells of the Animal Power School (-3/4), Limitation: Reforms the body into part human, part animal form (-1/2).
END Cost: 1; Magic Roll: -1; Casting Time: 1/2 phase.
Real Cost: 2.

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.

Power: Life Support, No need to eat or excrete, Survive intense cold
Modifiers: Single Continuing Charge lasting 3 months (Awaken to end) (+3/4); Costs END to start (-1/4), Requires Magic Skill Roll (-1/2), OIF - Necklace Totem "Bear" (-1/2), Limitation: Spell cannot be cast while any other totem's spells are being maintained (-1/2), Character must have at least 30 points in spells of the Animal Power School (-3/4), Limitation: Reforms the body into part human, part animal form (-1/2). Active Cost = 21 points.
END Cost: (2); Magic Roll: -2; Casting Time: 1/2 phase.
Real Cost: 5.

Hide of the Chameleon

The skin of the caster becomes grey-hued and rough-mottled, allowing him to change his appearance to blend into the background. This talent is limited, however, as he must remain motionless and not display a silhouette that can be seen against the sky line.

Power: Invisibility to Sight w/ Fringe
Modifiers: Only while viewed standing still next to a blocked hex (-1), Requires Magic Skill Roll (-1/2), OIF - Necklace Totem "Chameleon" (-1/2), Limitation: Spell cannot be cast while any other totem's spells are being maintained (-1/2), Character must have at least 20 points in spells of the Animal Power School (-3/4), Limitation: Reforms the body into part human, part animal form (-1/2). Active Cost = 20 points.
END Cost: 2; Magic Roll: -2; Casting Time: 1/2 phase.
Real Cost: 4.

Horns of the Ram

The curved horns of the Ram are large and hard, allowing them to deliver a wholloping blow. Upon casting this spell, large curved horns grow out from the side of the wizard's head. He can deliver a stunning blow with a head butt attack.

Power: +4d6 HA - Horns
Active Cost = 12 points.
Power: +2 OCV w/ Move By
Modifiers: Costs END (-1/2), Linked to HA (-1/2). Active Cost = 4 points.
Combined: Requires Magic Skill Roll (-1/2), OIF - Necklace Totem "Ram" (-1/2), Limitation: Spell cannot be cast while any other totem's spells are being maintained (-1/2), Character must have at least 20 points in spells of the Animal Power School (-3/4), Limitation: Reforms the body into part human, part animal form (-1/2).
END Cost: 2; Magic Roll: -2; Casting Time: 1/2 phase.
Real Cost: 4.

Ink of the Octopus

While swimming underwater, the wizard may find it helpful to employ this spell to escape a predator. Of course, he will need to drop any other underwater animal powers he may have active in order to call forth this spell. (Alternate totem: Squid)

Power: Darkness to Sight, 2" Radius
Modifiers: No Range (-1/2), Only Underwater (-1/4), Not in Strong Current (-1/4), Requires Magic Skill Roll (-1/2), OIF - Necklace Totem "Octopus" (-1/2), Limitation: Spell cannot be cast while any other totem's spells are being maintained (-1/2), Character must have at least 30 points in spells of the Animal Power School (-3/4), Limitation: Reforms the body into part human, part animal form (-1/2), Limitation: only where lines and hand holds exist (-1/4). Active Cost = 20 points.
END Cost: 2; Magic Roll: -2; Casting Time: 1/2 phase.
Real Cost: 4.

Lion's Roar

The awesome roar of the Lion will intimidate all but the mightiest foes. This spell will cause the face of the wizard to sprout hair and acquire the features of this big cat. He can then deliver a roar that will many an opponent to flee in fear. (Alternate totem: Wolf)

Power: +15 PRE
Modifiers: Only to create fear (-1/2), Only while roaring (-1/4), Requires Magic Skill Roll (-1/2), OIF - Necklace Totem "Lion" (-1/2), Limitation: Spell cannot be cast while any other totem's spells are being maintained (-1/2), Character must have at least 30 points in spells of the Animal Power School (-3/4), Limitation: Reforms the body into part human, part animal form (-1/2), Limitation: only where lines and hand holds exist (-1/4). Active Cost = 15 points.
END Cost: 1; Magic Roll: -1; Casting Time: 1/2 phase.
Real Cost: 3.

Monkey Swing

Few creatures have taken to life among the tree tops quite like the monkeys. With their long grasping limbs, they can brachiate 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.

Power: 5" Swinging
Modifiers: Requires Magic Skill Roll (-1/2), OIF - Necklace Totem "Monkey" (-1/2), Limitation: Spell cannot be cast while any other totem's spells are being maintained (-1/2), Character must have at least 30 points in spells of the Animal Power School (-3/4), Limitation: Reforms the body into part human, part animal form (-1/2), Limitation: only where lines and hand holds exist (-1/4). Active Cost = 5 points.
END Cost: 1; Magic Roll: -1; Casting Time: 1/2 phase.
Real Cost: 1.

Pounce of the Tiger

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)

Power: +6" Running
Active Cost = 12 points.
Power: +5" Superleap
Modifiers: Linked to Running (-1/2). Active Cost = 5 points.
Combined: x4 END to use (-1-1/2), Requires Magic Skill Roll (-1/2), OIF - Necklace Totem "Lion" (-1/2), Limitation: Spell cannot be cast while any other totem's spells are being maintained (-1/2), Character must have at least 30 points in spells of the Animal Power School (-3/4), Limitation: Reforms the body into part human, part animal form (-1/2). Active Cost = 19 points.
END Cost: 8; Magic Roll: -2; Casting Time: 1/2 phase.
Real Cost: 3.

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. (Alternate totems: Rabbit, worm, or ant)

Power: 4" Tunneling through 1 DEF
Modifiers: Requires Magic Skill Roll (-1/2), OIF - Necklace Totem "Mole" (-1/2), Limitation: Spell cannot be cast while any other totem's spells are being maintained (-1/2), Character must have at least 30 points in spells of the Animal Power School (-3/4), Limitation: Reforms the body into part human, part animal form (-1/2). Active Cost = 20 points.
END Cost: 2; Magic Roll: -2; Casting Time: 1/2 phase.
Real Cost: 5.

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. (Alternate Totems: Wolf or Shark)

Power: +3 PER All Senses, Tracking Scent
Modifiers: Requires Magic Skill Roll (-1/2), OIF - Necklace Totem "Great Cat" (-1/2), Limitation: Spell cannot be cast while any other totem's spells are being maintained (-1/2), Character must have at least 30 points in spells of the Animal Power School (-3/4), Limitation: Reforms the body into part human, part animal form (-1/2). Active Cost = 19 points.
END Cost: 2; Magic Roll: -2; Casting Time: 1/2 phase.
Real Cost: 6.

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.

Power: 8d6 Mind Control
Modifiers: Explosion (+1/2); Costs END to cast (-1/4), Single Continuing Charge lasting 1 day (Wash to remove) (0), Only to repel by odor (-1), Based on CON (-1/2), Requires Magic Skill Roll (-1/2), OIF - Necklace Totem "Skunk" (-1/2), Limitation: Spell cannot be cast while any other totem's spells are being maintained (-1/2), Character must have at least 30 points in spells of the Animal Power School (-3/4), Limitation: Reforms the body into part human, part animal form (-1/2). Active Cost = 60 points.
END Cost: (6); Magic Roll: -6; Casting Time: 1/2 phase.
Real Cost: 11.

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
Modifiers: Costs END to use (-1/2), Requires Magic Skill Roll (-1/2), OIF - Necklace Totem "Snake" (-1/2), Limitation: Spell cannot be cast while any other totem's spells are being maintained (-1/2), Character must have at least 30 points in spells of the Animal Power School (-3/4), Limitation: Reforms the body into part human, part animal form (-1/2). Active Cost = 15 points.
END Cost: (1); Magic Roll: -1; Casting Time: 1/2 phase.
Real Cost: 4.

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.

Power: 1d6 PD RKA
Modifiers: Damage Shield (+1/2); Requires Magic Skill Roll (-1/2), OIF - Necklace Totem "Porcupine" (-1/2), Limitation: Spell cannot be cast while any other totem's spells are being maintained (-1/2), Character must have at least 30 points in spells of the Animal Power School (-3/4), Limitation: Reforms the body into part human, part animal form (-1/2). Active Cost = 22 points.
END Cost: 2; Magic Roll: -2; Casting Time: 1/2 phase.
Real Cost: 6.

Swarming Horde

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. (See the HERO Bestiary, Swarming Animals.) The type of swarming animal must be selected when this spell is first chosen, and can be worth no more than 115 points. (Alternate totems: Bee, Ant, Piranha, Rat)

Power: Multiform (Swarm)
Modifiers: Costs END to use (-1/2), Requires Magic Skill Roll (-1/2), OIF - Necklace Totem "Wasp" (-1/2), Limitation: Spell cannot be cast while any other totem's spells are being maintained (-1/2), Character must have at least 30 points in spells of the Animal Power School (-3/4). Active Cost = 23 points.
END Cost: 2; Magic Roll: -2; Casting Time: 1/2 phase.
Real Cost: 11.

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. (Alternate totems: Poisonous Snakes)

Power: 2d6 RKA venom
Modifiers: NND (Appropriate immunity, alien metabolism, or antivenom) (+1), Persistent (+1); Gradual Effect (1 day) (-1/2), No Range (-1/2), Only if bite does BODY damage (-1/2), Only effects living things (-1/2), 4 charges - venom (-1). Active Cost = 90 points.
Power: 1d6 HKA bite
Modifiers: Linked to Venom (-1/2). Active Cost = 15 points.
Combined: Requires Magic Skill Roll (-1/2), OIF - Necklace Totem "Viper" (-1/2), Limitation: Spell cannot be cast while any other totem's spells are being maintained (-1/2), Character must have at least 30 points in spells of the Animal Power School (-3/4), Limitation: Reforms the body into part human, part animal form (-1/2).
END Cost: 11; Magic Roll: -11; Casting Time: 1/2 phase.
Real Cost: 17.

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 it's length by a vertical support or ceiling, or it will collapse. Attacks made against the 0 DEF 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.

Power: 3d6 Entangle
Modifiers: Area Effect (Line) (+1), Both take Damage (+1/4), Sticky (+1/2); No Defense (-1-1/2), Requires Magic Skill Roll (-1/2), OIF - Necklace Totem "Spider" (-1/2), Limitation: Spell cannot be cast while any other totem's spells are being maintained (-1/2), Character must have at least 30 points in spells of the Animal Power School (-3/4), Limitation: Web must be supported (-1/2), Extra Time -1 Minute (-1-1/2). Active Cost = 82 points.
END Cost: (8); Magic Roll: -8; Casting Time: 1 minute.
Real Cost: 11.

Spell Determination

To randomly determine the spells known to a typical adept of the College of Animal Powers, use the tables of disciplines below. An experienced Wizard will commonly have several spells from a single primary discipline, plus a spell each from the other disciplines.

2d6 School of Animals

2-3 Animal Cry
4-5 Lion's Roar
6-7 Spell Hunter
8-9 Animal Forms
10-12 Totem Dispel
2d6 School of Fighting

2-3 Viper Bite
4-5 Claws of the Bear
6-7 Horns of the Ram
8-9 Pounce of the Tiger
10-11 Bear Hug
12 Swarming Horde
2d6 School of Escape

2-3 Spines of the Porcupine
4 Ink of the Octopus
5-7 Skin of the Snake
8-9 Totem Shield
10 Hide of the Chameleon
11-12 Wings of the Eagle
2d6 School of Survival

2-3 Hibernation
4-5 Sense of the Wild
6 Fur of the Polar Bear
7-8 Snake Sense
9 Bug Eyes
10-12 The Night Eyes
2d6 School of Niches

2-3 Skunk Spray
4-5 Electric Eel Shock
6 Monkey Swing
7-9 Spider Walk
10-12 Web of the Spider
2d6 School of Realms

2 Emperor of the Beasts
3-4 Realm of the Hunter
5-6 Realm of the Earth
7 Realm of the Water
8-9 Realm of the Great
10-12 Realm of the Small