Animal Shaman Spells
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Only an Animal Shaman (and possibly
Biomancerstm and a few Mystics) can learn
Animal Magic spells. Even shamans must work for years to acquire them, as
this is one of the hardest magics to learn. Shamans are also along the
most reluctant to teach. Animal Magic is very rare, and the average
practitioners of magic are rarely taught even the low level spells.
Note: This file was sent to me in an incomplete form. The
creator of the Animal Shaman O.C.C. sent this file improperly, and a lot
of the info was clipped off. I have tried to fix the spells to the best
of my ability. I do not know who the author of this O.C.C. and the spells
is, so I cannot contact him. Believe me, I would like to get my hands on
his complete files.
Other Spells that can be used in Animal Magic:
Amulet (using an object found in nature)
Breathe without Air
Calling
**Protection Circle: Simple
**Protection Circle: Superior
Cure Illness
Cure Phobia
Death Trance
Eyes of the Wolf
Magic Pigeon
**Familiar Link
Fingers of the Wind
Fly as the Eagle
*Fly as the Eagle: Superior
Heal Wounds
*Heal Wounds: Superior
**Metamorphosis: Animal
**See Aura
Talisman (using an object found in nature)
Swim as a Fish
Swim as a Fish: Superior
**Turn Dead
Wisps of Confusion
Any Biomancytm spells.
* These spells can be found in
this file.
** All spells except these spells and Biomancy spells
cost double the normal P.P.E.tm to
cast.
Spell Descriptions:
Amphibia
Level: 2
Range: Self
Casting Time: One melee action
Duration: 10 minutes per level.
P.P.E.tm Cost: 12
A simple spell that enables the shaman to become totally amphibious and
breathe in water effortlessly. He can also swim at twice the normal speed
and his P.P. and P.E. are doubled in water!
Beast Call (ritual)
Level: 1
Range: 100 ft
Casting Time: One melee action
Duration: Instant
P.P.E.tm Cost: 5
When an animal (regardless of its affiliation with shaman) dies, the
shaman can use up five P.P.E.tm to absorb
the P.P.E.tm base of the fallen creature
or five P.P.E.tm, whichever is highest. The
ritual is near instantaneous. This will not work if the beast is killed by
technological means.
Beast Eyes (curse)
Level: 1
Range: 60 feet
Duration: Two hours per level
Casting Time: One melee action
Saving Throw: Standard
P.P.E.tm Cost: 10
This is a powerful curse that can only be used on humans and intelligent
life forms, and can only be broken with a Remove Curse spell. This curse
inflicts the victim with a fear of animals. He is petrified of all animals,
specifically their eyes.
Bloodlust (curse)
Level: 5
Range: 60 feet
Duration: Two days per level
Casting Time: One melee action
Saving Throw: Standard
P.P.E.tm Cost: 20
The victim is overcome with the homicidal urge to kill and maim, but only
at night. When the curse is first inflicted the victim will feel nothing
save for an unusual chill. At night, the victim will become a merciless
murderer regardless of alignment. The victim is rarely aware of their
nocturnal activities (psychics, magicians, and highly spiritual people
will be much better equipped to notice the change in themselves).
Carrion Gather
Level: 4
Range: Two miles per level.
Casting Time: One minute
Duration: Until the desired amount is collected or
1 day, whichever comes first.
P.P.E.tm Cost: 20
The shaman can call all the insects or animal scavengers in the forest to
comb it for dead flesh. The matter is transported mystically and rapidly
decomposes as it is being carried, and arrives at the shaman in a pulp
state. This is to allow the caster to use the dead matter as desired,
usually by the next spell. The use of this spell can also help prevent
disease.
Carrion Shaping
Level: 4
Range: Touch
Duration: One hour per level.
Casting Time: Two melee rounds
Saving Throw: None
P.P.E.tm Cost: 5 for initial
molding, 15 for every hour afterwards.
The shaman can mold the carrion which he collects. Vast amounts are
usually gathered, depending on the habitat. The initial molding makes
the carrion mega-damagetm! After the
initial molding, the shaman can add to the heap whenever he so desires.
The carrion has 10 M.D.C.tm per item
created (takes about one hour to create a simple item), or per six by
six square foot area (each area takes a half hour to develop). Weapons
can be created and are also mega-damagetm
structures, but only do S.D.C.tm damage.
Dried carrion armor typically weighs about 14 lbs and causes a -10%
penalty to prowl, but has an amazing 80 M.D.C.tm
(double or triple according to size for larger and non- humanoid creatures).
The Animal Shaman can create artwork, shelters, walls, shovels, axes,
chairs, etc. Just use the appropriate skill if the GM feels it is
necessary. For non- Rifts® worlds the
mega- damagetm values should be replaced
with equal S.D.C.tm Carrion armor, tools,
and furniture have an A.R. of 14, while buildings and shelters have an A.R.
of 16.
Carapace Armor
Level: 5
Range: Self only
Duration: Ten minutes per level.
Casting Time: One melee action
P.P.E.tm Cost: 20
This is the most basic and powerful Animal Magic armor. When activated,
the shaman is covered in thick green, gray, and/or blue shell armor that
makes him unrecognizable from before. The armor has a horror factor of 10,
14 for all who see the shaman transforming. While in armor, he can
hold breath for twice as long as before (or roll 8+2d6) and P.S. is
increased by +2! This cannot be used in conjunction with any other magical
armor. The shell armor has an A.R. of 16 and 160 S.D.C.tm
+20 per level, +40 more in Nightbanetm
world, or 80 M.D.C.tm +10 per level. It
also causes a -15% prowl penalty and adds about 20 pounds to the
caster's weight.
Cat Claws
Level: 3
Range: Self
Duration: Three minutes per level
Casting Time: One melee action
Saving Throw: None
P.P.E.tm Cost: 7
For the duration of the spell the caster gains strong, sharp claws that do
2d4 damage plus P.S. bonuses (or add that +2d4 to the damage of supernatural
strength punches). The shaman also gains a +25% to the Climbing skill, or
instead gets a natural climbing skill of 20% +4% per level of experience if
none is possessed.
Creaturesight: Gift
Level: 5
Range: Touch
Duration: Permanent
Casting Time: One melee action
Saving Throw: The animal cannot resist, but there is a
small chance (5%) the gift will fail, causing a ten percent reduction in the
point total selected to be augmented.
P.P.E.tm Cost: 45
A shaman can grant a gift of two attribute points to any animal in his
service (usually a favorite) to either P.S., P.E., I.Q., M.E., Spd., or
P.B. The gift can only be performed on the animal once per year and with
each donation comes a 10% increase in the base S.D.C.tm
of the animal.
Creaturesight: Probe (ritual)
Level: 3
Range: Touch
Duration: One minute
Casting Time: One melee action
Saving Throw: The animal cannot resist, so no saving throw.
P.P.E.tm Cost: 20
The shaman can choose any animal in his service (except familiars) and
probe its mind in complete detail. This operation is like seeing a movie
of the animal's life, allowing the shaman to fast forward or rewind at his
discretion, seeing everything through its eyes.
Defense: Nature Mold
Level: 5
Range: 1000 ft
Casting Time: One minute
Duration: Two minutes per level.
Saving Throw: None
P.P.E.tm Cost: 45
This is a Biomancytm- type spell that allows
the shaman to control plant life and vegetation around him. He can will a
tree to strike opponents (1d6 S.D.C.tm
or M.D.C.tm per strike), cause vines to
ensnare victims (equivalent P.S. of 30), weave plants into a living net,
etc. The plants have a +3 to strike, parry, entangle, and grapple. They
cannot dodge, roll with punch/impact, or pull punch. Each action by an
animated plant (or a group of them) counts as one of the shaman's melee
attacks.
Defense: Odorsecretion
Level: 1
Range: Can be smelled for 600 ft
Duration: One week per level.
Casting Time: One melee action
Saving Throw: None
P.P.E.tm Cost: 5
The shaman can secrete a powerful resin that has a highly potent smell. The
resin cannot be removed by technological or magic means and will disperse
with time. The smell is so strong and repulsive that no one will want to go
near or touch the object or area affected for the spell duration. Anyone getting
near it without an independent air supply will begin to dry heave and
possibly vomit. A penalty of -4 to strike, parry, and dodge and the loss of
two attacks is imposed whenever someone is within 30ft of the resin. Halve
those penalties if a character is within 100ft.
Ecomold
Level: 15
Range: Ten miles per level
Duration: Permanent
Casting Time: A 90 minute ritual, plus the time that the
caster decides to shape the ecology - the spell really doesn't end
until the caster decides he's done.
P.P.E.tm Cost: 1500
This incredible spell allows the shaman to manipulate his environment on
virtually a global scale. He can alter a ten mile radius per level and
change whatever he desires about the flora, fauna, and even local weather
conditions (limited). This spell is usually employed in either terraforming
efforts, land reclamation, or in cleaning up environmental disasters. If
facing heavy pollution the range of this spell is halved. If toxic or
radioactive chemicals are present, the land is a city, or if the land
is a garbage dump the range is cut to two and a half miles per level.
The strength of the ritual's effects can be varied with ease. An Animal
Shaman could turn a downtown street into a beautiful work of civil
engineering or transform it into a barely recognizable shadow of itself.
Eyes of the Eagle
Level: 2
Range: Self, sight range of 600ft per level.
Duration: One minute per level.
Casting Time: One melee action
P.P.E.tm Cost: 7
This spell enables the shaman to increase the power of his vision to
that of an Eagle or an equally powerful predator. The spell allows the
shaman to see the invisible, magnify his vision down to a 5ft wide area
at maximum distance, and see clearly even small objects and read a
newspaper headline over someone's shoulder at maximum range. Add a +2 to
strike with an aimed shot and +2 on perception for the spell's duration.
Fang Of Vengeance
Level: 6
Range: Touch (well, bite)
Duration: Once bitten the curse will last indefinitely.
Even Remove Curse is at a -30% penalty.
Casting Time: Three melee actions.
Saving Throw: Dodge or parry only.
P.P.E.tm Cost: 5, plus twice
the cost of the desired Curse. If the bite is unsuccessful, do not add
the P.P.E.tm cost from the curse, only
the five from the spell.
This spell allows the shaman to grow menacing fangs, in a canine
position, and strike at his opponent. Apart from the measly damage a
bite might do (increased by +1d4), the shaman also applies any known Animal
Magic curse to the victim.
Familiar: Memory Bank
Level: 2
Range: Touch
Casting Time: One melee action
Duration: One month per level of experience.
Saving Throw: None
P.P.E.tm Cost: 10
A marvel of animal to man communication through magic. The
shaman can use any one of his familiars to store pieces of
information within their unused consciousness. The animal's
unused brain potential codes the information into whatever
form the shaman desires (visual, tactile, credit card numbers,
etc.)
Familiar: Messenger
Level: 6
Range: Touch
Casting Time: One melee action
Duration: Two weeks per level of experience
Saving Throw: None
P.P.E.tm Cost: 15
Similar to Memory Bank, this spell allows the shaman to select one
animal, either an apprentice or a familiar, and store a message in
his mind in the form of a mental image or a simple thought and send
the animal off in search of the selected person or animal. The animal
will be able to track the target anywhere, and communicates
with its master via loose dream- state contact what is going on (nothing,
found target, bad, good, etc.) The animal will track to the best of
its ability.
Feather Armor
Level: 6
Range: Self or others by touch.
Casting Time: One melee action
Duration: 20 minutes plus five per level.
Saving Throw: None
P.P.E.tm Cost: 20
This is a versatile armor that covers the shaman with a feather
mail with an A.R. of 12 and an S.D.C.tm
of 80 plus 5 per level of experience (40 M.D.C.tm
+2 per level). It magically grants an increase of +3 to P.E., +4 to
dodge, and doubles the Spd. attribute (adds +10% to super speed) on
land. Also gives the recipient the ability to jump and glide for 40ft
distances, but only 10ft above the ground (triple for super speed).
Cannot be used in conjunction with any other magical armor.
Fragmentation
Level: 11
Range: Self
Casting Time: One melee action
Duration: One melee per level
Saving Throw: None
P.P.E.tm Cost: 40
The shaman can break down his own life essence and transmute his own
physical body into that of an animal or animals. This can be done in
one melee action! The shaman can turn himself (not clothes or
possessions) into whatever animal, number of animals, and kind(s) of
animals he desires. The only limit is that the total mass of the
animals cannot exceed his own. The caster has a group awareness, and can
direct all the creatures he might have become to fight, run, regroup, or
whatever without trouble (no penalties). If the spell duration ends and
the caster became a group of animals that aren't together (some are
caged or something) then the largest mass of animals merge to become the
caster and the missing percentage of animals is subtracted from his
hit point total (it will recover as normal). Thus if a shaman becomes a
flock of birds and 40% of them are captured then the other 60% will fly
off and merge to become the shaman, who will lose 40% of his hit points.
Fur Armor
Level: 3
Range: Self or others!
Duration: 15 minutes plus 4 per level of experience
Casting Time: One melee action
Saving Throw: None
P.P.E.tm Cost: 25
With this spell, the shaman is covered in a fur armor that has an A.R. of
12 and an S.D.C.tm of 120 plus 10 per level
(or an M.D.C.tm of 60 +5 per level). The
armor has no horror factor, but endows the wearer with a plus 12% to prowl,
a bonus of +2 to dodge, +1 to strike, and +1 to P.E. Cannot be used in
conjunction with any other magical armor.
Gastropod Mucus
Level: 5
Range: Self
Duration: Five minutes per level
Casting Time: One melee action
Saving Throw: None
P.P.E.tm Cost: 10
When this spell is active, the user is covered with a thick gelatinous
mucus that is green and awful smelling. The shaman will not be used to
the smell but will become accustomed to it after ten castings or so. The
mucus has two different states, depending on the needs of the caster. He
can make it into a liquid/ mucus state that can be used to entangle an
enemy (+5 bonus), repel animals and people (same effects as Defense:
Odorsecretion), or blind an enemy (called strike with a -3 penalty,
usually). If needed, the shaman can also solidify the mucus into an
rubber- like substance (gives an A.R. of 10 and +50 S.D.C.tm
or 35 M.D.C.tm) and can also use mucus
to stick a door shut and then solidify it to jam the door. It may
smell bad, but mucus is pretty useful stuff - players can probably
think of many other uses.
Hibernation: Simple
Level: 2
Range: Self
Duration: One hour per level, less if desired.
Casting Time: One melee action
Saving Throw: None
P.P.E.tm Cost: 5
In five minutes of meditation, the shaman can slip into a state of hyper-
meditation sleep, in which he is oblivious to the world around him. During the
state, he regains S.D.C.tm, P.P.E.tm,
and I.S.P.tm at three times the normal rate! It
is difficult to rouse the shaman - he won't wake up unless he is in immediate
danger or is greatly agitated (like from a lot of pinches and pokes).
Hibernation: Superior
Level: 10
Range: self
Duration: Variable
Casting Time: One hour
Saving Throw: None
P.P.E.tm Cost: Varies - 30 per year if less
than five, 25 per year if five or more, 20 per year if ten or more, or 15 per year
if twenty or more.
The shaman can enter a state of hibernation that allows him to sleep for years at a
time without the need for food or drink. The body of the shaman is protected by an aura
of magic that siphons energy from the animals and environment around it. During the sleep
the shaman's body will break down any toxin, poison, or disease (even cancer, AIDS, and
those caused by gene tampering) and will slowly regenerate lost limbs and organs at the
rate of one per three years (give or take a year - it depends on size of the organ or
limb). By entering this hibernative trance at a good time of year (an equinox, for
example) he can acquire enough magic energy to sleep for long periods of time. Rousing
the shaman is the same as with the simple version of the spell.
Hyperawareness
Level: 5
Range: Self
Duration: One hour per level
Casting Time: One minute
Saving Throw: None
P.P.E.tm Cost: 20
The shaman can endow himself with the senses of a wolf, or a close approximation.
His sense of smell is increased by 200 percent (able to identify smells, direction
of odor, etc.) and the shamans peripheral vision, hearing, and even touch sensitivity
are boosted in accuracy. He gains the following abilities:
- Track by smell - 50% +5% per level
- Detect extremes of emotion - 60% +2% per level
- Nightvision - 300ft
- Advanced Hearing - Double the normal range, +1 on initiative
- Touch sensitivity - +10% on sleight of hand and lockpicking skills
Hyperevolution
Level: 14
Range: Touch
Duration: Infinite
Casting Time: One hour
Saving Throw: Standard
P.P.E.tm Cost: 500
This spell allows the shaman to alter the evolutionary level of another being (either
animal or human) and basically increase the amount of 'Bio-E' in a target. The shaman
cannot revert an animal back to a primordial (less evolved) state but he can adapt an
animal to a new environment, make it more humanoid or human like, increase its
intelligence, make it larger or more agile, give it mutant or psionic powers, etc.
Basically, you'll need a Heroes Unlimitedtm or T.M.N.T.s
and Other Strangenesstm rulebook. The shaman can
essentially give a 'bonus' of Bio-E: up to 10 per level of the shaman to a young
life form, 5 per level can be given if the target creature has already reached
adolesence, and only 1 per level can be given if the creature is a fully matured
being. It is easier to evolve a young creature than an old one, because the young
one has not yet fully expressed its genetic structure. It is sometimes possible
for the hyperevolved creature to still breed with its previous species (about a
30% chance) and some of the hyperevolved traits will be passed on to offspring.
This spell can only ever be cast once on a target creature.
Inner Peace (curse)
Level: 7
Range: 100ft per level
Duration: Permanent - a Remove Curse is -50% to succeed!
Casting Time: One minute
Saving Throw: Standard
P.P.E.tm Cost: 35
The victim of this spell (any intelligent being) who is either a wrongdoer to animals or
one who destroys the environment around him. When affected by the spell the victim will
hear the call of nature and the wild, and feel no hate or fear of animals. He will no
longer desire to live among civilizations and will drop all his possessions and run off
into the wilderness to live. This personality change takes place over the course of a
week, gradually ending in the victim's decision to live alone and away from cities and
noise.
Infestation: Lesser (curse)
Level: 6
Range: Touch
Duration: One hour per level.
Casting Time: One minute
Saving Throw: Standard
P.P.E.tm Cost: 25 for minor, 35 for a major infestation.
The caster can effectively curse a victim by inflicting this spell. The victim
is instantly swarmed with insects from everywhere around him. The insects will
crawl on him and around him by the millions, relentlessly. Every time the victim
moves even slightly they will bite and sting in agitation. Each melee of movement
results in 3d6 damage. A major infestation will last three times as long as a minor
one.
Infestation: Superior (curse)
Level: 13
Range: One square half mile (or kilometer) per level.
Duration: One year per level.
Casting Time: Ten minutes
Saving Throw: None
P.P.E.tm Cost: 1000
The shaman can curse a specific area of land with an insect infestation. Similar
to lesser, insects will swarm from miles around and inhabit the area desired. Foodwise
the insects will be supplied indefinitely, and will remain there until the area is
exorcised or targeted with a strong Remove Curse. The insects will attack anyone
who enters the area, doing 3d6 damage to them per melee. When the spell is cast,
inhabtants of the area have about fifteen minutes to leave before a mass of insects
descends on the area.
Junglesense
Level: 6
Range: Touch
Duration: Infinite
Casting Time: One minute
Saving Throw: None
P.P.E.tm Cost: 25
The shaman, when in a new area of wildlife, can call upon any animal who habits
the region and probe his memory. This is similar to Creaturesight, except the
information pertains to geographic knowledge only. The shaman instantly knows
about all the local animal trails, the approximate weather patterns in the
area, dangers such as rockslides or gas vents, the location of shelter from the
elements, places where predators hunt or make their nest, etc.
Marking
Level: 1
Range: Touch
Duration: Infinite
Casting Time: One minute
Saving Throw: None
P.P.E.tm Cost: 5
Frankly, a rather useless spell allowing the shaman to 'decorate' one of his
familiars with markings or colors. This indicates to other animals that the animal
is a familiar, and not to be messed with. To humans, it indicates a weird animal,
one that could be 'taboo' and not to be eaten or bothered, or possibly even looked
upon as an evil omen. On the other side, the marked creature might be seen as a
good luck charm or a herald of the shamen.
Mindsight
Level: 3
Range: Touch
Duration: One hour per level
Casting Time: One minute
Saving Throw: None
P.P.E.tm Cost: 20
This spell allows the shaman to use the eyes and ears of one of his apprentices
or familiars. The animal intended for use simply becomes a vehicle for the shaman
which he psychically uses and controls. This is ideal for spying or reconnaissance.
During the spell, the caster 'pilots' the animal body to wherever the animal can
normally go. Only Presence Sense or a similar spell/ psionic power can detect the
presence of the shaman's spirit.
Necrophobia (curse)
Level: 3
Range: 60 feet
Casting Time: One melee action
Duration: Two days per level.
Saving Throw: 12 or better (does not change).
P.P.E.tm Cost: 15
This is a mild curse by comparison to bloodlust, and is a simple fear of
all things dead or dying. The victim will not be able to enter a graveyard,
a hospital, or even discuss disease, death, or dead people.
Pain Dispersal
Level: 3
Range: Touch
Duration: Instant/permanent (until the wounds heal).
Casting Time: One minute
Saving Throw: None
P.P.E.tm Cost: 25
The shaman, in a time of need, can heal himself by distributing the physical
damage he has taken to his servants, apprentices, or familiars. If the shaman
has taken 70 S.D.C.tm and he wishes to prematurely
heal 60 S.D.C.tm of that, he can disperse his pain
and wounds in whatever amounts among the companions that he touches. The only limit
is that no companion can be damaged by more than 25% in this way.
Phoenix Blood
Level: 10
Range: Touch
Duration: Instant
Casting Time: One minute
Saving Throw: None
P.P.E.tm Cost: 100 for healing, 500 for resurrection
The shaman can resurrect or heal any one of his animals (apprentices/familiars)
from minor or major wounds and their memories will remain intact. The spell must be
cast within 10 hours (+2 per level) of death. The caster is at no risk or penalty,
and the spell always succeeds so long as the animal's body is not dead too long.
If used for healing, the animal is restored to 100% health. All impurities and
foreign objects are destroyed in the animal.
Predator: Lesser
Level: 7
Range: Self
Duration: 30 minutes per level
Casting Time: One minute
Saving Throw: None
P.P.E.tm Cost: 40
The shaman can call upon the strength of the wild and turn himself into a savage
predator. The shaman is given the following bonuses during the time the spell is
active: +10 to P.S. (becomes supernatural), +5 to P.P., +15 to Spd., +5 to P.E., +20%
to Prowl (or a skill of 20% +4% per level), +1 melee action, and +2 on initiative.
Predator: Superior
Level: 11
Range: Self
Duration: One hour per level.
Casting Time: Five minutes
Saving Throw: None
P.P.E.tm Cost: 100
The shaman is transformed into an incredible wild beast. In addition to the bonuses
gained with the spells of Hyperawareness and Predator: Lesser, he has an invisible
armor of 20 S.D.C.tm (or M.D.C.tm)
per level of experience. The field makes the shaman partially invisible and adds
another +30% to prowl, and also +3 more to initiative!
Quill Armor
Level: 4
Range: Self
Duration: Five minutes per level.
Casting Time: One melee action
Saving Throw: None
P.P.E.tm Cost: 15
The shaman can cover himself with a layer of thick, sharp quills. The armor
has an A.R. of 10 and 80 S.D.C.tm (or 40
M.D.C.tm) and does not impede movement. Upon
command 2d4 quills can dislodge to spray a target or area. One target will
take 3d6 damage (S.D.C.tm or
M.D.C.tm), while 1d4+1 targets in a 10ft
area will take 1d4 damage.
Scale Armor
Level: 8
Range: Self or others!
Saving Throw: None
Duration: Ten minutes per level.
Casting Time: One minute
Saving Throw: None
P.P.E.tm Cost: 40
Like all armors, this particular one has it's advantages and disadvantages,
although not many of the latter! It is scaly (duh!) and has an A.R. of 18 and
and S.D.C.tm of 150 plus 10 per level of
experience, add +25 in Nightbanetm worlds, and
change to 75 M.D.C.tm +5 per level in Rifts®.
The bonuses for the shaman in the armor is invulnerability to cold and heat and
the ability to regenerate damage to the armor at the rate of 1d6 per melee.
Shapeshift
Level: 10
Range: Self only
Duration: Two hours per level.
Casting Time: One minute
Saving Throw: None
P.P.E.tm Cost: 30
This spell allows the shaman to adopt the physical form and abilities of any animal.
The only limitations are that each time a shaman acquires this spell he must select a
specific category of animal to gain the ability to mimic (feline, canine/lupine, birds,
amphibian, insects, aquatic reptiles, aquatic mammals, land reptiles, etc.) The spell
can be selected multiple times to gain multiple categories of shapeshifting. The caster
can shapeshift into supernatural animals or animals from other dimensions, but he
must be familiar with them and they cost double the P.P.E.tm
to become. He cannot turn into greater supernatural creatures like dragons or unicorns,
but gryphons and manticores are okay.
Soul Transport
Level: 13
Range: 100ft per level
Duration: Permanent
Casting Time: One hour
Saving Throw: None
P.P.E.tm Cost: 100
This spell allows the shaman to transport the life essence of an intelligent being,
dead or alive, into a body of an animal of the shaman's choice. The target body cannot
already have a soul residing in it - a dead body is acceptable if it is in good
condition and died within the last six hours. The soul retains all memories and
experiences, and becomes accustomed to the new body within 2d4 hours. During that
2d4 hours the being will begin paralyzed, but slowly be able to move and speak in
time. The shaman can reverse the process at any time within the first week by
spending 50 P.P.E.tm, but after that it will be
necessary to perform another Soul Transport to get the soul into a different body.
Supernavigation
Level: 4
Range: Self
Duration: One hour per level
Casting Time: Ten minutes
Saving Throw: None
P.P.E.tm Cost: 12
The shaman gains terrific navigation skills. He can sense both true north and
magnetic north, up, down, estimate the time of day and time periods to within
a minute, plus gains a +30% on the Land Navigation skill (or has a base skill of
30% +4% per level).
Wolf Claws
Level: 4
Range: Self
Duration: Three minutes per level
Casting Time: One melee action
Saving Throw: None
P.P.E.tm Cost: 10
For the duration of the spell the caster gains strong, sharp claws that do
2d6 damage plus P.S. bonuses (or add that +2d6 to the damage of supernatural
strength punches).