Beastmaster Base List

Beastmaster Base List

Beast Mastery
Lvl Spell 1) 2) 3) 4) 5) 6) 7) 8) 9) Animal Tongues Animal Sleep I Animal Location Animal Sleep III Breeding I Animal Fury I Animal Mastery I Animal Empathy Befriending Area of Effect caster 1 animal caster 3 animals 2 animals 1 animal 1 animal 1 animal all animals 2 animals 3 animals 1 animal 5 animals 1 animal 2 animals 7 animals 5 animals 3 animals 10 animals 2 animals varies varies varies Duration 1 min/lvl 1 min/lvl --1 min/lvl --1 rnd/lvl C C C 1 rnd/lvl C P 1 min/lvl ----1 min/lvl C 1 rnd/lvl 1 min/lvl --C 1 rnd/lvl varies Range Type self 100' 1 mile R 100' 100' 100' 100' 100' 100' 100' 100' touch 100' 1 mile/lvl 100' 100' 100' 100' 100' 100' 10'/lvl 100' varies I F I F F F Fm I F F Fm U F U F F Fm F F F Fm F varies

Beast Movement/Senses
Lvl Spell 1) 2) 3) 4) 5) 6) 7) 8) 9) Cat Step Chameleon Skin Wolf Sense Deer Speed I Bat Sense Otterlungs Glide I Hawk's Sense Tiger Skin Area of Effect caster caster caster caster caster caster caster caster caster caster caster 10'R/lvl caster caster caster caster caster caster caster caster caster caster caster Duration 1 min/lvl 1 min/lvl 1 min/lvl 10 min/lvl 1 min/lvl 1 min/lvl 1 min/lvl 1 min/lvl 1 min/lvl 1 min/lvl 1 min/lvl 1 min/lvl 10 min/lvl 1 min/lvl 1 min/lvl 1 min/lvl 1 min/lvl 1 min/lvl 10 min/lvl 1 min/lvl 1 min/lvl 10 min/lvl 1 min/lvl Range self self self self self self self self self self self self self self self self self self self self self self self Type U U U U U U U U U U U U U U U U U U U U U U U

10) Animal Fury II 11) Animal Mastery III 12) Call of the Wild 13) Animal Sleep V 14) Animal Call 15) Breeding II 16) Animal Sleep VII 17) Animal Mastery V 18) Animal Fury III 19) Animal Sleep X 20) Breeding III 25) Animal Mastery True 30) Animal Fury True 50) Beast Mastery

10) Boar Strength 11) Lion Claws 12) Insect Sense 13) Deer Speed II 14) Bear Skin 15) Bear Arms 16) Glide III 17) Viperfang 18) Wyvern Skin 19) Deer Speed III 20) Ox Strength 25) Glide True 30) Deer Speed True 50) Dragon Skin

Beastmaster Base List

Beastmaster Base List

Beast Forms
Lvl Spells 1) 2) 3) 4) 5) 6) 7) 8) 9) 11) 12) Animal Form II 13) Animal Form III 14) 15) Animal Form True 16) Greater Animal Form I 17) Greater Animal Form II 18) Greater Animal Form III 19) 20) Greater Animal Form True 25) Study Beast Form 30) Beast Form 50) Beast Form True caster 1 target caster caster 1 min/lvl P 1 rnd/lvl 1 rnd/lvl self self self self U I U U caster caster caster caster 1 min/lvl 1 min/lvl 1 min/lvl 1 min/lvl self self self self U U U U caster caster 1 min/lvl 1 min/lvl self self U U Animal Form I Animal Thoughts True caster caster caster 1 min/lvl C P self self self U U I Study Form Animal Tongues Silent Moves Self Cloaking Animal Thoughts Animal Façade Area of Effect 1 target 1 animal caster caster caster caster Duration P P 1 min/lvl C C 1 min/lvl Range self touch self self self self Type I U U U U U

Beast Summons
Lvl Spell 1) 2) 3) 4) 5) 6) 7) 8) 9) Familiar Summon Nourishment Summon Warmth Summon Guide Summon Mount Summon Guardian Summon Hunter Summon Sense Summon Group Area of Effect 1 animal 1 animal 1 animal 1 animal 1 animal 1 animal 1 animal 1 animal 1 group 1 animal/lvl 1 animal 1-2 animals 1-3 animals 1-4 animals 1-5 animals 1-6 animals 1-7 animals 1-8 animals 1-10 animals 1-10 animals varies 1 creature varies Duration P --8 hours 24 hours [C] 24 hours 8 hours --24 hours [C] 24 hours varies varies varies varies varies varies varies varies varies varies varies varies varies varies Range touch varies varies varies varies varies varies varies varies varies 100' 100' 100' 100' 100' 100' 100' 100' 100' 100' 100' varies varies Type U U U U U U U U U U U U U U U U U U U U U Fm Fm

10) Study Form True

10) Mass Animal Summons 11) Summons I 12) Summons II 13) Summons III 14) Summons IV 15) Summons V 16) Summons VI 17) Summons VII 18) Summons VIII 19) Summons X 20) Waiting Summons 25) Mass Summons 30) Beast Summons 50) Beast Summons True

Beastmaster Base List

Beastmaster Base List

Beast Enhancements
Lvl Spell 1) Coat of Mammoth 2) Song of Nightingale 3) Sense of Bat 4) Strength of Boar 5) Beast of Burden 6) Skin of Chameleon 7) Speed of Deer 8) Skin of Wolf 9) Scale of Fish 10) Song of Nightingale II 11) Strength of Tiger 12) Venom of Asp 13) Beast of Burden II 14) Courage of Lion 15) Song of Nightingale III 16) Beast of Burden III 17) Hide of Elephant 18) Strength of Bear 19) Speed of Cheetah 20) Shell of Tortoise 25) Venom of Asp II 30) Fire of Dragon 50) Beast Enhancement True Area of Effect 1 animal 1 animal 1 animal 1 animal 1 animal 1 animal 1 animal 1 animal 1 animal 1 animal 1 animal 1 animal 1 animal 1 animal 1 animal 1 animal 1 animal 1 animal 1 animal 1 animal 1 animal 1 animal varies Duration 1 hr/lvl 1 min/lvl 1 min/lvl 1 min/lvl 1 hr/lvl 1 min/lvl 1 min/lvl 1 min/lvl 1 min/lvl 1 min/lvl 1 min/lvl 1 attack 1 hr/lvl 1 min/lvl 1 min/lvl 1 hr/lvl 1 min/lvl 1 min/lvl 1 min/lvl 1 min/lvl 1 attack 1 rnd/lvl varies Range Type 100' 100' 100' 100' 100' 100' 100' 100' 100' 100' 100' 100' 100' 100' 100' 100' 100' 100' 100' 100' 100' 100' 100' U U U U U U U U U U U U U U U U U U U U U U U

Beast Healing
Lvl Spell 1) 2) 3) 4) 5) 6) 7) 8) 9) Animal Bond Nourishment Remove Poison Animal Healing I Animal Draw II Poison Relief Stun Relief Stamina Relief Remove Disease Area of Effect 1 animal 1 animal 1 animal 1 animal caster caster 1 animal 1 animal 1 animal 1 animal caster 1 animal caster caster 1 animal 1 animal caster 1 animal varies 1 animal 1 creature 1 creature Duration varies P P P P P P P P P P P P P P P P P P P P P Range Type 100' 100' 100' 100' touch touch 100' 100' 100' 100' touch 100' 100' touch 100' 100' touch touch 100' 100' 100' touch Fm U U U U U U U U U U U U U U U U U U U U U

10) Animal Reviving I 11) Animal Draw III 12) Animal Healing II 13) Disease Relief 14) Animal Draw IV 15) Animal Healing III 16) Animal Reviving II 17) Energy Draw 18) 19) Laying on Hands 20) Lord Animal Healing 25) Animal Reviving III 30) Beast Healing 50) Beast Healing True

BEAST MASTERY
1. Animal Tongues-- Allows caster to understand and "speak" the language of any 1 animal species. 2. Animal Sleep I-- Puts any animal to sleep. Will not affect enchanted creatures or creatures with greater than animal intelligence. 3. Animal Location-- Caster can locate members of any 1 species of an animal or he can find out what species are in the area. 4. Animal Sleep III-- As Animal Sleep I, except can put up to 3 animals to sleep. 5. Breeding I-- Causes any two animals of compatible species but separate gender in the area of effect to breed. Normal number of offspring will be produced. 6. Animal Fury I-- Causes any 1 animal within the area of effect to attack a specified target, which must be within sight of the caster at the time spell is cast. Animal will pursue target and fight until receiving a critical, or losing 50% of its hit points, or duration expires, whichever comes first, then will flee to the wild. 7. Animal Mastery I-- Allows caster to control the actions of any 1 animal. 8. Animal Empathy-- Caster can understand and/or visualize the thoughts and emotions of any 1 animal. 9. Befriending-- All animals within 20' will act friendly toward the caster. 10. Animal Fury II-- As Animal Fury I, except affects up to 2 animals. 11. Animal Mastery III-- As Animal Mastery I, except caster can control 3 animals. 12. Call of the Wild-- When cast upon any domesticated animal, that animal will return to its "wild" state. The animal will have no difficulty adapting to the harsh requirements of the wilderness (and will have no desire to return to domestication. 13. Animal Sleep V-- As Animal Sleep I, except can put up to 5 animals to sleep. 14. Animal Call-- Caster can "call" any 1 known, specific animal. If it is physically possible, it will come to him. 15. Breeding II-- As Breeding I, except the number of offspring produced will increase by 50%. 16. Animal Sleep VII-- As Animal Sleep I, except can put 7 animals to sleep. 17. Animal Mastery V-- As Animal Mastery I, except caster can control 5 animals. 18. Animal Fury III-- As Animal Fury I, except affects up to 3 animals.
Lvl Spell

Beastmaster Base List

BEAST MASTERY
Area of Effect Duration Range Type

1) 2) 3) 4) 5) 6) 7) 8) 9)

Animal Tongues Animal Sleep I Animal Location Animal Sleep III Breeding I Animal Fury I Animal Mastery I Animal Empathy Befriending

caster 1 animal caster 3 animals 2 animals 1 animal 1 animal 1 animal all animals 2 animals 3 animals 1 animal 5 animals 1 animal 2 animals 7 animals 5 animals 3 animals 10 animals 2 animals varies varies varies

1 min/lvl 1 min/lvl --1 min/lvl --1 rnd/lvl C C C 1 rnd/lvl C P 1 min/lvl ----1 min/lvl C 1 rnd/lvl 1 min/lvl --C 1 rnd/lvl varies

self 100' 1 mile R 100' 100' 100' 100' 100' 100' 100' 100' touch 100' 1 mile/lvl 100' 100' 100' 100' 100' 100' 10'/lvl 100' varies

I F I F F F Fm I F F Fm U F U F F Fm F F F Fm F varies

10) Animal Fury II 11) Animal Mastery III 12) Call of the Wild 13) Animal Sleep V 14) Animal Call 15) Breeding II 16) Animal Sleep VII 17) Animal Mastery V 18) Animal Fury III 19) Animal Sleep X 20) Breeding III 25) Animal Mastery True 30) Animal Fury True 50) Beast Mastery

19. Animal Sleep X-- As Animal Sleep I, except can

put up to 10 animals to sleep.
20. Breeding III-- As Breeding II, except gestation

period is decreased by 50%.
25. Animal Mastery True-- As Animal Mastery I,

except caster can control all animals of a given species within 10'R per level. 30. Animal Fury True-- As Animal Fury I, except will affect all animals within 50' radius, and animals will fight until death. 50. Beast Mastery-- This spell, when cast in conjunction with another spell on this list, allows the effects of that spell to affect enchanted, magical, and intelligent, but nonhumanoid creatures (such as Dragons or Great Eagles). Will not affect demons, ghosts, or spirits.

Special Notes
It is ultimately the GM's discretion as to which animals are considered to be enchanted and possess intelligence, and which are considered to be merely animals.

Beast movement/senses
Lvl Spell

Beastmaster Base List

Beast movement/senses
Area of Effect Duration Range Type

1. Cat's Step-- Caster moves as quietly as a cat. Adds +20 to all Stalking maneuvers. 2. Chameleon Skin-- Caster's skin takes on the coloration of the surrounding terrain. Adds +10 to +50 to all Stalking/Hiding maneuvers. As caster moves, coloration changes to match the surrounding terrain. This spell does not affect gear or clothing. 3. Wolf Sense-- Caster gains an increased sense of smell and hearing (subtle smells and higher sonic ranges included). Adds +50 to Perceptions with only these senses; +20 to Perceptions using these senses combined with others. 4. Deer Speed I-- Caster can run at two times normal pace (i.e. Run pace) and expend exhaustion points as if only walking. 5. Bat Sense-- Increases caster's ability to maneuver without his sight. When blinded or otherwise without sight, this spell adds +10 to +50 to maneuver rolls in the dark. Note that this spell does not negate penalties for blindness; it simply decreases them. 6. Otterlungs-- Caster can safely hold his breath for the duration of this spell. 7. Glide I-- Caster can glide like a bird. The product of the caster's altitude and horizontal speed cannot exceed 100' per round. For example, a caster can glide along at a rate of 5' per round if he were 20' off the ground.; or he could glide at the rate of 50' per round if he were 2' off the ground. Note that the total must equal 100' (i.e. the caster cannot choose to have a total less than or more than 100'). 8. Hawk's Sense-- Caster gains the visual acuity of a hawk. Adds +50 to all perceptions involving only sight; +20 to all Perceptions involving this sense combined with others. 9. Tiger Skin-- Caster's skin has the resilience of a large cat (effective AT of 3). 10. Boar Strength-- Caster gains the ferocity of a wild boar. He gains +20 to his melee OB, but cannot parry or use missiles for the duration of the spell. 11. Lion Claws-- Caster gains the ability to make claw attacks as a lion. He may attack using the Claw Attack Table (from Arms Law), with a maximum of Medium results. The caster must develop skill (i.e., an OB) with these claws (cost to develop is the same as Martial Arts Striking; stat modifiers are St/Ag/St).

1) 2) 3) 4) 5) 6) 7) 8) 9) 10) 11) 12) 13) 14) 15) 16) 17) 18) 19) 20) 25) 30) 50)

Cat Step Chameleon Skin Wolf Sense Deer Speed I Bat Sense Otterlungs Glide I Hawk's Sense Tiger Skin Boar Strength Lion Claws Insect Sense Deer Speed II Bear Skin Bear Arms Glide III Viperfang Wyvern Skin Deer Speed III Ox Strength Glide True Deer Speed True Dragon Skin

caster caster caster caster caster caster caster caster caster caster caster 10'R/lvl caster caster caster caster caster caster caster caster caster caster caster

1 min/lvl 1 min/lvl 1 min/lvl 10 min/lvl 1 min/lvl 1 min/lvl 1 min/lvl 1 min/lvl 1 min/lvl 1 min/lvl 1 min/lvl 1 min/lvl 10 min/lvl 1 min/lvl 1 min/lvl 1 min/lvl 1 min/lvl 1 min/lvl 10 min/lvl 1 min/lvl 1 min/lvl 10 min/lvl 1 min/lvl

self self self self self self self self self self self self self self self self self self self self self self self

U U U U U U U U U U U U U U U U U U U U U U U

12. Insect Sense-- Caster gains the vibratory sensitivity of an insect. He can sense vibrations in the ground (or other solid material up to the area of effect. He will gain information indicating general movements and number of targets (+ or - 10%). Treat as a +25 to +100 bonus to Perception (depending on the type of activity). 13. Deer Speed II-- As Deer Speed I, except the speed increase is three times (i.e., Sprint pace). 14. Bear Skin-- Caster's skin has the resilience of a bear (effective AT of 8) 15. Bear Arms-- Caster gains the ability to make grapple attacks as a bear. He may attack using the Grapple Attack Table (from Arms Law), with a maximum of Medium results. The caster must develop skill (i.e. an OB) with this attack (cost to develop is the same as Martial Arts Sweeps/Throws; stat modifiers are St/Ag/St). 16. Glide III-- As Glide I, except product must equal 300'. 17. Viperfang-- Caster gains the ability to make bite attacks as a serpent. He may attack using the

Bite Attack Table (from Arms Law), with a maximum of Medium results. The caster must develop skill (i.e. an OB) with this attack (cost to develop is the same as Martial Arts striking; stat modifiers are St/Ag/St). 18. Wyvern Skin-- Caster's skin has the resilience of a minor drake (effective AT of 12). 19. Deer Speed III-- As Deer Speed I, except the speed increase is four times (i.e., Fast Sprint pace). 20. Ox Strength-- Caster gains the strength of an ox. He gains a +40 to melee OB, but cannot parry or use missiles for the duration of the spell.

25. Glide True-- As Glide I, except product must be 500'. 30. Deer Speed True-- As Deer Speed I, except speed increase is five times (i.e. Dash pace). 50. Dragon Skin-- Caster's skin takes on the resilience of a lesser drake (effective AT of 20).

Special Notes
With the exception of Chameleon Skin, Lion Claws, and Viperfang, the caster does not physically change with any of the spells on this list.

Beast summons
1. Familiar-- The caster can attune himself to a small creature (of animal intelligence) to serve as his familiar. The caster must obtain the creature through normal means (can be no more than 10% of caster's own mass) and cast this spell on the creature once per day for 1 week (concentrating for 2 hours per day). The caster can then control the familiar and view the world through its senses by concentrating on it (though the familiar must be within 50' per level). If the creature is killed, the caster will have a -25 modification to all actions for 2 weeks. 2. Summon Nourishment-- An animal will arrive bearing some form of nourishment for the caster. This may take the form of berries, nuts, or tubers (always some form of vegetable matter). The animal will drop the food and return to the wilderness. 3. Summon Warmth-- A heavily-furred animal will arrive and lie down near the caster. The animal will allow the caster (and only the caster) to lie down next to it. 4. Summon Guide-- An animal who knows the path to a specific location will arrive to guide the caster to that location. The animal will only guide the caster as long as he concentrates on the desired location. 5. Summon Mount-- A large animal will arrive and serve as a mount for the caster. 6. Summon Guardian-- A suitable large animal will arrive. This animal will attempt to protect the caster from hostile attacks for the duration of the spell. The animal will be one that is capable of inflicting at least Medium animal attacks. The animal will only protect the caster as long as the caster remains in the same general area that the spell was cast (i.e. if the caster leaves the area, the animal will not travel with him). 7. Summon Hunter-- An animal will arrive bearing a recently killed prey for the caster (always some form of meat). The animal will drop the food close by and then return to the wilderness. 8. Summon Sense-- An animal with a specified heightened sense will arrive. For the duration of the spell, the animal will "perceive" for the caster. The caster can concentrate to have the animal communicate what it has been perceiving. 9. Summon Group-- A "group" of animals will arrive and stay near the area where the spell was cast. For the purposes of this spell, the animals
Lvl Spell

Beastmaster Base List

Beast summons
Area of Effect Duration Range Type

1) 2) 3) 4) 5) 6) 7) 8) 9) 10) 11) 12) 13) 14) 15) 16) 17) 18) 19) 20) 25) 30) 50)

Familiar Summon Nourishment Summon Warmth Summon Guide Summon Mount Summon Guardian Summon Hunter Summon Sense Summon Group Mass Animal Summons Summons I Summons II Summons III Summons IV Summons V Summons VI Summons VII Summons VIII Summons X Waiting Summons Mass Summons Beast Summons Beast Summons True

1 animal 1 animal 1 animal 1 animal 1 animal 1 animal 1 animal 1 animal 1 group 1 animal/lvl 1 animal 1-2 animals 1-3 animals 1-4 animals 1-5 animals 1-6 animals 1-7 animals 1-8 animals 1-10 animals 1-10 animals varies 1 creature varies

P --8 hours

touch varies varies

U U U U U U U U U U U U U U U U U U U U U Fm Fm

24 hours [C] varies 24 hours 8 hours --varies varies varies

24 hours [C] varies 24 hours varies varies varies varies varies varies varies varies varies varies varies varies varies varies varies varies 100' 100' 100' 100' 100' 100' 100' 100' 100' 100' 100' varies varies

summoned must normally travel in groups (e.g., wolves, deer, birds, etc.). 10. Mass Summons-- The caster can use any of the lower level summon spells on this list, except that one animal per level will be summoned. For example, a 10th level Beastmaster could summon 10 guardians. All of the animals will serve only the caster. 11. Summons I-- Caster instantly magically summons a 1st-level, non-intelligent creature from the surrounding area. The caster can specify the type of creature, but the GM should determine the type of creature that answers the summons. If the creature can understand the caster (e.g., Animal Tongues), the creature can be controlled through normal communication. Otherwise, control is maintained only through concentration by the caster. If the creature summoned is used for a task that is not dangerous (in its own perception), the duration for this spell is 10 minutes per level. However, if the creature is ever put into a dangerous situation, the duration immediately drops to 1 round per level.

12. Summons II-- As Summons I, except caster chooses one of the following options: a) the level of the summoned creature is increased by one, b) an extra 1st level creature can be summoned, or c) the duration can be doubled. 13. Summons III-- As Summons II, except 2 options are chosen. 14. Summons IV-- As Summons II, except 3 options are chosen. 15. Summons V-- As Summons II, except 4 options are chosen. 16. Summons VI-- As Summons II, except 5 options are chosen. 17. Summons VII-- As Summons II, except 6 options are chosen. 18. Summons VIII-- As Summons II, except 7 options are chosen. 19. Summons X-- As Summons II, except 9 options are chosen. 20. Waiting Summons-- As Summons X, except it can be delayed for up to 1 day per level of the caster or until triggered by one of the following (decided by caster at the time of casting): specified movements, specified sounds, touch, or specified actions. 25. Mass Summons-- As Summons II, except a number of options equal to the caster's level are chosen. 30. Beast Summons-- Allows caster to summon an enchanted, magical, intelligent, but nonhumanoid creature (such as a Dragon or Great Eagle). If not controlled by a Beast Mastery spell from another list, the creature's actions, once arrived, will depend on its orientation towards the caster. Will not affect Demons, Ghosts, or Spirits. 50. Beast Summons True-- As Beast Summons, except that caster may summon as many creatures as he has levels, provided there are that many in the area.

2) When summoning animals, the caster can specify a specific type of animal (bird, squirrel, deer, etc.). An animal of the specified type must exist within the region and the animal must be able to reach the caster within the specified time (this is usually a range of about 20 miles). One animal of the specified type will be summoned. If more than one animal exists, a random animal is summoned (not necessarily the closest). The animal will take 10+d100 minutes to arrive. The summoned animal must leave when the spell expires. If the spell is cast again, a different animal will be summoned. 3) An animal that has been summoned through the use of a 2nd through 10th level spell on this list may not have its actions controlled from a spell off of the Beast Mastery spell list, without canceling the effects of the summons spell. 4) For the duration of the spell(s), the animal(s) summoned will ignore their natural instincts. For example, if a creature is summoned for warmth and a creature is summoned as a guardian, the two creatures will not be antagonistic toward each other (regardless of their natural instincts towards each other). 5) If a summoned animal is attacked, it will attack back in its natural fashion (and will no longer be under the influence of the spell). However, this violates the "trust" of the animal (see below). 6) All summoning spells on this list require that the caster has done nothing to violate the trust of the animals in the area. If this trust is violated, the summoning spell types change to Fm and the animals will now get an RR (+50 mod) to resist (e.g., harming a summoned animal would be a violation).

Special Notes
1) When casting the 2nd through 10th level spells on this list, the caster must be in a wilderness area.

Beast forms
1. Study Form-- Caster studies and memorizes the form of one type of animal for use with spells later on this list. The caster can only have as many forms studied as he has levels. 2. Animal Tongues-- Caster can understand and "speak" the language of any one animal species. 3. Silent Moves-- Caster can move silently, so long as he does not create a sound originating more than 1' from his body. In many situations, this will give a +10 to +50 bonus (GM discretion) to Stalking and/or Hiding attempts. 4. Self Cloaking-- Caster blends into surrounding terrain. This results in a +75 bonus to Hiding attempts. Caster may not move (appreciably) without losing this bonus. 5. Animal Thoughts-- For the duration of this spell, the caster's mental patterns will appear to be those of any animal he has studied. The caster cannot move while this spell is active. 6. Animal Façade-- Allows caster to appear as any one type of animal (which must be roughly his size) that he has studied. Caster retains his size and will not smell or feel like the animal (i.e., it is purely a visual illusion and is subject to normal illusion rules.) 8. Animal Form I-- Allows caster to take the form of any one animal he has studied. The caster will look and feel like the animal. He can vary his size from 75% of normal to 200% or normal. The caster does not gain the physical abilities of the animal. 9. Animal Thoughts True-- As Animal Thoughts, except caster can move (though he must maintain concentration). 10. Study Form True-- As Study Form, except a specific animal form may be studied. For example, the woodsman's dog (as opposed to just a dog) may be studied. 12. Animal Form II-- As Animal Form I, except caster can vary his size from 50% of normal to 400% of normal. 13. Animal Form III-- As Animal Form I, except caster can vary his size from 25% of normal to 800% of normal. 15. Animal Form True-- As Animal Form III, except caster can change his form to any animal he has studied at any time during the spell. 16. Greater Animal Form I-- As Animal Form I, except caster gains movement abilities of the animal. 17. Greater Animal Form II-- As Animal Form II, except caster gains movement and attack abilities of the animal. The caster must develop
Lvl Spells 1) Study Form 2) Animal Tongues 3) Silent Moves 4) Self Cloaking 5) Animal Thoughts 6) Animal Façade 7) 8) Animal Form I

Beastmaster Base List

Beast forms
Area of Effect Duration Range Type 1 target 1 animal caster caster caster caster P P 1 min/lvl C C 1 min/lvl self touch self self self self I U U U U U

caster caster caster caster caster caster caster caster caster

1 min/lvl C P 1 min/lvl 1 min/lvl 1 min/lvl 1 min/lvl 1 min/lvl 1 min/lvl

self self self self self self self self self

U U I U U U U U U

9) Animal Thoughts True 10) Study Form True 11) 12) Animal Form II 13) Animal Form III 14) 15) Animal Form True 16) Greater Animal Form I 17) Greater Animal Form II 18) Greater Animal Form III 19) 20) Greater Animal Form True 25) Study Beast Form 30) Beast Form 50) Beast Form True

caster 1 target caster caster

1 min/lvl P 1 rnd/lvl 1 rnd/lvl

self self self self

U I U U

18.

20.

25.

30.

skill (i.e., an OB) with the animal's attack. Cost to develop is the same as Martial Arts Striking. Greater Animal Form III-- As Animal Form III, except caster gains movement and attack abilities of animal. The caster must develop skill (i.e., an OB) with the animal's attack. Cost to develop is the same as Martial Arts Striking. Greater Animal Form True-- As Animal Form True, and Greater Animal Form III, except caster can vary his size up to 5% of normal to 4000% of normal and caster gains all of the perceptive abilities of the animal as well. Study Beast Form-- As Study Form, except caster can study an enchanted, magical, or intelligent, but non-humanoid creature (such as a Dragon or Great Eagle). For the purposes of this spell, caster must have a sample of the creature's tissue, otherwise caster must spend at least one full minute studying the creature at a distance of no more than 10'. Beast Form-- Allows caster to take the form of any one creature that he has studied through Study Beast Form, regardless of size. Caster does not gain any of the physical abilities of the creature.

50. Beast Form True-- As Beast Form, except caster gains all of the physical (not magical) abilities of the creature.

Special Notes
1) See section 7.1.11 for more rules on changing forms. 2) In the case of Beast Form True, if the creature has a breath attack, unless otherwise stated in the creature's description, it is considered to be a combination of both a physical and magical ability, and therefore cannot be gained by the caster.

Beast enhancements
1. Coat of Mammoth-- Confers a +25 bonus to one animal's resistance versus cold. 2. Song of Nightingale-- Causes the song of any one bird to sound like that of any other bird the caster has heard. Note that this will not cause the bird to actually sing, but will only change its sound for the duration. 3. Sense of Bat-- Allows any one animal to sense its surroundings, including terrain and location of other people, without the sense of sight. Animal must be able to hear. 4. Strength of Boar-- Provides a bonus of +10 to an animal's attack for the duration of the spell. 5. Beast of Burden-- Allows one animal to carry up to 1.5 times its normal carrying capacity. 6. Skin of Chameleon-- Causes the skin (or scales, feathers, etc.) of one animal to change color with its surroundings adding a +25 bonus to its stalking and hiding skills. 7. Speed of Deer-- Increases the speed of any one non-flying animal by 2 times its normal rate. 8. Skin of Wolf-- Gives any one animal an effective AT of 4. 9. Scale of Fish-- Allows any one nonflying animal to swim with the ease of a fish. Spell does not allow the animal to actually breathe underwater. 10. Song of Nightingale II-- As Song of Nightingale, except all within hearing range of the bird must make a resistance roll versus the caster's level or be put to sleep. Caster is immune to the effects of the spell 11. Strength of Tiger-- As Strength of Boar, except bonus is +15. 12. Venom of Asp-- Causes the bite, claw, or any other puncture attack of one animal to be poisonous. Poison uses an attack of the caster's level, gives 50 concussion hits, and causes blindness. Animal's attack must cause a critical for poison to take affect.
Lvl Spell

Beastmaster Base List

Beast enhancements
Area of Effect Duration Range Type 1 animal 1 animal 1 animal 1 animal 1 animal 1 animal 1 animal 1 animal 1 animal 1 animal 1 animal 1 animal 1 animal 1 animal 1 animal 1 animal 1 animal 1 animal 1 animal 1 animal 1 animal 1 animal varies 1 hr/lvl 1 min/lvl 1 min/lvl 1 min/lvl 1 hr/lvl 1 min/lvl 1 min/lvl 1 min/lvl 1 min/lvl 1 min/lvl 1 min/lvl 1 attack 1 hr/lvl 1 min/lvl 1 min/lvl 1 hr/lvl 1 min/lvl 1 min/lvl 1 min/lvl 1 min/lvl 1 attack 1 rnd/lvl varies 100' 100' 100' 100' 100' 100' 100' 100' 100' 100' 100' 100' 100' 100' 100' 100' 100' 100' 100' 100' 100' 100' 100' U U U U U U U U U U U U U U U U U U U U U U U

1) Coat of Mammoth 2) Song of Nightingale 3) Sense of Bat 4) Strength of Boar 5) Beast of Burden 6) Skin of Chameleon 7) Speed of Deer 8) Skin of Wolf 9) Scale of Fish 10) Song of Nightingale II 11) Strength of Tiger 12) Venom of Asp 13) Beast of Burden II 14) Courage of Lion 15) Song of Nightingale III 16) Beast of Burden III 17) Hide of Elephant 18) Strength of Bear 19) Speed of Cheetah 20) Shell of Tortoise 25) Venom of Asp II 30) Fire of Dragon 50) Beast Enhancement True

13. Beast of Burden II-- As Beast of Burden, except carrying capacity is increased to 2 times normal. 14. Courage of Lion-- Provides a bonus of +25 to one animal's fear resistance roll for the duration of the spell. 15. Song of Nightingale III-- As Song of Nightingale, except all within hearing range of the bird must make a resistance roll versus the caster's level or be stunned for 1 round per 5 failure. Caster is immune to the effects of the spell. 16. Beast of Burden III-- As Beast of Burden, except carrying capacity is increased to 3 times normal. 17. Hide of Elephant-- Gives any one animal an effective AT of 8. 18. Strength of Bear-- As Strength of Boar, except bonus is +25. 19. Speed of Cheetah-- As Speed of Deer, except speed is increased by 3 times its normal rate. 20. Shell of Tortoise-- Gives any one animal an effective AT of 12.

25. Venom of Asp II-- As Venom of Asp, except poison gives 5 concussion hits per level of the caster (maximum of 250) and causes blindness and paralysis. 30. Fire of Dragon-- Causes any one animal to immolate intensely. Any coming in direct contact with the animal suffer a C heat critical. Also, in addition to its normal attack, target suffers the equivalent of a +50 fire bolt attack. Caster and animal are immune to the flames. 50. Beast Enhancement True-- This spell, when cast in conjunction with any of the lower level spells on this list, allows as many animals as the caster has levels to be affected by that spell for triple the duration.

Special Notes
1) None of the spells on this list do not allow the caster to control the animal's actions in any way. If affected by one of these spells, the animal will not act any differently than normal. Control of the animal's actions must be maintained through the use of an Animal Mastery spell, or by some other means. 2) Other animals are not immune to the effects of Venom of Asp, and Fire of Dragon. 3) In the case of Fire of Dragon, the animal itself will not perceive its immolation, however other animals will and react accordingly.

Beast healing
1. Animal Bond-- Creates a bond of trust with an animal to allow the caster to draw energy from the animal to heal himself with healing spells later on this list. Bond will only until the healing spell is cast, then must be cast again. 2. Nourishment-- Provides nourishment for one animal for one day. 3. Remove Poison-- Removes poison from any one animal's body. Poison makes a RR versus caster's level. If it succeeds, the poison may not be removed by this caster until he gains another level. After spell is cast, it takes 6-60 minutes for the poison to be fully removed. 4. Animal Healing I-- Heals all damage in an animal up to 50 lbs. in weight. Healing takes 6-600 minutes. 5. Animal Draw II-- Caster can draw energy from any one bonded animal, provided it has at least 40 total hit points, healing himself 2d10 concussion hits. Animal's total hit points may not drop below half of its normal amount. If the animal does not have at least 40 concussion hits, then the caster cannot draw from it. 6. Poison Relief-- Allows caster to transfer the poison from his body into that of a bonded animal. Poison may then be removed from the animal at caster's discretion with Remove Poison. 7. Stun Relief-- Instantly relieves the animal of d10 rounds of stun. 8. Stamina Relief-- Rejuvenates an animal's stamina, regardless of size. Rejuvenation takes d10 minutes. 9. Remove Disease-- As Remove Poison, except affects a disease. 10. Animal Reviving I-- Will return any animal up to 10 pounds in weight from the dead. The dead animal must make a roll (d100, open-ended) and add 2 times its previous level. There is an additional modifier of -2 per day that the animal was dead. If the result is over 100, the animal may not be returned from the dead by this caster (until the caster gains another level). The animal will be at 100 to all actions for a number of days equal to 20 days per day dead. 11. Animal Draw III-- As Animal Draw I, except the caster can draw up to 3d10
Lvl Spell 1) Animal Bond 2) Nourishment

Beastmaster Base List

Beast healing
Area of Effect Duration Range Type 1 animal 1 animal 1 animal 1 animal caster caster 1 animal 1 animal 1 animal 1 animal caster 1 animal caster caster 1 animal 1 animal caster 1 animal varies 1 animal 1 creature 1 creature varies P P P P P P P P P P P P P P P P P P P P P 100' 100' 100' 100' touch touch 100' 100' 100' 100' touch 100' 100' touch 100' 100' touch touch 100' 100' 100' touch Fm U U U U U U U U U U U U U U U U U U U U U

3) Remove Poison 4) Animal Healing I 5) Animal Draw II 6) Poison Relief 7) Stun Relief 8) Stamina Relief 9) Remove Disease 10) Animal Reviving I 11) Animal Draw III 12) Animal Healing II 13) Disease Relief 14) Animal Draw IV 15) Animal Healing III 16) Animal Reviving II 17) Energy Draw 18) 19) Laying on Hands 20) Lord Animal Healing 25) Animal Reviving III 30) Beast Healing 50) Beast Healing True

12.

13. 14.

15.

16.

17.

19.

concussion hits from a bonded animal with at least 60 total concussion hits. Animal Healing II-- As Animal Healing I, except animal can be up to 500 lbs. in weight. Disease Relief-- As Poison Relief, except a disease is transferred. Animal Draw IV-- As Animal Draw I, except caster can draw up to 4d10 concussion hits from a bonded animal with at least 80 total concussion hits. Animal Healing III-- As Animal Healing I, except there is no weight limit on the animal. Animal Reviving II-- As Animal Reviving I, except modifier is -1 for every two days dead. Energy Draw-- Caster can draw up to 90% of a bonded animal's total hit points, healing himself that many concussion hits. Laying on Hands-- By laying his hands on the animal, caster can use this spell to instantly heal all damage in any animal

regardless of size, or reattach severed limbs (not the head). 20. Lord Animal Healing-- As Animal Healing III, except affects up to 20 animals within the radius of effect. 25. Animal Reviving III-- As Animal Reviving II, except target is automatically brought back from the dead and there is no recovery period; and the range is 100'.

30. Beast Healing-- As Animal Healing III, except affects enchanted, magical, intelligent, but non-humanoid creatures (Dragons, Great Eagles, etc.). 50. Beast Healing True-- As Laying on Hands, except affects enchanted, magical, intelligent, but non-humanoid creatures (Dragons, Great Eagles, etc.). Note that to reattach a severed limb, caster must be able to actually hold the limb in his hand.

BARBARIAN
Barbarians are non-spell users who combine weapon proficiency with mobility. Although possessing some distaste for heavy armor, Barbarians are nearly as good as fighters with weapons, and find themselves at home in the outdoors. A well-rounded profession, they can also hold their own when it comes to subterfuge skills. Examples of Barbarians might include Azim, of Robin Hood Prince of Thieves, and Genghis Khan. Dust swirled into the air as horses raced across the desert sands. Faster and faster Bektair rode with his clansmen to greet the enemy across the shifting dunes. Raising his sword high above his head, he joined his brothers in a scream that pierced every awaiting soldier's soul with a sharp dagger of fear. Prime Stats: Agility and Constitution

SKILL AND SKILL CATEGORIES
Armor: Heavy Armor: Light Armor: Medium Artistic: Active Artistic: Passive Athletic: Brawn Athletic: Endurance Athletic: Gymnastics Awarness: Perceptions Awarness: Searching Awarness: Senses Body Development Combat Maneuvers Communications Crafts Directed Spells Influence Lore: General Lore: Magical Lore: Obscure Lore: Technical Martial Arts: Striking Martial Arts: Sweeps Outdoor: Animal Outdoor: Environmental Power Awarness 4/4/4 Power Point Development 1/1/1 Science/Analytic: Basic 3/3/3 Science/Analytic: Specialized 2/5 Self Control 2/5 Spells 2/5 Arcane Open Lists 1/5 Other Realm Base Lists 1/5 Other Realm Closed Lists 2/9 Other Realm Open Lists 2/9 Own Realm Closed Lists 2/5 Own Realm Open Lists 3/6 Own Realm Other Base Lists 3/9 Own Realm Own Base Lists 3/3/3 Subterfuge: Attack 4/10 Subterfuge: Mechanics 20 Subterfuge: Stealth 2/7 Technical/Trade: General 1/3 Technical/Trade: Professional 6 Technical/Trade: Vocational 3/7 Urban 2/6 Weapon: 1-H Concussion 3/5 Weapon: 1-H Edged 3/5 Weapon: 2-Handed 1/4 Weapon: Missle 1/5 Weapon: Missle Artillery 8 Weapon: Pole Arms 30 120 105 90 40 25 80 --4/8 2/5 1/3 3/7 8 12 3/5 2/5 3/8 3/9 3/9 3/9 6 20 3/6 12 2/6

BARBARIAN SPELL LISTS
The Barbarian has no base lists, though he may learn (at a high development point cost) spells from his chosen realm of magic.

PROFESSION BONUSES
Armor Group: Athletic Group: Body Development: Combat Maneuvers: Outdoor Group: Subterfuge Group: Weapon Group: +5 +5 +5 +10 +10 +5 +10

TRAINING PACKAGES
Adventurer Amateur Mage Animal Friend Assassin Berserker Burglar City Guard Cloistered Academic Con Man Crafter Crusading Academic Cut Purse Detective Diplomat Doctor Explorer Guardian Herbalist 29 40 24 22 22 20 17 29 20 24 29 18 20 27 23 27 27 23 Highwayman Hunter Knight Loremaster Martial Artist Mercenary Merchant Performer Philosopher Sailor Scout Shaman Priest Soldier Spy Traveller Wanderer Weapon Master Zealot 19 25 26 29 30 25 25 28 32 19 20 31 18 25 10 28 30 25

SPELL DEVELOPMENT
Open list (1-5): 25 Open list (6-10): 50 Open list (11-15): 75 Open list (16-20): 100 Open list (21+): 125 Closed list (1-5): 40 Closed list (6-10): 80 Closed list (11-15): 120 Closed list (16-20): 160 Closed list (21+): 200

Everyman Skills: Situational Awareness, Frenzy, any one non-restricted combat maneuver, one of either Boxing or Wrestling. Occupational Skills: none Restricted Skills: Channeling (if the character's chosen realm is not Channeling)

NINJA
The Ninja are a profession of stealthy non-spell users bred to kill. They tend to specialize in only a select few weapons, and shun the use of heavy armor, which interferes with their subterfuge abilities. The Ninja combine specialized skills in weaponry with martial arts, giving them a talent for hand-to-hand surpassed only by Warrior Monks, and adeptness in weaponry like the Thief and Rouge. Kataru dropped behind the guard without a sound. Silently, he drew his slender blade and dispatched the sentry in one quick motion. As the guard fell quietly to the ground, Kataru stalked through the twilight courtyard in search of his next victim. The King would not sleep well tonight. Prime Stats: Agility and Intuition

SKILLS AND SKILL CATEGORIES
Armor: Heavy Armor: Light Armor: Medium Artistic: Active Artistic: Passive Athletic: Brawn Athletic: Endurance Athletic: Gymnastics Awarness: Perceptions Awarness: Searching Awarness: Senses Body Development Combat Maneuvers Communications Crafts Directed Spells Influence Lore: General Lore: Magical Lore: Obscure Lore: Technical Martial Arts: Striking Martial Arts: Sweeps Outdoor: Animal Outdoor: Environmental Power Awarness Power Manipulation 6/6/6 Power Point Development 2/2/2 Science/Analytic: Basic 4/4/4 Science/Analytic: Specialized 2/5 Self Control 2/5 Spells 3/9 Arcane Open Lists 2/7 Other Realm Base Lists 1/3 Other Realm Closed Lists 2/5 Other Realm Open Lists 1/3 Own Realm Closed Lists 2/5 Own Realm Open Lists 4/10 Own Realm Other Base Lists 4/10 Own Realm Own Base Lists 3/3/3 Subterfuge: Attack 4/10 Subterfuge: Mechanics 20 Subterfuge: Stealth 2/5 Technical/Trade: General 1/3 Technical/Trade: Professional 4 Technical/Trade: Vocational 3/7 Urban 2/5 Weapon: 1-H Concussion 2/5 Weapon: 1-H Edged 2/5 Weapon: 2-Handed 2/5 Weapon: Missle 2/5 Weapon: Missle Artillery 6 Weapon: Pole Arms 12 Weapon: Thrown 20 120 90 60 25 15 50 --2/6 1/3 1/3 3/7 8 5/12 1/3 2/5 2/7 6 6 6 9 9 12 3/6 12 2/5

NINJA SPELL LISTS
The Ninja has no base lists, though he may learn (at a high development point cost) spells from his chosen realm of magic.

PROFESSION BONUSES
Athletic Gymnastic: Awareness Group: Body Development: Martial Arts Group: Self Control: Subterfuge Group: Weapon Group: +5 +5 +5 +10 +5 +10 +10

SPELL DEVELOPMENT
Open list (1-5): Open list (6-10): Open list (11-15): Open list (16-20): Open list (21+): 15 30 45 60 75 Closed list (1-5): 25 Closed list (6-10): 50 Closed list (11-15): 75 Closed list (16-20): 100 Closed list (21+): 125
Adventurer Amateur Mage Animal Friend Assassin Berserker Burglar City Guard

TRAINING PACKAGES
29 36 28 15 26 20 22 29 20 24 29 20 20 27 23 27 29 23 Highwayman Hunter Knight Loremaster Martial Artist Mercenary Merchant Performer Philosopher Sailor Scout Shaman Priest Soldier Spy Traveller Wanderer Weapon Master Zealot 21 29 30 28 25 30 25 28 32 20 19 33 25 21 12 29 32 25

Everyman Skills: Sense Ambush, Any one Combat Maneuver. Occupational Skills: none Restricted Skills: Boxing, Wrestling, Channeling (if the character's chosen realm is not Channeling)

Cloistered Academic Con Man Crafter Crusading Academic Cut Purse Detective Diplomat Doctor Explorer Guardian Herbalist

BEASTMASTER
Beastmasters are semi-spell users of the realm of Essence. Their spells deal with the summoning, mastering, and manipulation of animals, creatures, and beasts of all sizes. The most infamous of these were Morgoth's servants from the 1st Age who managed the breeding pits for the Dark Lord's dragons. The frigid mountain night threatened to claim Ihalla's life soon. Clutching his wounded leg, he was glad to see a familiar face come stepping through the cedars. Not only would the approaching grizzly bear keep Ihalla warm for the night, but it might also be persuaded to carry him across the river tomorrow morning. Prime Stats: Empathy and Agility

Everyman Skills: none Occupational Skills: none Restricted Skills: none
Armor: Heavy Armor: Light Armor: Medium Artistic: Active Artistic: Passive Athletic: Brawn Athletic: Endurance Athletic: Gymnastics Awarness: Perceptions Awarness: Searching Awarness: Senses Body Development Combat Maneuvers Communications Crafts Directed Spells Influence Lore: General Lore: Magical Lore: Obscure Lore: Technical Martial Arts: Striking Martial Arts: Sweeps Outdoor: Animal Outdoor: Environmental Power Awarness Power Manipulation 4/4/4 Power Point Development 2/2/2 Science/Analytic: Basic 3/3/3 Science/Analytic: Specialized 2/5 2/5 3/7 2/7 3/7 Self Control Spells Arcane Open Lists Other Realm Base Lists Other Realm Closed Lists 12 80 45 30 10/10 8/8 25 6/6/6 12 7 1/5 3/7 8 5/12 3/6 3/7 4 4 4 6 6 6 8 2/5 8 2/7

3/10 Other Realm Open Lists 2/5 2/6 Own Realm Closed Lists Own Realm Open Lists

5/10 Own Realm Other Base Lists 5/12 Own Realm Own Base Lists 3/3/3 Subterfuge: Attack 4/10 Subterfuge: Mechanics 20 2/5 1/3 3/7 3/7 2/6 5 5 1/2 1/3 6 Subterfuge: Stealth Technical/Trade: General Technical/Trade: Professional Technical/Trade: Vocational Urban Weapon: 1-H Concussion Weapon: 1-H Edged Weapon: 2-Handed Weapon: Missle Weapon: Missle Artillery Weapon: Pole Arms

BEASTMASTER SPELL LISTS
The Beastmaster has six base spell lists. For a slightly higher development point cost, he may also develop Open and Closed Essence spell lists. Other lists may be developed but will cost more development points. Beast Mastery: Controlling the actions of animals and creatures. Beast Forms: Taking the shape and abilities of animals and creatures. Beast Summons: Summoning animals and creatures. Beast Movement/Senses: Enhancing the abilities of the caster. Beast Enhancements: Enhancing the abilities of animals. Beast Healing: Healing animals, creatures, and the caster.

PROFESSION BONUSES
Awareness Group: Body Development: Outdoor Group: Subterfuge Stealth: Weapon Group: +5 +5 +20 +10 +10

6/12 Weapon: Thrown

SPELL DEVELOPMENT
Base list (all) Open list (1-10) Open list (11-15) Open list (16-20) Open list (21+) Closed list (1-5) Closed list (6-10) Closed list (11-15) Closed list (16-20) Closed list (21+) First 5 lists developed in a given level: 6th-10th lists developed in a given level: 11th-up lists developed in a given level: 6/6/6 8/8 12 18 25 10/10 12 25 40 60 x1 cost x2 cost x4 cost

For spell lists not shown, use the Spell List DP Cost Table T-2.4