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Beastmaster Base List Beastmaster Base List

Beast Mastery Beast Movement/Senses


Lvl Spell Area of Effect Duration Range Type Lvl Spell Area of Effect Duration Range Type

1) Animal Tongues caster 1 min/lvl self I 1) Cat Step caster 1 min/lvl self U
2) Animal Sleep I 1 animal 1 min/lvl 100' F 2) Chameleon Skin caster 1 min/lvl self U
3) Animal Location caster --- 1 mile R I 3) Wolf Sense caster 1 min/lvl self U
4) Animal Sleep III 3 animals 1 min/lvl 100' F 4) Deer Speed I caster 10 min/lvl self U
5) Breeding I 2 animals --- 100' F 5) Bat Sense caster 1 min/lvl self U
6) Animal Fury I 1 animal 1 rnd/lvl 100' F 6) Otterlungs caster 1 min/lvl self U
7) Animal Mastery I 1 animal C 100' Fm 7) Glide I caster 1 min/lvl self U
8) Animal Empathy 1 animal C 100' I 8) Hawk's Sense caster 1 min/lvl self U
9) Befriending all animals C 100' F 9) Tiger Skin caster 1 min/lvl self U
10) Animal Fury II 2 animals 1 rnd/lvl 100' F 10) Boar Strength caster 1 min/lvl self U
11) Animal Mastery III 3 animals C 100' Fm 11) Lion Claws caster 1 min/lvl self U
12) Call of the Wild 1 animal P touch U 12) Insect Sense 10'R/lvl 1 min/lvl self U
13) Animal Sleep V 5 animals 1 min/lvl 100' F 13) Deer Speed II caster 10 min/lvl self U
14) Animal Call 1 animal --- 1 mile/lvl U 14) Bear Skin caster 1 min/lvl self U
15) Breeding II 2 animals --- 100' F 15) Bear Arms caster 1 min/lvl self U
16) Animal Sleep VII 7 animals 1 min/lvl 100' F 16) Glide III caster 1 min/lvl self U
17) Animal Mastery V 5 animals C 100' Fm 17) Viperfang caster 1 min/lvl self U
18) Animal Fury III 3 animals 1 rnd/lvl 100' F 18) Wyvern Skin caster 1 min/lvl self U
19) Animal Sleep X 10 animals 1 min/lvl 100' F 19) Deer Speed III caster 10 min/lvl self U
20) Breeding III 2 animals --- 100' F 20) Ox Strength caster 1 min/lvl self U
25) Animal Mastery True varies C 10'/lvl Fm 25) Glide True caster 1 min/lvl self U
30) Animal Fury True varies 1 rnd/lvl 100' F 30) Deer Speed True caster 10 min/lvl self U
50) Beast Mastery varies varies varies varies 50) Dragon Skin caster 1 min/lvl self U

Beastmaster Base List Beastmaster Base List

Beast Forms Beast Summons


Lvl Spells Area of Effect Duration Range Type Lvl Spell Area of Effect Duration Range Type

1) Study Form 1 target P self I 1) Familiar 1 animal P touch U


2) Animal Tongues 1 animal P touch U 2) Summon Nourishment 1 animal --- varies U
3) Silent Moves caster 1 min/lvl self U 3) Summon Warmth 1 animal 8 hours varies U
4) Self Cloaking caster C self U 4) Summon Guide 1 animal 24 hours [C] varies U
5) Animal Thoughts caster C self U 5) Summon Mount 1 animal 24 hours varies U
6) Animal Façade caster 1 min/lvl self U 6) Summon Guardian 1 animal 8 hours varies U
7) 7) Summon Hunter 1 animal --- varies U
8) Animal Form I caster 1 min/lvl self U 8) Summon Sense 1 animal 24 hours [C] varies U
9) Animal Thoughts True caster C self U 9) Summon Group 1 group 24 hours varies U
10) Study Form True caster P self I 10) Mass Animal Summons 1 animal/lvl varies varies U
11) 11) Summons I 1 animal varies 100' U
12) Animal Form II caster 1 min/lvl self U 12) Summons II 1-2 animals varies 100' U
13) Animal Form III caster 1 min/lvl self U 13) Summons III 1-3 animals varies 100' U
14) 14) Summons IV 1-4 animals varies 100' U
15) Animal Form True caster 1 min/lvl self U 15) Summons V 1-5 animals varies 100' U
16) Greater Animal Form I caster 1 min/lvl self U 16) Summons VI 1-6 animals varies 100' U
17) Greater Animal Form II caster 1 min/lvl self U 17) Summons VII 1-7 animals varies 100' U
18) Greater Animal Form III caster 1 min/lvl self U 18) Summons VIII 1-8 animals varies 100' U
19) 19) Summons X 1-10 animals varies 100' U
20) Greater Animal Form True caster 1 min/lvl self U 20) Waiting Summons 1-10 animals varies 100' U
25) Study Beast Form 1 target P self I 25) Mass Summons varies varies 100' U
30) Beast Form caster 1 rnd/lvl self U 30) Beast Summons 1 creature varies varies Fm
50) Beast Form True caster 1 rnd/lvl self U 50) Beast Summons True varies varies varies Fm
Beastmaster Base List Beastmaster Base List

Beast Enhancements Beast Healing


Lvl Spell Area of Effect Duration Range Type Lvl Spell Area of Effect Duration Range Type

1) Coat of Mammoth 1 animal 1 hr/lvl 100' U 1) Animal Bond 1 animal varies 100' Fm
2) Song of Nightingale 1 animal 1 min/lvl 100' U 2) Nourishment 1 animal P 100' U
3) Sense of Bat 1 animal 1 min/lvl 100' U 3) Remove Poison 1 animal P 100' U
4) Strength of Boar 1 animal 1 min/lvl 100' U 4) Animal Healing I 1 animal P 100' U
5) Beast of Burden 1 animal 1 hr/lvl 100' U 5) Animal Draw II caster P touch U
6) Skin of Chameleon 1 animal 1 min/lvl 100' U 6) Poison Relief caster P touch U
7) Speed of Deer 1 animal 1 min/lvl 100' U 7) Stun Relief 1 animal P 100' U
8) Skin of Wolf 1 animal 1 min/lvl 100' U 8) Stamina Relief 1 animal P 100' U
9) Scale of Fish 1 animal 1 min/lvl 100' U 9) Remove Disease 1 animal P 100' U
10) Song of Nightingale II 1 animal 1 min/lvl 100' U 10) Animal Reviving I 1 animal P 100' U
11) Strength of Tiger 1 animal 1 min/lvl 100' U 11) Animal Draw III caster P touch U
12) Venom of Asp 1 animal 1 attack 100' U 12) Animal Healing II 1 animal P 100' U
13) Beast of Burden II 1 animal 1 hr/lvl 100' U 13) Disease Relief caster P 100' U
14) Courage of Lion 1 animal 1 min/lvl 100' U 14) Animal Draw IV caster P touch U
15) Song of Nightingale III 1 animal 1 min/lvl 100' U 15) Animal Healing III 1 animal P 100' U
16) Beast of Burden III 1 animal 1 hr/lvl 100' U 16) Animal Reviving II 1 animal P 100' U
17) Hide of Elephant 1 animal 1 min/lvl 100' U 17) Energy Draw caster P touch U
18) Strength of Bear 1 animal 1 min/lvl 100' U 18)
19) Speed of Cheetah 1 animal 1 min/lvl 100' U 19) Laying on Hands 1 animal P touch U
20) Shell of Tortoise 1 animal 1 min/lvl 100' U 20) Lord Animal Healing varies P 100' U
25) Venom of Asp II 1 animal 1 attack 100' U 25) Animal Reviving III 1 animal P 100' U
30) Fire of Dragon 1 animal 1 rnd/lvl 100' U 30) Beast Healing 1 creature P 100' U
50) Beast Enhancement True varies varies 100' U 50) Beast Healing True 1 creature P touch U
BEAST MASTERY Beastmaster Base List
BEAST MASTERY
1. Animal Tongues-- Allows caster to understand
Lvl Spell Area of Effect Duration Range Type
and "speak" the language of any 1 animal
species.
1) Animal Tongues caster 1 min/lvl self I
2. Animal Sleep I-- Puts any animal to sleep. Will
not affect enchanted creatures or creatures with 2) Animal Sleep I 1 animal 1 min/lvl 100' F

greater than animal intelligence. 3) Animal Location caster --- 1 mile R I

3. Animal Location-- Caster can locate members 4) Animal Sleep III 3 animals 1 min/lvl 100' F
of any 1 species of an animal or he can find out 5) Breeding I 2 animals --- 100' F
what species are in the area. 6) Animal Fury I 1 animal 1 rnd/lvl 100' F
4. Animal Sleep III-- As Animal Sleep I, except 7) Animal Mastery I 1 animal C 100' Fm
can put up to 3 animals to sleep. 8) Animal Empathy 1 animal C 100' I
5. Breeding I-- Causes any two animals of 9) Befriending all animals C 100' F
compatible species but separate gender in the 10) Animal Fury II 2 animals 1 rnd/lvl 100' F
area of effect to breed. Normal number of 11) Animal Mastery III 3 animals C 100' Fm
offspring will be produced.
12) Call of the Wild 1 animal P touch U
6. Animal Fury I-- Causes any 1 animal within the
13) Animal Sleep V 5 animals 1 min/lvl 100' F
area of effect to attack a specified target, which
14) Animal Call 1 animal --- 1 mile/lvl U
must be within sight of the caster at the time
15) Breeding II 2 animals --- 100' F
spell is cast. Animal will pursue target and fight
until receiving a critical, or losing 50% of its hit 16) Animal Sleep VII 7 animals 1 min/lvl 100' F

points, or duration expires, whichever comes 17) Animal Mastery V 5 animals C 100' Fm
first, then will flee to the wild. 18) Animal Fury III 3 animals 1 rnd/lvl 100' F
7. Animal Mastery I-- Allows caster to control the 19) Animal Sleep X 10 animals 1 min/lvl 100' F
actions of any 1 animal. 20) Breeding III 2 animals --- 100' F
8. Animal Empathy-- Caster can understand 25) Animal Mastery True varies C 10'/lvl Fm
and/or visualize the thoughts and emotions of 30) Animal Fury True varies 1 rnd/lvl 100' F
any 1 animal. 50) Beast Mastery varies varies varies varies
9. Befriending-- All animals within 20' will act
friendly toward the caster. 19. Animal Sleep X-- As Animal Sleep I, except can
10. Animal Fury II-- As Animal Fury I, except put up to 10 animals to sleep.
affects up to 2 animals. 20. Breeding III-- As Breeding II, except gestation
11. Animal Mastery III-- As Animal Mastery I, period is decreased by 50%.
except caster can control 3 animals. 25. Animal Mastery True-- As Animal Mastery I,
12. Call of the Wild-- When cast upon any except caster can control all animals of a given
domesticated animal, that animal will return to species within 10'R per level.
its "wild" state. The animal will have no 30. Animal Fury True-- As Animal Fury I, except
difficulty adapting to the harsh requirements of will affect all animals within 50' radius, and
the wilderness (and will have no desire to return animals will fight until death.
to domestication. 50. Beast Mastery-- This spell, when cast in
13. Animal Sleep V-- As Animal Sleep I, except can conjunction with another spell on this list,
put up to 5 animals to sleep. allows the effects of that spell to affect
14. Animal Call-- Caster can "call" any 1 known, enchanted, magical, and intelligent, but non-
specific animal. If it is physically possible, it humanoid creatures (such as Dragons or Great
will come to him. Eagles). Will not affect demons, ghosts, or
15. Breeding II-- As Breeding I, except the number spirits.
of offspring produced will increase by 50%.
16. Animal Sleep VII-- As Animal Sleep I, except Special Notes
can put 7 animals to sleep.
17. Animal Mastery V-- As Animal Mastery I, It is ultimately the GM's discretion as to which
except caster can control 5 animals. animals are considered to be enchanted and
18. Animal Fury III-- As Animal Fury I, except possess intelligence, and which are considered to
affects up to 3 animals. be merely animals.
Beastmaster Base List
Beast Beast movement/senses
movement/senses
Lvl Spell Area of Effect Duration Range Type
1. Cat's Step-- Caster moves as quietly as a cat.
Adds +20 to all Stalking maneuvers. 1) Cat Step caster 1 min/lvl self U
2. Chameleon Skin-- Caster's skin takes on the 2) Chameleon Skin caster 1 min/lvl self U
coloration of the surrounding terrain. Adds +10
3) Wolf Sense caster 1 min/lvl self U
to +50 to all Stalking/Hiding maneuvers. As
4) Deer Speed I caster 10 min/lvl self U
caster moves, coloration changes to match the
5) Bat Sense caster 1 min/lvl self U
surrounding terrain. This spell does not affect
6) Otterlungs caster 1 min/lvl self U
gear or clothing.
3. Wolf Sense-- Caster gains an increased sense of 7) Glide I caster 1 min/lvl self U

smell and hearing (subtle smells and higher 8) Hawk's Sense caster 1 min/lvl self U
sonic ranges included). Adds +50 to Perceptions 9) Tiger Skin caster 1 min/lvl self U
with only these senses; +20 to Perceptions using 10) Boar Strength caster 1 min/lvl self U
these senses combined with others. 11) Lion Claws caster 1 min/lvl self U
4. Deer Speed I-- Caster can run at two times 12) Insect Sense 10'R/lvl 1 min/lvl self U
normal pace (i.e. Run pace) and expend 13) Deer Speed II caster 10 min/lvl self U
exhaustion points as if only walking. 14) Bear Skin caster 1 min/lvl self U
5. Bat Sense-- Increases caster's ability to 15) Bear Arms caster 1 min/lvl self U
maneuver without his sight. When blinded or
16) Glide III caster 1 min/lvl self U
otherwise without sight, this spell adds +10 to
17) Viperfang caster 1 min/lvl self U
+50 to maneuver rolls in the dark. Note that this
18) Wyvern Skin caster 1 min/lvl self U
spell does not negate penalties for blindness; it
19) Deer Speed III caster 10 min/lvl self U
simply decreases them.
6. Otterlungs-- Caster can safely hold his breath 20) Ox Strength caster 1 min/lvl self U

for the duration of this spell. 25) Glide True caster 1 min/lvl self U

7. Glide I-- Caster can glide like a bird. The 30) Deer Speed True caster 10 min/lvl self U
product of the caster's altitude and horizontal 50) Dragon Skin caster 1 min/lvl self U
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 12. Insect Sense-- Caster gains the vibratory
could glide at the rate of 50' per round if he were sensitivity of an insect. He can sense vibrations
2' off the ground. Note that the total must equal in the ground (or other solid material up to the
100' (i.e. the caster cannot choose to have a total area of effect. He will gain information
less than or more than 100'). indicating general movements and number of
8. Hawk's Sense-- Caster gains the visual acuity of targets (+ or - 10%). Treat as a +25 to +100
a hawk. Adds +50 to all perceptions involving bonus to Perception (depending on the type of
only sight; +20 to all Perceptions involving this activity).
sense combined with others. 13. Deer Speed II-- As Deer Speed I, except the
9. Tiger Skin-- Caster's skin has the resilience of a speed increase is three times (i.e., Sprint pace).
large cat (effective AT of 3). 14. Bear Skin-- Caster's skin has the resilience of a
10. Boar Strength-- Caster gains the ferocity of a bear (effective AT of 8)
wild boar. He gains +20 to his melee OB, but 15. Bear Arms-- Caster gains the ability to make
cannot parry or use missiles for the duration of grapple attacks as a bear. He may attack using
the spell. the Grapple Attack Table (from Arms Law), with
11. Lion Claws-- Caster gains the ability to make a maximum of Medium results. The caster must
claw attacks as a lion. He may attack using the develop skill (i.e. an OB) with this attack (cost
Claw Attack Table (from Arms Law), with a to develop is the same as Martial Arts
maximum of Medium results. The caster must Sweeps/Throws; stat modifiers are St/Ag/St).
develop skill (i.e., an OB) with these claws (cost 16. Glide III-- As Glide I, except product must
to develop is the same as Martial Arts Striking; equal 300'.
stat modifiers are St/Ag/St). 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 25. Glide True-- As Glide I, except product
maximum of Medium results. The caster must must be 500'.
develop skill (i.e. an OB) with this attack (cost 30. Deer Speed True-- As Deer Speed I,
to develop is the same as Martial Arts striking; except speed increase is five times (i.e.
stat modifiers are St/Ag/St). Dash pace).
18. Wyvern Skin-- Caster's skin has the resilience 50. Dragon Skin-- Caster's skin takes on the
of a minor drake (effective AT of 12). resilience of a lesser drake (effective AT
19. Deer Speed III-- As Deer Speed I, except the of 20).
speed increase is four times (i.e., Fast Sprint
pace). Special Notes
20. Ox Strength-- Caster gains the strength of an
ox. He gains a +40 to melee OB, but cannot With the exception of Chameleon Skin, Lion
parry or use missiles for the duration of the Claws, and Viperfang, the caster does not
spell. physically change with any of the spells on this
list.
Beast summons Beastmaster Base List
Beast summons
1. Familiar-- The caster can attune himself to a
small creature (of animal intelligence) to serve Lvl Spell Area of Effect Duration Range Type
as his familiar. The caster must obtain the
creature through normal means (can be no more 1) Familiar 1 animal P touch U
than 10% of caster's own mass) and cast this 2) Summon Nourishment 1 animal --- varies U
spell on the creature once per day for 1 week 3) Summon Warmth 1 animal 8 hours varies U
(concentrating for 2 hours per day). The caster 4) Summon Guide 1 animal 24 hours [C] varies U
can then control the familiar and view the world
5) Summon Mount 1 animal 24 hours varies U
through its senses by concentrating on it (though
6) Summon Guardian 1 animal 8 hours varies U
the familiar must be within 50' per level). If the
7) Summon Hunter 1 animal --- varies U
creature is killed, the caster will have a -25
8) Summon Sense 1 animal 24 hours [C] varies U
modification to all actions for 2 weeks.
2. Summon Nourishment-- An animal will arrive 9) Summon Group 1 group 24 hours varies U

bearing some form of nourishment for the caster. 10) Mass Animal Summons 1 animal/lvl varies varies U

This may take the form of berries, nuts, or tubers 11) Summons I 1 animal varies 100' U
(always some form of vegetable matter). The 12) Summons II 1-2 animals varies 100' U
animal will drop the food and return to the 13) Summons III 1-3 animals varies 100' U
wilderness. 14) Summons IV 1-4 animals varies 100' U
3. Summon Warmth-- A heavily-furred animal 15) Summons V 1-5 animals varies 100' U
will arrive and lie down near the caster. The 16) Summons VI 1-6 animals varies 100' U
animal will allow the caster (and only the caster) 17) Summons VII 1-7 animals varies 100' U
to lie down next to it. 18) Summons VIII 1-8 animals varies 100' U
4. Summon Guide-- An animal who knows the
19) Summons X 1-10 animals varies 100' U
path to a specific location will arrive to guide the
20) Waiting Summons 1-10 animals varies 100' U
caster to that location. The animal will only
25) Mass Summons varies varies 100' U
guide the caster as long as he concentrates on the
desired location. 30) Beast Summons 1 creature varies varies Fm

5. Summon Mount-- A large animal will arrive 50) Beast Summons True varies varies varies Fm
and serve as a mount for the caster.
6. Summon Guardian-- A suitable large animal summoned must normally travel in groups (e.g.,
will arrive. This animal will attempt to protect wolves, deer, birds, etc.).
the caster from hostile attacks for the duration of 10. Mass Summons-- The caster can use any of the
the spell. The animal will be one that is capable lower level summon spells on this list, except
of inflicting at least Medium animal attacks. that one animal per level will be summoned.
The animal will only protect the caster as long as For example, a 10th level Beastmaster could
the caster remains in the same general area that summon 10 guardians. All of the animals will
the spell was cast (i.e. if the caster leaves the serve only the caster.
area, the animal will not travel with him). 11. Summons I-- Caster instantly magically
7. Summon Hunter-- An animal will arrive summons a 1st-level, non-intelligent creature
bearing a recently killed prey for the caster from the surrounding area. The caster can
(always some form of meat). The animal will specify the type of creature, but the GM should
drop the food close by and then return to the determine the type of creature that answers the
wilderness. summons. If the creature can understand the
8. Summon Sense-- An animal with a specified caster (e.g., Animal Tongues), the creature can
heightened sense will arrive. For the duration of be controlled through normal communication.
the spell, the animal will "perceive" for the Otherwise, control is maintained only through
caster. The caster can concentrate to have the concentration by the caster. If the creature
animal communicate what it has been summoned is used for a task that is not
perceiving. dangerous (in its own perception), the duration
for this spell is 10 minutes per level. However,
9. Summon Group-- A "group" of animals will
if the creature is ever put into a dangerous
arrive and stay near the area where the spell was
situation, the duration immediately drops to 1
cast. For the purposes of this spell, the animals
round per level.
12. Summons II-- As Summons I, except caster
chooses one of the following options: a) the 2) When summoning animals, the caster can
level of the summoned creature is increased by specify a specific type of animal (bird, squirrel,
one, b) an extra 1st level creature can be deer, etc.). An animal of the specified type must
summoned, or c) the duration can be doubled. exist within the region and the animal must be
13. Summons III-- As Summons II, except 2 able to reach the caster within the specified time
options are chosen. (this is usually a range of about 20 miles). One
14. Summons IV-- As Summons II, except 3 animal of the specified type will be summoned.
options are chosen. If more than one animal exists, a random animal
15. Summons V-- As Summons II, except 4 options is summoned (not necessarily the closest). The
are chosen. animal will take 10+d100 minutes to arrive. The
16. Summons VI-- As Summons II, except 5 summoned animal must leave when the spell
options are chosen. expires. If the spell is cast again, a different
17. Summons VII-- As Summons II, except 6 animal will be summoned.
options are chosen.
18. Summons VIII-- As Summons II, except 7 3) An animal that has been summoned through the
options are chosen. use of a 2nd through 10th level spell on this list
19. Summons X-- As Summons II, except 9 options may not have its actions controlled from a spell
are chosen. off of the Beast Mastery spell list, without
20. Waiting Summons-- As Summons X, except it canceling the effects of the summons spell.
can be delayed for up to 1 day per level of the
caster or until triggered by one of the following 4) For the duration of the spell(s), the animal(s)
(decided by caster at the time of casting): summoned will ignore their natural instincts.
specified movements, specified sounds, touch, For example, if a creature is summoned for
or specified actions. warmth and a creature is summoned as a
25. Mass Summons-- As Summons II, except a guardian, the two creatures will not be
number of options equal to the caster's level are antagonistic toward each other (regardless of
chosen. their natural instincts towards each other).
30. Beast Summons-- Allows caster to summon an
enchanted, magical, intelligent, but non- 5) If a summoned animal is attacked, it will attack
humanoid creature (such as a Dragon or Great back in its natural fashion (and will no longer be
Eagle). If not controlled by a Beast Mastery under the influence of the spell). However, this
spell from another list, the creature's actions, violates the "trust" of the animal (see below).
once arrived, will depend on its orientation
towards the caster. Will not affect Demons, 6) All summoning spells on this list require that the
Ghosts, or Spirits. caster has done nothing to violate the trust of the
50. Beast Summons True-- As Beast Summons, animals in the area. If this trust is violated, the
except that caster may summon as many summoning spell types change to Fm and the
creatures as he has levels, provided there are that animals will now get an RR (+50 mod) to resist
many in the area. (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 Beastmaster Base List
Beast forms
1. Study Form-- Caster studies and memorizes the
form of one type of animal for use with spells Lvl Spells Area of Effect Duration Range Type
later on this list. The caster can only have as
many forms studied as he has levels. 1) Study Form 1 target P self I
2. Animal Tongues-- Caster can understand and 2) Animal Tongues 1 animal P touch U
"speak" the language of any one animal species. 3) Silent Moves caster 1 min/lvl self U
3. Silent Moves-- Caster can move silently, so 4) Self Cloaking caster C self U
long as he does not create a sound originating 5) Animal Thoughts caster C self U
more than 1' from his body. In many situations, 6) Animal Façade caster 1 min/lvl self U
this will give a +10 to +50 bonus (GM 7)
discretion) to Stalking and/or Hiding attempts. 8) Animal Form I caster 1 min/lvl self U
4. Self Cloaking-- Caster blends into surrounding
9) Animal Thoughts True caster C self U
terrain. This results in a +75 bonus to Hiding
10) Study Form True caster P self I
attempts. Caster may not move (appreciably)
11)
without losing this bonus.
5. Animal Thoughts-- For the duration of this 12) Animal Form II caster 1 min/lvl self U

spell, the caster's mental patterns will appear to 13) Animal Form III caster 1 min/lvl self U
be those of any animal he has studied. The 14)
caster cannot move while this spell is active. 15) Animal Form True caster 1 min/lvl self U
6. Animal Façade-- Allows caster to appear as any 16) Greater Animal Form I caster 1 min/lvl self U
one type of animal (which must be roughly his 17) Greater Animal Form II caster 1 min/lvl self U
size) that he has studied. Caster retains his size 18) Greater Animal Form III caster 1 min/lvl self U
and will not smell or feel like the animal (i.e., it 19)
is purely a visual illusion and is subject to 20) Greater Animal Form True caster 1 min/lvl self U
normal illusion rules.) 25) Study Beast Form 1 target P self I
8. Animal Form I-- Allows caster to take the form
30) Beast Form caster 1 rnd/lvl self U
of any one animal he has studied. The caster
50) Beast Form True caster 1 rnd/lvl self U
will look and feel like the animal. He can vary
his size from 75% of normal to 200% or normal.
skill (i.e., an OB) with the animal's attack. Cost
The caster does not gain the physical abilities of
to develop is the same as Martial Arts Striking.
the animal.
18. Greater Animal Form III-- As Animal Form
9. Animal Thoughts True-- As Animal Thoughts,
III, except caster gains movement and attack
except caster can move (though he must
abilities of animal. The caster must develop
maintain concentration).
skill (i.e., an OB) with the animal's attack. Cost
10. Study Form True-- As Study Form, except a
to develop is the same as Martial Arts Striking.
specific animal form may be studied. For
20. Greater Animal Form True-- As Animal Form
example, the woodsman's dog (as opposed to
True, and Greater Animal Form III, except
just a dog) may be studied.
caster can vary his size up to 5% of normal to
12. Animal Form II-- As Animal Form I, except
4000% of normal and caster gains all of the
caster can vary his size from 50% of normal to
perceptive abilities of the animal as well.
400% of normal.
25. Study Beast Form-- As Study Form, except
13. Animal Form III-- As Animal Form I, except
caster can study an enchanted, magical, or
caster can vary his size from 25% of normal to
intelligent, but non-humanoid creature (such as a
800% of normal.
Dragon or Great Eagle). For the purposes of this
15. Animal Form True-- As Animal Form III,
spell, caster must have a sample of the creature's
except caster can change his form to any animal
tissue, otherwise caster must spend at least one
he has studied at any time during the spell.
full minute studying the creature at a distance of
16. Greater Animal Form I-- As Animal Form I,
no more than 10'.
except caster gains movement abilities of the
30. Beast Form-- Allows caster to take the form of
animal.
any one creature that he has studied through
17. Greater Animal Form II-- As Animal Form II,
Study Beast Form, regardless of size. Caster
except caster gains movement and attack
does not gain any of the physical abilities of the
abilities of the animal. The caster must develop
creature.
50. Beast Form True-- As Beast Form, except Special Notes
caster gains all of the physical (not magical)
abilities of the creature. 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.
Beastmaster Base List
Beast
Beast enhancements
enhancements
Lvl Spell Area of Effect Duration Range Type
1. Coat of Mammoth-- Confers a +25
bonus to one animal's resistance versus 1) Coat of Mammoth 1 animal 1 hr/lvl 100' U
cold.
2) Song of Nightingale 1 animal 1 min/lvl 100' U
2. Song of Nightingale-- Causes the song
3) Sense of Bat 1 animal 1 min/lvl 100' U
of any one bird to sound like that of any
4) Strength of Boar 1 animal 1 min/lvl 100' U
other bird the caster has heard. Note
that this will not cause the bird to 5) Beast of Burden 1 animal 1 hr/lvl 100' U

actually sing, but will only change its 6) Skin of Chameleon 1 animal 1 min/lvl 100' U
sound for the duration. 7) Speed of Deer 1 animal 1 min/lvl 100' U
3. Sense of Bat-- Allows any one animal 8) Skin of Wolf 1 animal 1 min/lvl 100' U
to sense its surroundings, including 9) Scale of Fish 1 animal 1 min/lvl 100' U
terrain and location of other people, 10) Song of Nightingale II 1 animal 1 min/lvl 100' U
without the sense of sight. Animal must 11) Strength of Tiger 1 animal 1 min/lvl 100' U
be able to hear. 12) Venom of Asp 1 animal 1 attack 100' U
4. Strength of Boar-- Provides a bonus of 13) Beast of Burden II 1 animal 1 hr/lvl 100' U
+10 to an animal's attack for the 14) Courage of Lion 1 animal 1 min/lvl 100' U
duration of the spell.
15) Song of Nightingale III 1 animal 1 min/lvl 100' U
5. Beast of Burden-- Allows one animal
16) Beast of Burden III 1 animal 1 hr/lvl 100' U
to carry up to 1.5 times its normal
17) Hide of Elephant 1 animal 1 min/lvl 100' U
carrying capacity.
6. Skin of Chameleon-- Causes the skin 18) Strength of Bear 1 animal 1 min/lvl 100' U

(or scales, feathers, etc.) of one animal 19) Speed of Cheetah 1 animal 1 min/lvl 100' U
to change color with its surroundings 20) Shell of Tortoise 1 animal 1 min/lvl 100' U
adding a +25 bonus to its stalking and 25) Venom of Asp II 1 animal 1 attack 100' U
hiding skills. 30) Fire of Dragon 1 animal 1 rnd/lvl 100' U
7. Speed of Deer-- Increases the speed of 50) Beast Enhancement True varies varies 100' U
any one non-flying animal by 2 times its
normal rate. 13. Beast of Burden II-- As Beast of
8. Skin of Wolf-- Gives any one animal an Burden, except carrying capacity is
effective AT of 4. increased to 2 times normal.
9. Scale of Fish-- Allows any one non- 14. Courage of Lion-- Provides a bonus of
flying animal to swim with the ease of a +25 to one animal's fear resistance roll
fish. Spell does not allow the animal to for the duration of the spell.
actually breathe underwater. 15. Song of Nightingale III-- As Song of
10. Song of Nightingale II-- As Song of Nightingale, except all within hearing
Nightingale, except all within hearing range of the bird must make a resistance
range of the bird must make a resistance roll versus the caster's level or be
roll versus the caster's level or be put to stunned for 1 round per 5 failure. Caster
sleep. Caster is immune to the effects of is immune to the effects of the spell.
the spell 16. Beast of Burden III-- As Beast of
11. Strength of Tiger-- As Strength of Burden, except carrying capacity is
Boar, except bonus is +15. increased to 3 times normal.
12. Venom of Asp-- Causes the bite, claw, 17. Hide of Elephant-- Gives any one
or any other puncture attack of one animal an effective AT of 8.
animal to be poisonous. Poison uses an 18. Strength of Bear-- As Strength of Boar,
attack of the caster's level, gives 50 except bonus is +25.
concussion hits, and causes blindness. 19. Speed of Cheetah-- As Speed of Deer,
Animal's attack must cause a critical for except speed is increased by 3 times its
poison to take affect. normal rate.
20. Shell of Tortoise-- Gives any one
animal an effective AT of 12.
25. Venom of Asp II-- As Venom of Asp, Special Notes
except poison gives 5 concussion hits
per level of the caster (maximum of 1) None of the spells on this list do not
250) and causes blindness and paralysis. allow the caster to control the animal's
30. Fire of Dragon-- Causes any one actions in any way. If affected by one
animal to immolate intensely. Any of these spells, the animal will not act
coming in direct contact with the animal any differently than normal. Control of
suffer a C heat critical. Also, in addition the animal's actions must be maintained
to its normal attack, target suffers the through the use of an Animal Mastery
equivalent of a +50 fire bolt attack. spell, or by some other means.
Caster and animal are immune to the 2) Other animals are not immune to the
flames. effects of Venom of Asp, and Fire of
50. Beast Enhancement True-- This spell, Dragon.
when cast in conjunction with any of the 3) In the case of Fire of Dragon, the
lower level spells on this list, allows as animal itself will not perceive its
many animals as the caster has levels to immolation, however other animals will
be affected by that spell for triple the and react accordingly.
duration.
Beast healing Beastmaster Base List
Beast healing
1. Animal Bond-- Creates a bond of trust
with an animal to allow the caster to Lvl Spell Area of Effect Duration Range Type
draw energy from the animal to heal
himself with healing spells later on this 1) Animal Bond 1 animal varies 100' Fm
list. Bond will only until the healing 2) Nourishment 1 animal P 100' U
spell is cast, then must be cast again. 3) Remove Poison 1 animal P 100' U
2. Nourishment-- Provides nourishment 4) Animal Healing I 1 animal P 100' U
for one animal for one day. 5) Animal Draw II caster P touch U
3. Remove Poison-- Removes poison from 6) Poison Relief caster P touch U
any one animal's body. Poison makes a 7) Stun Relief 1 animal P 100' U
RR versus caster's level. If it succeeds,
8) Stamina Relief 1 animal P 100' U
the poison may not be removed by this
9) Remove Disease 1 animal P 100' U
caster until he gains another level. After
10) Animal Reviving I 1 animal P 100' U
spell is cast, it takes 6-60 minutes for the
11) Animal Draw III caster P touch U
poison to be fully removed.
4. Animal Healing I-- Heals all damage in 12) Animal Healing II 1 animal P 100' U
an animal up to 50 lbs. in weight. 13) Disease Relief caster P 100' U
Healing takes 6-600 minutes. 14) Animal Draw IV caster P touch U
5. Animal Draw II-- Caster can draw 15) Animal Healing III 1 animal P 100' U
energy from any one bonded animal, 16) Animal Reviving II 1 animal P 100' U
provided it has at least 40 total hit 17) Energy Draw caster P touch U
points, healing himself 2d10 concussion 18)
hits. Animal's total hit points may not 19) Laying on Hands 1 animal P touch U
drop below half of its normal amount. If 20) Lord Animal Healing varies P 100' U
the animal does not have at least 40 25) Animal Reviving III 1 animal P 100' U
concussion hits, then the caster cannot
30) Beast Healing 1 creature P 100' U
draw from it.
50) Beast Healing True 1 creature P touch U
6. Poison Relief-- Allows caster to transfer
the poison from his body into that of a
concussion hits from a bonded animal
bonded animal. Poison may then be
with at least 60 total concussion hits.
removed from the animal at caster's
12. Animal Healing II-- As Animal
discretion with Remove Poison.
Healing I, except animal can be up to
7. Stun Relief-- Instantly relieves the
500 lbs. in weight.
animal of d10 rounds of stun.
13. Disease Relief-- As Poison Relief,
8. Stamina Relief-- Rejuvenates an
except a disease is transferred.
animal's stamina, regardless of size.
14. Animal Draw IV-- As Animal Draw I,
Rejuvenation takes d10 minutes.
except caster can draw up to 4d10
9. Remove Disease-- As Remove Poison,
concussion hits from a bonded animal
except affects a disease.
with at least 80 total concussion hits.
10. Animal Reviving I-- Will return any
15. Animal Healing III-- As Animal
animal up to 10 pounds in weight from
Healing I, except there is no weight
the dead. The dead animal must make a
limit on the animal.
roll (d100, open-ended) and add 2 times
16. Animal Reviving II-- As Animal
its previous level. There is an additional
Reviving I, except modifier is -1 for
modifier of -2 per day that the animal
every two days dead.
was dead. If the result is over 100, the
17. Energy Draw-- Caster can draw up to
animal may not be returned from the
90% of a bonded animal's total hit
dead by this caster (until the caster gains
points, healing himself that many
another level). The animal will be at -
concussion hits.
100 to all actions for a number of days
19. Laying on Hands-- By laying his hands
equal to 20 days per day dead.
on the animal, caster can use this spell to
11. Animal Draw III-- As Animal Draw I,
instantly heal all damage in any animal
except the caster can draw up to 3d10
regardless of size, or reattach severed 30. Beast Healing-- As Animal Healing III,
limbs (not the head). except affects enchanted, magical,
20. Lord Animal Healing-- As Animal intelligent, but non-humanoid creatures
Healing III, except affects up to 20 (Dragons, Great Eagles, etc.).
animals within the radius of effect. 50. Beast Healing True-- As Laying on
25. Animal Reviving III-- As Animal Hands, except affects enchanted,
Reviving II, except target is magical, intelligent, but non-humanoid
automatically brought back from the creatures (Dragons, Great Eagles, etc.).
dead and there is no recovery period; Note that to reattach a severed limb,
and the range is 100'. caster must be able to actually hold the
limb in his hand.
BARBARIAN SKILL AND SKILL CATEGORIES

Armor: Heavy 4/4/4 Power Point Development 20


Barbarians are non-spell users who combine weapon
proficiency with mobility. Although possessing some distaste Armor: Light 1/1/1 Science/Analytic: Basic 3/6
for heavy armor, Barbarians are nearly as good as fighters Armor: Medium 3/3/3 Science/Analytic: Specialized 12
with weapons, and find themselves at home in the outdoors. A Artistic: Active 2/5 Self Control 2/6
well-rounded profession, they can also hold their own when it Artistic: Passive 2/5 Spells
comes to subterfuge skills. Examples of Barbarians might Athletic: Brawn 2/5 Arcane Open Lists 30
include Azim, of Robin Hood Prince of Thieves, and Genghis Athletic: Endurance 1/5 Other Realm Base Lists 120
Khan. Athletic: Gymnastics 1/5 Other Realm Closed Lists 105
Awarness: Perceptions 2/9 Other Realm Open Lists 90
Dust swirled into the air as horses raced across the Awarness: Searching 2/9 Own Realm Closed Lists 40
desert sands. Faster and faster Bektair rode with his
Awarness: Senses 2/5 Own Realm Open Lists 25
clansmen to greet the enemy across the shifting dunes.
Body Development 3/6 Own Realm Other Base Lists 80
Raising his sword high above his head, he joined his brothers
in a scream that pierced every awaiting soldier's soul with a Combat Maneuvers 3/9 Own Realm Own Base Lists ---
sharp dagger of fear. Communications 3/3/3 Subterfuge: Attack 4/8
Crafts 4/10 Subterfuge: Mechanics 2/5
Prime Stats: Agility and Constitution Directed Spells 20 Subterfuge: Stealth 1/3
Influence 2/7 Technical/Trade: General 3/7
Lore: General 1/3 Technical/Trade: Professional 8
BARBARIAN SPELL LISTS
Lore: Magical 6 Technical/Trade: Vocational 12
The Barbarian has no base lists, though he may learn
(at a high development point cost) spells from his chosen Lore: Obscure 3/7 Urban 3/5
realm of magic. Lore: Technical 2/6 Weapon: 1-H Concussion 2/5
Martial Arts: Striking 3/5 Weapon: 1-H Edged 3/8
Martial Arts: Sweeps 3/5 Weapon: 2-Handed 3/9
PROFESSION BONUSES
Outdoor: Animal 1/4 Weapon: Missle 3/9
Armor Group: +5
Athletic Group: +5 Outdoor: Environmental 1/5 Weapon: Missle Artillery 3/9
Body Development: +5 Power Awarness 8 Weapon: Pole Arms 6
Combat Maneuvers: +10
Outdoor Group: +10 TRAINING PACKAGES
Subterfuge Group: +5
Weapon Group: +10
Adventurer 29 Highwayman 19
Amateur Mage 40 Hunter 25
SPELL DEVELOPMENT Animal Friend 24 Knight 26
Open list (1-5): 25 Closed list (1-5): 40
Assassin 22 Loremaster 29
Open list (6-10): 50 Closed list (6-10): 80
Berserker 22 Martial Artist 30
Open list (11-15): 75 Closed list (11-15): 120
Burglar 20 Mercenary 25
Open list (16-20): 100 Closed list (16-20): 160
Open list (21+): 125 Closed list (21+): 200 City Guard 17 Merchant 25
Cloistered Academic 29 Performer 28
Everyman Skills: Situational Awareness, Frenzy, any one Con Man 20 Philosopher 32
non-restricted combat maneuver, one of either Boxing or Crafter 24 Sailor 19
Wrestling. Crusading Academic 29 Scout 20
Cut Purse 18 Shaman Priest 31
Occupational Skills: none Detective 20 Soldier 18
Diplomat 27 Spy 25
Restricted Skills: Channeling (if the character's chosen realm Doctor 23 Traveller 10
is not Channeling) Explorer 27 Wanderer 28
Guardian 27 Weapon Master 30
Herbalist 23 Zealot 25
NINJA SKILLS AND SKILL CATEGORIES

The Ninja are a profession of stealthy non-spell users Armor: Heavy 6/6/6 Power Point Development 12
bred to kill. They tend to specialize in only a select few Armor: Light 2/2/2 Science/Analytic: Basic 3/6
weapons, and shun the use of heavy armor, which interferes Armor: Medium 4/4/4 Science/Analytic: Specialized 12
with their subterfuge abilities. The Ninja combine specialized Artistic: Active 2/5 Self Control 2/5
skills in weaponry with martial arts, giving them a talent for Artistic: Passive 2/5 Spells
hand-to-hand surpassed only by Warrior Monks, and Athletic: Brawn 3/9 Arcane Open Lists 20
adeptness in weaponry like the Thief and Rouge. Athletic: Endurance 2/7 Other Realm Base Lists 120
Athletic: Gymnastics 1/3 Other Realm Closed Lists 90
Kataru dropped behind the guard without a sound.
Awarness: Perceptions 2/5 Other Realm Open Lists 60
Silently, he drew his slender blade and dispatched the sentry
Awarness: Searching 1/3 Own Realm Closed Lists 25
in one quick motion. As the guard fell quietly to the ground,
Kataru stalked through the twilight courtyard in search of his Awarness: Senses 2/5 Own Realm Open Lists 15
next victim. The King would not sleep well tonight. Body Development 4/10 Own Realm Other Base Lists 50
Combat Maneuvers 4/10 Own Realm Own Base Lists ---
Prime Stats: Agility and Intuition Communications 3/3/3 Subterfuge: Attack 2/6
Crafts 4/10 Subterfuge: Mechanics 1/3
NINJA SPELL LISTS Directed Spells 20 Subterfuge: Stealth 1/3
The Ninja has no base lists, though he may learn (at a Influence 2/5 Technical/Trade: General 3/7
high development point cost) spells from his chosen realm of Lore: General 1/3 Technical/Trade: Professional 8
magic. Lore: Magical 4 Technical/Trade: Vocational 5/12
Lore: Obscure 3/7 Urban 1/3
PROFESSION BONUSES Lore: Technical 2/5 Weapon: 1-H Concussion 2/5
Athletic Gymnastic: +5 Martial Arts: Striking 2/5 Weapon: 1-H Edged 2/7
Awareness Group: +5 Martial Arts: Sweeps 2/5 Weapon: 2-Handed 6
Body Development: +5 Outdoor: Animal 2/5 Weapon: Missle 6
Martial Arts Group: +10
Outdoor: Environmental 2/5 Weapon: Missle Artillery 6
Self Control: +5
Power Awarness 6 Weapon: Pole Arms 9
Subterfuge Group: +10
Weapon Group: +10 Power Manipulation 12 Weapon: Thrown 9

SPELL DEVELOPMENT TRAINING PACKAGES


Open list (1-5): 15 Closed list (1-5): 25
Open list (6-10): 30 Closed list (6-10): 50 Adventurer 29 Highwayman 21
Open list (11-15): 45 Closed list (11-15): 75 Amateur Mage 36 Hunter 29
Open list (16-20): 60 Closed list (16-20): 100
Animal Friend 28 Knight 30
Open list (21+): 75 Closed list (21+): 125
Assassin 15 Loremaster 28
Berserker 26 Martial Artist 25
Everyman Skills: Sense Ambush, Any one Combat
Maneuver. Burglar 20 Mercenary 30
City Guard 22 Merchant 25
Occupational Skills: none Cloistered Academic 29 Performer 28
Con Man 20 Philosopher 32
Restricted Skills: Boxing, Wrestling, Channeling (if the Crafter 24 Sailor 20
character's chosen realm is not Channeling) Crusading Academic 29 Scout 19
Cut Purse 20 Shaman Priest 33
Detective 20 Soldier 25
Diplomat 27 Spy 21
Doctor 23 Traveller 12
Explorer 27 Wanderer 29
Guardian 29 Weapon Master 32
Herbalist 23 Zealot 25
Everyman Skills: none
BEASTMASTER Occupational Skills: none
Restricted Skills: none
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. Armor: Heavy 4/4/4 Power Point Development 8
The most infamous of these were Morgoth's servants from the Armor: Light 2/2/2 Science/Analytic: Basic 2/5
1st Age who managed the breeding pits for the Dark Lord's Armor: Medium 3/3/3 Science/Analytic: Specialized 8
dragons. Artistic: Active 2/5 Self Control 2/7
Artistic: Passive 2/5 Spells
The frigid mountain night threatened to claim Ihalla's
Athletic: Brawn 3/7 Arcane Open Lists 12
life soon. Clutching his wounded leg, he was glad to see a
familiar face come stepping through the cedars. Not only Athletic: Endurance 2/7 Other Realm Base Lists 80
would the approaching grizzly bear keep Ihalla warm for the Athletic: Gymnastics 3/7 Other Realm Closed Lists 45
night, but it might also be persuaded to carry him across the Awarness: Perceptions 3/10 Other Realm Open Lists 30
river tomorrow morning. Awarness: Searching 2/5 Own Realm Closed Lists 10/10
Awarness: Senses 2/6 Own Realm Open Lists 8/8
Prime Stats: Empathy and Agility
Body Development 5/10 Own Realm Other Base Lists 25

BEASTMASTER SPELL LISTS Combat Maneuvers 5/12 Own Realm Own Base Lists 6/6/6
The Beastmaster has six base spell lists. For a Communications 3/3/3 Subterfuge: Attack 12
slightly higher development point cost, he may also develop Crafts 4/10 Subterfuge: Mechanics 7
Open and Closed Essence spell lists. Other lists may be Directed Spells 20 Subterfuge: Stealth 1/5
developed but will cost more development points. Influence 2/5 Technical/Trade: General 3/7
Lore: General 1/3 Technical/Trade: Professional 8
Beast Mastery: Controlling the actions of animals and
creatures. Lore: Magical 3/7 Technical/Trade: Vocational 5/12
Beast Forms: Taking the shape and abilities of animals and Lore: Obscure 3/7 Urban 3/6
creatures. Lore: Technical 2/6 Weapon: 1-H Concussion 3/7
Beast Summons: Summoning animals and creatures. Martial Arts: Striking 5 Weapon: 1-H Edged 4
Beast Movement/Senses: Enhancing the abilities of the
Martial Arts: Sweeps 5 Weapon: 2-Handed 4
caster.
Outdoor: Animal 1/2 Weapon: Missle 4
Beast Enhancements: Enhancing the abilities of animals.
Beast Healing: Healing animals, creatures, and the caster. Outdoor: Environmental 1/3 Weapon: Missle Artillery 6
Power Awarness 6 Weapon: Pole Arms 6
PROFESSION BONUSES Power Manipulation 6/12 Weapon: Thrown 6
Awareness Group: +5
Body Development: +5
Outdoor Group: +20
Subterfuge Stealth: +10
Weapon Group: +10

SPELL DEVELOPMENT
Base list (all) 6/6/6
Open list (1-10) 8/8
Open list (11-15) 12
Open list (16-20) 18
Open list (21+) 25
Closed list (1-5) 10/10
Closed list (6-10) 12
Closed list (11-15) 25
Closed list (16-20) 40
Closed list (21+) 60

First 5 lists developed in a given level: x1 cost


6th-10th lists developed in a given level: x2 cost
11th-up lists developed in a given level: x4 cost

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

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