1 Type Animal 1 animal P 10' I Caster learns the various physiological and habitual properties of target animal. This also yields a +50 to Fauna Lore, Herding, Animal Care and Animal Healing. 2 Coloration 1 animal 10 min/lvl 10' F Caster can modify the target animal's color of fur, scales, feathers or skin or any portion thereof. This spell can be used to "blend in" with the surroundings as an aide to hiding. The bonus to hiding depends on the setting and GM. Furthermore, if this spell is cast on a target already affected by this spell, then the target can gain chameleon- like qualities for the duration of the spell. 3 Minor Creature 1 animal 10 min/lvl 10' F Caster can modify the target animal's appearance by changing the Shell outer skin to fur, scale, skin, or feather. The AT of the creature does not change. This spell can also change the shape of the torso, head and neck or add/modify any of the following: teeth, horns, spikes, warts, hair patterns, etc. Any spikes, claws, teeth, or such added to a creature could be used as a natural weapon, though training would be necessary for effective use. 4 Taste/Smell Sensors 1 animal 10 min/lvl 10' F The caster can modify the animal's senses of smell and taste in any fashion he chooses. The caster can mimic the sensitivity levels of any animal he has "Typed." For example, if he has typed a blood hound, then he could give a snail the same sniffing ability of the bloodhound. The caster may alternately decide to make a creature especially sensitive or less sensitive to certain smells. 5 Touch/Sound 1 animal 10 min/lvl 10' F Caster can modify the target animal's sense of touch or hearing. The Sensors caster can mimic the sensitivity of any animal he has previously "Typed." The caster may alternately decide to make a creature especially sensitive or less sensitive to certain sounds or touches. For example, don't rub a cat the wrong way. 6 Light/Sight Sensors 1 animal 10 min/lvl 10' F Caster can modify the target animal's sense of sight or light sensing. The caster can mimic the sensitivity of any animal he has previously "Typed." The caster may alternately decide to make a creature especially sensitive or less sensitive to certain intensities of light. 7 Other Sensors 1 animal 10 min/lvl 10' F As the earlier "Sensor" spells above, but caster can affect unusual senses such magnetic, electric field, and so on. The caster can mimic the sensitivity of any animal he has previously "Typed." 8 Limb Adaptations 1 animal 10 min/lvl 10' F Caster can modify an existing limb (arm, leg, tail, wing, fin, antennae, tongue). Modifications may be simple such as increased webbing on a foot to changing an arm to a leg. While webbed feet may assist in swimming, wings on a typical person will not grant flight unless the total weight is decreased through other means. This spell may be used to increase or decrease the length of limbs by up to 50 percent. 9 Limb Creations 1 animal 10 min/lvl 10' F May create a new limb at any point on the target animal's body. The limb may be anything possible through the Adapt Limb spell. New limbs are fully functional but generally require a lot of getting accustomed to (See Sentient Reality Base List) 10 Lesser Creature 1 animal 10 min/lvl 10' F As Minor Creature Shell, but AT may be modified to AT's 1 Shell through 8. 11 Digestive System 1 animal 10 min/lvl 10' F Caster can modify any portion of the target's digestive system, but the system must be physically possible. You can't kill a creature with this spell and any attempt to do so will result in a spell failure. This spell can make a herbivore carnivorous or vice versa along with all necessary modifications. This spell can specialize a diet or broaden it. This spell can also be used to increase or decrease metabolic rate for diet control or weight control. 12 Reproductive 1 animal 10 min/lvl 10' F As Digestive System, except affects the reproductive and growth System cycle of a creature. This can change live bearers to egg bearers, increase maturation of babies, decrease or increase gestation, as well as modify an animal's mating cycle. 13 Respiratory System 1 animal 10 min/lvl 10' F As Digestive System, but the method of respiration. This can allow the target to breath in any atmosphere or substance allowed by the caster's various "Typed" animals. This can allow breathing of methane, water, high atmospheres, and so forth. It could also be used to modify lung capacity, control and efficiency. 14 Poison/Acid Sacs 1 animal 10 min/lvl 10' F Caster can create or remove poison or acid sacs within the target animal. The type of poison or acid is limited to those found in animals previously "Typed." 15 Animal Cross Varies — 10' U This spell allows the caster to use the next spell from this list to Enchantment modify any other substance as categorized by another Arcane Alchemist Base List. The GM will have to monitor these effects and interpret the results. The GM my determine that casting Reproductive System on a rock would have no effect, unless you also cast Digestive System to allow it to absorb surrounding minerals for the process. 16 Permanent Animal 1 spell P 10' U This spell makes the next spell cast from this list to have a permanent duration. This spell must and the enchantment must be cast for 24 days in a row. Each day, the target animal will be effected by the spell for 1 additional hour per day (starting with only one hour the first day). If a day of casting this spell is missed, then the day count drops by 4 days. At the end of 24 days, the enchantment is permanent. When this happens the animal is no longer considered enchanted and is now a "normal" animal/monster/race that can be modified by more spells from this list. The only drawback is that any offspring the animal has will revert to an unmodified version of the original animal. 17 Animal System 1 animal 10 min/lvl 10' F As Digestive System, except caster may modify any other system such as the circulatory or endocrine system. These may affect the climate in which a creature can exist. 18 Merge Animals 1 animal 10 min/lvl Touch F The caster may actually merge two animals into one animal. The caster molds the two animals together like clay. Once the process of merging has begun, the animals cannot resist the process, though they may be aware and unhappy. Merged creatures generally have short life spans if not prepared for the radical change (See Sentient Reality Base List). 19 Greater Creature 1 animal 10 min/lvl 10' F As Lesser Creature Shell,, except AT's up to 17 may be created. Shell 20 Sizing 1 animal 10 min/lvl 10' F Caster may modify the target animal's size based on the following rules of thumb: Tiny: up 500% or down 50 percent; small: up 300% or down 50 percent; medium: up 150% or down 50%; large up 100% or down 75%; super large up 50% or down 75%. 25 Natural Resistance 1 animal 10 min/lvl 10' F Caster may modify the natural resistance of the animal by +/- 20 to any single realm of magic, poison, disease, or element. Any subsequent castings of this spell on a creature will only provide a +/- 5 for the same form of resistance or +/- 10 for any other resistance. Subsequent castings of this spell on an animal also require more casting time based on the square of the time being cast. For example, the second casting requires four months of casting to be made permanent. The third casting requires nine months. During the casting period, the target is placed in a magic sleep. The caster may wake the target, but will cancel the spell if he does so. 30 Enhanced Feature 1 animal 10 min/lvl 10' F Caster may modify the normal attributes of an animal such as Strength, Constitution, Agility, or Quickness. This results in a +/-1 stat bonus for the target animal. Subsequent castings of this spell on an animal require more casting time based on the square of the time being cast. For example, the second casting requires four months of casting to be made permanent. The third casting requires nine months. During the casting period, the target is placed in a magic sleep. The caster may wake the target, but will cancel the spell if he does so. 50 Permanent Species 1 spell P 10' U As Permanent Animal except the animal will pass on its modifications to any offspring. Note: For this spell list "animal" refers to animals, monsters, sentient races and the like, and "limb" refers to any physical protrusion capable of movement. The Type Animal spell provides all available information that the caster knows to look for. If the caster has no Biochemistry, then he won't learn about blood types. Also, if a caster wants to try something his skills and knowledge would not suggest, this requires research into the idea.