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Animal Reality,
Arcane Alchemist Base List

Copyright Rich Kirkland ©2000

Animal Reality; Arcane Alchemist Base

Lvl

Spell

Area of Effect

Duration

Range

Type

1)

Type Animal

1 animal

P

10'

I

2)

Coloration

1 animal

10 min/lvl

10'

F

3)

Minor Creature Shell

1 animal

10 min/lvl

10'

F

4)

Taste/Smell Sensors

1 animal

10 min/lvl

10'

F

5)

Touch/Sound Sensors

1 animal

10 min/lvl

10'

F

           

6)

Light/Sight Sensors

1 animal

10 min/lvl

10'

F

7)

Other Sensors

1 animal

10 min/lvl

10'

F

8)

Limb Adaptations

1 animal

10 min/lvl

10'

F

9)

Limb Creations

1 animal

10 min/lvl

10'

F

10)

Lesser Creature Shell

1 animal

10 min/lvl

10'

F

           

11)

Digestive System

1 animal

10 min/lvl

10'

F

12)

Reproductive System

1 animal

10 min/lvl

10'

F

13)

Respiratory System

1 animal

10 min/lvl

10'

F

14)

Poison/Acid Sacs

1 animal

10 min/lvl

10'

F

15)

Animal Cross Enchantment

Varies

--

10'

U

           

16)

Permanent Animal

1 spell

P

10'

U

17)

Animal System

1 animal

10 min/lvl

10'

F

18)

Merge Animals

1 animal

10 min/lvl

Touch

F

19)

Greater Creature Shell

1 animal

10 min/lvl

10'

F

20)

Sizing

1 animal

10 min/lvl

10'

F

           

25)

Natural Resistance

1 animal

10 min/lvl

10'

F

30)

Enhanced Feature

1 animal

10 min/lvl

10'

F

50)

Permanent Species

1 spell

P

10'

U

  1. Type Animal: 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: 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 Shell: Caster can modify the target animal's appearance by changing the 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: 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 Sensors: Caster can modify the target animal's sense of touch or hearing. 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 sounds or touches. For example, don't rub a cat the wrong way.
  6. Light/Sight Sensors: 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 Senses: 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. Adapt Limb: 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. Create Limb: 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 Shell: As Minor Creature Shell, but AT may be modified to AT's 1 through 8.
  11. Digestive System: 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 System: As Digestive System, except affects the reproductive and growth 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: 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: 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 Enchantment: This spell allows the caster to use the next spell from this list to modify any other substance as categorized by another Arcane Alchemist Base List. The GM will have to monitor these effects an 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: 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: As Digestive System, except caster may modify any other system such as the circulatory or endocrine system. These may effect the climate in which a creature can exist.
  18. Merge Animals: 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 Shell: As Lesser Creature Shell,, except AT's up to 17 may be created.
  20. Sizing: 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%.
  1. Natural Resistance: 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.
  1. Enhanced Feature: 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.
  1. Permanent Species: As Permanent Animal except the animal will pass on its modifications to any offspring.

 

Note 1: For this spell list "animal" refers to animals, monsters, sentient races and the like.

Note 2: For this spell list "limb" refers to any physical protrusion capable of movement.

Note 3: 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, then require research into the idea.

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