In order to cast the following spell you must possess either the Spellcraft or Invocation.
Lesser Spells
Greater Spells
Inside all sentient races there lurks a beast. All races have primal urges, needs - food, comfort, safety, survival and a mate - these things form the basis of all instinct. Beasts Magick draws upon these instincts as part of its manipulation. Known to enhance the wielder’s strength or senses, Beasts Magick exists both in dominance and in harmony with the beasts of the lands.
LESSER SPELLS
Beast Sense 30 seconds Self Physical effect The caster uses their powers of Beast, to make their senses as sharps as a beasts. Small handwriting may be seen up to 30’ away, whispered conversations can be heard up to 30’ away, and the caster may smell to detect others and their racial types up to 30’ away.
Beast Speak 1 hour Self Mental effect The caster uses their Magick to understand the subtle movements of body language, the interplay of smells (etc.) that convey thoughts and emotions of beasts. The caster is able for the period of an hour, to understand and speak the “language” of any one type of non-generation creature.
Befriend 1 minute Ranged Mental effect By using the primal emotions of another, the caster can influence their feelings to become calm and passive. The target of the spell now believes the caster is a friend - and will even defend them if attacked. Attacking the victim's friends, however, will end the spell as they become convinced you aren't really their friend at all. This lasts 1 minute and must be role-played.
Command 30 seconds Ranged Mental effect The caster uses their power to bid another to perform an action of their choice, in much the same way as commanding a dog. The action must be non- suicidal (including ‘sleep’), and no more than one word, but must be obeyed immediately. This spell lasts 30 seconds. It must be noted that the interpretation of the Command is up to the target as some words might mean different things to different people - try to obey your first instinct when targeted by this spell.
Distract the Hunter As Stealth Self Physical effect The caster uses beasts Magick to distract the mind of others, obscuring their smells and hiding themselves with the soft movement of body language. The caster turns to ‘Stealth mode’, and all the rules of the skill ‘Stealth’ are applied.
Enthrall Until stopped Ranged Mental effect The caster uses their power of beasts to awaken lust in another, calling out to them in silky smooth tones. The victim can do nothing except listen and follow the caster, as long as the caster continues to speak. The spell ends if the victim is attacked or the caster is quiet for more than 2 seconds, casts another spell or is killed.
GREATER SPELLS
Eyes of the Hunter 30 seconds Self Physical effect The caster changes their eyes to become hawk-like, detecting the smallest of movements and disturbances in the growth around them. For the next 30 seconds all living beings will be revealed to the caster, even if they are not in plain sight. This may require a ref.
Furious Roar As Strike-back Area Physical effect The caster pushes Beast Magick from their body, crying like angry animal, sending shivers up other’s spines. All other characters (friends and enemies) are pushed 5 feet away from them exactly as if hit by a ‘Strike-back’. Beasts and Beastmen are knocked back 10 feet instead.
Heart of the Wolf 1 minute Self Mental effect The caster builds beast Magick within themselves making them become feral, wild and more like a savage beast than their real self. The recipient of the spell becomes Immune to all Mental based effects (which effectively removes all effects on the caster currently in play) for 1 minute, except calls of Fear or Terror above Rank 3.
The Beasts Anger 1 minute Self Physical effect The caster is able to draw upon the essence of beasts to summon transform into a great beast. This must be role-played. The caster gains three levels of Strength, which may go above the racial maximum, to the maximum of level 6. They add 3 points of Natural Armour and lose Regeneration if they have it. This lasts for 1 minute. Regeneration will return after the spell has ended. During this time they may not maintain or cast other spells.