Animalism Spell in Untold Legends | World Anvil
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Animalism

Prerequisite: Earth ••

• Feral Whispers

Cost: -
Dice Pool: Manipulation + Animal Ken + Animalism
Action: Instant
Description: You're able to understand and communicate with beasts. Eye contact must be maintained in order to speak with animals. As such, animals without eyes cannot be spoken with. Mammals, raptors and certain large reptiles are relatively easy to communicate with; insects, invertebrates and most fish are very nearly impossible.   Suggested Modifiers: +1 The animal is a mammal
+1 The character is able to assume the same animal form via the Protean spell as the creature with which he tries to communicate (though he need not actually make the transformation).
+1 The character attempts to communicate with an animal in its “native tongue” by hissing, squeaking or what have you (assuming the player is willing to attempt to roleplay such actions).
— The animal is another sort of mammal, a predatory bird or a large reptile (rat, owl, alligator).
-1 The animal is another sort of bird or a small reptile (pigeon, snake).
-3 The animal is an insect or fish.

•• Obedience

Cost:-
Dice Pool: Presence + Animal Ken + Animalism – animal’s Composure
Action: Instant
Description: Having mastered the ability to commune with beasts, the magic user’s connection with his own feral nature now allows him to command them as well. No longer need he beg, threaten or cajole animals into doing his will. He demands, and they obey as best they can. The animal obeys to the best of its ability, but its nature and intelligence might cause it to interpret its orders in unusual ways. Once it has received an order, the animal carries it out, assuming it can be completed before the following sunrise   Obedience also requires a contested roll if the animal is already under the control of another magic user with this power (in which case Obedience successes achieved must exceed those rolled for the original magic user).

••• Call of the Wild

Cost: 1 mana.
Dice Pool: Presence + Animal Ken + Animalism
Action: Instant
Description: You're fully in tune with your own Beast that she can call out in a feral voice- howling, hissing, cawing or the like — that beckons all creatures of a specific type. Any animal of that sort within a given area is compelled to respond, immediately moving toward the magic user at its fastest possible speed, via the most direct route it can find. Only animals that can hear the call are summ oned, so creatures that have been deafened or that are insulated from the sound by thick walls or other barriers do not respond. Animals that respond to the magic user’s call are not automatically under her control, but they are more easily subjected to other Animalism powers.   Roll Results:
Dramatic Failure: All animals of the type called within 100 meters immediately turn hostile toward the character and are immune to any further uses of Animalism by that character until the next sunset.   Failure: On a failure, no animals appear.   Success: The area of the call is 100 meters for every success rolled. That is, a single success when summoning rats calls all rats within 100 meters. The Storyteller determines how many animals respond based on the environment. Hundreds or thousands of rats might appear in an inner city, while no hawks or coyotes would.   Exceptional Success: As per a normal success. In the previous example of the rat summoner, if the player achieved seven successes, all rats within 700 meters would heed the call.   This can be done together with Nature's Lay of the Land spell for a even larger area to call animals from.

•••• Subsume the Lesser Spirit

Cost: 2 mana.
Dice Pool: Manipulation + Animal Ken + Animalism versus animal’s Composure
Action: Contested
Description: By locking eyes with an animal, a magic user may psychically enter the creature’s body and possess it as though it were his own.   Roll Results:   Dramatic Failure: The character fails to bond with the animal; the animal grows hostile and is immune to any further uses of Animalism by that character until the next sunset.   Failure: The character loses or ties the contested action and fails to bond with the animal.   Success: The character wins the contested action and occupies the animal’s body. He can use Animalism but no other spells while doing so.   Exceptional Success: The character wins the contested action with five or more successes and occupies the animal’s body, and can also cast other spells while in this form.   Suggested Modifiers:
+1 The animal is a predatory mammal (wolf, cat, insectivorous bat).
+1 The character has already successfully used Feral Whispers on the animal he now attempts to possess.
+1 The character is able to assume the same animal form via the Protean spell as the creature he tries to possess.
— The animal is another sort of mammal, a predatory bird or a large reptile (rat, owl, alligator).
-1 The animal is another sort of bird or a small reptile (pigeon, snake).

••••• Shape of the Beast

A magic user can take the shape of an ordinary animal. While in this form, the magic user retains his mind and temperament, but he can call upon the physical qualities of his newfound body (increased speed and senses as a wolf, sonar sense and flight as a bat). With time and experience, the character can learn to adopt the other forms.   Cost: 2 mana.
Action: Instant
Dice Pool:
Description: This power requires no roll to activate. The transformation from human to animal or back again requires a character’s action in a turn. All clothing and small possessions shift with the magic user, and he can remain in his animal state until he chooses to shift back. A magic user can even sleep the night away in animal form. In addition, sleeping in animal form is taxing on the magic users state, requiring the expenditure of an additional mana upon awakening. While in animal form, a magic user can use any spell in his repertoire. Each animal form conveys a separate host of benefits. As a wolf, the magic user’s claws and teeth inflict lethal damage and add a +1 bonus to attack pools, Speed is doubled, and two bonus dice are added to any Wits + Composure rolls to be aware of events that happen in the wolf ’s environment. As a bat, the magic user’s Strength becomes 1, but he can fly at a Speed of 20 (plus five more per dot of Vigor activated three dice are added to all hearing-based rolls, and Defense increases by two. (At the player’s discretion, he may spend another mana and allow a character in wolf form or any other suitable form as described here to activate Claws of the Wild. As with normal uses of that power, these claws are obviously supernatural or otherwise remarkable, and even those unfamiliar with the world of the magi will know that something is not quite right about the animal in question. A character who has assumed Shape of the Beast and also activates Claws of the Wild gains a +1 bonus to attack pools and inflicts aggravated damage instead of gaining a +1 bonus to attack pools and inflicting lethal damage with claw attacks.) When this power is first acquired, only one form is avialable. With Storyteller permission, every three experience points spent allows a character access to other forms, or to an altogether different predatory animal, usually a mammal, although it’s rumored that magic users in far-flung lands can assume the forms of predatory and scavenger birds.
 

Claws of the Wild


Claws of the Wild are unlocked after achieving the 5th dot in Animalism.
Cost: 2 mana
Action: Reflexive
Dice Pool:
Description: This power involves no roll. The wicked claws grow by silent act of will on the part of the magic user, and they can be sprouted from both a magic user’s hands and feet. Imbued with the unholy power of mana, these ferocious weapons offer a +1 bonus to attack pools in unarmed close combat, and inflict aggravated damage. Of course, these bonuses require that the character actually attacks with his claws — one cannot invoke Claws of the Wild and then gain a +1 bonus and aggravated damage if attacking with an axe or bow, for example. In addition to their combat potential, the claws add two dice to any climbing-related rolls as long as they remain invoked. The claws remain for the scene unless the magic user retracts them prematurely.   Upon activation of this power, the magic user’s nails grow into long, fearsome talons or claws, capable of rending bone and flesh alike. This power makes for truly fearsome combatants, and other magic users tend to give them a wide berth. Note that not every magic user’s claws look the same. Some seem to be modeled after real-world animals’, such as wolves’, tigers’ or the talons of birds of prey, while other claws seem to have no natural correlative at all. As might be expected, when these last magic users unsheathe their claws, they tend to greatly unnerve those around them. This power however isn't limited to claws only. You can control the shape you take to such a degree you're able to transform your eyes into for example hawk eyes and sprout wings. Although you might lack the strength to actually fly, without Vigor, you can only glide.

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