From: [i--bl--e] at [eskimo.com] (Dark Matter) Newsgroups: rec.games.frp.archives Subject: SUPPLEMENT: HERO: College of Animal Powers Date: 24 Jun 1994 20:30:30 -0400 Part 14 in a series - COLLEGE OF ANIMAL POWERS ------------------------------------------------------------------ Disclaimer: HERO System is a trademark of Hero Games, Inc. Any reference to HERO, the HERO System Rulesbook, or any of the HERO System supplements should not be construed as a challenge to the trademark status. The author is not affiliated in any manner with Hero Games, Inc. You can distribute this product freely, but you can not charge more than a minimum delivery fee. Copyright 1994, All rights reserved. ------------------------------------------------------------------ This series of spells can be used to supplement those available in the Fantasy HERO Campaign book, and the Fantasy HERO Companion books from HERO Games, Inc. They can not be used without reference to the the HERO System Rulesbook. These spells are a mix of adaptations from other game systems and original designs. The archive site is at: ftp.cs.pdx.edu:/pub/hero/fantasy-hero/magic. ------------------------------------------------------------------ ANIMAL CRY This spell allows the wizard to reproduce the calls of a specific animal. The vocal chords change their form to match those of the creature, so the wizard is unable to speak while maintaining this spell. Power: +5 Images (Sounds) Modifiers: Only to imitate calls of animal (-1/2), No Range (-1/2), Requires Magic Skill Roll (-1/2), OIF - Necklace Totem for the desired animal (-1/2), Limitation: Spell cannot be cast while any other totem's spells are being maintained (-1/2), Character must have at least 30 points in spells of the Animal Power School (-3/4), Limitation: reforms vocal chords, making speach impossible (-1/2). Active Cost = 25 points. END Cost: 2; Magic Roll: -2; Casting Time: 1/2 phase. Real Cost: 5. BEAR HUG By drawing upon the power of the bear, the arms and shoulders of the wizard grow large and hairy, allowing him to inflict a powerful hug on an opponent. The arms gradually return to normal at the rate of 5 points of STR per turn. Power: 4d6 Aid to STR Modifiers: Only to Grab (-3/4), Requires Magic Skill Roll (-1/2), OIF - Necklace Totem "Bear" (-1/2), Limitation: Spell cannot be cast while any other totem's spells are being maintained (-1/2), Character must have at least 30 points in spells of the Animal Power School (-3/4), Limitation: Reforms the body into part human, part animal form (-1/2). Active Cost = 20 points. END Cost: 2; Magic Roll: -2; Casting Time: 1/2 phase. Real Cost: 4. ELECTRIC EEL SHOCK The skin of the wizard expands and transforms into a slick grey hide, then begins to build up a powerful electrical charge. This current is discharged within a volume of water, shocking anybody nearby who occupies the liquid. Power: 6d6 Energy Blast Modifier: Explosion (+1/2), Personal Immunity (+1/4); Only works in water (-1-1/2), No Range (-1/2), No Knockback (-1/4), Requires Magic Skill Roll (-1/2), OIF - Necklace Totem "Electric Eel" (-1/2), Limitation: Spell cannot be cast while any other totem's spells are being maintained (-1/2), Character must have at least 30 points in spells of the Animal Power School (-3/4), Limitation: Reforms the body into part human, part animal form (-1/2), Extra Time (1 phase) (-1/2). Active Cost = 52 points. END Cost: 5; Magic Roll: -5; Casting Time: 1 phase. Real Cost: 8. HIBERNATION Some creatures spend the winter in a state of dormancy resembling sleep. At this reduced level of activity, the animals need less food and can survive through the harshest weather by sheltering underground. Upon casting this spell, the body of the wizard grows a dense coat of fur, and his body changes into a bear-like form. Power: Life Support, No need to eat or excrete, Survive intense cold Modifiers: Single Continuing Charge lasting 3 months (Awaken to end) (+3/4); Costs END to start (-1/4), Requires Magic Skill Roll (-1/2), OIF - Necklace Totem "Bear" (-1/2), Limitation: Spell cannot be cast while any other totem's spells are being maintained (-1/2), Character must have at least 30 points in spells of the Animal Power School (-3/4), Limitation: Reforms the body into part human, part animal form (-1/2). Active Cost = 21 points. END Cost: (2); Magic Roll: -2; Casting Time: 1/2 phase. Real Cost: 5. MONKEY SWING Few creatures have taken to life among the tree tops quite like the monkeys. With their long grasping limbs, they can bracciate almost effortlessly from branch to branch, and swing between trees using loose vines. Upon casting this spell, the arms and legs of the wizard become monkey-like, growing hairier and more limber, allowing him to swing easily among the trees or similar structures. Power: 5" Swinging Modifiers: Requires Magic Skill Roll (-1/2), OIF - Necklace Totem "Monkey" (-1/2), Limitation: Spell cannot be cast while any other totem's spells are being maintained (-1/2), Character must have at least 30 points in spells of the Animal Power School (-3/4), Limitation: Reforms the body into part human, part animal form (-1/2), Limitation: only where lines and hand holds exist (-1/4). Active Cost = 5 points. END Cost: 1; Magic Roll: -1; Casting Time: 1/2 phase. Real Cost: 1. POUNCE OF THE LION The arms and legs of the wizard become cat-like: powerful, fast and covered in warm fur. The wizard can spring forward at great speed, then pounce upon his intended target. This spell can be very exhausting to maintain, making it best for use in an ambush. (Alternate totem: Any Large Cat) Power: +6" Running Active Cost = 12 points. Power: +5" Superleap Modifiers: Linked to Running (-1/2). Active Cost = 5 points. Combined: x4 END to use (-1-1/2), Requires Magic Skill Roll (-1/2), OIF - Necklace Totem "Lion" (-1/2), Limitation: Spell cannot be cast while any other totem's spells are being maintained (-1/2), Character must have at least 30 points in spells of the Animal Power School (-3/4), Limitation: Reforms the body into part human, part animal form (-1/2). Active Cost = 19 points. END Cost: 8; Magic Roll: -2; Casting Time: 1/2 phase. Real Cost: 3. REALM OF THE EARTH The earth is alive with creatures rarely seen by surface dwellers. The power to move through the ground can be useful for entering an area unseen, or digging out of a land slide or avalanche. Upon casting this spell, the limbs of the wizard thicken and grow hard digging claws. (Alternate totems: Rabbit, worm, or ant) Power: 4" Tunneling through 1 DEF Modifiers: Requires Magic Skill Roll (-1/2), OIF - Necklace Totem "Mole" (-1/2), Limitation: Spell cannot be cast while any other totem's spells are being maintained (-1/2), Character must have at least 30 points in spells of the Animal Power School (-3/4), Limitation: Reforms the body into part human, part animal form (-1/2). Active Cost = 20 points. END Cost: 2; Magic Roll: -2; Casting Time: 1/2 phase. Real Cost: 5. REALM OF THE HUNTER Successful hunting animals have excellent senses which they can use to track their prey. Upon casting this spell, the head of the caster takes on the features of the totem hunting animal. (Alternate Totems: Wolf or Shark) Power: +3 PER All Senses, Tracking Scent Modifiers: Requires Magic Skill Roll (-1/2), OIF - Necklace Totem "Great Cat" (-1/2), Limitation: Spell cannot be cast while any other totem's spells are being maintained (-1/2), Character must have at least 30 points in spells of the Animal Power School (-3/4), Limitation: Reforms the body into part human, part animal form (-1/2). Active Cost = 19 points. END Cost: 2; Magic Roll: -2; Casting Time: 1/2 phase. Real Cost: 6. SKUNK SPRAY The head of the wizard changes to a skunk-like form (black haired with a white stripe) and he sprays the target with a powerful, malodorous liquid. Anybody coming near the target, or his possessions, before the scent wears off, is repelled by the strong odor. Fortunately, the scent will eventually wash off, especially if tomato juice is employed. The odor has no effect on creatures that have no olfactory sense, or use an enclosed breathing apparatus. Power: 8d6 Mind Control Modifiers: Explosion (+1/2); Costs END to cast (-1/4), Single Continuing Charge lasting 1 day (Wash to remove) (0), Only to repel by odor (-1), Based on CON (-1/2), Requires Magic Skill Roll (-1/2), OIF - Necklace Totem "Skunk" (-1/2), Limitation: Spell cannot be cast while any other totem's spells are being maintained (-1/2), Character must have at least 30 points in spells of the Animal Power School (-3/4). Active Cost = 60 points. END Cost: (6); Magic Roll: -6; Casting Time: 1/2 phase. Real Cost: 12. SNAKE SENSE The head of the wizard changes to a snake-like form, with unblinking eyes and a flickering tongue. Pits in the sides of the head allow warm and cold objects to be detected, while the sensitive forked tongue provides a directional olfactory sense. Power: Infrared Vision, Tracking Scent Modifiers: Costs END to use (-1/2), Requires Magic Skill Roll (-1/2), OIF - Necklace Totem "Snake" (-1/2), Limitation: Spell cannot be cast while any other totem's spells are being maintained (-1/2), Character must have at least 30 points in spells of the Animal Power School (-3/4). Active Cost = 15 points. END Cost: (1); Magic Roll: -1; Casting Time: 1/2 phase. Real Cost: 4. SPINES OF THE PORCUPINE The skin of the wizard sprouts a dense coat of hard spines that pierces anybody who comes too close, leaving barbed quills caught in the flesh. The spines are especially long and dangerous on the back and outer flanks of the wizard. Power: 1d6 PD RKA Modifiers: Damage Shield (+1/2); Requires Magic Skill Roll (-1/2), OIF - Necklace Totem "Porcupine" (-1/2), Limitation: Spell cannot be cast while any other totem's spells are being maintained (-1/2), Character must have at least 30 points in spells of the Animal Power School (-3/4), Limitation: Reforms the body into part human, part animal form (-1/2). Active Cost = 22 points. END Cost: 2; Magic Roll: -2; Casting Time: 1/2 phase. Real Cost: 6. SWARM The wizard disintegrates into a swarm of tiny animals that attack and move as a group. While each individual animal is easy to slay, collectively the swarm can be quite lethal. (See the HERO* Bestiary, Swarming Animals.) The type of swarming animal must be selected when this spell is first chosen, and can be worth no more than 115 points. (Alternate totems: Bee, Ant, Piranha, Rat) Power: Multiform (Swarm) Modifiers: Costs END to use (-1/2), Requires Magic Skill Roll (-1/2), OIF - Necklace Totem "Wasp" (-1/2), Limitation: Spell cannot be cast while any other totem's spells are being maintained (-1/2), Character must have at least 30 points in spells of the Animal Power School (-3/4). Active Cost = 23 points. END Cost: 2; Magic Roll: -2; Casting Time: 1/2 phase. Real Cost: 11. VIPER BITE The head of the wizard stretches and changes into the form of a giant snake. When the wizard opens his mouth to bite a victim, the jaws distend to reveal long, hollow fangs. The poison injected into a target from this bite is slow to work, but deadly. (Alternate totems: Poisonous Snakes) Power: 2d6 RKA venom Modifiers: NND (Appropriate immunity, alien metabolism, or antivenom) (+1), Persistent (+1); Gradual Effect (1 day) (-1/2), No Range (-1/2), Only if bite does BODY damage (-1/2), Only effects living things (-1/2), 4 charges - venom (-1). Active Cost = 90 points. Power: 1d6 HKA bite Modifiers: Linked to Venom (-1/2). Active Cost = 15 points. Combined: Requires Magic Skill Roll (-1/2), OIF - Necklace Totem "Viper" (-1/2), Limitation: Spell cannot be cast while any other totem's spells are being maintained (-1/2), Character must have at least 30 points in spells of the Animal Power School (-3/4), Limitation: Reforms the body into part human, part animal form (-1/2). END Cost: 11; Magic Roll: -11; Casting Time: 1/2 phase. Real Cost: 17. WEB OF THE SPIDER Create a giant tent of spider webs. Anybody entering the web becomes entangles in its strong, sticky threads. The web must be supported at some point along it's length by a vertical support or ceiling, or it will collapse. Attacks made against the 0 DEF victims of the web will damage both the web and the target. It requires a full minute to create the web, during which time the Wizard's facial features take on the appearance of a Giant Spider. Once the web is cast, the Wizard's appearance returns to normal. Power: 3d6 Entangle Modifiers: Area Effect (Line) (+1), Both take Damage (+1/4), Sticky (+1/2); No Defense (-1-1/2), Requires Magic Skill Roll (-1/2), OIF - Necklace Totem "Spider" (-1/2), Limitation: Spell cannot be cast while any other totem's spells are being maintained (-1/2), Character must have at least 30 points in spells of the Animal Power School (-3/4), Limitation: Web must be supported (-1/2), Extra Time - 1 Minute (-1-1/2). Active Cost = 82 points. END Cost: (8); Magic Roll: -8; Casting Time: 1 minute. Real Cost: 11. -- Dark Matter | "They couldn't hit an elephant at this dist..." [i--bl--e] at [eskimo.com] | -Last words of Gen. John Sedgwick, 1864