Spells for Bloodtooth
Bloodtooth Expansion data
Skill Rank | Spell Level Gained | Max Res Channel |
01-19 | none | 1 |
20-39 | 1 | 3 |
40-59 | 2 | 5 |
60-79 | 3 | 7 |
80-99 | 4 | 9 |
100+ | 5 | 11 |
Shamanism
Level 1 Spells
animal relay 1
blessed attack 1
cleanse 1
detect animal 1
detect plant 1
Level 2 Spells
detect animal 2
detect humanoid 2
detect spirits 2
dispel magic spell 1
torchlight 2
Level 3 Spells
blessed embalm 3
cleanse food and drink 3
elemental adaptivity 3
light step 3
summon water 3
Level 4 Spells
ant party 4
berry snacks 4
evasion, minor, vermin, combat 4
evasion, minor, spirit, combat 4
summon sustenance 4
Level 5 Spells
aid attack 5
elemental adaptivity 5
energy armor 5
enchanted weapon 5
torchlight 5
Aid Attack 3
Combat Shift, MBS Affecting [Healing]
Level: 3
Components: V, M, F1 (totem), C3 (prepared herbs)
Casting Time: casting
Range: touch
Target: willing size0 living creature
Duration: 1 round/10 rank
Other: 1d3:1 Resource
Description: Aid Attack 3 grants the target a partial shift on attack rolls, plus 2d6 temporary Body Resource, plus 1d3 per 1 extra Resource spent.
Aid Attack 4
Combat Shift, MBS Affecting [Healing]
Level: 4
Components: V, M, F1 (totem) or C1 (prepared herbs)
Casting Time: casting
Range: touch
Target: willing size1 living creature
Duration: 1 round/10 rank
Other: 1d3:1 Resource
Description: Aid Attack 4 grants the target a partial shift on attack rolls, plus 3d6 temporary Body Resource, plus 1d3 per 1 extra Resource spent.
Aid Attack 5 Sham 5
Combat Shift, MBS Affecting [Healing]
Level: 5
Components: V, M, F1 (totem) or C1 (prepared herbs)
Casting Time: casting
Range: close
Target: willing size1 living creature
Duration: 1 round/rank
Other: 1d3:1 Resource
Description: Aid Attack 5 grants the target a partial shift on attack rolls, plus 4d6 temporary Body Resource, plus 1d3 per 1 extra Resource spent.
Ant Party 4 Sham 4
Summoning
Level: 4
Components: V, M, C4 (food)
Casting Time: casting
Range: close
Target: size 2 swarm of ants
Duration: 1 round/10 rank
Other: none
Description: Ant Party 4 summon a swarm of ants which attacks all other creatures within its area. (The caster may summon the swarm so that it shares the area of other creatures.) If no living creatures are within its area, the swarm attacks or pursues the nearest creature as best it can. The caster has no control over its target or direction of travel.
Ant Swarm (size 2)
M30 B60 S35 Attk swarm [4d6+3+disease] RM 12 Mv4, climb4. CGMLE 35; Hide 30 (three bonus shifts for creature type and size); Hunt 15; Mntc 20; MVEXP, Climb 20; Swarm traits; scent1; vermin traits; darkvision 24m; each individual ant is size-3 so immune to weapons damage; no facing, no parting shots, +3 shift penalty for using skills if swarm is in your space.
Blessed Embalm Sham 3
Necromancy
Level: 3
Components: V, M, C2 (C1 pinch of salt; C1copper piece for each eye the corpse has (or had))
Casting Time: incantation
Range: touch
Target: size 1 corpse
Duration: 1 day/10 rank
Other: none
Description: Blessed Embalm resists a dead creature’s spirit from returning to its body, another spirit from animating its dead body, or turning the dead body into an undead creature by providing evasion1(magic). As a side effect, it also prevents decomposition of the corpse for the spell duration.
Berry Snacks 2
Transmutation, MBS Affecting [Healing] [Plant]
Level: 2
Components: V, M, C1 (handful of dried or fresh berries)
Casting Time: pensive
Range: touch
Target: 1 handful of dried berry
Duration: 1 day
Other: none
Description: Berry snacks 2 enchants one freshly picked berries, providing nourishment as if it were a normal meal for a size1 creature for 1 day. The berry also cures 1d6 Body when eaten.
Berry Snacks 4 Sham 4
Transmutation, MBS Affecting [Healing] [Plant]
Level: 2
Components: V, M, C1 (handful of dried or fresh berries)
Casting Time: pensive
Range: touch
Target: 1 handful of dried or fresh berries
Duration: 1 day/rank
Other: none
Description: Berry snack 4 functions like berry snacks 2 with changes in spell parameters as above, healing 3d6 Body damage.
Cleanse Food and Drink Sham 3
Defensive, Transformation
Level: 3
Components: V, M, DF1, C3 (distilled water)
Casting Time: ritual
Range: touch
Target: size -1 area
Duration: instantaneous
Other: none
Description: Cleanse Food and Drink purifies non-magical contaminated food and beverage removing any toxins. This spell does not prevent subsequent natural decay or spoilage.
Elemental Adaptivity 3 Sham 3
Defensive, Personal Interaction, Transformation, MBS Affecting [Acid, Cellular, Electricity, Frost, Heat]
Level: 3
Components: V, M, C4 (textile resistant to declared element)
Casting Time: pensive
Range: touch
Target: size 1 creature
Duration: 1 minute/rank
Other: none
Description: Elemental Adaptivity 3 provides 5 ER per 10 rank and the ability to breathe and survive normally in hostile natural environments. This casting does not prevent magical or power damage nor does it provide alternative movements such as swimming or flying. A specific environmental condition of acid, cellular, electricity, frost, and heat must be declared at the onset of the casting. Equipment is likewise protected.
Elemental Adaptivity 4
Defensive, Personal Interaction, Transformation, MBS Affecting [Acid, Cellular, Electricity, Frost, Heat]
Level: 4
Components: V, M, C3 (textile resistant to declared element)
Casting Time: pensive
Range: touch
Target: size 1 creature
Duration: 1 minute/rank
Other: none
Description: Elemental Adaptivity 4 functions like Elemental Adaptivity 3, with changes in spell parameters as above, protecting against 10 ER per 10 rank.
Elemental Adaptivity 5 Sham 5
Defensive, Personal Interaction, Transformation, MBS Affecting [Acid, Cellular, Electricity, Frost, Heat]
Level: 5
Components: V, M, C2 (textile resistant to declared element)
Casting Time: pensive
Range: touch
Target: size 1 creature
Duration: 1 minute/rank
Other: none
Description: Elemental Adaptivity 5 functions like Elemental Adaptivity 3, with changes in spell parameters as above, protecting against 20 ER per 10 rank.
Enchanted Weapon 1
Enchanting Items [Temporary]
Level: 1
Components: V, M, DF1 (sharpening stone), C2 (oil)
Casting Time: casting
Range: touch
Target: willing size 0 weapon
Duration: 1 round/10 rank
Other: none
Description: Enchanted weapon 1 gives one manufactured nonmagical weapon +5 ISP. The weapon is considered magical for overcoming DR/magic.
Enchanted Weapon 2
Enchanting Items [Temporary]
Level: 2
Components: V, M, DF1 (sharpening stone), C1 (oil)
Casting Time: casting
Range: touch
Target: willing size 1 weapon
Duration: 1 round/rank
Other: none
Description: Enchanted weapon 2 functions like enchanted weapon 1, with changes in spell parameters as above.
Enchanted Weapon 3
Enchanting Items [Temporary]
Level: 3
Components: V, M, DF1 (sharpening stone), C1 (oil)
Casting Time: casting
Range: touch
Target: willing size 1 weapon
Duration: 1 round/10 rank
Other: none
Description: Enchanted weapon 3 functions like enchanted weapon 1, with changes in spell parameters as above, granting a +10 ISP.
Enchanted Weapon 4
Enchanting Items [Temporary]
Level: 4
Components: V, M, DF1 (sharpening stone), C1 (oil)
Casting Time: casting
Range: touch
Target: willing size 1 weapon
Duration: 1 round/rank
Other: none
Description: Enchanted weapon 4 functions like enchanted weapon 3, with changes in spell parameters as above.
Enchanted Weapon 5 Sham 5
Enchanting Items [Temporary]
Level: 5
Components: V, M, DF1 (sharpening stone), C1 (oil)
Casting Time: casting
Range: touch
Target: willing size 1 weapon
Duration: 1 round/rank
Other: none
Description: Enchanted weapon 5 functions like enchanted weapon 1, with changes in spell parameters as above, granting a +15 ISP.
Energy Armor 2
Defensive [Acid, Cellular, Electricity, Frost, Heat]
Level: 2
Components: V, M, C3 (piece of cured leather)
Casting Time: pensive
Range: touch
Target: size 0 creature
Duration: 1 minute/rank
Other: none
Description: Energy Armor 2 creates an invisible but tangible field of force surrounding the target, providing ER 2 of a specific energy, such as acid, cellular, electricity, frost, and heat. When casting this spell, choose an energy type. Once chosen, the energy type cannot be changed. Only one Sham energy armor may be in effect at a time on any one specific target.
Energy Armor 3
Defensive [Acid, Cellular, Electricity, Frost, Heat]
Level: 3
Components: V, M, C2 (piece of cured leather)
Casting Time: pensive
Range: touch
Target: size 0 creature
Duration: 1 hour/10 rank
Other: none
Description: Energy Armor 3 functions like Energy Armor 2, with changes in spell parameters as above, granting ER 3.
Energy Armor 4
Defensive [Acid, Cellular, Electricity, Frost, Heat]
Level: 4
Components: V, M, C2 (piece of cured leather)
Casting Time: casting
Range: touch
Target: size 1 creature
Duration: 1 hour/10 rank
Other: none
Description: Energy Armor 4 functions like Energy Armor 2, with changes in spell parameters as above, granting ER 4.
Energy Armor 5 Sham 5
Defensive [Acid, Cellular, Electricity, Frost, Heat]
Level: 5
Components: V, M, C1 (piece of cured leather)
Casting Time: casting
Range: touch
Target: size 2 creature
Duration: 1 hour/10 rank
Other: none
Description: Energy Armor 5 functions like Energy Armor 2, with changes in spell parameters as above, granting ER 5.
Evasion, Combat, Minor 5
Defensive [Evasion] Level: 5 Components: V, C1 (olive oil) Casting Time: casting Range: touch Target: size 1 creature Duration: 1 round/10 rank Other: none Description: Evasion, Combat, Minor 5 only grants a partial shift bonus on combat attacks, leaving magic/power attacks unaffected.
Evasion, Combat, Vermin, Minor 4 Sham 4
Defensive [Vermin] [Evasion]
Level: 4
Components: V, C3 (stinkweed)
Casting Time: casting
Range: touch
Target: size 1 creature
Duration: 1 round/10 rank
Other: none
Description: Evasion, Combat, Vermin, Minor 4 functions like Evasion, Combat, Minor5 with changes in spell parameters as above, but only grants a partial shift bonus on combat attacks only originating from a vermin, leaving other attacks unaffected.
Evasion, Combat, Spirit, Minor Sham 4
Defensive [Spirit] [Evasion]
Level: 4
Components: V, C3 (incense)
Casting Time: casting
Range: touch
Target: size 1 creature
Duration: 1 round/10 rank
Other: none
Description: Evasion, Combat, Spirit, Minor 3 functions like Evasion, Minor 5 with changes in spell parameters as above, but only grants a partial shift bonus on combat attacks only originating from a spirit, leaving other attacks unaffected.
Light Step Sham 3
Locomotion, Personal Interaction, Transformation
Level: 3
Components: V, M, C2 (sponge)
Casting Time: casting
Range: touch
Target: size 1 creature
Duration: 1 minute/rank (D)
Other: none
Description: Light step 3 enchants the target with evasion2(Hunt) providing two shift penalty to any creature attempting to track the target. This includes creatures using scent.
Summon Sustenance Sham 4
Summoning
Level: 4
Components: V, M
Casting Time: incantation
Range: touch
Target: size-1 area
Duration: 1 day
Other: none
Description: Summon sustenance 4 creates sustenance for Heroes and creatures. The quality of the food is dependent on Cook skill. The amount of food is ample enough to support one size1/10 rank. A size 2 creature requires the food of four size1 creatures. The summoned food must be consumed before the end of 24 hours or it disappears. Alternatively, the casting may create water with the same parameters.
Summon Water 3 Sham 3
Scaling, Summoning
Level: 3
Components: V, M
Casting Time: incantation
Range: touch
Target: 1 liter/rank
Duration: 1 hour/10 rank
Other: none
Description: Summon Water 3 summons clean drinkable water. Water can be conjured into a container or air. When summoned in air, it may douse small non-magical fires, or create slippery surfaces on smooth stone, resulting in cautious terrain, meaning running is not possible (1 space per 10 rank.)
Torchlight 3
Summoning
Level: 3
Components: V, M, C1 (phosphorous)
Casting Time: casting
Range: touch
Target: willing size0 object
Duration: 1 hour/rank
Other: none
Description: Torchlight 3 is similar to Torchlight 2, with changes in spell parameters as above.
Torchlight 4
Summoning
Level: 4
Components: V, M, C1 (phosphorus)
Casting Time: casting
Range: close
Target: willing size1 object
Duration: 1 hour/rank
Other: none
Description: Torchlight 4 is similar to Torchlight 2, with changes in spell parameters as above.
Torchlight 5 Sham 5
Summoning
Level: 5
Components: V, M
Casting Time: casting
Range: close
Target: willing size2 creature or object
Duration: 1 hour/rank
Other: none
Description: Torchlight 5 is similar to Torchlight 2, with changes in spell parameters as above.
Addendum to Animal Compendium:
Swarm Subtype:
A swarm is a collection of Size-1, Size-2, or Size -3 creatures that acts as a single creature. A swarm has the characteristics of its type, except as noted here.
A swarm has a single pool of resources, a single rally modifier, a single speed, and a single armor DR. A single swarm occupies a square (if it is made up of nonflying creatures) or a cube (of flying creatures) four meters on a side, but its reach is zero meters, like its component creatures. In order to attack, it moves into an opponent’s space, which provokes a parting shot. It can occupy the same space as a creature of any size, since it crawls all over its prey. A swarm can move through squares occupied by enemies and vice versa without impediment, although the swarm provokes parting shots if it does so. A swarm can move through cracks or holes large enough for its component creatures.
A swarm of size-1 creatures consists of 128 nonflying creatures or 512 flying creatures. A swarm of size-2 creatures consists of 512 nonflying creatures or 2,048 flying creatures. A swarm of size-3 creatures consists of 1,024 nonflying creatures or 4, 096 flying creatures. Swarms of nonflying creatures include many more creatures than could normally fit in a four spaces based on their normal size, because creatures in a swarm are packed tightly together and generally crawl over each other and their prey when moving or attacking. Larger swarms are represented by multiples of single swarms. The area occupied by a large swarm is completely shapeable, though the swarm usually remains in contiguous squares.
Traits: A swarm has no facing. A swarm made up of size-1 creatures takes half damage from slashing and piercing weapons. A swarm composed of size-2 or smaller creatures is immune to almost all weapon damage. Reducing a swarm to 0 Body or lower causes it to break up, though damage taken until that point does not degrade its ability to attack or resist attack. Swarms are never disabled and dissipate at 0 Resource Also, they cannot be tripped, grappled, or bull rushed, and they cannot grapple an opponent.
A swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects) if the swarm has a sufficient Mind score (over 40) and a hive mind. A swarm takes half again as much damage (+50%) from spells, weapons, or effects that affect an area, such as splash weapons and many evocation spells. Swarms made up of size -2 or smaller creatures are susceptible to high winds such as that created by a gust of wind spell. For purposes of determining the effects of wind on a swarm, treat the swarm as a creature of the same size as its constituent creatures. A swarm rendered unconscious by means of nonlethal damage becomes disorganized and dispersed, and does not reform until its hit points exceed its nonlethal damage.
Swarm Attack:
Creatures with the swarm subtype attack using Combat General Melee, attacking any creature whose space they occupy at the end of their move. Swarm attacks are not subject to a miss chance for concealment or cover. The amount of damage a swarm dealt is based on its Body, as shown below. (?use impact rules?)
Swarm Body | Swarm Base Damage |
1-300 | 4d6 |
301-600 | 7d6 |
601-900 | 10d6 |
901-1200 | 13d6 |
1201 or more | 31d6 |
A swarm’s attacks are nonmagical, unless the swarm’s description states otherwise. Damage reduction sufficient to reduce a swarm attack’s damage to 0, being incorporeal, and other special abilities usually give a creature immunity (or at least resistance) to damage from a swarm. Some swarms also have acid, poison, blood drain, or other special attacks in addition to normal damage. Slam and trample are unresolved.
Swarms do not threaten creatures in their square, and do not make parting shots with their swarm attack. However, they distract foes whose squares they occupy, as described below.
Distraction:
Any living creature vulnerable to a swarm’s damage that begins its turn with a swarm in its square is nauseated for one round. Spellcasting while nauseous is at +3 penalty shifts. Using skills that involve patience and concentration also are at +3 penalty shifts.