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
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  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.
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  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.
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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