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Animal Sect

Anything that looks like this is a restricted casting that needs requesting from the Character Ref. In addition, your character must be of the minimum rank indicated before they can learn the casting.

Low Level
Level 0 Level 1 Level 2 Level 3 Level 4
Discern Nature Power Sight Discern Path
Miracle Gift 0 Miracle Gift 1 Miracle Gift 2 Miracle Gift 3 Miracle Gift 4
Claw Hand 3 Claw Hand 6 Claw Hand 9
Fur Skin 2 Fur Skin 4 Fur Skin 6 Fur Skin 8
Strength Double Strength
Recognise Smell Enhanced Smell
Animal Leap 0 Animal Leap 1 Animal Leap 2
Befriend Animal 1 Befriend Animal 2 Befriend Animal 3
Mass Befriend Animal 1
Animal Empathy
Talk with Animal
Nature Gift 1 Nature Gift 2 Nature Gift 4
Were Form 1
High Level Rank to learn
Level 5 Level 6 Level 7 Level 8 Level 9 Level 10
15 20 30 40 55 70
Miracle Gift 5 Miracle Gift 6 Miracle Gift 7 Miracle Gift 8 Miracle Gift 9 Miracle Gift 10
Claw Hand 12 Claw Hand 15 Claw Hand 18
Fur Skin 10 Fur Skin 12 Fur Skin 14 Fur Skin 16 Fur Skin 18 Fur Skin 20
Triple Strength Quadruple Strength Quintuple Strength
Camouflage 2 Camouflage 4 Camouflage 6
Animal Leap 3 Animal Leap 4 Animal Leap 5
Befriend Animal 4 Befriend Animal 5 Befriend Animal 6
Mass Befriend Animal 2 Mass Befriend Animal 3 Mass Befriend Animal 4
Nature Gift 8 Nature Gift 16 Nature Gift 32
Were Form 2 Were Form 3 Were Form 4
Discern Nature

Range: Self
Duration: Instantaneous
Type: Informational
Target: Person
Effect:
The caster will be made aware of all miraculous items, active miracles and followers of the Path of Nature within 10’.

Power Sight

Range: Self
Duration: 15 minutes
Type: Informational
Target: Person
Effect:
The caster will be made aware of all miraculous items or active miracles which he can see.

This is a passive miracle. In order to see power, you must Concentrate and call “Power Sight”.

A Paladin’s Dedicated Weapon would be seen, as it is a miraculous item (Strengthen or Bless). A Paladin’s Power/Normal armour bonus would not be seen.

If you have both Magic Sight and Power Sight active at the same time, you can tell the difference between what is magical and what is miraculous.

Discern Path

Range: 20’
Duration: Instantaneous
Type: Informational
Target: Person
Effect:
The caster will be able to determine the Path of the target (which may be a person or a miraculous item). The caster learns how many miracles and of what level and from which Path are active on a specified target with 20’. The target can be a person or an object.

If a person has not learnt any miracles, ceremonies, runesets or consecration skills then he has no Path. A person who has learnt Druidic miracles is a follower of the Path of Nature and additionally gives their primary sect.

Miracle Gift <n>

Range: Touch
Duration: 15 Minutes
Type:
Target: Person
Effect:
Miracle Gift <n> allows the caster to pass knowledge of an Animal miracle of level <n> or lower to another. For the duration of the miracle, the recipient can cast the miracle using his own Standing (he does not need to know, nor does he gain any prerequisites). However, for the duration of the miracle, the giver loses all knowledge of the miracle and also all knowledge of miracles which require it to be known.

A Druidic miracle cannot be gifted to a character who has learnt any miracles from a non-Druidic Principle (i.e. Order, Chaos, Life, Death). This restriction applies even if the character only knows the miracle via Miracle Gift.

Miracle Gift can be cast by ritual, but you cannot gift miracles that you only know as rituals. Only instant-cast miracles can be gifted.

You cannot Miracle Gift Miracle Gift.

Claw Hand <n>

Range: Self
Duration: 15 minutes
Type:
Target: Person
Effect:
The character’s hands are turned into claws which do <n> points of Normal damage per hit.

Once ‘on’, you cannot turn Claw Hand ‘off’ without cancelling the spell.

You cannot do Lethal Strike with claws.

In order to use both hands to do claw attacks, you need the Ambidexterity skill.

Fur Skin <n>

Range: Touch
Duration: 15 minutes
Type: Defensive, Armouring
Target: Person
Effect:
Fur Skin makes the character’s skin tougher, protecting him from normal damage. The character gains <n> points of Normal armour.

<Strength> Strength

Range: Touch
Duration: 15 minutes
Type:
Target: Person
Effect:
Gives the target additional levels of Strength for 15 minutes, as the Strength skill. This increases the amount of damage he does with a weapon, and allows him to break out of some spells and miracles.

Note that this is not cumulative with any other strength increasing spell/miracle or with any Strength increasing skill.

Recognise Smell

Range: Self
Duration: 15 minutes
Type: Informational
Target: Person
Effect:
Increases the character’s Recognise Smell skill by one level (up to a maximum of Legendary Mastery).

Example: Sy has no Recognise Smell skill, she casts Recognise Smell and gains Recognise Smell Proficiency for the duration of the miracle.

Example: Sy has the Recognise Smell Expertise skill, she casts Recognise Smell and now has Recognise Smell Mastery for the duration of the miracle.

Enhanced Smell

Range: Self
Duration: 15 minutes
Type: Informational
Target: Person
Prerequisites: Recognise Smell
Effect:
Enhanced Smell enables the character to target invisible characters and negates the effect of the Invisibility spell (unless used with Aspect of Nature).

The character must have at least Recognise Smell Proficiency (which can be from the skill or Recognise Smell miracle), before he can use this miracle.

Animal Leap <n>

Range: Self
Duration: Instantaneous
Type:
Target: Person
Effect:
Animal Leap 0 allows the caster to leap instantly from one spot to another. The caster must shout “Animal Leap – Time Stop”, and can then walk 5 paces (normal walking steps) in a straight line to another position. He can leap over anybody up to 10’ tall, must take the full 5 paces unless he is obstructed and his facing remains unchanged.

You can carry one and only one other person with you when performing an Animal Leap, providing you have at least Strength.

Animal Leap <n> allows <n> options to be chosen from the following list:

  • Increase distance by 5 paces (can be taken multiple times)
  • Change facing at the start
  • Change facing at the end
Befriend Animal <n>

Range: 20’
Duration: 15 minutes
Type: Offensive
Target: Animal
Resisted By: Willpower
Effect:
The caster is able to befriend a normal animal that fails to resist. For the duration of the miracle the caster and the target animal both consider themselves to be close friends. Neither will take any hostile action against the other, nor will they allow anyone else to cause the other harm, doing everything in their power to aid their friend.

Typical Willpower scores for animals are:

Category Willpower Examples
Domesticated Herbivore 0 Cows, sheep, chickens
Domesticated Omnivore 1 Pigs
Wild Herbivore 1 Squirrels, bison
Domesticated Carnivore 2 Dogs
Wild Omnivore 2 Bears
Wild Carnivore 3 Lions, wolves

Typical modifiers are:

Adjective Modifier Examples
Aggressive +1 Bulls, guarding young
Trained +1 Guard dogs
Stubborn +2 Donkeys, llamas, camels
Mass Befriend Animal <n>

Range: 20’
Duration: 15 minutes
Type: Offensive
Target: Animal
Resisted By: Willpower
Prerequisite: Befriend Animal <n>
Effect:
The caster nominates a points (which may be a person, object or anything else equally obvious) and all animals within 10’ are effected by a Befriend Animal <n> miracle. The caster and all effected animals consider themselves to be close friends. None will take any hostile action against any of the others, nor will they allow anyone else to cause harm to any of the others, doing everything in their power to aid their friends.

Animal Empathy

Range: Self
Duration: Instantaneous
Type: Informational
Target: Animal
Effect:
The character becomes aware of the emotional state of one animal (i.e. hungry, tame, curiosity, indifference, pain, etc.).

Talk with Animal

Range: Self
Duration: 15 minutes
Type: Informational
Target: Animal
Effect:
This allows the character to hold a conversation with an animal, chosen at the time of casting. Note that the conversation will still be limited by the animals intelligence and that some animals have nothing interesting to say (e.g. real world cows, squirrels, etc.).

Camouflage <n>

Range: Self
Duration: 15 minutes
Type: DR <n>[Normal]
Target: Person
Effect:
Camouflage causes the target to gain a camouflaging pattern and use the environment for defensive ways. The target gains a DR <n> [Normal] defensive bonus.

Darksight CANNOT see through Camouflage.

Nature Gift <n>

Range: Self
Duration: 15 minutes
Type: Not stackable
Target: Person
Effect:
Allows the caster to give <n> points of Standing per minute to another person with the following restrictions:

1. The caster cannot have any other Gift active.
2. The caster must touch the person, if contact is broken then the Gift ends.
3. The caster must have no Path or follow the Path of Nature.
4. The caster cannot go below 0 standing, when reached the Gift ends.
5. The person must follow the Path of Nature.
6. If the person is a follower of the same Primary Sect as the caster, the transfer rate is doubled. N.B. The transfer rate is not doubled if the caster has no Path.
7. The person cannot gain more Standing than his normal maximum – any Standing currently active in miracles, when reached the Gift ends.

Example: Cal has a maximum of 30 Standing, he has cast 5 instant Heal Life 4’s (total 5 Standing) and a Bless 2 for 15 minutes (2 Standing). So he currently has 23 Standing. If he was to be the recipient of a Life Gift he could currently only go up to 28 Standing.

Nature Gift can be extended, but you cannot make permanent items of it.

Were Form

Range: Self
Duration: 15 minutes
Type: Non-stackable
Target: Person
Effect:
The character partially turns himself into savage and primordial animal. The caster may select <n> options from the following list:

  • DR3 [Normal]. Additional selections increase the DR by 3 each time.
  • All Animal miracles the target casts require 1 less standing (minimum 1). This can only be selected once.
  • A use of the Barbarian ability Rage. Choosing this selection 3 times increases this to Greater Rage
  • All Hand or Claw attacks cause an aditional 2 points of Mystic damage. Additional selections increases this by 2 each time

Whilst in Were Form, the target can only cast miracles from the sect of Animal.
Whilst in Were Form, the target takes all Silver damage as Through damage, and is a valid target for the Control and Befriend Animal miracles

The target of Were Form must have dedicated themselves to the sect of Animal. Were Form can only be learnt and cast if Animal is the primary Sect of the caster and target.