Dragon 237: Wild at Heart, New wilderness kits for every class- spells (per AD&D 2a Ed.)

The mystique of the wilderness draws many to it, but few

can survive deep in its heart. Those that can are well suited

for the dangers of a life of adventure. Here are

four new wilderness kits, one for each class. Each is perfect for

the next NPC your characters encounter in the wild, or for

those PCs who are just a little wild at heart.



Description: Ferals are primitive warriors who have bonded

their beings with those of their chosen animal spirits. This bond

may occur at the warrior’s choosing through a spiritual quest

performed upon becoming an adult, or it may be the result of a

ceremony performed by the village shaman at the feral’s birth.

Often, the animal spirit is also the totem of the tribe.

A feral warrior can call upon the strength of the animal spirit

to help him defeat his enemies. He should choose his totem

animal from one of the following types:

Raptor — birds of prey (eagles, hawks, owls, and so on)

Canine — dogs, wolves, and foxes

Ursine — bears

Porcine — boars

Feline — cats (ranging lynx to lions)

Equine — horses

Of course the player and DM may agree to modify this list

depending upon the area in which the feral lives. So a feral from

the arctic wastes could choose from Ursine (polar bear) or Feline

(snow leopard), while one who dwelt in the mountains would

probably be more apt to choose a Raptor (condor) or Feline

(puma), or he may even ask the DM to add a category for

mountain goats to the list.

As part of the acceptance of the animal spirit, the feral’s personality

slowly changes to resemble the animal’s. A feline feral

might become aloof, an equine feral could be driven to wander,

and a porcine feral likely develops a quick temper.

A feral character must have a minimum Dexterity and

Strength of 13, and a Constitution no less than 14.

Role: A Feral is a unique member of his tribe. He is the link

between the world of the warrior and the unnatural world of

the spirit realm. In effect, the feral is the bridge

respect. At times of war, the feral leads his people into battle,

while in times of peace he may roam the countryside, driven

by the animal nature within his heart.

Unless the campaign includes savage demihumans, feral

warriors must be human. Most tend to be Neutral in alignment,

like the animals themselves, but both noble and base examples

have been known.

Weapon Proficiencies: Required: Knife. A feral’s remaining

slots must be spent on primitive weapons: club, dagger, short

bow, dart, hand axe, sling, or spear. As the character becomes

more exposed to the world, he may adopt new weapons.

Secondary Skills: Hunter, trapper/furrier. These skills would be

useful ways of providing food and clothing for the warrior’s tribe.

Nonweapon Proficiencies: Required: Hunting, tracking.

Recommended: Animal handling, animal lore, camouflage,

endurance, foraging, set snares, survival.

Equipment: Ferals wear clothing only for warmth and protection.

They adorn themselves with fur and often the teeth,

bones, or claws of their chosen animal. While some might consider

this a strange irony, ferals believe that such remains are

a link that makes channeling the spirit far easier.

Special Benefits: The binding of the animal spirit to the

feral’s soul gives him greater courage. Thus, a feral makes all

saving throws against fear and similar effects at +2.

The feral can also call upon the heightened perception of

the animal. This allows him to roll as if he possessed the alertness

proficiency at +1. (Should the character already have this

proficiency, he makes the roll at a +2 bonus instead.) This

channeling can be performed a number of times a day equal

to the feral’s level, and the effect lasts only a single round.

At 5th level, a feral can call upon the bonded spirit to grant

him temporary prowess in one aspect of the animal. He may

choose to use one of the following abilities each day:

Increased agility (lowering AC by 1), increased fierceness

(+1 to THAC0), or expertise in one of the below traits (proficiencies),

listed according to animal type.

Raptor — Awareness rolls are at +4; if the skill is not known

then consider character to possess the proficiency.

Canine — Tracking rolls are at +4.

Ursine — Survival rolls are at +4; if the skill is not known

then consider character to possess the proficiency.

Porcine — Endurance rolls are at +4; if the skill is not known

then consider character to possess the proficiency.

Feline — Hunting rolls are at +4.

Equine — Running rolls are at +4; if the skill is

between the common folk of the tribe and the

shamans, so he holds a position of great

not known, then consider character to

possess the proficiency.

At 9th level, the feral can

shapechange once per day into the form

of the animal spirit. The transformation

is not an easy one and requires physical

activity; thus the character must be running

hard, in the midst of combat, or

performing some other physical exertion.

Whatever the character is wearing,

barring furs or skins, will not transform

with him, so a feral wearing a suit of

chain mail and trying to turn into a

horse would injure himself in doing so.

Thus, at this level, such characters rarely

wear anything truly constricting. It takes

two full rounds to transform and four to

turn back to human.

Special Hindrances: Due to his wild

mannerisms and dress, the feral character

receives a -2 reaction adjustment from all

NPCs except for members of his tribe.

Ferals are naturally susceptible to any

magic that might provoke them to violence.

They suffer a -1 on all saving

throws against such magic (including

such spells as taunt, or hate caused by

an emotion spell).

Ferals are naturally superstitious and

believe greatly in animal spirits. Should

they ever encounter an unnatural example

of their animal guide, they would be

entirely loathe to harm it unless in selfdefense.

Thus, the feral that has a horse

as his guide would look upon a nightmare

as something fascinating, even

though the creature’s evil alignment

may differ from his own.

Finally, due to their close ties to the

animals they worship, ferals are more

prone to contract lycanthropy. They suffer

a -2 on their saving throw against

the arcane disease, but only if bitten by

a werebeast of the same type as the

feral’s animal spirit (i.e., a canine feral

attacked by a werewolf). If the feral warrior

is of a higher level than the werebeast

that attacked him, he may still

contract lycanthropy, but he will not

have his alignment changed by the disorder.

Wealth Options: 2d6 × 10 gp.



Description: A greenfellow is not

your average rogue. Now and then the

fey folk who live in the wilds of the

countryside are known to steal away

Greenfellow thieving skill adjustments

Pick Open F/R Move Hide in Detect Climb Read

Pockets Locks Traps Silently Shadows Noise Walls Languages

-15% -5% +10% +10% +5% -5%

human babes and substitute their own

children in their place. The human children

are raised by the faeries as their

own, often becoming greenfellows.

A greenfellow has strong ties to the

fey folk that fostered him. Usually the

faeries are brownies, leprechauns, or pixies.

They know the language and ways

of their fostering parents more so than

humankind, and they seek to protect

faerie interests both locally and abroad.

Though most greenfellows are

h u m a n b a b i e s s w a p p e d w i t h

changelings, it is not unknown for halfelven

and full elven babies to be taken

by the mischievous fey folk. (In the later

cases, the children are often raised as

multiclassed greenfellow/enchanters.)

Greenfellows tend to be short for

their age, for fey food and drink stunt

their growth. Their features are often

attractive and merry, with alluring, twinkling


Role: Greenfellows are a wily but

good-natured lot. They mostly travel

the countryside, rarely setting foot in

anything more urban than local villages

and hamlets.

Should they come across an instance

where the fey are not honored as in the

past, the greenfellow uses his thieving

talents to ensure that enough mischief

happens that the locals return to the old


A greenfellow may take the road to

adventure, hoping to see other fey

cultures or perhaps to act as an envoy

or courier between faerie courts.

As greenfellows are always raised by

good-natured faeries, a character choosing

this kit must be of good alignment.

Weapon Proficiencies: Required: Dart.

Recommended: Dagger, short sword.

Secondary Skills: None. Due to their

strange upbringing, greenfellows rarely

learn human skills.

Nonweapon Proficiencies: Required:

Alertness, fey lore (new). Recommended:

Dancing, directional sense, fast-talking,

foraging, set snares, spellcraft.

Skill Progression: Greenfellows tend

to become more skilled with Move

Silently and Hide in Shadows than the

other thieving talents. This is simply

because there is often more call for

them to be hard to catch than to pick a

merchant’s pocket or evade a trapped

lock in the king’s vault.

Special Benefits: Thanks to their

upbringing, a greenfellow learns not

only the common human tongue but

also the language of his foster fey race.

Because of their constant exposure to

the magic and illusion of the fey realm,

greenfellows all possess a +2 bonus on

saves vs. Enchantment magic and a +1

bonus against Illusion magic.

When having any dealings with their

foster race, a greenfellow gains a +4

reaction adjustment. As the faerie realm

holds many allies, a greenfellow also has

a +2 reaction adjustment when encountering

any similarly aligned fey folk.

At 6th level, a greenfellow can summon

some of his foster fey race. This

can occur only when the rogue is in an

area where such faeries are known to

live. The summoning takes 1 full turn

and 1-3 of the faeries then appear.

There is no guarantee that the faeries

will listen to the rogue’s request, but

bear in mind the reaction adjustment

mentioned above.

At 9th level, the greenfellow becomes

immune to charm and suggestion spells.

Special Hindrances: All the thieving

skills of the greenfellow are meant to be

used in rural and wilderness conditions.

Stuck in an urban environment, the

character would begin to feel edgy and

uncomfortable. Skill attempts would be

halved for the duration of the character’s


Much as the mortal world is split by

factions and nations, so too is the fey

realm. Greenfellows suffer a -2 reaction

adjustment with fey folk of different

alignment than the sort that raised the

character. (This restriction includes even

slight differences, such as that between

Chaotic Good and Neutral Good).

And just as the character can call

upon his foster kind for assistance, they

too may one day need the greenfellow’s

help, to which refusal would strip the

character of all special abilities.

Wealth Options: 5d4 × 10 gp.


New proficiency: Fey lore

1 Slot, Int -2

Greenfellows possess this special new proficiency,

due to their upbringing in the fey world.

Other characters may eventually learn fey lore,

but they must either spend much time within that

strange culture or gain it through through weeks

of reading about the faerie races.

Fey Lore: This is the knowledge of the fey folk

and their ways. A character can use this proficiency

to discern what sort of faerie would lurk in

a specific area or terrain, whether or not an item

was made by the fey folk, or simply to gather

some clue in dealing with such creatures in a

diplomatic manner.



Description: Stridesmen are priests

who travel the countryside, never resting,

as they make their way through the

world. Often this life of wandering takes

them into the wilderness, far from civilization.

As opposed to most wanderers — like

bards, rangers, and tinkers — the stridesman

cares little whether he becomes

lost. All the world is to be seen, every

corner visited at least once. So a stridesman

never truly understands the notion

of being lost; his god obviously meant

for him to visit the place he ends up. If

the deity had not, the stridesman would

not be there. This sort of thinking tends

to exasperate other travelers.

Most of these priests worship a god

of travel, who they feel they must emulate

from the time they wake to when

they lay down to sleep. A few pay

homage to deities of healing or comfort,

and these are the stridesman who travel

from village to village bringing relief to

the suffering.

Role: Most stridesmen are of either

good or neutral alignment. Due to their

constant roaming, they rarely care about

something so transient as regional

politics or conflicts; after all, they spend

so little time in one area that they cannot

bring themselves to worry about what

tomorrow might bring. A rare lot of these

priests are actually evil, and these are the

condemned few who are doomed by

their god to wander forever, their presence

hated in many villages for what bitterness

they sow.

Weapon Proficiencies: Required: Staff.

Secondary Skills: Farmer, forester,


Duties of Priest: Guidance, Marriage.

A stridesman is vigilant against those

who would bar passage along any highway

or path; thus an enforced toll along

a road by the local monarch would

seem as blasphemous as a band of brigands

ambushing merchants along their

way. Though they are not a violent

order, they will do what it takes to

ensure that free passage is available to

any traveler.

Nonweapon Proficiencies: Required:

Cartography, directional sense, foraging.

Recommended: Distance sense, endurance,

herbalism, local history, survival,

trail marking, weather sense.

Spheres of Influence: Major: All,

Healing, Protection, Travel, Weather.

Minor: Animal, Elemental, Plant.

Special Benefits: Meeting a stridesman

while traveling is considered good luck, so

the priest receives a +2 reaction adjustment

from bards, rangers, and traveling

folk such as caravan leaders and gypsies.

The stridesman, when walking,

adopts a trancelike state of relaxation.

Thus, the character needs less sleep. At

1st level, the stridesman needs only six

hours of sleep to function normally. This

amount drops to five hours at 5th level

and falls to only four hours of sleep daily

at 10th level.

Special Hindrances: Stridesman care

little for conflict and thus begin the

game with only a single weapon proficiency

with a walking staff (quarterstaff).

However, in their travels they learn new

cultures and languages much more

readily than others. So stridesmen begin

with an additional nonweapon proficiency

that must be spent on either a

local history or additional language.

Because they are constantly traveling

a stridesman wears armor only when he

knows his path passes through dangerous

territory and he might encounter

someone or something hostile. Even

then, the stridesman would wear nothing

more encumbering than leather

armor, depending on the climate.

The stridesman’s preferred means of

locomotion are his own two feet. The

DM can decide whether the character’s

patron deity views travel by horse, cart,

or boat as sacrilegious or merely as a

necessity under certain conditions. It is a

sin, however, for a stridesman to be too

lazy simply to walk somewhere, and the

offending priest will suffer such penance

as spells withheld, ill luck, or poor

weather conditions.

Since they are constantly traveling,

stridesmen never employ retainers,

hirelings, or other followers, though it is

certainly not unheard of for them to

take acolytes along and train them in

their ways. Stridesmen cannot own any

more than they could normally carry

alone, though they may take pack animals

to bear supplies on their journeys.

Wealth Options: 3d6 × 10 gp.


New priest spells

Journey.s Orison

(Conjuration/Summoning, Abjuration)


Level: 1

Sphere: Travel

Range: Touch

Components: V, S, M

Duration: 1 week/level of caster

Casting Time: 1 round

Area of Effect: 1 individual or object

Saving Throw: None

Using this spell, a stridesman can bless

an individual about to embark upon a

long trip, or he can bless an object that is

being transported over a long distance.

The caster places his hands on the person

or object, intones the spell, and states

the destination of the journey. For the

duration of the trip to a specific site —

which must be one that can be reached

in a number of weeks equal to the level

of the caster — the blessed person

receives +2 on all saves from natural

mishaps and a +1 on reaction rolls for

any fellow wanderer. A blessed object

gains a +2 on all saves as well.

The reverse of the spell, journey’s malison,

is rarely cast by good and neutral

stridesman, though they may use it to

punish brigands or unscrupulous merchants.

Evil stridesmen might cast the

spell and then demand that the only way

for the affected person/object to survive

is to have the priest accompany the traveler

as a well-paid guide.


Easy Road


Level: 1

Sphere: Travel

Range: Touch

Components: V, S, M

Duration: 1 hour/level of caster

Casting Time: 1 round

Area of Effect: 1 mile stretch/level

Saving Throw: None

This spell is used to ensure that passage

along one path or road is quick and

without mishap. The stridesman can

enchant up to 1 mile per caster level,

causing all all movement rates along the

path to be increased by 50% without

any noticeable spell effect. In poor

weather conditions, this spell simply

removes the movement penalty.

In addition, for the spell’s duration,

minor accidents, such as stones caught

in a horse’s hoof or a broken axle on a

wagon, do not occur while traveling on

an easy road.

The material components are the

priest’s holy symbol and a handful of

dirt from the road, both of which are

held in one hand a moment before the

dirt is sprinkled at the feet of the priest.


Pass without Notice


Level: 2

Sphere: Protection

Range: Touch

Components: V, S, M

Duration: 1 round/level of caster

Casting Time: 1 round

Area of Effect: 1 individual or object

Saving Throw: None

A stridesman makes use of this spell

to avoid confrontations with brigands or

other hostile characters while he makes

his way along the road. The spell allows

the caster to go unnoticed by any

human, demi-human, or humanoid in

the immediate area (up to 40’). While

not invisible, the stridesman can walk

past a person without being perceived.

For the spell to work, the priest must

maintain a steady slow pace and cannot

make any sudden movements. Thus

such activities as running and engaging

in melee are impossible. Also, the priest

cannot make any sound louder than a

whisper, so while passing without notice,

the priest can cast no other spell.

For every three levels of experience,

the priest can include an additional person

under the affects of the spell, but all

those to be affected must link hands for

the duration of the spell. Any who

releases his grip from the others is

immediately revealed.

The material component is the

priest’s holy symbol. The spell is also

cast with the stridesman’s eyes closed.



Description: Many an adventurer has

given thought to where some of the

stranger creatures encountered actually

come from. Many a time these beasts

are a weird combination of different animals

that would seem a mockery of


Remarks about such monsters would

make a merlane chuckle. Creating new

and strange life is his craft: a specialist

mage who transmogrifies animals to fit

his imagination and whim.

Adept at Alteration magic, the merlane

learns how to transform normal

animals or breed new life into the stuff

of dreams — or horrors.

Only humans and half-elves may

become merlanes. A minimum Dexterity

of 15 and Intelligence of 13 is necessary.

Role: Merlanes are prone to spend

much time traveling the world in search

of new creatures and source stock for

their experiments. Some may spend

years holed up in a dismal tower until

they discover that they need to find a

certain beast, while others begin their

lives amid the danger of adventure.

It would seem rare to find a good aligned

person so willing to transform

animal life into what many would call are good-hearted. Such individuals tend

to use their powers to create guardians

and creatures that hunt down evil and

protect the innocent.

More likely, a merlane is neutral or

evil. Such mages enjoy playing with

nature, twisting and experimenting. The

evil ones usually are responsible for

some of the more bizarre and fiendish

creatures that can be found lurking

about in dark corners of the world.

Weapon Proficiencies: Required:

None. Recommended: Dart, dagger, staff.

Secondary Skills: Forester, groom,

hunter, trapper/furrier.

Nonweapon Proficiencies: Required:

animal handling, animal lore. Recommended:

animal handling, riding — landbased,

herbalism, spellcraft, survival,

veterinary healing.

Special Benefits: Due to their ability

to learn the nature of strange creatures,

merlanes gain a +2 on all saving throws

  1. any attack from a mutated animal

with whose source stock the mage is

familiar (i.e., he has had the opportunity

to use his animal proficiencies on such a

creature before). This includes gigantic

versions of species, like giant crawfish, to

ones magically enhanced, like winter


Special Hindrances: As a specialist of

the school of Alteration, a merlane cannot

cast spells of Abjuration or

Necromancy. Many merlanes have been

slain by their creations, simply because of

the lack of protection they can summon.

Because of their focus in warping animal

life, a merlane cannot use any spells

of Alteration magic upon humans, demihumans,

or humanoid races (even those

that seem to have come from original

animal stock, like bullywugs or lizard

men). This power is rumored to have

been possessed once by long-dead

members of the kit and has never been

regained. Plants also cannot be transformed

by the wizard. However, for

those appropriate Alteration spells (such

as alter self, the merlane can still cast

them upon himself without problem.

Because of their callous view of animal

life, a merlane cannot have a familiar

as per the normal wizard spell. Instead

these mages tend to raise lusus naturae or

alter existing pets to serve them.

Finally, there is some stigmata to

being a merlane. All druids despise

these wizards for what they do to nature

and will never have anything better

than a Cautious reaction. So too will

rangers and other sylvan races have a

-2 on all reaction rolls.

Wealth Options: 3d6 × 10 gp.


New wizard spells

The drawback of the polymorph other

spell is that no special abilities are truly

gained. Yes, that lion you just transformed

into a dragonne might be able

to fly, but he cannot create that terrible

roar. To achieve that end, the merlane

must cast spells like lusus naturae or teratism.

At the lower levels, their spells are

used to alter a creature, either giving it

additional strength or weakening it so

that it may be more easily handled.


Enhance Trait


Level: 1

Range: Touch

Components: V, S

Duration: 1 turn + 1 turn/level of caster

Casting Time: 1

Area of Effect: 1 animal

Saving Throw: None

By means of this spell, a merlane can

enhance one aspect of an animal. This

trait can range from its ability to run fast,

to the size of its claws, to its talent for

stalking prey. This spell works only on

normal animals.

The following traits can be enhanced:

the animal can gain one of the following

bonuses: an additional Hit Die; +1 to

THAC0; +1d3 to damage inflicted; +2 to

any single MR; +1 to a single saving

throw; +1 to surprise rolls; +2 to

Intelligence. Other special traits of an

animal can also be enhanced, but these

require adjudication by the DM.

By using this spell, the merlane could

induce his horse to run faster, his guard

dog to be more ferocious, and the like.

Several traits can be affected at once

with additional castings of the spell. For

the magic to be made permanent, a teratism

spell must be used.


Discern Sire

(Divination, Phantasm)

Level: 2

Range: 0

Components: V, S

Duration: 2 rounds

Casting Time: 2

Area of Effect: 1 creature

Saving Throw: None

This spell is very important to the

merlane’s craft, as it allows the mage to determine the origins of the most

strange hybrid creatures he encounters.

It is a dangerous spell to cast, as the target

must be well within view; often it is

performed on the remains of truly fearsome


When cast, discern sire causes spectral

images to rise from the body of the creature.

These phantasms are of the original

source stock used to create the monster

or found in its evolution. For example,

when the spell is cast upon an owl

bear, the merlane would see hovering

over the creature a great horned owl

and a grizzly bear.

If the merlane makes a successful

Intelligence roll, he also learns some of

the secrets in the creation of such a creature.

In the above example, he might discern

that the images slowly coalesce into

a scene wherein an owl’s egg is bathed

in the blood of the bear, then wrapped in

the pelt, all the while kept in total darkness.

Now such practice alone will not

hatch an owlbear, but with the right

magic, a merlane may well succeed in

generating such a creature.


Unbridle the Wild Beast

Level: 2

Range: 0

Components: V, S

Duration: Permanent

Casting Time: 2

Area of Effect: 1 animal

Saving Throw: See below

A merlane can use this spell to release

an animal from the effects of domestication

or training. Any mundane animal,

ranging from a songbird to a bull to a

hunting dog, is automatically affected

with no saving throw permitted.

The only animals that are allowed a

chance to resist the effects of the spell

are those under the personal care and

attention of a trainer, animals affected

by an animal friendship or charm mammal

spell, or followers of a druid or ranger.

Familiars gained by the find familiar spell

are immune to this spell.

An affected animal immediately

seeks to flee the area and return to its

natural habitat. If prevented from doing

so it may become hostile. If the animal

is hungry, injured, or frightened, it may

lash out at the closest being.

The animal’s keeper may try to help

the animal resist the spell if he is present.

He gets one opportunity to roll his skill at

animal handling. For every point by

which he makes the roll, the animal

gains +1 on its saving throw. For those

under the influence of a prior enchantment,

the animal has a bonus to resist

equal to the level of the spell used to

bind the animal (thus a mare that has

been tamed via animal friendship gains a

+1 on its saving throw). Followers of a

druid or ranger resist the spell at the level

of their master rather than their own Hit

Dice (i.e., a puma follower to an 8th-level

ranger saves as if it were 8 Hit Dice).

An animal that becomes wild by this

spell may once more be domesticated

though the DM may impose certain

penalties to any attempt to do so.


Teratism I


Level: 3

Range: Touch

Components: V, S

Duration: Permanent

Casting Time: 1 round

Area of Effect: 1 animal

Saving Throw: None

As opposed to the more powerful

merlane spell, lusus naturae spell, which

allows the mage to breed unnatural animals

and creatures, teratism transmutes

an animal instantly with permanent


The first version of this spell is the

weakest, causing only minor changes in

the animal. Some of the following

aspects of an animal may be altered

with a touch of the caster’s hand:

v Minor changes to hide can be

made. This will lower (or raise) a creature’s

natural AC by only 2 levels. But a

tiger whose skin is like striped leather

would be a remarkable sight. A shark

whose skin is furred may fetch a great

deal to some menageries.

v Strange coloration can be added to

any feature of the animal. Thus the merlane

can cause a hound’s eyes to glow a

sinister orange or endow a songbird

with bright silver plumage.

v Unnatural sounds can be added.

Though the animal is incapable of intelligible

speech, it could be made to say a

phrase over and over again. Or its normal

cries would be changed into something

different. Strange sounds can be

linked to the animal’s movements, so

that when the hawk flaps its wings a resonance

of thunder is heard.

Other minor changes can be made in

accordance with the DM.

This spell has no effect on animals

that have already been magically

altered by anyone other than the casting

merlane. So a giant insect cannot

suddenly have its carapace changed to

scales unless it was enlarged by the same

merlane. Of course the spell (or its more

powerful variants) can be cast multiple

times on an animal, the end result being

something that rarely resembles its

source stock.

This spell allows Alteration magic

spells below 3rd level to be cast upon an

animal (such as enhance trait or enlarge)

with permanent effect.

The altered animals, known as teratisms,

are sterile.

Note that in no way does the casting

of this spell ensure that the creature will

obey the merlane. If the wizard is wise

he will only make trained pets into



Degenerate Breed


Level: 4

Range: 0

Components: V, S

Duration: See below

Casting Time: 6

Area of Effect: 1 creature

Saving Throw: Negates

This spell allows a merlane to degenerate

a monster back to its source stock.

Only those creatures that are based on a

normal animal can be affected. As with

most merlane spells, wizard familiars are

immune to the effects of degenerate breed.

Should a targeted creature fail its saving

throw against magic, it degenerates

that round. Winter wolves transform

into normal pale wolves. Giant-sized versions

of a normal animal, such as spiders

or snakes, simply shrink down two

steps in size (so from L to S, and so on).

The DM has final say when considering

if some monsters may appear to be

altered animals in form but are truly

supernatural (such as shadow hounds)

and thus unaffected by this spell.

The duration of the spell is dependent

on how tough the affected creature

  1. Should the merlane be of higher level

than creature has Hit Dice, then the

change is permanent until dispelled.

Otherwise, the effects last for a number

of rounds equal to the caster’s level.


Teratism II


Level: 5

Range: Touch

Components: V, S

Duration: Permanent

Casting Time: 1 round

Area of Effect: 1 animal

Saving Throw: None

This spell is a more potent version of

teratism I. All the limitations of that spell


still apply. However, the merlane can

now induce stranger changes in an animal’s

form and magical capabilities may

now be imbued.

v An additional limb can be added. It

is fully functional but can be placed

wherever the character touches.

However, while this may allow an additional

attack, this also tends to hamper a

creature’s movement, at least, for several

weeks depending on where the limb

is located.

Lusus naturae modifiers

Situation Modifier

Have studied a similar creature before +10%

Have cast discern sire on specimen of creature to be bred +20%

Have created a similar creature before +25%

New species 25%

Creature is a combination of different animal classes (mammal, avian, insect, etc.) -10%/class

Each Hit Die of creature 5 %

For every additional spell that needs to be cast – 5 %

For every additional week in experimentation spent in the past month +5%

v A lesser special ability may be

added. The merlane can grant the teratism

an arcane trait equal to any spell

of 2nd level or below. The merlane must

cast the spell within the round following

the teratism casting. Thus, he can imbue

a trained hawk with the ability to detect

evil, so that it might better stop foes of its

creator. Or that large toad could breathe

out foul vapors equal to a stinking cloud.

Of course, since a merlane is unable to

cast spells of the schools of Abjuration

or Necromancy, a teratism cannot possess

such abilities either.

v Special limbs can be added or

existing limbs warped. Thus, wings or

fins can be created, allowing the creature

to move in another environment.


Lusus Naturae

Level: 6

Range: Touch

Components: V, S, M

Duration: Permanent

Casting Time: 1 round

Area of Effect: 1 individual or object

Saving Throw: None

This is the spell for which a merlane

is infamous. Lusus naturae allows the wizard

to create new life and form new

breeds, for good or ill. This is no easy

task, and failure is common.

This is not a swift spell like teratism;

rather it takes at least a month to

attempt to fashion a lusus naturae.

During that time, the merlane must be

deeply involved in imbuing in his creation

all the traits he desires, an effort

that calls for painstaking research, careful

administration of additional spellcasting

or rare components (see below),

and the casting of lusus naturae every

third day to ensure that the source stock

is affected.

Before the casting of the spell, much

time should be spent in preparation. The

player and the DM should meet and

confer on what sort of life the merlane

character wishes to create. The DM then

can consider the proposal and suggest

the means to that end in regards to

material components.

Such components should be either

animal parts that will be related to the

final result or actual living specimens.

The base chance of success is equal

to the merlane’s Intelligence plus five

times his level of experience. Of course,

there are modifiers, as shown in the

table above.

Unnatural abilities can be imbued to a

lusus naturae through the casting of similar

spells and/or rare material components

during the process. For instance, if

the merlane wishes to create a gigantic

scorpion with a stinger that can ignite

into flames, he may need to cast burning

hands around the source stock every day,

and perhaps let it lie on a bed of rare

charcoal specially imported from faraway


If the spell fails to work, the DM then

rolls the percentage chance again,

secretly to see if something horrible and

unexpected does come from the experiment.

If that roll succeeds then a creature

is created, but not the sort the merlane

had anticipated let alone wanted.

Lusus naturae can breed amongst their

own kind. Their ecology will vary, but is

still dependent on the source stock from

which they came. Thus, a creature made

from canine stock will be easier to train,

be a carnivore, and tend to travel in

packs if let loose in the wild. Something

fashioned from fish stock may be hard to

control, dependent on water, and be

omnivorous. A merlane can never truly

be totally sure what the consequences of

shaping new life may bring.

Much like teratism, this spell does not

in any way make the created creature

domesticated to the merlane’s will. He

must go through the slow process of

handling and training the young creature

if he is to be its master.


Teratism III


Level: 7

Range: Touch

Components: V, S

Duration: Permanent

Casting Time: 1 round

Area of Effect: 1 animal

Saving Throw: None

This is the most powerful version of

the teratism spell to date. The traits listed

below are only some of the possible

transformations that can be induced in

an animal. The DM has the final say in

what other traits can be bestowed.

v An additional head can be created.

This would allow for an additional bite

attack, perhaps increased senses that

would make surprising the creature near

impossible, and so forth.

v Greater special abilities can be

imbued. The merlane can grant the teratism

a special trait equal to any spell of

4th level or below. Again the merlane

must cast the spell within one round of

the teratism casting. Thus he can have

lizard’s eyes burn with such brilliance

equal to that of a fire charm spell, so that

hapless victims will approach and be

enthralled by the blaze until within

reach of the creature’s jaws.

v Speech can be given to an animal,

but it will only be as capable of language

as its intelligence allows. The usual

means of granting greater intelligence is

usually through enhance trait, though

some have used teratism; the results of

the latter are not always to be trusted, as

insanity has occurred occasionally.

v Unnatural hide can be given to the

beast. The skin can be radically changed

to such materials as stone or metal. Some

merlanes have even hinted that they

have created dangerous raptors with

feathers of silk but claws of glass. Such

reports have yet to be substantiated. The

teratism can benefit by an increase of up

to 6 levels to its AC.

Nonostante, nella vita reale, i protagonisti di questo blog abbiano un'occupazione, abitudini sane ed interessi culturali, essi amano indossare una maschera e, periodicamente, oltre la porta della fantasia, cimentarsi con intrighi politici, tesori nascosti, tombe di famigerati stregoni e quanto di più bizzarro vi possa venire a mente. Qui si narrano le vicende delle loro Compagnie.

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