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Skip Navigation LinksContent>Magic>Magic Systems>Vancian (Fire & Forget)>Variants>Animine
Animine
Vancian
Prepared Casting Gestalt Casting  
   Base System: Wizardry    Base System: Arcanis Magnicus   
Variant: Animine Animine Package Deals Animine Spells (Druidic) Animine Spells (Ranger)
VARIANT: Vancian Magic System
NOTE: Animine is essentially intended to model the Druid and Ranger Classes of D&D 3e. However, the model is flexible and can be used as a powerful means to model Nature Magic in a wide variety of settings. 
This document will reference one or more fully described Magic Systems below.  To use this variant with one of those Magic Systems, simply use the reference document in its entirety with the exception of sections that have been "overridden" and/or "extended" by this document, as indicated in the section headers below.
The style of Magic described in this document is not a complete Magic System with it's own mechanics; instead it is intended to extend, override, and/or change the look and feel of a more fully described Magic System, which is referred to as a "base Magic System".
ANIMINE
NOTE: Practitioners of Animine (AHN-eh-MEEN) are collectively called Animi (AHN-uh-MEE).
Animi are generally powerful complements to any adventuring group. Compared to other professions Animi emphasize preservation of the natural order and existing in harmony with the natural world. Animi wield powerful Magic, and also frequently have numerous mystical gifts, including the ability to take on the form of various animals. Many Animine also have animal companions of unusual attribute.
The basic concept of Animine may be implemented with each of several base Magic Systems as described below.
PREPARED CASTING
To implement Animine with Prepared Casting simply use the rules set forth in the Wizardry document, except where overridden below. Thus, the Animine School Skills given below replace the Wizardry School Skills, the guidelines given for creating Magic Items replace the guidelines for doing so in the Wizardry document, and the Packages provided replace those provided for Wizardry.
GESTALT CASTING
To implement Animine with Gestalt Casting use the rules set forth in the Arcanis Magnicus document, except where overridden below. Thus, the Animine School Skills given below replace the Arcanis Magnicus School Skills, the guidelines given for creating Magic Items replace the guidelines for doing so in the Arcanis Magnicus document, and the Packages provided replace those provided for Arcanis Magnicus.
OPTIONS
Some settings could support Animi built on either of the base Magic Systems described above concurrently without any ill effect.
EXTEND: Means to Power
Animi dedicate their lives to protecting the Natural Order of the world they live in, maintaining a balanced ecosystem, and establishing a healthy environment for all living things to exist in. Their Magic is usually far more restrained and subtle than that of most other Magic Users, but not Animi are capable of very powerful effects when provoked. Animi Magic often requires concentration and more time than some other styles of Magic, and often make use of symbolic natural items (foci) to be cast.
As they advance in wisdom and experience, Animi are able to work ever more powerful Magic.  Essentially, as an Animi progress, their ability to cast larger and more powerful Spells increases assuming the player of such a character spends Experience Points appropriately.
SPELL LEVEL TO ACTIVE POINTS
Animi use the Spell Level to Active Points model of the base Magic System.
NUMBER OF SPELLS KNOWN
Animine don't "learn" Spells per se. Animine have a huge array of Spells available for their use, drawn from the environment itself. an Animine essentially "knows" all the Nature Magic Spells of a given Spell Level up to the capacity of their Magic VPP, and can prepare their daily Spells freely from this list so long as they are in good accord with their faith.
This can make Animine extremely powerful, as each time they expand their Magic VPP they gain a plethora of new Spells. They don't need to use "Magic Skill Rolls" to learn their Magic, and in truth don't even need to understand it. They are simply conduits for the natural power of the world itself.
ANIMAL COMPANIONS
Many Animi are accompanied by Animal Companions.  These Animal Companions are usually epitomes of their type, possessing extraordinary traits and attributes. This is best modeled in the HERO System by designing each Animal Companion as a separate Character (typically using a Bestiary entry as a starting point), and then take that Animal Companion as a Follower using the Follower Perk.
ANIMAL COMPANIONS AS FOLLOWERS
Animal Companion: Follower Perk
Real Cost: Varies
ANIMINE GIFTS
With GM Permission, a Animi may also have Gifts appropriate to their devotion to Natural force.
Following are a few example Animine Gifts. This list can easily be expanded upon.
GOOD STANDING LIMITATION
All Gifts should take the "Only Usable While In Good Standing With Faith (can't be removed; -1/4)" Limitation, which as noted can never be removed (i.e. bought off with experience).
Nature Sense
Some Animi are able to concentrate for a moment and become extremely aware of the natural world around them.
NATURE SENSE AS DETECT
Nature Sense: Detect (Sight): Plants, Animals, Pure Water, (Class of Things  Discriminatory) (10 Active Points); Extra Time (Full Turn, -1); Only Usable While In Good Standing With Faith (can't be removed; -1/4)
Real Cost: 4 Points
Woodland Stride
Some Animi are able to walk without leaving tracks upon the ground.
WOODLAND STRIDE AS GROUND GLIDING
Woodland Stride: Gliding: 6"; Ground Gliding (-1/4), Only Usable While In Good Standing With Faith (can't be removed; -1/4)
Real Cost: 4 Points
Sylvan Tongue
Some Animi are able to speak the languages of many peoples that live among their forests.
SYLVAN TONGUE AS LANGUAGES
Sylvan Tongue: Linguist; 7 points of Languages for woodland creatures, Only Usable While In Good Standing With Faith (can't be removed; -1/4)
Real Cost: 8 Points
Resist Natures Lure
Some Animi are able to resist the effects of fey and bewitching woodland creatures.
RESIST NATURES LURE AS MENTAL DEFENSE
Resist Natures Lure: +15 Mental Defense; Only vs. Woodland Creatures (-1 1/4), Only Usable While In Good Standing With Faith (can't be removed; -1/4)
Real Cost: 6 Points
Wild Shape
Some Animi are able to assume the forms of many animals, gaining the abilities of the creatures they emulate.
NOTE: Due to the large number of factors that can affect the cost of Multiform, the provided ability write up for the Wild Shape ability is only an example of a way to do this sort of effect. The specific build and associated costs will vary widely from Character to Character.
WILD SHAPE AS MULTIFORM
Wild Shape: Multiform (100 Character Points in the most expensive form) (x4 Number Of Forms), 3 Continuing Charges lasting 1 Hour each (+1/4) (37 Active Points); Extra Time Full Phase (-1/2), Delayed Phase (-1/4), Costs END Only To Change (4 END, -1/2), Only Usable While In Good Standing With Faith (can't be removed; -1/4)
Real Cost: 15 Points
Immunity to Poison
Some Animi are able to ignore the toll of years and old age.
IMMUNITY TO POISON AS LIFE SUPPORT
Immunity to Poison: LS: Immunity to Poison; Only Usable While In Good Standing With Faith (can't be removed; -1/4)
Real Cost: 8 Points
Timeless Body
Some Animi are able to ignore the toll of years and old age.
TIMELESS BODY AS AGE DISADVANTAGE OFFSET
Timeless Body: Offset Age Disadvantage; Only Usable While In Good Standing With Faith (can't be removed; -1/4); Real Cost: 8 points
Real Cost: 8 Points
Gift Of A Thousand Faces
Some Animi are able to change their appearance with uncanny similitude.
GIFT OF A THOUSAND FACES AS SHAPESHIFT
A Thousand Faces: Shapeshift (Sight Group; Cellular (does not count as Magical), Imitation, Variety of Shapes: Limited Group of Shapes), Reduced Endurance 0 END (+1/2) (60 Active Points); Extra Time 1 Turn (Post-Segment 12), Only to Activate Constant or Persistent Power (-3/4), Only Usable While In Good Standing With Faith (can't be removed; -1/4)
Real Cost: 30 Points
Resist Energy
Some Animi are resistant to Fire and Electrical damage, which is a flavorful and useful ability to have.
RESIST ENERGY AS ARMOR
Resistance to Fire & Electricity: Armor 0 PD/5 ED, Hardened (+1/4) (9 Active Points); Only vs. Fire & Electricity (-1 1/2), Only Usable While In Good Standing With Faith (can't be removed; -1/4)
Real Cost: 3 Points per 5 ED
Hibernation
Some Animi have an interesting ability to go into a life-sustaining hibernation, appearing dead but actually just resting.
HIBERNATION AS SIMULATE DEATH AND LIFE SUPPORT
Druidic Hibernation:
Simulate Death (+5 to roll) (8 Active Points); Only Usable While In Good Standing With Faith (can't be removed; -1/4) (Real Cost: 6)
Life Support (Eating: Character does not eat, Immunity: All terrestrial diseases and bio-warfare agents, Longevity: Immortal, Safe in High Pressure, Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat, Safe in Low Pressure/Vacuum, Self-Contained Breathing, Sleeping: Character does not sleep) (40 Active Points); Only Usable While In Good Standing With Faith (can't be removed; -1/4), Linked to Simulate Death (-1/4) (Real Cost: 27)
Total Real Cost: 33 points
Wild Empathy
Some Animi have an ability to make animals like them, or at least be calm around them.
WILD EMPATHY AS ANIMAL FRIENDSHIP TALENT
Animal Friendship: Talent defined in Fantasy HERO for 5th Edition on page 103.
Real Cost: 20 Points
Wild Speech
Some Animi have an ability to communicate directly with animals.
WILD SPEECH  AS BEAST SPEECH TALENT
Beast Speech: Talent defined in Fantasy HERO for 5th Edition on page 103.
Real Cost: 15 Points
Rebuke Animals
Some Animi have an ability to rebuke, and even destroy creatures that endanger them. Use the Turn Undead rules, but rather than applying to Undead, the ability works against animals. The ability can also be used to command animals. If the Animi doesn't have a justifiable reason to use this ability in a given circumstance but does anyway, it would likely cause difficulties with adherence to their Nature Faith.
REBUKE ANIMALS  AS TURN UNDEAD VARIANT
Turn Undead: Talent defined in Fantasy HERO for 5th Edition on page 107-108.
Real Cost: 12+ Points
OVERRIDE: Restrictions
There are a number of restrictions which apply to this type of Magic Use, as follows.
VARIABLE POWER POOL
Animine has a slightly different selection of modifiers on the Control Cost of their Magic VPP regardless of whether Wizardry or Arcanis Magnicus is used as the base Magic System.
ANIMINE PREPARED CASTING VPP
If the base Magic System is Wizardry, replace the Wizardry VPP Control Cost with the following:
ANIMI MAGIC VPP CONTROL COST (PREPARED)
  • Only Nature Magic (-1/2)
  • Very Limited List of Spells (Nature Magic) (-1; can't be removed)
  • Only Change Spells With Meditation (Requires unmodified Natural Faith Skill Roll and 1 hour of Meditation;-1/2)
  • All Spells Must Have 1 Charge (-1/4)
  • Only Usable While In Good Standing With Faith (can't be removed; -1/4)
  • Variable Limitation (-1/2; each Spell must take -1 of Limitations from Focus, Extra Time, Concentration, Incantation, Gesture, or RSR: Magic Skill vs. Spell Resistance in any combination at a MINIMUM)
Total Limitation: -3
Control Cost per Spell Level (15 Pool) = 1.75 Real Points
Total Cost per Spell Level (15 Pool) = 16.75 Real Points
EXPANDED REAL COST LIMIT
Animine have an Expanded Real Cost Limit on their Magic VPP's; an Animi may prepare Spells with a Real Cost equal to or less than their Magic Pool times 3 (RC Limit = Pool x3) each day. The Pool size is still the upper limit on Active Points however. Also, see Cast Spells and Real Cost below.
EXAMPLE: Ulatha, Animiess of Alluxamar, is a moderately powerful Animi with a 90 Pool Magic VPP; she may prepare up to 270 Real Cost worth of Spells each day, all of which must have 90 or less Active Points. As indicated later, each Spell must also have 1 Charge, and using these Spells "locks out" its Real Cost from the VPP for 1 Day.
ONLY CHANGE SPELLS WITH MEDIATION
To switch out the Spells in their VPP an Animi must spend at least an hour in Mediation, and then make a Meditation or Natural Faith Skill Roll at no penalty.
If the Skill Roll is successful the Animi may switch their VPP around as they wish, otherwise they retain their VPP allocation from the previous day. The Animi may try again, taking another hour of meditation or prayer and gaining another roll at the end of this period, but each additional check suffers a cumulative -1 penalty.
If an Animi has both Meditation and a Faith Skill then they may use their Meditation Skill Roll for a Complementary Skill Roll to their Faith Skill Roll.
ANIMINE GESTALT CASTING VPP
If the base Magic System is Arcanis Magnicus, replace the Arcanis Magnicus VPP Control Cost with the following:
ANIMI MAGIC VPP CONTROL COST (GESTALT)
  • 1/2 Phase Change, No Skill Roll Required (+1 1/2)
  • Only Nature Magic (-1/2)
  • Set List of Spells Available (-0; can't be removed)
  • Only Usable While In Good Standing With Faith (can't be removed; -1/4)
  • All Spells must Use Charges (+/-0)
  • Variable Limitation (All Spells Require -1/2 in Incantations, Gestures, RSR: Spell Resistance, Extra Time, or Concentration; -1/4)
Control Cost per Spell Level (15 Pool) = 8.75 Real Points
Total Cost per Spell Level (15 Pool) = 23.75 Real Points
COMMON VARIABLE POWER POOL MODIFIERS
The following explain modifiers common to both the Prepared and Gestalt VPP Control Costs.
ONLY NATURE MAGIC
Animine Spells are always detectible and affected as Nature Magic.
SET LIST OF SPELLS
Animine have a finite Spell List of Magic Spells available to them which they cannot extend. On the other hand they also instantly have access to all of these Spells as soon as their Magic VPP is large enough to cast them. The relative pros & cons of this arrangement are assumed to balance out for a -0 Limitations. This Limitation may never be removed.
ONLY USABLE WHILE IN GOOD STANDING WITH FAITH
This is the Catch-22 of Nature Magic use. Power comes easily, but with a major caveat: a requirement of specific behavior and limitations upon how it may be used. If an Animi violates the tenants of their Natural Faith, they immediately loose all access to their Magic VPP, their Domains, and any other separate abilities that have taken this Limitation.
The duration of time for which an Animi loses access varies depending on how serious their violation was. For minor infringements they might lose access to their abilities for a only a day or a week, but more serious infractions might require an Atonement (as described below).
This Limitation may not be removed.
ATONEMENT
More of a story element than a mechanical resolution, it is up to the GM to determine what task or tasks are necessary for an Animi to regain "Good Standing" with their Faith. Once the Animi has accomplished their Atonement they regain the use of their abilities.
SPECIAL EFFECTS (SFX)
Magic Spells have very broad Special Effects. In addition to any specific SFX that a particular Spell might have such Electricity for a Lightning Bolt Spell or Fire for Flamebolt Spell, all Animine Spells also automatically have the additional SFX of Magic, plus Nature, and any "descriptors" of the Spell such as "Healing" or "Mind-Affecting". These mandatory SFX cannot be altered by any means, including Variable Special Effects.
Note: A Cure Light Wounds Spell cast by an Animi has the SFX of Healing Nature Magic.
REQUIRED/FORBIDDEN MODIFIERS
The following requirement is in addition to the Required/Forbidden Modifiers of the base Magic System.
OVERRIDE: Magic School Skills
Animine does not segregate Magic into Schools; instead each Animi needs a single EGO based Power Skill called "Natural Faith".
Task School
Skill
Use
Natural Faith PowS: Faith (EGO) Also serves as a KS: Nature Lore and PS: Animi.

ITEM CREATION SKILLS

Investiture KS: Investiture Used by some Animi to invest Nature Magic into a permanent item. (Permanent Magic items)
Wandcrafting KS: Wandcraft Used to create Ephemeral Magic Items that have a finite amount of Magical energy stored in them allowing them to activate a specific Spell effect a certain number of times. Druidic "Wands" usually take the form of some natural item, such as berries, garlands, animal claws, and similar. (Ephemeral Magic items)
SPELLCRAFT
Animine does not interact with Spellcraft.
OVERRIDE: Learning New Spells
Animi do not need to learn Spells as described above under Number of Spells Known.
OVERRIDE: Creating New Spells
Animi cannot create new Spells.
EXTEND: Creating New Magic Items
Animine can create new Magic Items using the Item Creation Skills indicated on the Skills chart above, and as described on the Item Creation Page. However, this is a very rare activity for Animi in general; few create Magic Items.
OVERRIDE: Package Deals
A number of Package Deals for Animi are provided here.