Priest Spell - level 2
Sphere: Animal
Range: Touch
Components: V,S,M
Duration: 1 turn/level
Casting Time: 5
Area of Effect: One creature touched
Saving Throw: Neg.
This spell is particularly useful for low-level druids who lack the "shapechanging" ability of their higher counterparts. Upon casting this spell, the priest is able to take on, or grant to another, any single physical trait which is normally possessed only by a particular wild animal. The exact trait is chosen by the priest during the casting; any inherent physical trait possessed by any type of natural animal form is acceptable, but only one such trait can be in effect on an individual at any given time. For example, the priest might choose to receive the night vision of an owl, distance vision of a hawk, speed of a deer, wings of an eagle, claws of a bear, stealth of a snake, musk of a skunk, or sonar of a bat; the possibilities are virtually endless. Note that the ability received by the priest or other individual will precisely mimic that of its animal counterpart in every way, but will not allow the priest to perform physical impossibilities. Taking on "wings of the eagle," for example, will not enable the priest to actually fly (he or she is simply too heavy), but will otherwise function as normal wings and, hence, may be useful in scare tactics or gliding. However, "claws of the bear" would cause damage (amount determined by the DM) if used to strike in combat--this is not a physical impossibility. The DM must adjudicate these situations accordingly.
Likewise, the DM always determines the exact limits of "Traits of the Wild" and he or she is free to rule out any particular traits as being too powerful or beyond the scope of this spell. Remember to keep in mind the priest's background and experience when deciding just what animals he or she would have knowledge of.
Finally, this spell can be used, to some extent, offensively. For example, the priest could suddenly give an opponent "night vision of the owl"--an act likely to temporarily blind an unsuspecting foe; or, an enemy fighter could be given "paws of the badger"--try holding a sword and shield in this state! In any case, a successful attack roll is required of the priest and opponents are allowed a saving throw vs. spells to avoid the effects altogether. Again, the DM must decide the exact outcome of any such offensive use of this spell, as the given situation merits.
The material components of this spell are the priest's holy symbol, a bit of fur or feather from any wild animal, and a handful of wild berries.
(c) 1995 by Dave Pindel