Animal Spells
● Converse With Beasts:
○ Color: Bright red
○ Glyph: A pointed oval (like a mouth shape) surrounded by another jagged-line oval (like spiky fur)
○ Requires: A “token” that represents the species in mind – fur clippings from a dog, a feather from a bird, etc. The token is placed on the tongue and sucked while the spell is cast. (It does not have to be swallowed, but casters often do swallow smaller tokens by mistake.)
○ Effect: Allows the caster to speak with a specific type of animal. The species in question must be capable of communicating vocally – body language is not translated. The caster hears the natural calls of the animal automatically translated into the closest equivalent to their meaning in his or her native tongue. The spell lasts for a full day, and can be cast multiple times in quick session to understand multiple species.
○ Visuals: None – the translation happens automatically.
○ Enchantments Or Potions:
- Speak With The Animals Potions are made by submerging or dissolving the token in liquid and casting. This is one of the more popular potion spells, due to people generally preferring not to put the token straight into their mouths. Improperly-made potions will make the caster speak in the “language” of the chosen animal for two hours (without any benefit of actually understanding said language).
- To charge into a wand, the glyph is inscribed, wetted with a bit of spit, then rubbed with the token. This allows the caster to cast the spell on other people if desired.
● Find The Fantastical:
○ Color: Very light purple
○ Glyph: A tall, thin cone (like a unicorn horn) with six upward-diagonal radiating lines coming off it (three on each side, left and right)
○ Requires: A “token” from the caster (typically a drop of blood or a strand of hair) and a mouse tail. The token is combined with the tail, and the spell is cast.
○ Effect: Allows the caster to sense the presence of any magical beasts in their area. The spell has a maximum radius of two miles from the caster, and will pick up any creatures commonly considered to be magical (ex. phoenixes, dragons, unicorns). The spell tells the caster what animal(s) are in the area, but does not tell exactly where the animal(s) are in location to the caster. However, it does give a general sense of direction and closeness to the caster via a feeling of being tugged toward the animal(s). The caster can “track” this feeling to find the beast(s). The spell lasts for a maximum of six hours or until dismissed, and doesn’t always have to be “on” – that is, the caster can cast once, then look for magical creatures at his or her leisure during the six-hour time window.
○ Visuals: The caster’s aura glows briefly once the spell takes, and the mouse tail vanishes with a “squeak.” The caster’s eyes then glow a faint purple whenever he or she actively searches for magical beasts.
○ Enchantments Or Potions:
- Creature Search Potions are made by combining the token from the caster and the mouse tail with a liquid and casting. Improperly-made potions actively repel any magical beasts from the caster during the six-hour window. Some casters take advantage of this when they’ve accidentally angered one and want to avoid injury.
- Pieces of wood or stone with naturally-occurring holes (witch wood or witch stones) can be infused with the spell via wrapping the mouse tail with token through the hole and concentrating, turning them into Seeking Holes. These talismans can be peered through to use the spell more subtly, should that be required, or given to and used by those unable to cast the spell. They last for the usual six hour window, but can be recharged indefinitely.
● Cheetah’s Paws:
○ Color: Tan with slight dark spots
○ Glyph: A circle with three smaller circles in an arc above it (standard paw print design), and three straight vertical lines below it
○ Requires: Fur from a cheetah. The caster drops a little bit of fur into his or her shoes and walks on it for a moment.
○ Effect: Allows the caster to run as fast as a cheetah for up to three miles. The caster can’t run any farther than three miles during each sprint, and needs to rest at least five minutes between uses. The power lasts for twelve hours.
○ Visuals: A pair of ghostly paws appears over the caster’s shoes when first cast, and whenever the caster uses the power.
○ Enchantments Or Potions:
- Great Speed Potions are made by soaking the fur in liquid. An improperly-made potion reduces the caster’s natural running speed to a slow jog for six hours.
- To charge into a wand, the glyph must be inscribed on the wood, then rubbed with the fur. This allows casting on others.
● Salmon’s Tail:
○ Color: Salmon (pinkish-orange)
○ Glyph: A sideways right-facing triangle with a wavy bottom edge (standard kiddy fish tail design), with three horizontal lines inside the shape and two extending outward from the back
○ Requires: The tail of a salmon. The tail is ripped to shreds, and the residue rubbed along the sides of the caster’s neck.
○ Effect: Allows the caster to swim like a fish in any body of water. The caster can “breathe” water like a fish while swimming, but must come up for air at least once every half-hour. The power lasts for nine hours.
○ Visuals: A ghostly fish’s tail appears over the caster’s legs when first cast, and whenever the power is used (though the caster can still kick his or her legs separately to swim).
○ Enchantments Or Potions:
- Deep Swimming Potions are made by submerging the scraps of salmon tail in a liquid. Improperly-made potions reduce the caster’s swimming ability to a simple doggy paddle for three hours.
- To charge into a wand, the glyph must be inscribed on the wood and the scraps of tail rubbed over it. This allows for casting on others.
● Raven’s Wings:
○ Color: Raven black
○ Glyph: A long, vertically-oriented, pointed oval with a line going through the center and coming out the end slightly (standard simple feather shape), with three curved lines like wing flap motion lines on either side
○ Requires: A wing feather from a raven, preferably a male. The caster must burn the feather while casting the spell, then dust any remaining ashes over his/her shoulders.
○ Effect: Allows the caster to fly temporarily. The caster can move freely through the air as if he or she really was a bird (or at least more aerodynamically designed), but must dodge any obstacles on his or her own. The caster can’t go any higher than would be safe for a human (no going too high to breathe), and falling unconscious automatically cancels the spell. Upon the end of the spell, if the caster is not already on the ground, he or she automatically floats down like a feather (this also happens after mid-air knock-outs). The power lasts for six hours, and can only be cast once a day.
○ Visuals: A pair of ghostly-grey wings appear stretching from the caster’s shoulders when first cast. This wings reappear every time the caster flies.
○ Enchantments Or Potions:
- High Flight Potions are created by burning the feather and mixing the ashes into a liquid before casting. Improperly-made potions inhibit the caster’s ability to jump, and make it so they cannot use any spells that might permit flight for the rest of the day (e.g., no commanding air with Elemental Will).
- To charge into a wand, the glyph must be inscribed into the wood, then the ashes of the feather rubbed into it. This allows for casting on other people, but requires more willpower to make it take.
● Dragon’s Breath:
○ Color: Flame red with an orange center
○ Glyph: A sideways left-facing v-shape with a simple three-pointed flame shape coming out of it, along with two curlicues of smoke
○ Requires: The tongue of a full dragon (garden dragons cannot breathe fire, so their tongues will not work). The caster sucks or rubs the tongue on his or her own to activate the spell.
○ Effect: Allows the caster to breathe fire and smoke like a full dragon. The caster can breathe huge gouts of fire, “whistle” a concentrated stream, or anything in between. They can also breathe clouds of smoke and smoke rings. The caster must “turn on” the ability by willing it so while the effect is active, and “turns it off” in the same way. The fire burns anything that hasn’t been magically shielded from flame – the caster automatically gains such protection from the moment of casting. The effect lasts for three hours, and can only be cast once a day.
○ Visuals: The caster’s lips and the inside of his or her mouth glow fiery red and orange for a few moments once the spell is activated. His or her lips remain bright red while the effect is active.
○ Enchantments Or Potions:
- Fire Breath Potions are made by submerging the tongue in liquid and concentrating. Improperly-made potions do not magically protect the caster from his or her own fire – never drink one if the color doesn’t look exactly right!
○ Color: Bright red
○ Glyph: A pointed oval (like a mouth shape) surrounded by another jagged-line oval (like spiky fur)
○ Requires: A “token” that represents the species in mind – fur clippings from a dog, a feather from a bird, etc. The token is placed on the tongue and sucked while the spell is cast. (It does not have to be swallowed, but casters often do swallow smaller tokens by mistake.)
○ Effect: Allows the caster to speak with a specific type of animal. The species in question must be capable of communicating vocally – body language is not translated. The caster hears the natural calls of the animal automatically translated into the closest equivalent to their meaning in his or her native tongue. The spell lasts for a full day, and can be cast multiple times in quick session to understand multiple species.
○ Visuals: None – the translation happens automatically.
○ Enchantments Or Potions:
- Speak With The Animals Potions are made by submerging or dissolving the token in liquid and casting. This is one of the more popular potion spells, due to people generally preferring not to put the token straight into their mouths. Improperly-made potions will make the caster speak in the “language” of the chosen animal for two hours (without any benefit of actually understanding said language).
- To charge into a wand, the glyph is inscribed, wetted with a bit of spit, then rubbed with the token. This allows the caster to cast the spell on other people if desired.
● Find The Fantastical:
○ Color: Very light purple
○ Glyph: A tall, thin cone (like a unicorn horn) with six upward-diagonal radiating lines coming off it (three on each side, left and right)
○ Requires: A “token” from the caster (typically a drop of blood or a strand of hair) and a mouse tail. The token is combined with the tail, and the spell is cast.
○ Effect: Allows the caster to sense the presence of any magical beasts in their area. The spell has a maximum radius of two miles from the caster, and will pick up any creatures commonly considered to be magical (ex. phoenixes, dragons, unicorns). The spell tells the caster what animal(s) are in the area, but does not tell exactly where the animal(s) are in location to the caster. However, it does give a general sense of direction and closeness to the caster via a feeling of being tugged toward the animal(s). The caster can “track” this feeling to find the beast(s). The spell lasts for a maximum of six hours or until dismissed, and doesn’t always have to be “on” – that is, the caster can cast once, then look for magical creatures at his or her leisure during the six-hour time window.
○ Visuals: The caster’s aura glows briefly once the spell takes, and the mouse tail vanishes with a “squeak.” The caster’s eyes then glow a faint purple whenever he or she actively searches for magical beasts.
○ Enchantments Or Potions:
- Creature Search Potions are made by combining the token from the caster and the mouse tail with a liquid and casting. Improperly-made potions actively repel any magical beasts from the caster during the six-hour window. Some casters take advantage of this when they’ve accidentally angered one and want to avoid injury.
- Pieces of wood or stone with naturally-occurring holes (witch wood or witch stones) can be infused with the spell via wrapping the mouse tail with token through the hole and concentrating, turning them into Seeking Holes. These talismans can be peered through to use the spell more subtly, should that be required, or given to and used by those unable to cast the spell. They last for the usual six hour window, but can be recharged indefinitely.
● Cheetah’s Paws:
○ Color: Tan with slight dark spots
○ Glyph: A circle with three smaller circles in an arc above it (standard paw print design), and three straight vertical lines below it
○ Requires: Fur from a cheetah. The caster drops a little bit of fur into his or her shoes and walks on it for a moment.
○ Effect: Allows the caster to run as fast as a cheetah for up to three miles. The caster can’t run any farther than three miles during each sprint, and needs to rest at least five minutes between uses. The power lasts for twelve hours.
○ Visuals: A pair of ghostly paws appears over the caster’s shoes when first cast, and whenever the caster uses the power.
○ Enchantments Or Potions:
- Great Speed Potions are made by soaking the fur in liquid. An improperly-made potion reduces the caster’s natural running speed to a slow jog for six hours.
- To charge into a wand, the glyph must be inscribed on the wood, then rubbed with the fur. This allows casting on others.
● Salmon’s Tail:
○ Color: Salmon (pinkish-orange)
○ Glyph: A sideways right-facing triangle with a wavy bottom edge (standard kiddy fish tail design), with three horizontal lines inside the shape and two extending outward from the back
○ Requires: The tail of a salmon. The tail is ripped to shreds, and the residue rubbed along the sides of the caster’s neck.
○ Effect: Allows the caster to swim like a fish in any body of water. The caster can “breathe” water like a fish while swimming, but must come up for air at least once every half-hour. The power lasts for nine hours.
○ Visuals: A ghostly fish’s tail appears over the caster’s legs when first cast, and whenever the power is used (though the caster can still kick his or her legs separately to swim).
○ Enchantments Or Potions:
- Deep Swimming Potions are made by submerging the scraps of salmon tail in a liquid. Improperly-made potions reduce the caster’s swimming ability to a simple doggy paddle for three hours.
- To charge into a wand, the glyph must be inscribed on the wood and the scraps of tail rubbed over it. This allows for casting on others.
● Raven’s Wings:
○ Color: Raven black
○ Glyph: A long, vertically-oriented, pointed oval with a line going through the center and coming out the end slightly (standard simple feather shape), with three curved lines like wing flap motion lines on either side
○ Requires: A wing feather from a raven, preferably a male. The caster must burn the feather while casting the spell, then dust any remaining ashes over his/her shoulders.
○ Effect: Allows the caster to fly temporarily. The caster can move freely through the air as if he or she really was a bird (or at least more aerodynamically designed), but must dodge any obstacles on his or her own. The caster can’t go any higher than would be safe for a human (no going too high to breathe), and falling unconscious automatically cancels the spell. Upon the end of the spell, if the caster is not already on the ground, he or she automatically floats down like a feather (this also happens after mid-air knock-outs). The power lasts for six hours, and can only be cast once a day.
○ Visuals: A pair of ghostly-grey wings appear stretching from the caster’s shoulders when first cast. This wings reappear every time the caster flies.
○ Enchantments Or Potions:
- High Flight Potions are created by burning the feather and mixing the ashes into a liquid before casting. Improperly-made potions inhibit the caster’s ability to jump, and make it so they cannot use any spells that might permit flight for the rest of the day (e.g., no commanding air with Elemental Will).
- To charge into a wand, the glyph must be inscribed into the wood, then the ashes of the feather rubbed into it. This allows for casting on other people, but requires more willpower to make it take.
● Dragon’s Breath:
○ Color: Flame red with an orange center
○ Glyph: A sideways left-facing v-shape with a simple three-pointed flame shape coming out of it, along with two curlicues of smoke
○ Requires: The tongue of a full dragon (garden dragons cannot breathe fire, so their tongues will not work). The caster sucks or rubs the tongue on his or her own to activate the spell.
○ Effect: Allows the caster to breathe fire and smoke like a full dragon. The caster can breathe huge gouts of fire, “whistle” a concentrated stream, or anything in between. They can also breathe clouds of smoke and smoke rings. The caster must “turn on” the ability by willing it so while the effect is active, and “turns it off” in the same way. The fire burns anything that hasn’t been magically shielded from flame – the caster automatically gains such protection from the moment of casting. The effect lasts for three hours, and can only be cast once a day.
○ Visuals: The caster’s lips and the inside of his or her mouth glow fiery red and orange for a few moments once the spell is activated. His or her lips remain bright red while the effect is active.
○ Enchantments Or Potions:
- Fire Breath Potions are made by submerging the tongue in liquid and concentrating. Improperly-made potions do not magically protect the caster from his or her own fire – never drink one if the color doesn’t look exactly right!