Teratism II
- SchoolAlteration
- ComponentsV, S
- RangeTouch
- Area1 animal
- Casting time1 round
- DurationPermanent
- SaveNone
(See also: Teratism)
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.
* 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.
* 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.
* Special limbs can be added or existing limbs warped. Thus, wings or fins can be created, allowing the creature to move in another environment.
Sources: Dragon Magazine