"The wolf changes his coat, but not his disposition". ~ Traditional Proverb
Wolf shamans and other spellcasters who call upon the wolf gain access to more magical abilities in the form of knowing 1d2+1 of the following spells per level. Half of these are determined at random and all come from spell levels that they can cast.
1st Level Spells (d7)
1. Alpha Command: as Command, but only works on those who you have already established dominance over.
2. Detect Wolf: as Detect Magic, except that it senses the presence of wolf spirits, wolves, or those others who emulate their nature.
3. Howling Fear: as Remove Fear (reversible), except that it only removes fear from those with wolfish nature and causes fear with those who don't.
4. Full Moon Charm: as Charm Person*, but requires aggressive, animalistic seduction.
5. Lick Light Wounds: as Cure Light Wounds, but only works on those with a wolfish nature.
6. Lupine Protection: as Protection from Evil, but only works against non-wolf-kind.
7. Wolf Companion: as Animal Companion (D), but must be a single wolf.
2nd Level Spells (d6)
1. Halt Prey: as Hold Animal (D), but only works on non-wolf types.
2. Howling Terror: as Scare*, but the same.
3. Lupine Blessing: as Bless, but grants a +1 initiative, to hit, and to damage bonus to allies instead.
4. Phantom Wolf: as Spiritual Weapon, but appears as a spirit wolf that can keep attacking even if the shaman doesn't concentrate, and has a 25% chance of attacking someone else of its choice each round instead.
5. Speak with Wolves: as Speak with Animals, but only works with wolves, who do become friendlier with the casting.
6. Wolf Spirit: as Unseen Servant*, but is faster and has better senses (like a wolf), and can even attack ethereal foes.
3rd Level Spells (d5)
1. Fang: as Striking, but the bonus can only be used by those with a wolflike nature.
2. Howl: as Prayer, but only helps those who are behaving in a wolflike manner and harms those who are not, whether actually friend or foe.
3. Wolf Cure: as Cure Disease, but only removes disease from those with a wolflike nature.
4. Wolfskin: as Polymorph Self* or Other*, but can only take on or grant the form of a wolf.
5. Worg: as Animal Growth, but only works on wolf-kind.
4th Level Spells (d5)
1. Lick Serious Wounds: as Cure Serious Wounds, but only works on those with a wolfish nature.
2. Lupine Honor: as Detect Lie, but if one is detected, then the shaman must attack!
3. Pack Protection: as Protection from Evil, 10' Radius, but only works against non-wolf-kind.
4. Wolf Call: as Summon Animal I (D), but only summons wolves.
5. Wolf Terrain: as Hallucinatory Terrain (D), but can only appear as a forested and/or cold area.
5th Level Spells (d5)
1. Greater Wolf Call: as Summon Animal II (D), but summons a werewolf.
2. Greater Wolfskin: as Polymorph Self*, but can only take on the form of a dire wolf or werewolf.
3. Lick Critical Wounds: as Cure Critical Wounds, but only works on those with a wolfish nature.
4. Lunar Gaze: as Confusion* or Feeblemind* (determined at random whenever cast), though eye contact with the target must be made.
5. Wolf Communion: as Commune with Nature(D), but only works in forested and/or cold areas.
1. Lupine Realm: as Plane Shift, but only transports to and from those dominated by wolves and wolf-beings.
2. Spirit Stalker: as Invisible Stalker*, but sends an invisible wolf instead that has 2 less HD, but double the speed and wolf senses.
3. Track the Path: as Find the Path. but shows the shortest way to an individual instead.
Next week: Totems: Wolf, Part IV!