BULL SHAMANISM
1st Level Spells (d5)
1. Bovine Protection: as Protection from Evil, but only works in grazing areas.
2. Bull Companion: as Animal Companion (D), but must be a single bull.
3. Charge Light Wounds: as Cure Light Wounds, but the recipient must be holding horns or something else that's dangerous.
4. Lesser Bull Strength: as Strength*, but confers only 1/2 the bonus, and is applied to the recipient's Constitution too.
5. Raging Bull: as Remove Fear (reversible), but only if the shaman is charging.
2nd Level Spells (d6)
1. Bull Hide: as Barkskin (D), but only works on those who follow the ways of the bull.
2. Bull Strength: as Strength*, but the bonus is also applied to the recipient's Constitution too.
3. Pasture Growth: as Plant Growth (D), but only affects grasses, making them more fertile and produce more food.
4. Phantom Bull: as Spiritual Weapon, but with a +2 damage bonus and appears as a spirit bull that can keep attacking even if the shaman doesn't concentrate. It also has a 50% chance of charging a random individual each round though.
5. Speak with Bulls: as Speak with Animals, but only works with bull-kind.
6. Taurus Blessing: as Bless, but grants a +3 bonus to hit and to damage to allies who are charging instead, in addition to any other bonuses they'd gain for charging.
3rd Level Spells (d6)
1. Aurochs Form: as Animal Growth, but just works on bull-kind.
2. Bovine Protection 10' Radius: as Protection from Evil 10' Radius, but only works in grazing areas.
3. Bull Cure: as Cure Disease, but makes the recipient aggressive and bullish for the next 1d6 turns too.
4. Bull Goring: as Striking, but grants the recipient bull horns for the duration instead, allowing them to make an additional attack each round for 1d6 + 1/2 Strength mod damage, double if charging.
5. Bullskin Magic: as Polymorph Self or Other*, but can only take on or grant the form of a bull or other bovine creature.
6. Greater Bull Strength: as Strength*, but has a +2 bonus, along with no limit of 18.
4th Level Spells (d6)
1. Seeing Red: as Haste*, but but must be used at least as part of attacks.
2. Bull Call: as Summon Animal I (D), but just summons bulls.
3. Bull's Exorcism: as Exorcism, but only works on non-bull type spirits.
4. Charge Serious Wounds: as Cure Serious Wounds, but the recipient must be holding horns or some other weapon.
5. Massive Bull Strength: as Greater Bull Strength, above, but the bonuses are +2d3.
6. Bull Fertile: increases the next chance of a female within 30' to conceive and successfully give birth by 100%.
5th Level Spells (d5)
1. Bull Communion: as Commune with Nature (D), but only works in areas where bulls inhabit.
2. Rush Evil: as Dispel Evil, but can only be used either before or after charging the targets.
3. Charge Critical Wounds: as Cure Critical Wounds, but the recipient must be holding horns or something else that's dangerous.
4. Greater Bull Call: as Summon Monster III*, but either summons a minotaur or a 6 HD bull gorgon with 3 rounds less duration in the latter case.
5. Greater Bullskin Magic: as Polymorph Self or Other*, but can just take on or grant the form of a minotaur or a 6 HD bull gorgon with 3 rounds less duration in the latter case.
6th Level Spells (d3)
1. Horn Onslaught: as Blade Barrier, but appears as horns, does 3d8 less damage, and can be moved 30 feet each round, harming all in the way.
2. Bovine Realm: as Plane Shift, but only transports to and from places dominated by bulls and bovine-beings.
3. Bull Maze: as Maze, but bull-types are immune and those so trapped must save vs. death/ make a Will save DC 10 every 1d6 rounds or take 4d6 damage from the resident minotaur.
Next week: Totems: Bull, Part V!