Animal's Movement

Level: Animal 2, Ranger 1, Sor/Wiz 2, Water 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched; See text
Duration: 10 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Spell Points: Animal 3, Ranger 1, Sor/Wiz 3, Water 3

The subject’s limb vibrate with newfound power for a moment.

The spell grants the subject a new form of movement or an enhancement to one of its existing forms of movement, chosen at the time of casting.

  • Cheetah’s Sprint: When the subject takes the Run action using its land speed, its speed is multiplied by 5 (using normal multiplier addition). A character with the Run feat thus moves at 9x speed rather than 5x while running, an average character moves at 8x speed, and a character wearing heavy armor runs at 7x speed.

  • Dolphin’s Swim: The subject gains a swim speed of 20’.

  • Hummingbird’s Hover: The subject’s flight maneuverability improves by one step.

  • Spider’s Climb: The subject gains a climb speed of 20’.

Unlike Alter Self, the enhancement to your modes of movement does not result in a physical change - the improvement is due to a direct magical infusion.

Augment: You can spend additional spell points to gain additional options out of this spell (you can only pick one at each casting).

  1. Badger’s Burrow: The subject gains a burrow speed of 15’. No tunnel is left behind when burrowing. Gaining access to this option requires spending 4 additional spell points.

  2. Whale’s Dive: The subject does not suffer the negative effects of high water pressure, and can hold his breath without penalty for the duration of the spell. You do not gain the ability to enunciate words or provide verbal components for spells while underwater, but you can sing. Gaining access to this option requires spending 2 additional spell points.