Happy Halloween! But it’s not all cause for celebration, for today marks the end of Werewolf Week. I hope you’ve all enjoyed our werewolf-themed articles as much as we enjoyed writing them, and that you’re ready for a handful of werewolf-themed spells to send the week off with a bang—or at least a howl.
CYCLE OF THE WOLF
School necromancy; Level cleric 5, druid 5, sorcerer/wizard 7, witch 6
Casting Time 1 hour
Components V, S, M/DF (a petrified wolf’s skull filled with human blood)
Range touch
Target corpse touched
Duration permanent
Saving Throw none; Spell Resistance yes
The target corpse is filled with the spirit of a vanquished wolf, who feeds on the target’s fleeing life-force and flesh to create its new life. This spell can only target a corpse that has been dead for no more than 1 day per caster level. At the spell’s completion, the target corpse is destroyed and a loyal wolf servant is created from its remains. This wolf servant is treated in all ways as a standard wolf (see the Pathfinder Bestiary)with the following exceptions.
The wolf’s alignment always matches your own, and the wolf receives a number of bonus Hit Dice equal to the number of Hit Dice possessed by the corpse at the time of death (with a maximum number of bonus Hit Dice equal to your caster level). The wolf created by this spell is in no way undead, and receives animal racial Hit Dice as a result of this spell. Though the wolf is not intelligent, and thus cannot retain the memories of the deceased, wolves created by this spell often share similar personality traits and quirks with the corpse used to create them. The wolf created by this spell obeys your commands perfectly and behaves as though it were summoned by the spell summon nature’s ally I, except that it is not treated as a summoned creature, cannot be banished, and remains indefinitely.
This spell requires a great amount of energy to maintain, most of which is contained within the life-force of the newly-created wolf; as a result, you cannot cast this spell again while a wolf that you created with this spell still lives.
FERAL FORM
School transmutation (polymorph); Level druid 4, sorcerer/wizard 5
Casting Time 1 standard action
Components V, S, M/DF (a wolf’s fang)
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 round/level
Saving Throw Fortitude negates, Will partial; Spell Resistance yes
The target’s form twists and shifts painfully, becoming that of a violent and enraged wolf bent on blood and destruction. If the target fails his Fortitude save, he is transformed into a dire wolf as though by the spell beast shape II. The target must then succeed on a Will save or become violently enraged. While so enraged, the target must attack the nearest living creature each round with its natural attacks, and he cannot choose to do nonlethal damage. If the target cannot reach any living creatures with a move action or a charge action, it instead worries and bites at its own flesh, dealing 1d8 + Strength modifier damage to itself.
LUNAR ECHO
School abjuration; Level cleric 1, druid 1, sorcerer/wizard 1, witch 1
Casting Time 1 standard action
Components V, S, M/DF (a pinch of moonstone dust)
Range touch
Target creature touched
Duration 1 min./level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
You sprinkle moonstone dust on the target and imbue him with the power to resist the changing phases of the moon. If the target is affected abnormally by the phase of the moon (such as many class features of the lycaonite class), then for the spell’s duration, you may choose to have him be affected as though the moon were either one step more full than it actually is, or one step less full than it actually is, as indicated on the table below. This spell cannot be used to cause the target to treat the moon as being either a full moon or a new moon. This spell only applies to special abilities that specifically refer to the phase of the moon, and does not apply to any other time-based features or abilities.
SHAPE BIND
School abjuration; Level cleric 4, druid 3, sorcerer/wizard 3, witch 4
Casting Time 1 standard action
Components V, S, M/DF (dried clay)
Range close (25 ft. +5 ft./2 levels)
Target one creature
Duration 1 round/level
Saving Throw Fortitude negates; Spell Resistance yes
You force a target to return to his natural form and remain in that state for the spell’s duration. If the target fails his Fortitude save, and is currently under the effect of a polymorph spell or effect (including natural shapechanging), he immediately returns to his natural state and must remain in that state for the spell’s duration. Creatures with the shapechanger subtype lose that subtype for the spell’s duration, but gain a +4 bonus on their saving throws to resist the effect. Creatures that have no natural form are immune to this spell. This spell has no effect on illusions or other effects that conceal or glamer a creature’s form. At the end of the spell’s duration, any polymorph effects with a remaining duration resume as though the duration had continued while the target was under the effects of this spell.