Wild (Beastman Shaman) spell candidates:Summon Beastmen This spell conjures up a group of Beastmen to surround and protect the spellcaster. Roll one red die:
Roll a 1, 2, or 3 = 4 Beastmen
Roll a 4 or 5 = 5 Beastmen
Roll a 6 = 6 Beastmen
Survival This spell spurs the instinct to fight on, restoring up to 3 Body Points to one Beastman, Minotaur, or the spellcaster.
Ferocity This spell unleashes the full bestial power of all Beastmen in the same room as the spellcaster. Those Beastmen may then reroll any shield results when they attack that turn.
Not used in corridors.Savagery This spell forces a merciless rivalry to surface. All Heroes in the same room as the spellcaster are put under Zargon's control for one turn. A Hero may resist by rolling one red die for each of his Mind Points. If a 6 is rolled, he is unaffected. Zargon can move an affected Hero as a monster and attack other Heroes on his turn.
Not used in corridors.Howl This spell assaults the ears and minds of the shaman's enemies, causing hesitation. On his next turn, any Hero in the same room as the spellcaster may not attack or cast a spell. A Hero can ignore the spell by rolling one red die for each of his Mind Points. If a 6 is rolled, he is unaffected.
Not used in corridors.Bloodlust This spell heightens the killing instinct of one Beastman or Minotaur for one turn. If a successful attack caused at least one Body Point of damage against a Hero that turn, the Beastman may immediately attack again.
[Trample This spell may be cast on any one monster that has just successfully attacked a Hero. As part of the attack, the monster may displace that Hero to an adjacent square and move into the space that was occupied by him.
Charge This spell may be cast on any one monster
on a Hero's turn. That monster may then move and attack before the Hero instead of after.
Dominance This spell may be cast on any one monster. That monster may roll one extra combat die to attack on its next turn. Conversely, any Hero rolls one less combat die to attack that monster until the spellcaster's next turn.
-edit]I had previously come up with some reworked Orc Shaman spells, Frenzy and Shield of Protection, for a Beastmen spellcaster in
this post but feel they should be discarded in favor of the unique options above. I retained Summon Beastman however, as it's mob mechanic fits Beastman flavor so well.