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Creo Animal

Traveler's Venerable Rations ... Cr An - 10
... Portée : Touch ... Durée : Sun. ...
Preserves meat from decay, and with an Ignem prerequisite, even keeps the meat warm for the duration.

Musk of the Frightened Skunk ... Cr An - 10
... Portée : Near ... Durée : Sun. ... Aq
A jet of skunk musk sprays from your outstretched hand towards the target. The stench of the musk is bad enough to cause almost any animal to bolt, and to require any human hit by it to make a Stm roll of 3+ or be incapacitated by gagging (a botch indicating vomiting). All those within two paces of the target must move away immediately or be similarly incapacitated. The smell will fade only slightly during the day, leaving the target quite socially unacceptable.

Biting Cloud ... Cr An - 15
... Portée : Near ... Durée : Conc. ...
Creates a swarm of biting gnats and mosquitoes at whatever point you designate (up to 1 pace across). If there is no one there, they will fly after the nearest target. Anyone in the cloud must make an Int + Concentration roll of 6+ to do anything except slap at the biting insects, run from them, and so on. Even if the roll is made, they will be at -3 to all actions, and spell casters must make an additional Int + Concentration roll of 12+ to maintain or cast spells. If the target runs, the cloud will stay with her as long as possible.

Spit of the Viper ... Cr An - 15
... Portée : Near ... Durée : Nap/Perm. ... Aq Re
The caster spits a wad of poison in the target's eyes. The targeting roll is at +3, but a successful roll only indicates the target was hit somewhere; the roll must succeed by 5 or more for the target's eyes to be hit. If the target's eyes are struck, she must make a Stm roll of 12+ or be fully blinded (success in the roll means that only one eye was blinded.) Though the poison is temporary, its effects may be permanent; a roll of less than 6 indicates permanent partial loss of sight, and a roll of less than 3 indicates permanent full sight loss in one or both eyes. If the poison hits the targets flesh rather than her eyes, it will sting and cause swelling, doing +0 damage (which can only be soaked with Stm+Size).

The Spider's Personal Prison ... Cr An - 25
... Portée : Near ... Durée : Sun./Perm. ...
This spell is similar in effects to the Weaver's Trap of Webs (CrAn 20). The functional difference is that the caster, upon a successful finesse roll of 9+, can control the web's size, ranging from one to five paces in diameter. The actual effects of the web itself are the same as for Weaver's Trap of Webs. The use of a spider web during casting functions as a focus of +1.

Summon Sirrush ... Cr An - 50
R ... Portée : Near ... Durée : Year/Perm. ... In
This spell ``summons'' a Sirrush (see bestiary). It is not actually clear whether it summons a Sirrush from some other plane, or creates it from scratch. In any case, this spell requires blood from the caster, and the caster must specify the thing to be guarded as soon as the Sirrush appears. The high Level of the spell reflects the difficulty to learn the non-Hermetic spell. Once the Sirrush is summoned, the caster must have a contest of wills to control it, pitting her stress die + Int + Rego + Animal against the combined Magic Resistance of all Sirrush the caster has summoned, regardless of their locations. Thus, if the caster already has one Sirrush under her control, the two Sirrush resist with stress die + 50 -- the combined Magic Might of the two (2 * 25 = 50). Failure in this roll means that none of the Sirrush the caster has summoned are under her control any longer. The only way to reduce the number of Sirrush that resist control is to kill one or more of the caster's summoned Sirrush. This last requirement of strength is not plainly described in the spell. It will require an Int + Magic Theory roll of 14+ to determine that there is a power requirement for control, and an Int + Magic Theory roll of 18+ to figure out what the resistance is.

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