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Rego Animal

The Enchantment of Waiting in slumber ... Re An - Gen
R ... Portée : Touch ... Durée : Perm. ...
Binds a magical animal whose Magical Might is less than the Level of the spell + die in magical slumber. The beast will not awaken under any circumstance unless it is moved outside the magical circle drawn around it when the enchantment is cast or the following spell is used. Should the beast be moved from the circle it awakens immediately and is free to act as it wishes.

The Awakening of the Slumbering Beast ... Re An - Gen
R ... Portée : Touch ... Durée : Sun. ...
This awakens an animal previously bound in slumber in an hour-long ritual. When the spell is finished the creature wakes over a period of a minute, leaving time for it to be controlled. Once the creature is awake it will act normally, unless controlled otherwise. Should the creature be returned to its magic circle before the end of the spell -- Sunrise/Sunset -- it will return once more to its sleep. However, if this is not done the enchantment will be broken and it will sleep no more. In this case, the breaking of the enchantment will cause any other control spells to be broken, leaving it free to act as it wills. In the case that the creature is returned to the circle in time, it still has the chance to roll its Magic Might + die vs. the strength of the enchantment (Level + original die roll) to break the slumber.

Disguise the Putrid Aroma ... Re An - 10
... Portée : Near ... Durée : Conc. ... Au
The animal target takes no interest in you as long as you don't threaten it; it cannot smell you.

The Gentle Bridle ... Re An - 10
... Portée : Touch ... Durée : Sun./Perm. ...
Causes a horse or similar riding animal to know instinctively what the caster wishes for it to do without the need for a bridle. The animal is under no compulsion to obey, however, the horse must like the caster for this to work or, if the animal is intelligent, must be willing to obey. Adds +2 to Riding Skill, +3 to effective Riding Skill during combat because the rider has her hands freer, but -5 to control the animal if it panics -- use only on well-trained animals or have a bridle for backup.

Cloak Swirl ... Re An - 10
... Portée : Touch ... Durée : Moon ...
Insures that your cloak swirls and blows in an appropriately dramatic manner for entrances, exits, turning on your heel, and whatnot. Obviously known and used by every important NPC in the game, including some non-magical ones. For instance, it is a little-known requirement of Arch-Mages that they know this spell or have a cloak with it built in.

Break the Master's Hold ... Re An - 25
... Portée : Near ... Durée : Sun./Perm. ...
Causes a domesticated animal to turn wild. Especially loyal animals, such as dogs, may resist with a Loyal roll of 10+.

Calling the Creature ... Re An - 30
... Portée : Arcane ... Durée : Conc. ...
The caster calls a creature of which she has a body part, to her. The creature, if it fails its magic resistance roll, will travel in a trance to the caster's location at the time of casting by the fastest means possible. Something suicidal, like asking a fish to cross land or a dragon to fly over the ocean, will break the spell. The animal will know the caster's location immediately, whether or not it makes its resistance roll, and that the caster was attempting to force it to go to that place.

Spur the Galloping Horse ... Re An - 30
... Portée : Touch ... Durée : Sun. ...
Cause the target horse, or other trained riding animal, to break into an immediate gallop, running without pause, hunger, thirst, or exhaustion until the spell wears off, at which point the horse will probably die of exhaustion (Stm roll of 20+). You can probably cover well over 100 miles in one day and night ride on a good road.

The Black Carpet ... Re An - 40
R ... Portée : Local ... Durée : Sun. ...
Summons all the black, crawling insects within one mile of you to perform at your command, biting, stinging, and moving as you direct. The insects can only perform the simplest of actions, and you must concentrate to keep the insects performing a more complex action, or to change the action that the insects perform. The insects will not fight amongst themselves -- unless directed to do so by the caster -- but when the spell wears off, the insects will revert to their normal behavior, probably including eating, dispersing, and fighting amongst themselves.

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