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WATER
SPELLS:
ANIMAL
PROTECTION
(LEVEL
I) |
Spell Effect. The
name of this spell is somewhat misleading. It does not necessarily protect an
animal but protects a designated target from predatory beasts. These could be
animals such as carnivores or other beasts that prove harmful to many races.
This spell has no effect against demons
or their kind, nor will it deter a creature created by
magic. It is a natural defense meant to keep the target and the area in the
direct vicinity free from these natural predators. Any predator that may come
close to the affected area will avoid it and immediately leave heading in the
opposite direction. It is a handy spell when concentration is needed or desired
for other endeavors when deep in the wilderness. Or a good spell when a mage
alone wishes to travel through the wilderness and does not want to worry about
attack from some wild animal.
Water is used to activate this spell
because of its ability to take on a foul smell without losing its form until it
has dried up. In this way a mage does not have to manipulate the aspect of
water that much. What the mage does, is
to manipulate the water
cár'áll of the initial casting so
that when it comes into contact with other moister, it will take on the same
aspect as the spelled moister. The original area of the spell will create a
curtain of fog and then fall away and roll outward like floodwaters, although
not seen by the eye. The spell will seep into all things as it rolls outwards.
Any moister, such as dew a drop of water
or moist areas will take on the spell aspect. It will not affect large bodies of
water such as lakes or rivers.
Although this is a good spell for many situations it should not be the only
defense available. It is also advisable not to be used when a person desires to
sleep except in short naps. The main reason for this is related to when the
magic fades from the spell. The formerly spelled
target becomes a draw to any beast that may have come into contact with the
spell. The draw is not compelling causing the beast to rush back but it seems to
bring the beast back of its own curiosity. This is even more so where carnivores
are present as they return to check their territory. It is best to be aware of
the spell’s duration and be gone from targeted areas. Or if it has been cast on
the person to be constantly moving and not tarry long in any area where the
spelled person recently travelled after the spell has expired.
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It should be noted here that this is one of those few spells that have two
different casting procedures to achieve the same thing. It depends on whether or
not it is an area effect spell or a local effect spell. It also means that the
spell ingredients will differ slightly, depending also on which casting the mage
is after. This is also a spell that has caused a fight between traditionalists
and progressive mages. Early in the 1600’s a herbalist by the name of Dalmac
Brandivere came up with other reagents to achieve the same results. The result
was not as offensive to the nose and probably just as effective. But
traditionalist believed no spell should be altered, only the evolution of new
ones. So now, depending on who is teaching this spell, there are two slightly
different ways of casting it. The one thing all have in common is the need for
water and the “sentence of will” to
activate them. As the spell expands outward it will flow covering all causing
moisture in the enspelled area to take on this repelling odor, acting as a
marking agent of a nastier, deadlier beast marking his territory (sort of like
any predator urinating to mark territory). This is what originally causes
another predator to leave going in the opposite direction.
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Casting Procedure.
In all applications and in order to perform the spell, the Mage needs to be in
direct contact with the target. These first procedures are the traditional way
of casting the Animal Protection spell. For the area spell the mage must first
make a shallow trench around the area that is to be protected. This shallow
trench can be nothing more than a groove scratched in the
earth. The groove must completely
circle all areas in an unbroken connection. Then the mage takes four dried
pellets of thumb sized reagents and place one in the furrow on the north, south,
east and west. The mage then gets a little substance from inside the marked off
area and sprinkles a little between each pellet. The mage must then soak his/her
hands in water for a minute. While
soaking his/her hands the mage concentrates to visualize a wall surrounding the
required area. The mage then cups his/her hands holding
water in them and utters the “Sentence
of Will”. The mage then walks around his/her etched groove dropping a few drops
of water on each pellet. He/she starts
in the north going clockwise, making sure not to cross the desired area of
protection. If all has gone correct, a mist will rise around the furrow before
expanding outward and quickly dissipating. Now it is safe to cross back and
forth over the furrows with no effect to the spell. The area of effect is also a
lot larger than the originally marked area and thought to expand out a stral in
all directions; but no one is certain exactly how vast this range extends. Of
course the smell that lingers is reminiscent of the jakes on a hot day. One
thing about the area spell is, that it cannot be a small circle with empty space
within. Most mages get around this by placing their traveling pack or other such
item within the grooved area.
For the local spell, which will protect sentient beings, the procedure is quite
simple. The mage takes a dried thumb sized pellet and places it in one hand and
cups the other to lift water with. The
mage then clasps the two hands together holding them while visualizing a
protection surrounding the target and utters the “Sentence of Will”. A miasma
will arise from the mage's hands and he/she must then wipe the hands on the
front and back of the target before the miasma dissipates. If this is done for a
group only one in the group needs to have the spell done on them. Needless to
say it is usually done on the unsuspecting member. If all know the spell there
is usually a heated debate on who gets enspelled. Lets face it, who wants to
smell like a walking latrine for the next couple of weeks? This spell has about
the same range as the area spell.
Brandivere’s way of doing the area spell is the same in preparation except that
water is poured in the groove before
the other reagents go into it. When all is prepared, the mage goes to the north
side of the groove where he/she will wet a finger saying the “Sentence of Will”
and touch the dried pellet. A mist will arise and travel around the shallow
trench until it is solid and then expand outward quickly dissipating.
Brandivere’s local spell is also slightly different when casting it. The mage
takes a dried thumb sized pellet and places it in his hands and cups them. The
mage then spits upon the pellet, utters the “Sentence of Will” and when the
miasma rises he/she will wipe the hands on the target. The lingering aroma for
both of these spells is a tainted peppery smell. A far cry from the traditional
results.
A small note that should be added here: Because of Brandivere's
re-interpretation of the spell and his use of new reagents, Animal Protection
can be found in many newer spell books under the heading, "Brandivere's Animal
Protection".
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Magical Formula.
Thró Már Rhú (Styrásh
Thró Már Rhú),
literally meaning, "beast water stink”.
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Target. Animal
Protection can be cast on an area or a living creature. For obvious reasons it
is best on sentient beings. Most animals will shy away from the smell but a
horse or dog can learn to become
accustomed to the aroma after many applications by a mage.
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Reagents. The
traditional reagents are urine and sulphur. The urine must be from a wild animal
and not a domestic one or there can be disastrous consequences. This urine is
usually set in the sun to ripen more or ferment (for lack of better words). When
the urine is ready it is mixed with sulphur. Sulphur is added until the mixture
is firm enough to be rolled in to thumb sized balls. These are then left out to
dry into hard yellowish pellets. The only difference in preparation is in the
local spell. The urine for this aspect of the spell must be urine from a
sentient being. The preparations are the same except many mages may put a slight
dye to color the pellets so they know the difference. Blue is usually used
making a sickly green pellet. A note here, the urine from a
dune mouse is the best reagent
making a stronger spell, but it is hard to come by and expensive.
Brandivere’s reagents are blackmoss,
vinegar, egg whites and wild animal hair.
Blackmoss is used in both aspects of
the spell and it is dried and ground into as fine as power as possible. For the
area aspect of the spell, vinegar and a few wild animal hairs are added to the
blackmoss until it is firm enough to
be rolled into thumb sized pellets. These are left to dry into hard dark gray
pellets. It has been found that white wine that has gone to vinegar can be
substituted and often to better effect. For the local aspect of the spell, the
egg white is separated from the yolk and left to spoil. A drop or two of vinegar
is often used to prevent the egg whites from drying out. When ready, it is mixed
with the blackmoss until firm enough
to make thumb sized pellets. These are left to dry making hard gray pellets.
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Magical School.
Elemental Magic, Water School.
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Spell Class.
Growth.
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Range. The caster needs
contact with his/her target. The higher your level the more persons the caster
will be able to affect with the energy of the spell.
Level 1-3 (Novitate Levels): can only do the local casting (short range)
Level 4-6 (Initiate Levels): able to cast both aspects of the spell (short range)
Level 7-9 (Magicati Levels): able to cast both aspects of the spell (medium duration)
Level 10-12 (Archmage Levels): able to cast both aspects of the spell (maximum duration)
Note: Like
all magic spells, range and duration with this spell is not guaranteed, only
probable. How effective, range and duration depends on many various factors like
luck, intelligence, weariness of the caster, etc.
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Casting Time.
Actual casting is 5-10 seconds. The preparation is what takes the most time and
is dependent on each particular mages spell work.
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Duration.
Approximately 5 to 24 hours. The mage's level and ability has a direct affect on
duration of the spell. The stronger the mage's ability and their level will
determine how long the spell’s effect lasts. Every casting does not have the
same duration but will usually last about the same time frame for a mage. It
will not be short one time and long the next. When higher levels are achieved,
the range seems to be a constant and is not affected by the mage’s ability or
strength.
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Counter Measures/Enhancing Measures.
None specified.
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Information provided by
Thuja
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