TABLE OF CONTENTS
- Faunia Summary – Beast Mages, Fauned, Horse Mages, Bestiary
- Novice Faunia – Control Animal Bleeding, Cure Animal Infection, Deaden Animal Nerves, Visualize Animal Body, Animal Identify Magic, Reveal Animal Brimtag
- Animal Healing – Animal Remove Toxin, Restore Animal Skin, Restore Animal Bone, Restore Animal Muscle, Restore Animal Nerve, Restore Animal Organ, Cure Animal Disease, Restore Animal Brain
- Animal Resistance – Arcane Beasts, Animal Resist Bleeding, Animal Resist Infection, Animal Resist Toxin, Animal Resist Disease, Animal Resist Heat, Animal Resist Cold, Animal Resist Suffocation, Animal Resist Fatigue, Animal Resist Cuts, Animal Resist Broken Bones, Animal Resist Magic
- Animal Pregnancy – Caesarean Deliveries, Detect Animal Pregnancy, Induce Animal Male Infertility, Induce Animal Female Infertility, Terminate Animal Pregnancy, Observe Animal Fetus, Diagnose Animal Female Fertility, Diagnose Animal Male Fertility, Cure Animal Male Infertility, Cure Animal Female Infertility, Enhance Animal Male Fertility, Enhance Animal Female Fertility
- Animal Disruption – Disrupt Animal Body
- Animal Alteration – Alts, Altered, Altering, Transform Base Animal, Alter Animal Skin, Alter Animal Bone, Alter Animal Muscle, Alter Animal Nerve, Alter Animal Organ, Alter Animal Sight, Alter Animal Hearing, Alter Animal Smell, Alter Animal Brain, Animal Alteration Composites, Animal Caesarean Birth, Animal Cleft Palate, Animal Clubfoot, Animal Tumor Removal, Animal Arrow Removal, Animal Foot Reattachment, Animal Leg Reattachment, Animal Remove Limp, Animal Restore Mobility in Limb, Animal Strength Enhancement, Animal Endurance Enhancement, Animal Quickness Enhancement, Animal Speed Enhancement, Animal Mind Enhancement, Animal Reverse Aging
- Arcane Animal Venoms – Sunsnakes, Skysnakes, Icesnakes, Create Sunsnake, Create Skysnake, Create Icesnake
- Animal Communication – Commune with Animals, Name Animal, Visualize Named Animal, Bond with Animal
- Animal Uplift – Uplift Animal, Comprehend Basic Language, Comprehend Brimic, Animal Minion
Faunia Summary
Faunia is a branch of magic that focuses on animals (mammals, birds, insects, worms, reptiles, amphibians, and fish), any living thing that is not a plant or a person. Animals that have been affected by this magic are called fauned (fawn-ed) animals. Faunes (those who cast this magic) have not yet mastered multigenerational changes in animals. So an enhancement given to an animal may be passed down only one or two generations, but never farther. Faunes are known in the vernacular as Beast Mages. Sometimes they are derisively called Horse Mages because they spend so much time working on wealthy people’s horses.
Ideally, animals should be fauned for improvements during their adolescence, when they are still growing. Fully grown animals receive only half the benefits from Animal Alteration and cannot be used for Animal Uplift.
All Faunes have a Doctorate Degree in Zoology with a strong foundation in animal husbandry and veterinary medicine. Only when they have mastered all this knowledge do they move on to the study of Faunia.
The Brim created an exhaustive Bestiary, a catalog of all animal species. These entries can be accessed in the caster’s Mind’s Eye via a Brimtag.
Faunia spells are made for animals and smaller Manamorphs. If Faunia spells are cast on humans, human subclasses (Hinds, Makers, Reverent), or humanoids (Bleakmen, Demifay), there is triple the miscasting chance, and only half the effectiveness. Faunia does not work at all on Boggles, giant Manamorphs, Bonebiters, Mer, Pre-Humans, or Fomori.
Killing animals with magic is not considered sorcery, though killing animals that belong to someone else is considered destruction of property.
Beyond the Novice spells, university Faunes will choose to master around 150 learning days’ worth of basic spells (plus or minus 5 days) in a maximum of three disciplines within their art (beyond the Novice spells). For example, Anette has chosen the disciplines of Animal Healing, Animal Communication, and Animal Resistance. For Animal Healing spells she chooses Animal Remove Toxin (10 learning days) and Restore Animal Skin (36 learning days). This is a total of 46 learning days for Animal Healing. For Animal Communication spells she chooses Commune with Animals (28 learning days), Name Animal (28 learning days), and Visualize Named Animal (30 days). This is a total of 86 learning days for Animal Communication. For Animal Resistance spells she chooses Animal Resist Bleeding (8 learning days) and Animal Resist Infection (10 learning days). This is a total of 18 learning days for Animal Resistance. She has learned a grand total of 150 learning days of spell, the maximum possible.
It is possible for a Practitioner to take a second art, but this is rare for two reasons. First, it would require an additional six years of schooling. And second, it would be problematic to cast spells in both arts because the Practitioner would quickly raise their casting age.
Practitioners can, however, expand into other disciplines with their art. But it is rare for them to do so until they have mastered all the spells within a particular discipline.
Novice Faunia
Control Animal Bleeding
Art: |
Faunia |
Novice Faunia |
|
Spell Name: |
Control Animal Bleeding |
Description: |
Causes the target’s blood to coagulate in places where it is leaking. Causes pain and stiffness in the target. Designed to stabilize a patient before healing (but healing needs to occur within two hours to avoid significant tissue death). Does not require a visualization. This spell should be followed immediately by Deaden Animal Nerves. This spell cannot be reversed for sorcery. |
Aging Cost: |
4 hours |
Duration: |
Instantaneous. 5 hours of protection from bleeding. |
Build Time: |
130 seconds |
Miscasting Chance: |
.4% |
Learning Time: |
8 days plus 12 hours of aging. |
Fee for Casting: |
5 pence |
Cure Animal Infection
Art: |
Faunia |
Novice Faunia |
|
Spell Name: |
Cure Animal Infection |
Description: |
Rids the body of infection and reduces normal toxins in the blood by 40%. Ineffective against arcane poisons. Repeated castings do not reduce blood toxins by more than 40%. This spell does not cause pain. Target must be well hydrated. Does not require a visualization. Does not cure diseases. |
Aging Cost: |
4 hours |
Duration: |
Instantaneous |
Build Time: |
140 seconds |
Miscasting Chance: |
.4% |
Learning Time: |
8 days plus 12 hours of aging. |
Fee for Casting: |
5 pence |
Deaden Animal Nerves
Art: |
Faunia |
Novice Faunia |
|
Spell Name: |
Deaden Animal Nerves |
Description: |
Relieves pain and places the target in a relaxed state. This spell is only used when traditional numbing drugs do not work or are not available. Pain relief must be administered before healing or altering a body with magic. This spell comes in two versions and the Practitioner learns both. 1) The temporary version does not require a visualization spell and relieves pain all across the body without causing numbness. Some Practitioners have had success using this spell to calm an aggressive attacker, an application that is not considered sorcery. However, a determined, emotional, or intelligent attacker will rarely be dissuaded. 2) The permanent version requires a visualization spell and permanently deadens one particular nerve to treat chronic pain. Causes numbness and must be used with caution. For example, numbing the femoral nerve in a leg can cause the target to stumble or even fall. |
Aging Cost: |
1) 4 hours for 16-20 hours of relief across the entire body. |
Duration: |
Instantaneous. 1) 16-20 hours of numbness, or else 2) permanent numbness in a single nerve. |
Build Time: |
130 seconds for either version. |
Miscasting Chance: |
.4% for either version. |
Learning Time: |
8 days altogether for both versions plus 24 hours of aging. |
Fee for Casting: |
5 pence for either version. |
Visualize Animal Body
Art: |
Faunia |
Novice Faunia |
|
Spell Name: |
Visualize Animal Body |
Description: |
A basic spell required before administering any healing or alteration magic. It is required for establishing a diagnosis and perform a procedure. Does not cause pain or discomfort, just minor tingling. Does not work well on corpses. This spell creates a color 3-D model of the target’s body that the caster can examine in their mind’s eye. The caster can examine any part of the model to locate wounds or assess the state of the organs. The caster can also see where any infection, disease, or magic may be currently affecting the body, or if the body has been affected by magic in the past. However, knowing the nature of the magic requires an Animal Identify Magic. This spell is not thwarted by Animal Resist Magic. This spell allows the Caster to see the body’s temperature, blood flow, and overall state of aging and health. When a caster performs a healing or alteration spell on the target, they are actually watching the patient’s visualization rather than the patient. Changes the caster makes to the patient’s body update in the visualization in real-time, so the caster does not need to be up close to do their healing and alteration work. This spell will function on animal corpses that have been dead for less than three days. This interactive 3-D model persists in the mind’s eye until another casting replaces it. Will model adult and adolescent animals but not their fetuses. Does not work well on humans. |
Aging Cost: |
8 hours |
Duration: |
Takes 3 seconds for a standard sized animal. The 3-D image lasts in the Mind’s Eye until replaced. May take several minutes to interpret the results. |
Build Time: |
170 seconds |
Miscasting Chance: |
.8% |
Learning Time: |
16 days plus 24 hours of aging. |
Fee for Casting: |
20 pence |
Animal Identify Magic
Art: |
Faunia |
Novice Faunia |
|
Spell Name: |
Animal Identify Magic |
Description: |
The caster is always the target of this spell. Requires a visualization. This spell is cast on the visualization stored in the caster’s Mind’s Eye. A visualization will always indicate active magic, or areas where magic has had a previous effect. However, a visualization never identifies the types of magic. This spell alters the visualization to identify active and past magics. It will also reveal the name of named animals. Does not cause pain. This spell is not thwarted by Human Resist Magic. |
Aging Cost: |
7 hours |
Duration: |
Instantaneous. But may take several minutes to interpret the results. |
Build Time: |
160 seconds |
Miscasting Chance: |
.7% |
Learning Time: |
14 days plus 21 hours of aging. |
Fee for Casting: |
15 pence |
Reveal Animal Brimtag
Art: |
Faunia |
Novice Faunia |
|
Spell Name: |
Reveal Animal Brimtag |
Description: |
The first version requires a visualization. This spell identifies the animal’s unique species Brimtag and automatically accesses the Brimian Bestiary, replacing the animal’s visualization in the Mind’s Eye with the animal species’ Bestiary entry. The entry explains everything the Brim knew about each animal, which is a lot. There is a variation of this spell which does not require a visualization. The caster only needs an animal Brimtag, and they can access the Bestiary entry with that alone. This spell will function on animal corpses that have been dead for less than three days. Most Faunes carry a small, leatherbound field guide with the Brimtags of all the animals commonly found across the Empire. |
Aging Cost: |
6 hours |
Duration: |
Instantaneous |
Build Time: |
150 seconds |
Miscasting Chance: |
.6% |
Learning Time: |
12 days plus 18 hours of aging. |
Fee for Casting: |
10 pence |
Animal Healing
Animal healing magic is effective on adult and adolescent animals, but not on humans or animal fetuses.
Healing spells are best applied at the time of injury. Old injuries that have scarred over don’t respond well to healing and may require alteration magic.
Animal Remove Toxin
Art: |
Faunia |
Animal Healing |
|
Spell Name: |
Animal Remove Toxin |
Description: |
Neutralizes normal venoms and poisons. Ineffective against arcane poisons. Does not cause pain. Does not require a visualization. This spell is best cast early, because it does not reverse the damage the toxin has already caused. Poisons and venoms can do tremendous damage to the animal, requiring extensive amounts of targeted healing. This spell will also neutralize all drugs acting on the animal, whether the drugs are beneficial or harmful. It will also temporarily neutralize the animal’s native poison or venom, which will take a few days to recover. |
Aging Cost: |
5 hours |
Duration: |
Instantaneous |
Build Time: |
140 seconds |
Miscasting Chance: |
.5% |
Learning Time: |
10 days plus 15 hours of aging. |
Fee for Casting: |
8 pence |
Restore Animal Skin
Art: |
Faunia |
Animal Healing |
|
Spell Name: |
Restore Animal Skin |
Description: |
Can repair and replace animal skin that is missing, torn, has been burned, cut, scarred, abraded, or otherwise damaged. This spell can restore the blood vessels in the skin but does not heal the nerves so it can cause numbing that must be healed with Restore Animal Nerve. Does not a leave a scar. Somewhat painful, so should be preceded by a Deaden Animal Nerves spell. Requires a visualization. Affects about 25 square inches of flesh per casting. Large wounds will require multiple castings. Target must be hydrated and well fed with protein. This spell can also be used to quickly restore lost claws or a torn-off nose, lip, or ear. It can also replace a lost tooth that has recently been knocked out. If the missing tooth is broken or can’t be found, a tooth from an animal cadaver of the same species can be seated into the gum and this spell causes the replacement tooth to take root. This spell has many various applications, so takes longer than normal to learn. |
Aging Cost: |
9 hours |
Duration: |
Around 40 seconds for the repair, but time may vary. |
Build Time: |
180 seconds |
Miscasting Chance: |
.9% |
Learning Time: |
36 days plus 54 hours of aging. |
Fee for Casting: |
24 pence |
Restore Animal Bone
Art: |
Faunia |
Animal Healing |
|
Spell Name: |
Restore Animal Bone |
Description: |
Can repair and replace bone and ligament that is torn, broken or otherwise damaged. Also restores marrow and blood vessels in the bone. Does not affect nerves. This is painful, so it should be preceded by a Deaden Animal Nerves spell. Requires a visualization. Affects an individual bone. Severe fractures may require setting the bone before healing. Multiple fractures may require multiple castings. Target must be hydrated and well fed with protein. |
Aging Cost: |
11 hours |
Duration: |
Around 60 seconds for the repair, but time may vary. |
Build Time: |
200 seconds |
Miscasting Chance: |
1.1% |
Learning Time: |
22 days plus 33 hours of aging. |
Fee for Casting: |
36 pence |
Restore Animal Muscle
Art: |
Faunia |
Animal Healing |
|
Spell Name: |
Restore Animal Muscle |
Description: |
Can repair and replace muscle and tendons that are missing, cut, torn, or otherwise damaged. Also restores blood vessels in the muscle. Cannot affect the heart. This spell can restore the blood vessels in the muscle but does not heal the nerves so it can cause numbing that must be healed with Restore Animal Nerve. This is painful, so it should be preceded by a Deaden Animal Nerves spell. Requires a visualization. Affects an individual muscle system or cluster of small muscles. Large wounds will require multiple castings. Target must be hydrated and well fed with protein. |
Aging Cost: |
13 hours |
Duration: |
Around 60 seconds for the repair, but time may vary. |
Build Time: |
220 seconds |
Miscasting Chance: |
1.3% |
Learning Time: |
26 days plus 33 hours of aging. |
Fee for Casting: |
50 pence |
Restore Animal Nerve
Art: |
Faunia |
Animal Healing |
|
Spell Name: |
Restore Animal Nerve |
Description: |
Can restore a nerve that has been damaged. Useful in restoring feeling to numb limbs and repairing spinal cord damage after the bone has been restored. This is painful, so it should be preceded by a Deaden Animal Nerves spell. Requires a visualization. Affects an individual nerve or an isolated group of nerves. Large wounds affecting multiple nerves will require multiple castings. This spell is useful in restoring feeling to damaged limbs after healing. Target must be hydrated. |
Aging Cost: |
14 hours |
Duration: |
Around 70 seconds for the repair, but time may vary. |
Build Time: |
230 seconds |
Miscasting Chance: |
1.4% |
Learning Time: |
28 days plus 42 hours of aging. |
Fee for Casting: |
60 pence |
Restore Animal Organ
Art: |
Faunia |
Animal Healing |
|
Spell Name: |
Restore Animal Organ |
Description: |
Requires Restore Animal Skin, Restore Animal Bone, Restore Animal Muscle, and Restore Animal Nerve. Can restore organs that are weakened or damaged. Also restores nerves and blood vessels in the organ. Cannot replace an entirely missing organ. Does not work on the brain. This is painful, so it should be preceded by a Deaden Animal Nerves spell. Requires a visualization. Affects an individual organ, including eyes, ears, nose, and tongue. Can cure blindness caused by recent injury. Large wounds affecting more than one organ will require multiple castings. Target must be hydrated and well fed with protein. This spell takes a long time to learn because the caster must become familiar with all the organs in the animal. This spell has different variations for each organ. |
Aging Cost: |
16 hours |
Duration: |
Around 90 seconds for the repair, but time may vary. |
Build Time: |
300 seconds |
Miscasting Chance: |
2.1% |
Learning Time: |
256 days plus 384 hours of aging. |
Fee for Casting: |
100 pence |
Cure Animal Disease
Art: |
Faunia |
Animal Healing |
|
Spell Name: |
Cure Animal Disease |
Description: |
Can cure all common animal diseases. Can only temporarily relieve some symptoms of Frenzy. Does not cause pain. Does not require a visualization. A Cure Animal Infection must be attempted and have failed before this spell is cast. Also, Animal Resist Heat should be cast directly before this spell. Cure Animal Disease creates a fever in the body that lasts 24-48 hours. When the fever breaks, some diseases are cured, and others have reduced symptoms, at least for a time. It is important to cast this spell early in the course of a disease. Animals on the brink of death can be killed by the fever this spell produces, especially without the benefit of Animal Resist Heat. This spell is general-use, not specific to any single disease. It is at least somewhat effective on all rare, exotic, and emerging diseases. |
Aging Cost: |
18 hours |
Duration: |
Instantaneous. Spell effects felt in 24-48 hours. |
Build Time: |
270 seconds |
Miscasting Chance: |
1.8% |
Learning Time: |
36 days plus 54 hours of aging. |
Fee for Casting: |
100 pence |
Restore Animal Brain
Art: |
Faunia |
Animal Healing |
|
Spell Name: |
Restore Animal Brain |
Description: |
Requires Restore Animal Organ. Can restore a moderately damaged brain, such as from a skull fracture or concussion. Also restores blood vessels and nerves in the brain. Cannot restore a brain with large-scale physical damage. Cannot restore damaged memories. This can be somewhat painful, so it should be preceded by a Deaden Animal Nerves spell. Requires a visualization. Target must be hydrated and well fed with protein. This spell can also be used to eliminate the brain fog caused by tiredness or disease, essentially resetting the brain to an awake and alert state, at least for a time. It can also be used to restore consciousness, even in animals in a coma. This spell takes extra time to learn because of the animal brain’s complexity. |
Aging Cost: |
26 hours |
Duration: |
Around 3 minutes for the repair, but time may vary. |
Build Time: |
410 seconds |
Miscasting Chance: |
3.2% |
Learning Time: |
156 days plus 78 hours of aging. |
Fee for Casting: |
250 pence |
Animal Resistance
Basic resist spells (wards) don’t alter the animal but enhance the animal’s natural resistances and defense mechanisms. Resist spells, on average, give about 30% more protection than the animal alone can provide. If a caster has a complementary spell from another discipline, they can raise that protection to 60% by also casting that complementary spell. This of course would increase the aging cost of the procedure, as well as the casting fee. For example, a Practitioner with Animal Resist Broken Bones spell can increase breaking resistance by 30%. But if this caster also has the Restore Animal Bone spell, they can raise resistance by 60%. This is because the resist spell tricks the restore spell into thinking the bone has a new normal threshold of strength. Only one complementary spell can contribute to this 60% resistance.
Most resistance spells last a matter of hours or days. However, Practitioners who have a complementary animal alteration spell can combine the spells into a permanent, enhanced resistance for the aging cost of both spells. For example, the Animal Resist Cut spell combined with Animal Flesh Alteration could create skin with a 60% permanent resistance to cuts.
Any target under the influence of a resistance spell must eat and drink 30% more (even if they have the 60% enhanced resistance, or a permanent resistance). Targets affected with multiple resistance spells stack this 30% need for increased eating and drinking.
It is not illegal to grant a permanent resistance to a target that gives them abilities that exceed the species’ normal limitations. This would be illegal with humans, due to the Human Sanctity Law, but not so with animals. However, the Church frowns upon super-animals, referring to them as arcane beasts, and won’t hesitate to hunt them down if they begin to present a threat. Arcane beasts are not allowed in any competitions, such as horse races or tournaments.
Resistance spells are very popular with the military. A cavalry soldier might save their money to purchase a ward for themselves or their horse. But this can be somewhat expensive over time because warded soldiers must pay for any extra food needed by them or their animal because of the spell. Also, animals with wards are often the first to die in a starvation or dehydration situation.
Resist spells cannot be reversed for the purposes of sorcery. Resist spells can’t be turned off. They only end when their duration has ended, or if Animal Resist Magic is cast.
Animal Resist Bleeding
Art: |
Faunia |
Animal Resistance |
|
Spell Name: |
Animal Resist Bleeding |
Description: |
Increases resistance against bleeding by 30%, or 60% if the caster also has Control Animal Bleeding. Does not cause pain. Does not require a visualization. Target should eat and drink before the spell is cast. This is a useful spell to cast after the repair of a wound, to prevent reinfection, to protect an animal awaiting surgery or healing, or to protect an animal in a weakened state. This spell is popular with soldiers. |
Aging Cost: |
4 hours |
Duration: |
32-40 hours of protection. |
Build Time: |
130 seconds |
Miscasting Chance: |
.4% |
Learning Time: |
8 days plus 12 hours of aging. |
Fee for Casting: |
5 pence |
Animal Resist Infection
Art: |
Faunia |
Animal Resistance |
|
Spell Name: |
Animal Resist Infection |
Description: |
Increases resistance against infection by 30%, or 60% if the caster also has Cure Animal Infection. Does not cause pain. Does not require a visualization. Target should eat and drink before the spell is cast. This is a useful spell to cast after the repair of a wound, to prevent reinfection, to protect an animal awaiting surgery or healing, or to protect an animal in a weakened state. Does not protect against diseases. |
Aging Cost: |
5 hours |
Duration: |
32-40 hours of protection. |
Build Time: |
140 seconds |
Miscasting Chance: |
.5% |
Learning Time: |
10 days plus 15 hours of aging. |
Fee for Casting: |
8 pence |
Animal Resist Toxin
Art: |
Faunia |
Animal Resistance |
|
Spell Name: |
Animal Resist Toxin |
Description: |
Increases resistance to toxins and drugs (even beneficial drugs) by 30%, or 60% if the caster also has Animal Remove Toxin. The 60% version will stop any natural toxin from killing the target. However, magic toxins ignore the protections of this spell. Does not cause pain. Does not require a visualization. Target should eat and drink before the spell is cast. |
Aging Cost: |
6 hours |
Duration: |
32-40 hours of protection. |
Build Time: |
150 seconds |
Miscasting Chance: |
.6% |
Learning Time: |
12 days plus 18 hours of aging. |
Fee for Casting: |
11 pence |
Animal Resist Disease
Art: |
Faunia |
Animal Resistance |
|
Spell Name: |
Animal Resist Disease |
Description: |
Target is 30% less likely to contract animal diseases, though it does not protect against Frenzy. Increases resistance against disease to 60% if the caster also has Cure Animal Disease. Does not cause pain. Does not require a visualization. Target should eat and drink before the spell is cast. This spell causes tiredness and a low-grade fever, but is not dangerous. Note: The swamps and rainforests are infamous for hosting exotic and unstudied diseases. Animals in a wounded or weakened state are especially vulnerable to those diseases. This spell will protect against those diseases, even if they are unknown and unnamed. |
Aging Cost: |
6 hours |
Duration: |
32-40 hours of protection. |
Build Time: |
150 seconds |
Miscasting Chance: |
.6% |
Learning Time: |
12 days plus 18 hours of aging. |
Fee for Casting: |
11 pence |
Animal Resist Heat
Art: |
Faunia |
Animal Resistance |
|
Spell Name: |
Animal Resist Heat |
Description: |
Increases the animal’s resistance to overheating by 30%, or 60% if the caster also has Restore Animal Brain. Does not cause pain. Does not require a visualization. Target should eat and drink before the spell is cast. Note: this spell does not increase the animal’s resistance to fire or do anything to cool down its body. It simply helps the inside of the body resist overheating. This is useful when the animal is active in hot environments, especially a war horse wearing barding. |
Aging Cost: |
6 hours |
Duration: |
32-40 hours of protection. |
Build Time: |
150 seconds |
Miscasting Chance: |
.6% |
Learning Time: |
12 days plus 18 hours of aging. |
Fee for Casting: |
11 pence |
Animal Resist Cold
Art: |
Faunia |
Animal Resistance |
|
Spell Name: |
Animal Resist Cold |
Description: |
Increases the animal’s resistance to hypothermia by 30%, or 60% if the caster also has Restore Animal Brain. Does not cause pain. Does not require a visualization. Target should eat and drink before the spell is cast. Note: this spell does not increase the animal’s resistance to freezing or do anything to heat its skin. It simply helps keep the inside of the body from becoming too cold. This is useful when being exposed in cold environments, especially when wet. |
Aging Cost: |
6 hours |
Duration: |
32-40 hours of protection. |
Build Time: |
150 seconds |
Miscasting Chance: |
.6% |
Learning Time: |
12 days plus 18 hours of aging. |
Fee for Casting: |
11 pence |
Animal Resist Suffocation
Art: |
Faunia |
Animal Resistance |
|
Spell Name: |
Animal Resist Suffocation |
Description: |
Allows the target to hold their breath for 30% longer and gives 30% more wind stamina when laboring. Bonus is 60% if the caster also has any animal organ spells. Can be made permanent with Alter Animal Organ. Causes no pain. Does not require a visualization. Target should eat and drink before the spell is cast. This spell is popular with soldiers who want to boost the stamina of their horses. |
Aging Cost: |
6 hours |
Duration: |
32-40 hours of protection. |
Build Time: |
150 seconds |
Miscasting Chance: |
.6% |
Learning Time: |
12 days plus 18 hours of aging. |
Fee for Casting: |
11 pence |
Animal Resist Fatigue
Art: |
Faunia |
Animal Resistance |
|
Spell Name: |
Animal Resist Fatigue |
Description: |
Reduces symptoms of physical fatigue (muscle burn, winding, weakness) by 30%, or 60% if the caster also has all the Human Healing spells. Does not reduce mental fatigue. Cannot be made permanent. Causes no pain. Does not require a visualization. Target should eat and drink before the spell is cast. This spell is popular with soldiers who want to boost the stamina of their horses. Can be stacked on top of Animal Resist Suffocation. There is an interesting variation of this spell, known to Hedge Mages in Southern Brythony, that allows the animal to draw physical endurance from ley lines. But this spell is not known to Imperial casters because the Empire has no ley lines. |
Aging Cost: |
6 hours |
Duration: |
32-40 hours of protection. |
Build Time: |
150 seconds |
Miscasting Chance: |
.6% |
Learning Time: |
12 days plus 18 hours of aging. |
Fee for Casting: |
11 pence |
Animal Resist Cuts
Art: |
Faunia |
Animal Resistance |
|
Spell Name: |
Animal Resist Cuts |
Description: |
Increases resistance against cuts on the animal’s skin or hide by 30%, or 60% if the caster also has Restore Animal Skin. Gives 15%/30% protection to the skin vs. burning and freezing. Protection can be made permanent if caster has Alter Animal Skin. Causes mild pain. Does not require a visualization. Target should eat and drink before the spell is cast. Cavalry soldiers like this spell for their horses. |
Aging Cost: |
7 hours |
Duration: |
32-40 hours of protection. Or else permanent. |
Build Time: |
160 seconds |
Miscasting Chance: |
.7% |
Learning Time: |
14 days plus 21 hours of aging. |
Fee for Casting: |
15 pence |
Animal Resist Broken Bones
Art: |
Faunia |
Animal Resistance |
|
Spell Name: |
Animal Resist Broken Bones |
Description: |
Increases resistance against broken bones by 30%, or 60% if the caster also has Restore Animal Bone. Protection can be made permanent if caster has Alter Animal Bone. Causes mild pain. Does not require a visualization. Target should eat and drink before the spell is cast. Nobles and cavalry soldiers like this spell for their horses, to help prevent broken legs. |
Aging Cost: |
8 hours |
Duration: |
32-40 hours of protection. Or else permanent. |
Build Time: |
170 seconds |
Miscasting Chance: |
.8% |
Learning Time: |
16 days plus 24 hours of aging. |
Fee for Casting: |
20 pence |
Animal Resist Magic
Art: |
Faunia |
Animal Resistance |
|
Spell Name: |
Animal Resist Magic |
Description: |
Makes the target immune to magic. Affects one individual animal. Permanent until lifted. Does not cause pain. Unlike all other resistance spells, this one does not increase the target’s need for food and drink. While protected by this spell, no magic (helpful or harmful) can be cast on the animal (with the exception of Visualize Animal Body and Animal Identify Magic). Additionally, any active magic already on the target is permanently dispelled by Animal Resist Magic. Note: this spell protects only the target’s body, not their barding, saddles, etc. There are two versions of this spell, one to place a protection and one to remove it. When a protection is placed, the caster has the option to lock the spell or leave the spell unlocked. The unlocked version can be removed by anyone. The locked version can only be unlocked by a unique Brimic passphrase developed by the caster and encoded into the recitation. If the caster forgets their passphrase, they cannot unlock their own spell. If any caster attempts to unlock the spell and uses the wrong passphrase in their recitation, the spell will automatically miscast regardless of the caster’s skill. And the miscast effects are +30% worse than normal, with none of the bonuses the caster would normally receive. Any harmful effects of the miscast that would normally be felt by the target are directed at the caster. No one has ever discovered a way to circumvent a locked ward. Animal Identify Magic can be cast to confirm the presence of a ward and whether it is locked or unlocked. Animals who have this spell active upon them are said to be blocked. If the ward is locked, they are blocked and locked. |
Aging Cost: |
10 hours |
Duration: |
Instantaneous. Permanent until removed. |
Build Time: |
190 seconds |
Miscasting Chance: |
1% |
Learning Time: |
40 days plus 60 hours of aging. |
Fee for Casting: |
30 pence |
Animal Pregnancy
Most animal pregnancy Practitioners take Animal Healing as a second discipline so they can handle pregnancy and birth complications.
Caesarean deliveries are not possible with conventional surgery. However, they can be accomplished surgically by a team of three Practitioners: A Healing, Pregnancy, and Alteration Practitioner. There are no unique spells associated with Ceasarean births, but the cumulative casting cost of normal spells can reach 8-10 Marks.
Detect Animal Pregnancy
Art: |
Faunia |
Animal Pregnancy |
|
Spell Name: |
Detect Animal Pregnancy. A required spell for this discipline. |
Description: |
Determines if an animal female is pregnant, and if so, at what stage of the pregnancy. Causes no pain. Does not require a visualization. |
Aging Cost: |
3 hours |
Duration: |
Instantaneous |
Build Time: |
120 seconds |
Miscasting Chance: |
.3% |
Learning Time: |
6 days plus 9 hours of aging. |
Fee for Casting: |
3 pence |
Induce Animal Male Infertility
Art: |
Faunia |
Animal Pregnancy |
|
Spell Name: |
Induce Animal Male Infertility. A required spell for this discipline. |
Description: |
Makes the animal male target infertile. Causes no pain. Does not require a visualization. Reversible with a second casting. |
Aging Cost: |
4 hours |
Duration: |
Permanent until reversed. |
Build Time: |
130 seconds |
Miscasting Chance: |
.4% |
Learning Time: |
8 days plus 12 hours of aging. |
Fee for Casting: |
5 pence |
Induce Animal Female Infertility
Art: |
Faunia |
Animal Pregnancy |
|
Spell Name: |
Induce Animal Female Infertility. A required spell for this discipline. |
Description: |
Makes the animal female target infertile. Causes no pain. Does not require a visualization. Reversible with a second casting. |
Aging Cost: |
6 hours |
Duration: |
Permanent until reversed. |
Build Time: |
150 seconds |
Miscasting Chance: |
.6% |
Learning Time: |
12 days plus 18 hours of aging. |
Fee for Casting: |
11 pence |
Terminate Animal Pregnancy
Art: |
Faunia |
Animal Pregnancy |
|
Spell Name: |
Terminate Animal Pregnancy |
Description: |
Safely terminates an animal pregnancy at any stage. Causes moderate pain. Does not require a visualization. |
Aging Cost: |
7 hours |
Duration: |
Instantaneous. Can take several days to several weeks for the patient’s body to pass the terminated fetus. If late in the pregnancy, it may be necessary for the patient to go through labor. Acceptance of this spell varies by country within the Empire. Virtually no Practitioners in Latica will terminate a fetus. In Iberia, exceptions are made for rape and incest. Gallia is the same but will also terminate malformed fetuses. Anglia and Caledon will allow termination of healthy fetuses only until quickening. In Moravia, Teutonia, Norveg, and Melanesia, there are no restrictions on this spell. |
Build Time: |
160 seconds |
Miscasting Chance: |
.7% |
Learning Time: |
14 days plus 21 hours of aging. |
Fee for Casting: |
15 pence |
Observe Animal Fetus
Art: |
Faunia |
Animal Pregnancy |
|
Spell Name: |
Observe Animal Fetus |
Description: |
This is a visualization spell designed for use on a developing animal fetus. Target must be perfectly still when this spell is cast. If the fetus is moving, the spell must be recast. Does not cause pain or discomfort. The spell creates a color 3-D model of the fetal body that the caster can examine in their mind’s eye. The caster can examine any part of the model to access the development of the fetus and spot any problems. The caster can also see where any sickness or magic may be currently affecting the fetus, or if the fetus has been affected by magic in the past. This 3-D model persists in the mind’s eye until another casting replaces it. |
Aging Cost: |
11 hours |
Duration: |
Takes 2 seconds to create the image. The 3-D image lasts in the Mind’s Eye until replaced. May take several minutes to interpret the results. |
Build Time: |
200 seconds |
Miscasting Chance: |
1.1% |
Learning Time: |
22 days plus 33 hours of aging. |
Fee for Casting: |
36 pence |
Diagnose Animal Female Fertility
Art: |
Faunia |
Animal Pregnancy |
|
Spell Name: |
Diagnose Animal Female Fertility |
Description: |
Requires a visualization. This spell is cast on the visualization of the animal stored in the caster’s Mind’s Eye. This spell annotates the visualization to help identify any subtle problems that may be preventing conception. Does not cause pain. |
Aging Cost: |
8 hours |
Duration: |
Instantaneous |
Build Time: |
170 seconds |
Miscasting Chance: |
.8% |
Learning Time: |
16 days plus 24 hours of aging. |
Fee for Casting: |
20 pence |
Diagnose Animal Male Fertility
Art: |
Faunia |
Animal Pregnancy |
|
Spell Name: |
Diagnose Animal Male Fertility |
Description: |
Requires a visualization. This spell is cast on the visualization of the animal stored in the caster’s Mind’s Eye. This spell annotates the visualization to help identify any subtle problems that may be preventing conception. Does not cause pain. |
Aging Cost: |
7 hours |
Duration: |
Instantaneous |
Build Time: |
160 seconds |
Miscasting Chance: |
.7% |
Learning Time: |
12 days plus 21 hours of aging. |
Fee for Casting: |
15 pence |
Cure Animal Male Infertility
Art: |
Faunia |
Animal Pregnancy |
|
Spell Name: |
Cure Animal Male Infertility |
Description: |
This spell requires a previous Diagnose Animal Male Fertility. Can cause moderate pain. The spell is custom crafted to deal with the particular problems preventing conception. Cannot overcome problems such as severely damaged or malformed reproductive organs, which may require Animal Healing or Animal Alteration magic. |
Aging Cost: |
13 hours |
Duration: |
Instantaneous |
Build Time: |
220 seconds |
Miscasting Chance: |
1.3% |
Learning Time: |
26 days plus 39 hours of aging. |
Fee for Casting: |
50 pence |
Cure Animal Female Infertility
Art: |
Faunia |
Animal Pregnancy |
|
Spell Name: |
Cure Animal Female Infertility |
Description: |
This spell requires a previous Diagnose Animal Female Fertility. Can cause moderate pain. The spell is custom crafted to deal with the particular problems preventing conception. Cannot overcome problems such as severely damaged or malformed reproductive organs, which may require Animal Healing or Animal Alteration magic. |
Aging Cost: |
14 hours |
Duration: |
Instantaneous |
Build Time: |
230 seconds |
Miscasting Chance: |
1.4% |
Learning Time: |
28 days plus 42 hours of aging. |
Fee for Casting: |
60 pence |
Enhance Animal Male Fertility
Art: |
Faunia |
Animal Pregnancy |
|
Spell Name: |
Enhance Animal Male Fertility |
Description: |
This spell requires a healthy existing level of fertility determined by Diagnose Animal Male Fertility. Can cause moderate pain. Does not require a visualization. Must be accompanied by changes in exercise and nutrition. |
Aging Cost: |
6 hours |
Duration: |
Instantaneous |
Build Time: |
150 seconds |
Miscasting Chance: |
.6% |
Learning Time: |
12 days plus 18 hours of aging. |
Fee for Casting: |
11 pence |
Enhance Animal Female Fertility
Art: |
Faunia |
Animal Pregnancy |
|
Spell Name: |
Enhance Animal Female Fertility |
Description: |
This spell requires a healthy existing level of fertility determined by Diagnose Animal Female Fertility. Can cause moderate pain. Does not require a visualization. Must be accompanied by changes in exercise and nutrition. |
Aging Cost: |
7 hours |
Duration: |
Instantaneous |
Build Time: |
160 seconds |
Miscasting Chance: |
.7% |
Learning Time: |
14 days plus 21 hours of aging. |
Fee for Casting: |
15 pence |
Animal Disruption
This discipline of magic has only one spell. It is considered gray magic and is not taught in universities. Casting this spell on humans in considered sorcery, but it is not sorcery to cast it on animals. If this spell is cast on humans, there is triple the miscasting chance, and only half the effectiveness.
Disruption is a spell that contains precise and intentional errors designed to promote a bloody spatial explosion in which the space around the target warps and the target is gruesomely disrupted.
This spell is exceptionally dangerous to cast and can easily result in the spectacular death of the caster.
Disrupt Animal Body
Art: |
Faunia |
Animal Disruption |
|
Spell Name: |
Disrupt Animal Body |
Description: |
Causes an explosive spatial disruption on the target. Always fatal. Does not require a visualization. Can only be thwarted by an Animal Resist Magic spell. Note: a miscast of any type always results in the disruption of the caster. |
Aging Cost: |
70 hours |
Duration: |
Instantaneous |
Build Time: |
790 seconds |
Miscasting Chance: |
14% |
Learning Time: |
140 days plus 210 hours of aging. |
Fee for Casting: |
Animal Alteration
This magic reshapes the bodies of animals. The changes are permanent unless another casting makes other changes. Sometimes these changes are passed down to the newborn young, but usually not, and only for a generation or two.
Animal Alteration magic is effective on young animals, and only partially effective on humans (not recommended) and does not work at all on animal fetuses. Alteration is only 50% effective on fully grown animals when the alteration is making an improvement. But it is 100% effective if the alteration is correcting an old injury or aging problem, returning the animal to its normal state. And if alteration is used offensively, to maim or kill, it can be used with 100% effectiveness on animals of any age.
Animal Alteration is not regulated and does not have to be witnessed by the Church.
Before a Faune can learn an alteration spell, they must already know the corresponding restoration spell. So, for example, before a caster can learn Alter Animal Skin, they must already know Restore Animal Skin.
Animal Alteration can change the appearance of an animal, reverse the effects of aging, and change or enhance many aspects of the animal body and brain. It is also the foundational magic for Practitioner-Surgeons who perform procedures such as repairing birth defects, removing arrows from animals, and excising tumors. Animals that have had elective alterations (betterments, or betters) are said to have been bettered. Bettering is a sign of wealth and is resented by the peasants and Church.
Unlike with humans, there is no limitation on animal enhancements. Animals can be given bonuses that exceed the capabilities of their species, bonuses of 5% per casting year of experience. For example, a Faune with ten casting years of experience could strengthen an animal by 50%. So if a horse could lift 400-pounds before, it can now lift 600 pounds. The rule of thumb is that any boost of over 50% will be noticeable to the eye, and people will know that it is an arcane animal. And any boost of over 100% can cause long-term health problems for the animal. Alterations can be safely stacked on an animal as long as no individual alteration exceeds 100%.
When an alteration has been completed and refined, the animal has a new natural body. These alterations cannot be dispelled with Animal Resist Magic.
An animal with alts can also receive resistance spells.
Transform Base Animal
Requires an adolescent base animal. This spell takes a base animal and transforms it into any native animal from the same class. For example, an adolescent Base Mammal could be transformed into a cat, dog, or bear, but not a snake. An adolescent Base Reptile could be turned into a snake, alligator, or turtle, but not a bird. The transformed base animal will be a close match for the native creature, but is still recognizable from its characteristic orange eyes, which cannot be erased by any form of alteration magic. When constructing this spell for an adolescent base animal, the Caster must include the Brimtag of the native target species. Transformed base animals are sterile and cannot breed. Animal Pregnancy magic does not work on them, but they can be affected by all other disciplines.
Art: |
Faunia |
Animal Alteration |
|
Spell Name: |
Transform Base Animal |
Aging Cost: |
21 hours |
Description: |
Requires a visualization of an adolescent base animal. Transforms the base animal into a close approximation of any native animal within its class. |
Duration: |
Around 80 seconds for the alteration, but it will take many months for the animal to grow into its new form. |
Build Time: |
310 seconds |
Miscasting Chance: |
2.1% |
Learning Time: |
42 days plus 63 hours of aging. |
Fee for Casting: |
130 pence |
Alter Animal Skin
Art: |
Faunia |
Animal Alteration |
|
Spell Name: |
Alter Animal Skin |
Aging Cost: |
19 hours |
Description: |
Requires Restore Animal Skin. This spell is painful, so it should be preceded by a Deaden Animal Nerves spell. Does not a leave a scar. This spell can alter the skin/hide and its blood vessels but does not repair or alter the nerves so it can cause numbing that must be repaired with Alter Animal Nerve. Requires a visualization. Affects about 25 square inches of flesh per casting. Target must be hydrated and well fed with protein. This spell can be used to change fur color (shifting it lighter or darker) repair cleft lips (a common birth defect in animals) misshapen ears. It can remove gray hair/fur and sagging skin due to aging. It can burn away fat and take in loose skin. It can also change the appearance of an animal’s face. This spell has many applications and so takes longer to learn. Can be used offensively to disfigure animals, causing pain that may make them flee. To pull this off, the Caster must start the casting in line of sight of the target, to grab a visualization, and then shelter some place safe for 80 seconds to complete the alteration, which requires intense concentration. It is not easy for the Caster to move because they are effectively blind during this process. |
Duration: |
Around 80 seconds for the alteration, but time may vary. |
Build Time: |
280 seconds |
Miscasting Chance: |
1.9% |
Learning Time: |
38 days plus 57 hours of aging. |
Fee for Casting: |
110 pence |
Alter Animal Bone
Art: |
Faunia |
Animal Alteration |
|
Spell Name: |
Alter Animal Bone |
Aging Cost: |
22 hours |
Description: |
Requires Restore Animal Bone. This spell is painful, so it should be preceded by a Deaden Animal Nerves spell. Requires a visualization. Affects an individual bone. Target must be hydrated and well fed with protein. This spell can change bone size, shape, and density, as well as strengthen ligaments or embed replacement teeth in gums that have been scarred over. It can also address spinal curvature, friction in joints, and can straighten old breaks that healed crooked. Frequently used in conjunction with Alter Animal Muscle to eliminate limps and cleft palates. This spell cannot affect the nerves. This spell can modify an animal’s visual profile. Can be used by Casters to damage the bones of animals, weakening them to the point they break under the weight of their body (this includes the spinal column). The pain of the alteration will make many animals flee. Ligaments can also be damaged, and joints roughened to reduce mobility. To pull this off, the Caster must start the casting in line of sight of the target, to grab a visualization, and then shelter some place safe for two minutes to complete the alteration, which requires intense concentration. It is not easy for the Caster to move because they are effectively blind during this process. |
Duration: |
Around 2 minutes for the alteration, but time may vary. |
Build Time: |
310 seconds |
Miscasting Chance: |
2.2% |
Learning Time: |
44 days plus 66 hours of aging. |
Fee for Casting: |
145 pence |
Alter Animal Muscle
Art: |
Faunia |
Animal Alteration |
|
Spell Name: |
Alter Animal Muscle |
Aging Cost: |
26 hours |
Description: |
Requires Restore Animal Muscle. This spell is painful, so it should be preceded by a Deaden Animal Nerves spell. Requires a visualization. Affects an individual muscle or small muscle group. Cannot affect the heart. This spell can alter the muscles and their blood vessels but does not repair or alter the nerves so it can cause numbing that must be repaired with Alter Animal Nerve. Target must be hydrated and well fed with protein. Can be used to alter the strength and size of muscles and tendons. Can repair old, scarred-over injuries. Also used in conjunction with Alter Animal Bone to eliminate limps and to repair dysfunctional limbs and cleft palates. Casters can use this spell to change or disrupt an animal’s ability to make sound (by targeting the voice box). And the pain of the procedure will make many animals flee. The spell can also be used to damage muscles and tendons, weakening them to breaking point, creating an inability to bend a limb or to walk. When combined with Alter Animal Nerve, this spell can prevent the target from breathing, causing asphyxiation. To pull this off, a Caster must start the casting in line of sight of the target, to grab a visualization, and then shelter some place safe for two minutes to complete the alteration, which requires intense concentration. It is not easy for the Caster to move because they are effectively blind during this process. |
Duration: |
Around 2 minutes for the alteration, but time may vary. |
Build Time: |
350 seconds |
Miscasting Chance: |
2.6% |
Learning Time: |
52 days plus 78 hours of aging. |
Fee for Casting: |
200 pence |
Alter Animal Nerve
Art: |
Faunia |
Animal Alteration |
|
Spell Name: |
Alter Animal Nerve |
Aging Cost: |
29 hours |
Description: |
Requires Restore Animal Nerve. This spell is painful, so it should be preceded by a Deaden Animal Nerves spell. Target must be hydrated. This spell affects an individual nerve, or an isolated group of nerves. It can be used to restore feeling in limbs with old injuries that no longer respond to restoration magic. It can remove paralysis from old injuries and cure phantom pain from missing limbs. It can also permanently lower the pain threshold, increase tactile sensation, or eliminate some types of tremors. Casters can use this spell to deaden the limbs of animals or create intense nerve pain. The pain of the procedure will make many animals flee. When combined with Alter Animal Muscle, this spell can prevent the target from breathing, causing asphyxiation. To pull this off, a Caster must start the casting in line of sight of the target, to grab a visualization, and then shelter some place safe for several minutes to complete the alteration, which requires intense concentration. It is not easy for the Caster to move because they are effectively blind during this process. |
Duration: |
Around 2.5 minutes for the alteration, but time may vary. |
Build Time: |
380 seconds |
Miscasting Chance: |
2.9% |
Learning Time: |
58 days plus 87 hours of aging. |
Fee for Casting: |
250 pence |
Alter Animal Organ
Art: |
Faunia |
Animal Alteration |
|
Spell Name: |
Alter Animal Organ |
Description: |
Requires Restore Animal Organ, Alter Animal Skin, Alter Animal Bone, Alter Animal Muscle, and Alter Animal Nerve. Does not work on the brain. This is painful, so it should be preceded by a Deaden Animal Nerves spell. Requires a visualization. Target must be hydrated and well fed with protein. Affects an individual organ, along with its blood vessels and nerves. Can repair defects in the heart, lungs, uterus, and all other major organs. But cannot affect the brain, eyes, ears, nose, tongue (which are all specialty areas). Can be used in concert with other alteration spells to improve functioning in the heart and lungs, improving endurance. And can be used to de-age organs. If used offensively, this spell can ruin the lungs (causing asphyxiation), cause heart failure, block a bowel, rupture a bladder, or any number of nasty things. And the pain of the procedure will make many animals flee. To pull this off, a Caster must start the casting in line of sight of the target, to grab a visualization, and then shelter some place safe for four minutes to complete the alteration, which requires intense concentration. It is not easy for the Caster to move because they are effectively blind during this process. |
Aging Cost: |
34 hours |
Duration: |
Around 4 minutes for the alteration, but time may vary. |
Build Time: |
430 seconds |
Miscasting Chance: |
3.4% |
Learning Time: |
68 days plus 102 hours of aging. |
Fee for Casting: |
350 pence |
Alter Animal Sight
Art: |
Faunia |
Animal Alteration |
|
Spell Name: |
Alter Animal Sight |
Aging Cost: |
36 hours |
Description: |
Requires Alter Animal Organ. This spell is somewhat painful, so it should be preceded by a Deaden Animal Nerves spell. Requires a visualization. Target must be hydrated. This spell modifies animal eyes. It can remove cataracts and de-aging eyes. It can cure congenital blindness and change eye color (within reason). However, the eye color of base animals cannot be changed. One spell must be cast on each eye. Animals can be given longsight (doubles their distance vision), nightsight (see well in the night but not in the day), colorvision (better visual acuity, able to spot objects in camouflage), and motionsight (ability to detect small movements). Nightsight is not compatible with colorvision, but the others can be stacked. The benefits are minor in animals that already have these types of vision. For example, giving longsight to a hawk increases their distance vision by only 25%. Faunes can use this spell to give their pets super-vision. They can also cause blindness in other animals. And the pain of the procedure will make many animals flee. To pull this off, a Faune must start the casting in line of sight of the target, to grab a visualization, and then shelter some place safe for several minutes to complete the alteration, which requires intense concentration. It is not easy for the Faune to move because they are effectively blind during this process. |
Duration: |
Around 3 minutes for the alteration, but time may vary. |
Build Time: |
450 seconds |
Miscasting Chance: |
3.6% |
Learning Time: |
72 days plus 108 hours of aging. |
Fee for Casting: |
390 pence (per eye) |
Alter Animal Hearing
Art: |
Faunia |
Animal Alteration |
|
Spell Name: |
Alter Animal Hearing |
Aging Cost: |
26 hours |
Description: |
Requires Alter Animal Organ. This spell is somewhat painful, so it should be preceded by a Deaden Animal Nerves spell. Requires a visualization. Target must be hydrated. This spell modifies animal hearing. It can correct deafness caused by aging or old injuries. One spell must be cast on each ear. An animal’s hearing can be improved by 100%. Animals that already have outstanding hearing (like cats and dogs) receive only a 25% bonus. Caster can use this spell offensively to deafen animals. And the pain of the procedure will make many animals flee. To pull this off, a Faune must start the casting in line of sight of the target, to grab a visualization, and then shelter some place safe for several minutes to complete the alteration, which requires intense concentration. It is not easy for the Faune to move because they are effectively blind during this process. |
Duration: |
Around 2.5 minutes for the alteration, but time may vary. |
Build Time: |
350 seconds |
Miscasting Chance: |
2.6% |
Learning Time: |
52 days plus 78 hours of aging. |
Fee for Casting: |
200 pence (per ear) |
Alter Animal Smell
Art: |
Faunia |
Animal Alteration |
|
Spell Name: |
Alter Animal Smell |
Aging Cost: |
24 hours |
Description: |
Requires Alter Animal Organ. This spell is somewhat painful, so it should be preceded by a Deaden Animal Nerves spell. Requires a visualization. Target must be hydrated. This spell modifies an animal’s sense of smell. It can correct the lack of smell caused by aging or old injuries. One spell must be cast on each nasal cavity. An animal’s sense of smell can be improved by 100%. Animals that already have outstanding smell (like dogs) receive only a 25% bonus. Sorcerers can abuse this spell give themselves a superior olfactory system. They can also destroy an enemy’s sense of smell. And the pain of the procedure will make many animals flee. To pull this off, a sorcerer must start the casting in line of sight of the target, to grab a visualization, and then shelter some place safe for several minutes to complete the alteration, which requires intense concentration. It is not easy for the sorcerer to move because they are effectively blind during this process. |
Duration: |
Around 2 minutes for the alteration, but time may vary. |
Build Time: |
330 seconds |
Miscasting Chance: |
2.4% |
Learning Time: |
48 days plus 72 hours of aging. |
Fee for Casting: |
170 pence (per nasal cavity) |
Alter Animal Brain
Art: |
Faunia |
Animal Alteration |
|
Spell Name: |
Alter Animal Brain |
Description: |
Requires Restore Animal Brain, Alter Animal Skin, Alter Animal Bone, Alter Animal Muscle, Alter Animal Nerve, and Alter Animal Organ. This is somewhat painful, so it should be preceded by a Deaden Animal Nerves spell. Requires a visualization. In addition to brain tissue, this spell can manipulate blood vessels and nerves in the brain. It cannot restore lost memories or skills. Target must be hydrated and well fed with protein. This is the most sophisticated of all animal alteration spells. Alter Animal Brain can correct simple brain abnormalities and repair old brain damage that does not respond to Restore Animal Brain. It can also reduce the mental symptoms of aging and can eliminate some types of tremors. Alter Animal Brain has dozens of variations. It can be used to enhance an animal’s ability to memorize, increase wakefulness when tired, increase mental clarity or alertness, and increase intelligence. It can reduce (but not eliminate) the symptoms of frenzy. It can also reduce anxiety and depression, decrease addiction, increase calm, friendliness, or happiness, improve obedience, love, and loyalty. Most of these variations can be either temporary (32-40 hours) or permanent. This spell can be used to put animals to sleep for surgeries, and also to wake them up afterwards. Alter Animal Brain can be used to reverse all of these things, creating animals that are unfriendly and vicious. It can be used to destroy an animal’s mind, memories, and skills, giving them brain fog or confusion, reducing their intelligence, putting them to sleep or even into a coma, filling them with anxiety, depression, or despair, destroying their loyalty, or sending them into a rage. In this way, an animal can be made to turn on its master. If this spell is used offensively to make an animal kill someone, that is considered an act of sorcery. Casters using this spell offensively to harm animals must start in the line of sight of the target, to grab a visualization, and then shelter some place safe for several minutes to complete the alteration, which requires intense concentration. It is not easy for the Caster to move because they are effectively blind during this process. This spell has many variations and an exceedingly long learning time. |
Aging Cost: |
22 hours for behavioral changes and altering mental states. 47 hours for structural changes or de-aging. |
Duration: |
Anywhere from instantaneous to 8 seconds for behavioral changes and altered mental states. And 2-8 minutes for structural changes or de-aging, depending on the level of complication. |
Build Time: |
310 seconds for behavioral changes and altering mental states. 560 seconds for structural changes or de-aging. |
Miscasting Chance: |
2.2% for behavioral changes and altering mental states. 4.7% for structural changes or de-aging. |
Learning Time: |
1100 days plus 2100 hours of aging. |
Fee for Casting: |
145 pence for behavioral changes and altering mental states. 660 pence for structural changes or de-aging. |
Animal Alteration Composites
The animal alteration spells affect an isolated part of the body. For many procedures, especially surgeries, multiple spells and spell types must be cast to achieve a specific outcome. This is called a composite. More complex surgeries, such as Cesarean sections, may require a team of Faunes with different disciplines working in concert. Enhancement composites are painful, take up to a week to perform, and require a follow-up treatment a month later.
Every university with a Practical Arts program has multiple composite teams formed of graduates who continue to work out of the university and provide the procedures shown below. The university receives 15% of their casting fees, and in return, provides them with surgical facilities and support for their work in the form of expert consultants among the faculty. If something goes wrong, there is always a Sage ready to step in.
Animal Caesarean Birth
Requires a Healing and senior Alteration Practitioner. The Healer provides the visualizations and cures the damage from the incision. The Alterationist (always the senior member) handles the surgery, the animal’s sleeping/waking state and anxiety, and pitches in on the restoration if the Healer gets overloaded. There are no unique spells associated with Caesarean births, but the cumulative casting cost of normal spells can reach 2-4 Marks, most of it going to the Alterationist. This procedure is much safer than a traditional birth without magic. Nearly 100% of the mother animals survive, as well as nearly 100% of their young, provided the young were healthy. If the offspring is not born healthy and requires intervention from the team, the cost of the procedure can rise above 4 Marks. After a successful procedure, the mother animal is fit enough to walk away. There are no sutures or scars and very little postoperative pain. Nonetheless, a Faune should visit the mother and offspring the next day to be certain they are doing well.
Animal Cleft Palate
Requires a senior Alterationist (to put the animal to sleep for the surgery) and a Healer. The Alterationist performs the surgery, which can usually be done without incisions. Cost of the procedure is 3 Marks.
Animal Clubfoot
Requires a senior Alterationist and a Healer. The Alterationist performs the surgery, which can usually be done without incisions. The animal is usually kept awake. Clubfoot is a common problem in horses. Cost of the procedure is 2 Marks.
Animal Tumor Removal
Requires a senior Alterationist (to put the animal to sleep for the surgery) and a Healer. The Alterationist performs the surgery, which requires an incision. Cost of the procedure is 3 Marks.
Animal Arrow Removal
Requires a senior Alterationist (to put the animal to sleep for the surgery) and a Healer. The Alterationist performs the surgery, which requires an incision. Cost of the procedure is 3 Marks.
Animal Foot Reattachment
Requires a senior Alterationist (to put the animal to sleep for the surgery) and a Healer. The Alterationist performs the surgery, which does not require an incision. Cost of the procedure is 3 Marks.
Animal Leg Reattachment
Requires a senior Alterationist (to put the animal to sleep for the surgery) and a Healer. The Alterationist performs the surgery, which does not require an incision. Cost of the procedure is 4 Marks.
Animal Remove Limp
Requires only an Alterationist. Does not require an incision. Animal is usually kept awake. Cost of the procedure is 1.5 Marks.
Animal Restore Mobility in Limb
Requires only an Alterationist. Does not require an incision. Animal is usually kept awake. Cost of the procedure is 1 Mark.
Animal Strength Enhancement
Gives the animal a stronger body. They are able to carry more, exert more powerful attacks, and are more resistant to physical trauma. Requires only a senior Alterationist. The procedure does not require an incision, but it is painful and traumatizing, so the animal is put to sleep. Requires three long sessions. Cost of the procedure is 35 Marks.
Animal Endurance Enhancement
Enhances the heart, lungs, and muscles to improve endurance. Animal is able to run farther without tiring and work longer without muscle burn. Requires only a senior Alterationist. The procedure does not require an incision, but it is painful and traumatizing, so the animal is put to sleep. Requires two long sessions. Cost of the procedure is 15 Marks.
Animal Quickness Enhancement
Enhances the brain, nervous system, and muscles to promote faster attacks, more dexterity, and faster reaction time. Requires only a senior Alterationist. The procedure does not require an incision, but it is painful, so the animal is put to sleep. Requires three long sessions. Cost of the procedure is 25 Marks.
Animal Speed Enhancement
Enhances the muscles, bones, and nervous system to promote faster running speed. Requires only a senior Alterationist. The procedure does not require an incision, but it is painful, so the animal is put to sleep. Requires two long sessions. Cost of the procedure is 15 Marks.
Animal Mind Enhancement
Enhances intelligence, mental clarity, and the ability to memorize. Requires only a senior Alterationist. The procedure does not require an incision. It is a somewhat painful and traumatic procedure, but the animal must be kept awake. Afterwards, however, the animal will have no memory of the procedure. Requires two long sessions. Cost of the procedure is 20 Marks.
Animal Reverse Aging
Removes sagging skin/hide, gray hair/fur, reduces fat and improves muscle tone, corrects hearing and vision loss, de-ages organs and the brain. Requires only a senior Alterationist. Reverses 5% of aging per casting year of the Alterationist’s experience. Animal cannot be reversed into adolescence (about 1-year-old). For example, if a 12-year-old horse is aged-reversed by a Faune with 10 casting years of experience, the animal could be de-aged by 50%, bringing its apparent age from 12 down to 6-years-old.
After three procedures have been performed, the benefits of the procedure become less dramatic. The max age an altered animal can reach is 2.5 times the normal lifespan of its species. Requires 3-10 sessions. Some sessions require the animal to be put to sleep, and some don’t. The cost of the procedure is 125-375 Marks.
Arcane Animal Venoms
This discipline is gray magic and is not taught in universities.
Arcane animal venoms are obtained from milking the venom of arcane venomous snakes, created from adolescent Base Reptiles by the spells in the discipline. These orange-eyed, infertile snakes are 3-feet long and live for 30 years. Once a spell is cast, it takes about 7 weeks for the Base Reptile to transform into an arcane venomous snake. Though generally docile, care must be taken when handling and milking them. The recommendation is to cast a Deaden Animal Nerves before attempting this. The snakes can be milked of one dose every two weeks. They cannot reproduce.
These venoms are active magic, so the snake itself can be dispelled by Animal Resist Magic. However, once the venom has been milked from the snake, the liquid itself cannot be dispelled. The venom is thick and sticky and won’t soak through materials such as a leather glove. The venom is also clear, tasteless, and odorless. Once the venom has been milked from the snakes, it must be immediately sealed in an airtight vial, where it will be preserved for 18 months. However, if the venom is smeared on an object and exposed to air, it remains viable for only 8 minutes.
Arcane snake venom is most effective in the bloodstream, only partly effective as a contact poison, and does not work at all when ingested.
Sunsnakes are yellow and their venom in the bloodstream cause violent illness (vomiting, convulsions, diarrhea) that lasts for 2-3 hours, completely incapacitating the victim. But they are not fatal. Skysnakes are pale blue and their venom in the bloodstream causes paralysis for 2-3 hours (victim can blink and breathe but not move). Again, not fatal. Icesnakes are white and their venom in the bloodstream causes death from multiple organ failure. The standard dose is the venom from a single milking, about 60 mg, enough to spread over the face of a silver penny.
Sunsnake venom delivered by contact with bare skin causes violent illness (vomiting, convulsions, diarrhea) that lasts for 1-2 hours, completely incapacitating the victim. But they are not fatal. Skysnake contact venom paralysis for 1-2 hours (victim can blink and breathe but not move). Again, not fatal. Icesnake contact venom has a 50% chance of causing a quick death from multiple organ failure. If the victim should survive, they will be seriously ill for 6-8 weeks without special treatment.
Creating, selling, or using icesnakes is considered sorcery and punishable by hanging.
A person affected by an arcane venom of any type immediately develops a characteristic pattern of red splotches across their body like shards of broken glass. Even if the victim survives, these blotches will persist for up to two weeks. Any dead body displaying these blotches will precipitate a serious investigation into sorcery.
Arcane venoms are not effective when ingested. They must be mixed into the blood (perhaps via a weapon blade) or in direct contact with skin. Effects felt within 4 seconds if in the bloodstream. Contact with skin takes 16 seconds. There are no antidotes for arcane poisons. Once in the body, they cannot be cured or dispelled. However, a resistance to the venoms can be developed over time.
People who handle arcane venoms have the option of developing an immunity via incremental exposure. This process takes about five months and is hard on the body. Icesnake immunity permanently drains a little health. People can choose only one snake type for immunity. Attempting to develop an immunity to two snake types can prove fatal. Immunity to an arcane venom reduces the damage of similar terrestrial venoms by 75%. For example, an immunity to Icesnake would also protect someone from being killed by a Cramp Snake, though the victim would still become quite ill.
There are separate types of snakes for affecting humans vs animals. Human venoms used on animals are only half as effective, as are animal venoms used on humans. Snakes with venoms that affect humans are yellow, pale blue, and white. The snakes that affect animals are the same color, but with dark speckles.
Skysnakes and Sunsnakes can be sold on the open market. Icesnakes are strictly black market (such business dealings are highly risky and can easily result in capture and execution by hanging).
Snake Type |
Value |
Icesnake* – human |
60 Marks |
Skysnake – human |
45 Marks |
Sunsnake – human |
23 Marks |
Icesnake* – animal |
30 Marks |
Skysnake – animal |
33 Marks |
Sunsnake – animal |
15 Marks |
*Black market only.
Create Sunsnake
Art: |
Faunia |
Arcane Animal Venoms |
|
Spell Name: |
Create Sunsnake |
Description: |
Requires a visualization of a Base Reptile. This spell transforms a Base Reptile into a Sunsnake. Its venom causes a temporary violent sickness. There are two versions of this spell, one to create snakes affecting humans, and one affecting animals. |
Aging Cost: |
11 hours |
Duration: |
Takes 7 weeks for the Base Reptile to transform into a venomous arcane snake. |
Build Time: |
200 seconds |
Miscasting Chance: |
1.1% |
Learning Time: |
44 days plus 66 hours of aging |
Fee for Casting: |
23 Marks for the human version, 15 Marks for the animal version. |
Create Skysnake
Art: |
Faunia |
Arcane Animal Venoms |
|
Spell Name: |
Create Skysnake |
Description: |
Requires a visualization of a Base Reptile. This spell transforms a Base Reptile into a Skysnake. Its venom causes temporary paralysis. There are two versions of this spell, one to create snakes affecting humans, and one affecting animals. |
Aging Cost: |
12 hours |
Duration: |
Takes 7 weeks for the Base Reptile to transform into a venomous arcane snake. |
Build Time: |
210 seconds |
Miscasting Chance: |
1.2% |
Learning Time: |
48 days plus 72 hours of aging |
Fee for Casting: |
45 Marks for the human version, 33 Marks for the animal version. |
Create Icesnake
Art: |
Faunia |
Arcane Animal Venoms |
|
Spell Name: |
Create Icesnake |
Description: |
This spell is considered sorcery. There is almost no one who will teach it. Requires a visualization of a Base Reptile. This spell transforms a Base Reptile into an Icesnake. Its venom causes death. There are two versions of this spell, one to create snakes affecting humans, and one affecting animals. |
Aging Cost: |
13 hours |
Duration: |
Takes 7 weeks for the Base Reptile to transform into a venomous arcane snake. |
Build Time: |
220 seconds |
Miscasting Chance: |
1.3% |
Learning Time: |
52 days plus 78 hours of aging |
Fee for Casting: |
60 Marks for the human version, 30 Marks for the animal version. |
Animal Communication
These spells create a connection between an animal and a Faune. All are active magics that can be dispelled or disrupted by Animal Resist Magic.
Commune with Animals
Creates a connection between the caster and all animal life within an 80-foot radius of the caster’s position, plus 2 feet per year of casting experience. Caster must keep concentration and remain within the area of effect, or the spell is broken. Caster will be able to sense which animals are frightened, upset, angry, injured, or suffering. This makes it easier for a Faune to find the animals that need care. This spell can also serve as an alarm system, alerting the caster to any approaching enemies should they frighten or upset one of the animals in the area of effect.
Domesticated animals under the influence of commune will never attack the Caster. Wild animals may, depending on the situation, but they are less likely to attack. This spell does not allow mental communication with language, just a communication of feelings from animal to Caster, and only while the Caster is concentrating.
Art: |
Faunia |
Animal Communication |
|
Spell Name: |
Commune with Animals |
Description: |
Does not require a visualization. Allows the caster to sense when animals in the area of effect are injured or unhappy. |
Aging Cost: |
14 hours |
Duration: |
Instantaneous. Lasts for duration of concentration, or until the caster leaves the area of effect. |
Build Time: |
230 seconds |
Miscasting Chance: |
1.4% |
Learning Time: |
28 days plus 42 hours of aging |
Fee for Casting: |
60 pence |
Name Animal
Allows the caster to give an animal a name of up to 18 Brimic characters. These names are not invented by the caster, they are unique names generated by the spell. The name is encoded into the animal itself. Named animals can be referenced by the caster or by other casters to determine ownership or give care to the animal. Animals are usually renamed after a change of ownership. The most prestigious university in each country maintains a heavily guarded National Registry of named animals within their borders. Registering a name costs a schilling, as does transferring ownership. There is no Imperial-level registry. Peasants don’t bother with naming animals. This is mainly used by Nobles, Knights and other Gentry.
Most Faunes keep a log of all the animals they have personally named, or else the named animals under their care. There is no limit to the number of animals a caster can name.
This spell will not function on an animal that already has a name. If the name is forgotten, it can be determined by Animal Identify Magic. The magic is permanent (until dispelled or the animal dies) and does not require concentration.
Names are not the same thing as Brimtags. A Brimtag is for an entire species of animal. A name is for an individual animal.
Art: |
|
Animal Communication |
|
Spell Name: |
Name Animal |
Description: |
Requires a visualization of the target animal. Gives an animal a Brimic name of up to 18 characters. Cannot be used on animals that already have a name. |
Aging Cost: |
14 hours |
Duration: |
Instantaneous. Requires no concentration. Permanent unless the animal dies, or the magic is dispelled. |
Build Time: |
230 seconds |
Miscasting Chance: |
1.4% |
Learning Time: |
28 days plus 42 hours of aging |
Fee for Casting: |
60 pence |
Visualize Named Animal
Allows the caster to visualize (in their Mind’s Eye) an animal by using its unique name. This can be done at an infinite range. Once the visualization is in their Mind’s Eye, the Flore can cast magic on that visualization. This allows casters to check on an animal and perform magic on it from thousands of miles away. All they need is its unique name.
This spell is used constantly by Faunes to remotely maintain the animals of the wealthy. Nobles and knights often hire Faunes to regularly check on their prized horses and cherished pets.
Art: |
Faunia |
Animal Communication |
|
Spell Name: |
Visualize Named Animal |
Description: |
Allows a caster to visualize a named animal, so long as the caster knows the name. |
Aging Cost: |
15 hours |
Duration: |
Takes 3 seconds to create the model. The 3-D image lasts in the Mind’s Eye until replaced. May take several minutes to interpret the results. |
Build Time: |
240 |
Miscasting Chance: |
1.5% |
Learning Time: |
30 days plus 45 hours of aging |
Fee for Casting: |
68 pence |
Bond with Animal
This spell creates a lasting connecting between a Faune and one particular animal. The animal must be named. The caster receives the same information from this bonded animal as with Commune with Animals, except that once cast, this spell requires no concentration to maintain, the range is infinite, and the connection can only be blocked by a safety chamber. The bond can be broken with a successful Animal Resist Magic cast on the bonded animal. It can also be broken by recasting Bond with Animal in a way that breaks the bond. This allows a Faune to break a bond without removing other magics in place. Faunes can maintain one bonded animal per year of casting experience.
The bond is a one-way connection from Caster to animal. To check in on a bonded animal, the Caster must exert concentration. The animal will never initiate a communication with the Caster.
Animals that are bonded will never attack the caster. There is no mental communication with language, however bonded animals can be taught verbal commands as with any normal animal. Bonded animals are not obligated to follow these commands.
Bond with Animal is a requirement for all spells in the Animal Uplift discipline.
Art: |
Faunia |
Animal Communication |
|
Spell Name: |
Bond with Animal |
Description: |
Requires Commune with Animals. Requires a visualization and a named animal. Creates a connection between the caster and a particular animal. Does not require concentration. Once bonded, the range is infinite. One bond is allowed per casting year of experience. |
Aging Cost: |
16 hours |
Duration: |
Instantaneous. Permanent unless the animal dies, or the magic is dispelled. |
Build Time: |
250 seconds |
Miscasting Chance: |
1.6% |
Learning Time: |
32 days plus 48 hours of aging |
Fee for Casting: |
77 pence |
Animal Uplift
Requires a bonded animal. Animal Uplift gives animals 30% more intelligence, enabling them to perform more complex tasks. It is active magic that can be dispelled. All uplift spells require either a Base Mammal, Brimdog, Demicat, or Scuttlebeast. Normal animals, base insects, and base fish cannot be uplifted. Fully grown animal cannot be uplifted.
Uplifted animals have two-way mental communication with the Caster and can communicate simple problems on their own initiative. Animals can’t have a conversation, but they can indicate when they are frightened, upset, angry, injured, or suffering. And Faunes can communicate the same about themselves to their animals, as well as ask their animals to return to them. After the animal is uplifted, the bond between caster and animal can be broken, severing communication between the two, but the other uplifting benefits will remain.
Animals that are bonded and uplifted will never attack the caster. Uplifted animals can follow basic mental commands like “come” “go” and “stay”. They will never defy a command. They can also be taught verbal commands, as with any normal animal.
Uplift Animal
Art: |
Faunia |
Animal Uplift |
|
Spell Name: |
Uplift Animal |
Description: |
Requires a visualization. Target animal must be bonded. This powerful spell heightens the animal’s intelligence and allows basic two-way communication. This spell is a precondition for all other spells in this discipline. |
Aging Cost: |
26 hours |
Duration: |
Instantaneous. The spell lasts until the animal dies or the magic is dispelled. |
Build Time: |
350 seconds |
Miscasting Chance: |
2.6% |
Learning Time: |
52 days plus 78 hours of aging |
Fee for Casting: |
200 pence |
Comprehend Basic Language
This spell can only be cast on the following uplifted and bonded animals: Base Mammal, Brimdog, Demicat, or Scuttlebeast. It allows these animals to learn spoken words in any language. It does not allow them to read words or write words or speak words. Animals can learn one new word per day up to their maximum vocabulary. They can only understand extremely simple sentences that use words they know. Examples: “You follow me.” “You follow Margaret.” “You eat meat.” “You find sound. You return.” “Fetch my shoes.” “Guard house.” “Search this area.”
Faunes often raise and train these animals for sale, teaching them some basic grammar and allowing the new owner to provide a custom list of desired vocabulary. The Faune teaches the animal the custom list and then delivers the animal to the buyer. Typically, a Faune breaks the bond with the animal before delivering it to the new owner. But the uplift, naming, and comprehend magic is always left in place.
ANIMAL |
MAX NUMBER OF LEARNED WORDS |
SALE PRICE |
600 |
8 Marks |
|
250 |
Not available. They hate humans. |
|
300 |
5 |
|
400 |
6 |
Art: |
Faunia |
Animal Uplift |
|
Spell Name: |
Comprehend Basic Language |
Description: |
Requires a visualization. Allows an uplifted animal to understand a limited number of spoken words. |
Aging Cost: |
24 hours |
Duration: |
Instantaneous. The spell lasts until the animal dies or the magic is dispelled. |
Build Time: |
330 seconds |
Miscasting Chance: |
2.4% |
Learning Time: |
48 days plus 72 hours of aging |
Fee for Casting: |
175 pence |
Comprehend Brimic
Requires Comprehend Basic Language. This spell only works with uplifted Base Mammals, Brimdogs, Demicats, or Scuttlebeasts. But animal does not have to be bonded. Allows the target animal to understand spoken Brimic. Does not allow the animal to read, speak, or write Brimic. Animals can understand complex sentences spoken in Brimic with the comprehension of an 8-year-old human child. Animals cannot understand complicated ideas such as religion, physics, or philosophy.
Importantly, with this spell, the animal does not have to be taught Brimic. The spell itself gives them full and instant comprehension.
Art: |
Faunia |
Animal Uplift |
|
Spell Name: |
Comprehend Brimic |
Description: |
Requires Comprehend Basic Language and a visualization. Can only be cast on uplifted Brimdogs, Demicats, and Base Mammals. Allows the uplifted animal to understand spoken Brimic. |
Aging Cost: |
28 hours |
Duration: |
Instantaneous. The spell lasts until the animal dies or the magic is dispelled. |
Build Time: |
370 seconds |
Miscasting Chance: |
2.8% |
Learning Time: |
56 days plus 84 hours of aging |
Fee for Casting: |
235 pence |
Animal Minion
This spell requires an uplifted Base Mammal, Brimdog, Demicat, or Scuttlebeast, along with an active bond. Causes the caster to live within the “mindspace” of an uplifted animal, sharing all of their senses. Spell lasts until it is dispelled, or the animal dies. Can be stacked on Comprehend Basic Language and Comprehend Brimic. Note: humans cannot have Demicat minions.
The Caster will feel and experience what the animal does 24/7, and this cannot be turned off. This is an instantaneous two-way connection with animal in real time over any distance. This connection is not a sharing of language, but more one of feeling and simple directives. However, if the minion animal has comprehension magic, the caster can speak sentences to the minion over any distance, and the words will be understood and obeyed.
Sharing the life of an animal influences the Caster’s demeanor and emotions. The Caster will take on some of the personality traits of the minion animal. And due to the distraction, the Caster moves and thinks more slowly, is slower to react, and often misses things in their environment.
Disabilities
Personality change. Those with Brimdog minions become more vigilant and wary. No personality changes with Base Mammals, unless the Base Mammal has been transformed into a native animal. For example, if a Base Mammal has been transformed into a cat, a person with that minion would take on a cat personality. Or if the Base Mammal was transformed into a dog, the caster would take on a dog’s personality. The Minions are also influenced, acting and reacting in a more human manner.
Moves (physically) 25% slower.
Reacts 25% slower.
25% more likely to miss seeing or hearing things in their environment.
Less comfortable indoors.
If the minion animal dies, the Caster will grieve for it as if it were a close family member.
Abilities
Can mentally escape from unpleasant situations.
Caster feels 25% less physical and emotional pain.
Caster never feels lonely.
Caster shares all the senses of their minion, and vis-versa.
Caster can take 2 hours off the aging hours of every Faunia spell.
The Faune casts with the equivalent of +2 casting years of experience for the purposes of range, area of effect, and miscasting chance.
Art: |
Faunia |
Animal Uplift |
|
Spell Name: |
Animal Minion |
Description: |
Requires a visualization of an uplifted and bonded animal. Humans can only use Brimdogs and Base Mammals. Other races can use Demicats as well. This spell causes the caster to live within the “mindspace” of an uplifted animal, conferring various abilities and disabilities. Only one animal minion is allowed. |
Aging Cost: |
30 hours |
Duration: |
Instantaneous. But it takes 3 days for the Caster to acclimate to the connection. |
Build Time: |
390 seconds |
Miscasting Chance: |
3% |
Learning Time: |
60 days plus 90 hours of aging |
Fee for Casting: |
270 pence |
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