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WizardLv. 1

Gallop

(See also: Gallop (Cantrip))

When this useful spell is employed, the caster may cause one 4-legged creature (if Intelligent, it gains a saving throw vs. spell—to negate the spell) to move at its maximum movement rate for one round, plus one additional round per level of the caster.

The beast may be ridden or not; direction travelled is arrow-straight (regardless of mount's, or rider's wishes) in the direction pointed at by the caster. (If this leads into a snare, pit, or precipice known to the beast or any rider on it, a saving throw vs. spell at +3 is allowed; if successful, the beast will turn aside at the last moment and continue in a new course, detouring freely as terrain demands, until the spell expires.)

Gallop has the same effect on unfamiliar, unwilling, lame, or exhausted creatures alike.

The enspelled beast cannot pull a laden cart or wagon without incurring a M-movement rate penalty, and although this spell can be used on exhausted creatures, they can be permanently damaged or even slain by the effort (system shock roll applies in many cases).

The caster can ride the enspelled creature, and in any case can halt a gallop before its expiration whenever he or she wishes.

The spell is cast by touching the target creature, making a soft kissing or clucking noise with the lips as contact is made, and continuing this noise as the caster points in the desired direction of travel (impossibilities, such as straight up into the air or straight down into the ground, have no effect and merely wastes the magic); effects are immediate.

Sources: Encyclopedia Magica

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