Gallop (Alteration)

A of E: One quadruped creature
CT: ½ segment

http://www.sessionmagazine.com/img/artwork/horse-gallop-by-ronceval/horse-gallop-by-ronceval10.jpg

When
this useful cantrip is used, the caster
may cause one four-legged creature (if
intelligent, it gains a saving throw vs.
spell--which, if successful, negates the
cantrip) to move at its max. movement
rate for one round, plus one additional
round per level of the caster.

The
beast may be ridden or not; direction
traveled is arrow-straight (regardless of
mount's, rider's, or caster'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 cantrip 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 half-movement-rate penalty, and
although this cantrip 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 by act
of will, whenever he or she wishes, if
the gallop is of his or her own casting.

C: The cantrip 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, will have no effect and will
merely waste the magic); effects are
immediate.
 
 
 
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