Mythus Magick
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Plagueswarm Spell

Area: Dweomercræft, Green SchoolGrade: 9Type: Spell
Time: 1 BT/STEEPArea: 1 furlong radius/10 STEEPDistance: 1 furlong/10 STEEPMateria Cost: None
Other Heka Costs:
R&D: NilOther: special

E/F/M:

When this Casting is activated, the air temperature must be above freezing by at least 5° F. and the atmosphere such that insects can survive therein. Through this dweomer the practitioner summons and/or calls. swarms of the most noxious insects. to the Effect Area. Upon the CT of activation as many thousands of crawling. hopping, and flying insects as the caster has STEEP points will appear . the center of the Area. These insects go outwards immediately, and a like number appear the next CT. Creeping members come in a progressively expanding ring. flying ones in the air throughout the whole Effect Area. In one BT there will be between 900,000 and 1 million of each of the three classes of these creatures on average. and in 1 AT that means 27 to 30 million, total Insects. with more arriving each and every , thereafter until the expiration of the Time of the Castings Effect The Area is Large, but so is the population of bugs brought into it. All insects will ignore each other during the Time of the dweomer. Grasshoppers, locusts, cricket, and the like will devour all crops, foliage, and grass within the Area, beginning from the middle and progressing outwards. Ants will march in columns. using mandibles and stings. if applicable, to stack flesh. Pleas, lice, beetles and various larvae will hop and crawl over every thing biting and pinching flesh. Hordes of moths will obscure vision. Gnats, flies. mosquito., deer flies. and their ilk will fill the air and mane any warm-blooded creatures in the Area frantic with their swarming and biting. Bees, bumblebees, hornets, and wasps buzz around and will attack all large creatures that happen to be nearby. All animals and other creatures of large, noninsect sort within the Ar. will suffer Physical damage a the rate of 1 point per CT unless they are going at their fastest speed away from the ever-denser Plagueswarm Effect Humans subject to the insects attacks (taking Physical damage) will absolutely run away unless they are able to make a roll against their MR CATEGORY once each BT exposure, DR .easy the first time, but each check thereafter gelling progressively worse, to -Difficult- at the hardset Each BT there is a chance of being caught by a truly dangerous attack-killer bees, a full swarm of wasps or hornets., fire, or army ants. The gamemaster will determine the probability for an individual or proximate group, with a base chance of about. 1 in 20. Physical damage from such dangerous attacks is I DB per CT (double for army ants), possibly with a poison accumulation effect. as well (excluding only army ants.). Upon expiration of Time duration, the insects disappear, attack each other, return to their former habitat, and so on. In short, their plaguing affects are gone. If the caster is forced by environmental conditions to have to summon insects from elsewhere gain the effect., than there is an additional cost based on the percentage of insects having to be magickally brought to the Area from some other location, plne. or sphere. This c.t must be paid on activation. It is 100 points per 10% above 50%, or 500 maximum. In a normal temperate locale, the caster would pay about 200 points of Heka additional cost. 100 in a subtropical locale, nothing in a tropiacal one. In sub-Arctic locales (assuming summer-like conditions), the cost is the same as for temperate.

Ref: Page 93