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Author Topic: Multi-level Xeua Spell  (Read 884 times)
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« on: 17 June 2002, 10:54:00 »

The first of the Multi-level spells, spells that a mage learns to use more powerfully over time.

Xeua Multilevel Spell Connection/Fusion/Greater Fusion/Oneness
Levels: 2, 4, 7, 10.

Spell Effect
This spell causes two things to bond through the power of the Xeua. Depending on the level of the spell learnt, more dramatic fusions and greater areas can be affected. An example would be a Xeua Initiate taking a leaky section of a ship's hull and welding it together magically, or an Archmage fusing together a boulder and a man, forming an instant sculpture.

Casting Procedure
The mage must make contact with both the areas to be fused.  Then the mage should speak the magical formula while throwing the resin between the areas to be fused. If the two would naturally meet in the air, the glob of resin will levitate in midair for the brief time it takes for the two to come together and merge.

Magical Formula
Sýs Phóil Av, or "two make one." (I need some help. What's 'many' in Styrash? I need it to replace Sys.)

Target varies with level.
Connection: Two areas roughly one fore in circumference. Connection goes approximately a nailsbreadth deep, and will be broken with any serious effort.
Fusion: Up to three areas roughly one fore in circumference. Connection goes approximately 5 nailsbreadths deep, cannot be broken without magical aid.
Greater Fusion: Up to three areas up to a ped in circumference. Connection goes up to a fore deep, and is unbreakable by any but a practiced Ecua mage or the original caster.
Oneness: Up to four areas up to two peds in circumference, only the caster or an Archmage of Ecua can break the complete synthesis of the connected. [It ain't called Oneness for nothing.]

The only reagent is a small amount of Adlemir resin, to be placed at the spot where the areas are to be merged. The two areas will merge at this location. (i.e. the resin is approximately between the two areas.) The spell works better if all targets have resin on them as well, but in a battle situation this is not very likely. (note: Certain gnomish compounds are known to make the spell far more powerful.)

Magical School
Xeua Magic

Spell Class

Contact of caster, no less than a second old. Contact with actual skin is unnessecary, so mages who have grown fond of this technique often carry collapsible rods with them to give them more range.

Casting Time
After the formula is recited, a powerful force will pull the areas together, stretching them up to a fore to do so. Once this is done, in the space of a tenth of a second, they will be merged. In experiments, it was revealed that if the areas are not pulled into the resin within five seconds, the areas will tear loose and merge at the appointed spot; this has occasionally caused great deals of pain to Initiates trying to give themselves some form of stony hide.

Duration varies with level
Connection: Up to a day
Fusion: Up to a month
Greater Fusion: Up to a year
Oneness: Up to until the caster's death.
The duration naturally depends on the amount of power expended.

Edited by: Xarl at: 6/18/02 3:35:19 am
Bard Judith
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« Reply #1 on: 21 June 2002, 21:58:00 »

"Horse sinew has also been found to be an effective reagent in this spell, and some progressive young mages have been reporting good, if inconsistent results with a compound of sharkskin and plant gums.  The exact proportions apparently have not been determined, but Greenathir of the Wind Tower says he will be refining the measurements as soon as he gets out of the infirmary."


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Artimidor Federkiel

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« Reply #2 on: 23 June 2002, 13:16:00 »

Okeydokey. Already prepared - nice spell, Xarl! I took the liberty to name the general spell "Magical Chain" as there was no general spell name yet.

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