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EARTH
SPELLS:
BONE
CALLING
(LEVEL
I) |
Spell Effect. Bone
Calling (also refered to as "Bone Crawl" or "Summon Bones") uses the caster's
affinity for the dead to attract once-living bones to the area of the caster, in
order to manipulate them further later on. Any bone of any animal or any race
can be summoned, unless protected by magic.
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Casting Procedure.
A caster must stand in any free-range area (it is best if the caster knows the
land) and slip into a trance-like state. After much focus, he utters the
magical formula to gather the remnants of the
dead.
If the spell has worked, the caster will feel a part of his
cár'áll leave himself. If he focuses,
he can feel his cár'áll spread across
the area and search out the bones needed for the construction of an item the
caster intends to create.
Like a malise to a flower, the
cár'áll will locate an available
bone, attach to it, and the cár'áll
will retract to its origin point (being the caster). The bone, attracted to the
affinity of the dead the cár'áll has,
will seem to slither across the ground as it is pulled by the
cár'áll back to the caster.
The caster can call a bone to come to an area, or in high-level mages, lay upon
his body like a piece of armor. (This is rare and uncommon, however, and needs
additional strenghtening spells.) Also, to speed up the process, several mages
can call bones together. Another way is to have knowledge of the area and where
bones may reside.
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Magical Formula.
"Coór'rethán" ("Dead to Come"), still to be revised.
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Target. Target are the
bones of once living creatures, of any, race, breed or state of decay. From up
to a strahl away, any bones can be called. It is far easier if the mage knows
the area he is to be probing, but it is not needed. Bones protected by
magic or unable to leave an area due to obstruction
(walls, fences or in possession of another mage) are unable to be called.
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Reagents. A splinter
of piece of bone usually will do as representation of the bones to call. The
more bones used as reagents, the more successful the bone call will be.
Additionally a large amount of free
cár'áll is needed for the spell of course. If the caster's
cár'áll is used elsewhere on another
spell, the spell may not work properly.
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Magical School. Elemental Magic, Earth School.
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Spell Class.
Necromancy.
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Range. As far as a
strahl - the bones are located through the probing
cár'áll of the mage. The probing is
what makes the spell most difficult.
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Casting Time.
Depending on location of bones and skill of the mage, from seconds to hours.
Focus upon the task at hand must not be broken, or the lock the
cár'áll has upon the bones will be
lost. Higher level mages can call bones from a further distance at a greater
rate of speed.
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Duration. This spell
has a definitive end - when all the bones needed are gathered in the target
area. The bones, without the cár'áll
attached (like in the process of moving; in the spell) are inanimate. They are
incapable of moving on their own and will not seek to return to their origin
place.
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Counter Measures/Enhancing Measures.
The bones can be obstructed to halt their progress; by walls, fences or active
interference. If the bones are protected by magic,
then they will not bow to the call of the caster.
Several mages can perform the spell to enhance the speed of the bones' progress
to the target area.
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Information provided by
Viresse
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