Wizard's Chains is spell of the Earth School
designed to halt the physical movements of a target. One example of the use of
this spell is if the mage is confronted with an attacker seeking to do him harm,
the mage casts the spell that slows and halts the target’s movement, rendering
them now harmless for a time.
Wizard's Chains is accomplished by giving the
element of Earth a greater influence in the target's
cár'áll, specifically the
Earth property of stillness. Like most
Earth spells, the lingering effects
acquire a very minor 'glaze of permanence', lasting a bit longer than the
typical Sphere I spell.
Wizard's Chains was originally developed as a defensive spell, capable of
rendering an opponent without movement long enough to escape the situation, or
immobilize them further with rope or another material or method. The target will
be unable to move the area that the caster has 'chained' until the spell wears
off after the caster stops concentrating.
To cast this spell, one utilizes the Earth
property of Stillness. The caster focuses on raising the influence of the
Earth ounia in the
cár'áll of their target, specifically the muscles
of the targets limbs. The caster may also focus on specific areas, depending on
the situation and task at hand.
Not yet defined.
target could be any muscle that the caster may wish to affect. The number of
sentient beings that can be affected by this spell increases with level, as the
mage would have to focus on many muscles in order to affect more than a few
targets at one time. Archmagi should be able to affect no less than a large
Reagents. There are
not many reagents that could aid in the casting of this spell. However, some
have found it useful to hold or visualize a rock while casting, to symbolize
stillness and immobility. The individuals who do this are generally those who
are initially learning it.
Physical representation of Solidity, Rigidity.
Range. Initially, the
caster should be no more than two
peds away from their
target. As the caster progresses with level, experience, and focus, the range
would increase, usually doubling with each level, if not more.
Like most Earth spells, this spell takes
affect gradually at the initial level of learning, first slowing the target, and
eventually causing them to come to a complete stop. At the intial level, it can
be completely cast in about two minutes. This length decreases ever so slightly
as the mage progresses in level, willpower, and focus. A high level mage
experienced with Sphere I would be able to cast this spell virtually instantly.
the spell effects will begin to fade after about one minute after the caster's
concentration is broken. The target may still be stiff and feel slight numbness
for a bit after this time has expired, but will revert back to their natural
state after a short period of time. This time will lengthen depending on the
Counter Measures/Enhancing Measures.
Like with all spells, it may be countered by interrupting the caster's
concentration. Other methods are as follows: An earth mage may lower the
property of stillness in the target's muscles or a
wind mage may raise the property of motion. A
water mage may also raise the property of change, acting as a catalyst in
helping to reverse the car'all of the muscles back to their natural state. A
fire mage may raise the property of animation.
It generally aids the caster if the target is at rest upon casting this spell,
or if they are wearing armour or something else relatively heavy that slows them
down. It also helps if the target is particularly stiff in the muscles or
Sleeping Dreameress 1670 a.S.
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