allows the caster to join two or more severed pieces of
earth or rock. Essentially, this spell
is the opposite of the level 4 Earth spell, Break,
which allows the caster to separate the
Spell Effect. The
caster takes multiple pieces of earth
that has been broken and reconnects them. This spell is Sphere III because it
reconstructs earth that has been
broken. This is accomplished by taking the
cár'áll of one piece of
earth and the
cár'áll of another and fusing the two
cár'állía to create a larger one
which in turn causes the earth to join
together. The caster can join any two objects as long as they have an extremely
high content of earth
cár'áll. The effects of this spell
are permanent because it is sphere III which, unlike sphere I, actually alters
The casting procedure for this spell is rather simple. First the caster must
draw a circle around the two objects he wishes to target. This circle does not
always need to be physical, because it is just used to help the mage
concentrate. Less experienced mages will need to use a physical representation,
but mages who have cast the spell many times just need to envision the circle in
their mind. Next, the caster must focus on everything inside the circle above
the ground that he has drawn, and find all the
cár'áll in the target area. After the
caster has done this, he must change all of the earth car'all to make it less
solid. After this has been completed, the caster must squish all of the
earth back together. This is pantomimed
by the caster spreading apart his hands and then smushing them together. Now the
two objects are joined, the caster must return them to their previous solidity.
Not defined yet.
Focus/Target. Any two
separated objects with a high concentration of
cár'áll can be mended together. The
area of effect of the spell is dependent upon the mage's skill in using the
spell. Mages learning the spell have to start small, e.g. mending two pebbles,
before they can move onto larger targets. In theory, if enough skilled mages are
brought together, huge land masses, such as mountains, could be joined.
Reagents. None are
necessary to complete the spell, however, less experienced mages require an
object with similar earth
cár'áll, such as another piece of
stone or dirt, to help them focus on the correct targets. This helps them to
choose between targets so that they do not accidentally mend the wrong things.
Elemental Earth Magic, Sphere III.
Range. The range of this
spell is dependent upon the mage's level. Newer mages need to be fairly close to
their targets so that they can sense the
cár'áll of the objects they wish to combine. As the mage becomes more
experienced, he can sense the cár'áll
of the two objects from greater and greater distances. However, the mage needs
to be able to see the target so they can select exactly what to mend.
Casting Time. The
amount of time it takes to cast this spell is dependent upon the caster. Magi
who are new to the spell will take at least ten minutes to cast it. First, the
aspiring mage must physically draw a circle around his target. Then he must
embrace all the cár'áll in the
circle, which might take him some time. Then, he must search through all the cár'áll
he has found and compare it with that of the reagent so that they can select
their target. After the target has been selected, the mage has to manipulate its cár'áll
twice and join the two pieces.
For a more experienced mage the tastes that are so tedious for their younger
counterparts are much simpler. First, experienced magi have no need to
physically draw a circle, which is a time consuming task. Experienced magi can
also embrace all of the
in his circle almost instantaneously. Also, because these magi have worked with
this spell often, they have no need to compare the target's cár'áll
with that of the reagent because they can easily find their targets. After doing
this, the tasks of manipulating the cár'áll
to make it less dense, and joining to pieces is a fairly simple process. On
average, it takes a more experienced mage about one fifth the amount of time it
takes a learning mage.
earth is considered to be the most
sedentary element, all affects done by this spell are permanent unless altered
by another force, such as another mage.
Counter Measures/Enhancing Measures.
To counter the spell while it is being cast is relatively easy. A more
experienced mage can cast the spell on the same target. The more experienced
mage will easily be able to overpower his less experienced competitor, and
reverse the effects of the spell by preventing him from smushing together the
pieces of earth. Since the mage needs
to concentrate on his target in order to cast the spell, if his concentration is
broken, his casting will be interrupted. Casting is also interrupted by death,
obviously, excruciating pain caused either physically or by a spell or any major
distraction to the mage. The mage's target could also be destroyed using the
spell Break during or after casting or by anyone with
There are two ways to enhance the affects of this spell. The first requires only
one mage. It is done by mending the target into small groups. The mage would
then re-assemble these groups into larger and larger pieces. This helps the mage
because he has to work with less pieces and therefore it is less strenous. This
is tiring for the mage and will often take days to complete and lots of rest.
The other way to enhance the effects of this spell is to have multiple magi
casting the spell over the same target. It is important that the magi work
together because if unsynchronized, the strain of the spell can kill the mages.