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FIRE
SPELLS:
SEARING
(LEVEL
I) |
Searing
is a spell which comes in four different varities, based on the spell level. A
level 1 magical Searing spell is
also refered to as "Glowing Hands", level 4 as "Burning
Hands", level 7 as "Molten Hands" and finally
level 10 and higher as "Infernal Hands".
Spell Effect.
Searing is a fairly simple spell that when used properly or when one focuses in
it, can be a very successful tool in order achieve quite different results. Once
the words are spoken, the charged cár'áll
in the hands begins to heat up; from a cozy fuzz to a skin-shredding inferno,
depending on what temperature the caster wishes to achieve. The caster is not
injured by the Searing spell; with stronger focus, the caster's hands can become
impervious to flame when the spell is activated.
There are several ways to use the Searing spell: It can be used as a weapon;
with hands heated to a high temperature, the caster can burn an enemy with a
single touch. It can also be the tool of a healer; at mid-range temps a Caster
can seal a gaping wound shut by burning the dead flesh into an artificial scab,
or with a low temp can massage aching muscles. A high level Searer can be a
forger with his hands. Heating his hands to a high temperature, he can use them
to forge metal. His imperviousness to heat is a must; as touching the molten
metal with unprotected bare hands is a surefire way to lose them.
Searing is a growing spell, whose heat effectiveness coincides with skill level.
The spell effects can be described in detail as follows:
Level 1 (Glowing Hands): Produces a warm, cozy Heat.
Level 4 (Burning Hands): Produces effective heat for boiling water and most healing.
Level 7 (Molten Hands): Produces a heat level capable of withstanding forge heat.
Level
10 (Infernal Hands):
Flames are visibly erupting from the forms of the hand, can alight
flammable objects.
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Casting Procedure.
The caster does a simple repetitive motion of rubbing his/her hands and then
waving them in the air above the head; as if to attract the
cár'áll which is needed to perform
the magic. When the caster feels that he/she is ready to perform the spell
he/she may chant effective words needed to activate it. Once the words are
spoken (if they are needed by the Searer), the charged
cár'áll in the hands begins to heat
up; from a cozy fuzz to a skin-shredding inferno, depending on what temperature
the caster wishes to have. The caster is not injured by the Searing spell; with
stronger focus, the caster's hands can become impervious to flame when the spell
is activated.
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Magical Formula.
Aía fér!, short for Avenníaía fér! (Styrásh:
Avenníaía fér),
literally translated "Fire awake!"
However, this is a rare spell that does not require a magical formula for early
levels as it is acknowledged as a natural ability of healers and is also
practised e.g. in orcish cultures as has been
repeatedly reported. As the spell is mainly bodily controlled and only the
caster can use it, Searing is an easily learned spell for any beginning Fire
mage. However, for levels above 6 the reciting of a formula may be needed,
especially for castings that will cause lack of concentration (i.e. difficult
healing process or forging of a sword).
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Target. This spell can
only be used upon the caster, but its effects can be felt by those either in
contact with the hands or those nearby.
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Reagents. The caster,
for more effective usage, may coat their hands in a fine powder of sulfur, or
ground volcanic stone. Some may speed up the Searing effectiveness by rubbing
their hands together and then waving their hands in the air to attract the
cár'áll. Some experienced Searers
need only think of doing the spell and their hands will warm up almost
immediately.
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Magical School. Elemental Magic,
Fire School.
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Spell Class.
Imbuing Magic.
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Range. The area of
influence is the hands and halfway up the forearm. As levels increase, the
Searing spell can coat the whole of the arm.
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Casting Time. The
spell can be created within 5 to 15 seconds of activation, schooled casters can
conjure heat within a second; but that drains more
magical energy.
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Duration. As long as
the concentration and the stamina of the caster holds on, the spell continues to
be effective. Less experienced users can use it for about 10-20 seconds;
well-schooled forgers can keep the Searing spell activated up to half an hour.
Longer than that is considered dangerous to the caster and is discouraged.
A caster needs a certain amout of time to recuperate before he/she can cast
again. Novice casters need from an hour to a day to rest for every minute. Used,
aged casters may need only 15 minutes.
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Counter Measures/Enhancing Measures.
If a person can break the Searer's concentration, then the spell may be broken.
However, a skilled caster's concentration may be harder to break, or if the
caster is not paying attention. The Searing spell is mildly effective
underwater, just enough heat to be generated to boil water. Ice will melt within
contact with the hands, but it wears out the effectiveness and the lasting power
of the spell.
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Information provided by
Viresse
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