FIRE SPELLS: SEARING (LEVEL I)

SPELL EFFECT - CASTING PROCEDURE - FORMULA - TARGET - REAGENTS
MAGICAL SCHOOL - SPELL CLASS - RANGE - CASTING TIME - DURATION

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:

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. Return to the top

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). Return to the top

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. Return to the top

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. Return to the top

Magical School. Elemental Magic, Fire School. Return to the top

Spell Class. Imbuing Magic. Return to the top

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. Return to the top

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. Return to the top

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. Return to the top

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. Return to the top

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