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FIRE
SPELLS:
SEARING
(LEVEL
II) |
Also known
as "Glowing Hands", "Burning Hands", "Molten Hands" or "Infernal Hands", the
Ximaxian spell Searing serves as an example
of younger magi’s first steps into the more complex aspects of the Physical
Representations of Sphere I, Pyrification. By increasing the influence of fire
in the cár’áll immediately surrounding his or her
hand while simultaneously decreasing the element's influence in his or her skin,
the caster can make his or her touch as hot as a furnace while sustaining no
damage himself or herself.
Spell Effect. The
difficulty in casting Searing lies within its fusion of two distinctly different
effects. While it quite simple for a mage to increase or decrease the influence
of an element with a targeted car’all, this spell requires not only that the
caster concurrently create opposite effects, but that he or she also do so in
very close proximity.
In order to be fully comprehended, the spell requires that the student have a
more in depth familiarity with the concept of the car’all than a novice recently
inducted into the Academy. As in
explained in the introductory courses at Ximax,
the cár’áll is a never-ending, fluid web of ounia
and Xeuá links with no definite gaps or
spaces. A pupil studying Searing, however, must begin to deduce exactly where in
the car’all one physical object ends and another beings without being able to
sense such a gap in the magical aura with his or her
mind. Being unable to accomplish this will cause the spell to go awry, scorching
the caster’s flesh or heating a random path of air some distance away from the
mage.
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Casting Procedure.
To successfully cast this spell, a mage must have a firm understanding of the
Spellclass Pyrification. Manipulating the cár’áll
through the use of Sphere I, the mage must focus on increasing fire’s influence
over the target, in particular the element’s property of heat.
Much like Water,
Fire’s chaotic nature causes it to seek to
spread increasingly outward, attempting to bring neighboring
Fire ounia into an active state as well.
Should such expansion be allowed to run its natural course, however, great harm
will befall the caster of the spell as the activated
Fire ounia in his hand causes his skin to
boil. As such, any mage looking to cast Searing must focus intently on
containing his element’s desire for expansion, keeping the
Fire not meant to be targeted by the spell
in the passive state.
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Magical Formula.
Still to be defined.
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Target. The target of
this spell is the car’all of the caster’s hands as well as any object
immediately surrounding them.
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Reagents. Though none
are needed, younger magi often find that powdered sulfur or volcanic stone
assist in their casting of the spell.
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Spell Class.
Physical Representation of Sphere I (Incandescence): Pyrification.
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Range. Doesn't apply.
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Casting Time.
Magi first practicing with the spell often require around fifteen to twenty
blinks to successfully
complete their casting, while the most experienced can complete it nearly
instantaneously.
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Duration. Though the
intense heat evoked by the spell will begin to fade rapidly when the mage’s
concentration is released, any physical damage caused is quite permanent.
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Counter Measures/Enhancing Measures.
The spell is markedly easier when broken into two parts and cast by separate
magi. Doing this, however, prevents the students practicing with the spell from
learning the lesson it is supposed to teach.
Decreasing the influence of Fire or
increasing the influence of Water are the two most common ways of countering
this spell. In addition, when cast incorrectly, the pain the caster feels in his
or her hand causes the spell to end abruptly in a catastrophic
fizzle.
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