FIRE
SPELLS:
FIERY
MINION
(LEVEL
III) |
This arcane spell allows a necromancer in the element of fire to create fiery minions, burning corpses, to rise up battling for the wizard, moving objects and aiding the mage in any way the spell creator desires. The true effects of this spell are wide ranged in the simple premise that a low level mage has but a plain mindless drone. But a spell caster of some renown may have a pair of armed flaming combatants with the knowledge of how to coordinate them in battle.
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Spell Effect. Upon
casting this spell, the influence of fire
in the cár'áll is strengthened in the
targeted dead bodies (note: The spell is cast upon one or more corpses, other
prerequisites for this spell are listed in casting procedure.) This
strengthening of the fire ounia in the
deceased body allows the magi to manipulate the corpse to do their bidding. Mind
you that this influence must be concentrated upon, otherwise the control of the
fire ounia that were strengthened is
lost, causing the spell's effects to fail. Casters of the seventh level and
beyond can cast this spell leaving the minions to act upon simple commands given
them.
The necromancer Twen Araerwen likens the control of these minions on a vocal
level in this way: “The teachings of those of us with a passion for the flames,
permits us to engage in recreation upon the emotions of our enemies or
occasionally friends.” A mischievous smile coming warmly to her crimson lips as
she spoke on, a twinkle of glee racing over the surface of metallic grey eyes.
“Inspiring fear, lust or rage in my enemies works well in causing them to
destroy themselves why I focus upon more important matters. - By manipulating
the cár'áll in this way, I use verbal
commands to focus my control in a fine tuned manner. This permits me to
strengthen the fire ounia within the
corpse causing it to react to my will.” Twen’s eyes adverting to watch the last
rays of the Injèrá setting through the
libraries stained-glass window as her tone became more solemn. “Always remember
this, no person shall ever view you the same once they perceive you to have
defiled the dead. But the time you start talking to them, even your best friends
will look upon you differently.” (Quoted from: "Grogan Infernus's personal notes
on Necromancy")
As the caster advances in power he/she gains the ability to manipulate the
fire of more than one corpse. Thereby
giving themselves a pair or more of undead servants to defend them, move heavy
objects and intimidate enemies. Mind you a caster of seventh level or beyond if
concentrating on but a single flaming corpse could control it on an amazing
level. If a weapon were placed in this
minions hand it could be used as a fiery combatant, with good melee skills
(since it does not know pain) and it has one heck of an intimidation factor.
Some magi have used this spell upon already deceased bodies within a raging
inferno in attempts to put out such blazes.
Casting Procedure.
All magi casting this spell must set ablaze the corpse that they wish to
control; the fire is needed to
strengthen the fire ounia of the burning bodies so that they can be manipulated.
Bodies are not exactly easily come by; this causes only more complexity to this
spell. Some magi use mundane things such as torches or bonfires, if time allows,
many times coupled with the Rise Flame spell to
hasten the inferno on the bodies. Once there are ample flames upon them the magi
simply wave their hand overhead casting a fistful of ash into the
air, this act representing
earth wishing to return to
fire, and ancient
elven concept.
Magical Formula.
To be defined at a later date.
Focus/Target. The
target or targets of this spell cannot number more than what is stated under
Duration and Control section. If more targets are wished
then more uses of this spell are needed. Remember that the more bodies
controlled in this way it lessens the finesse at which each can be effectively
manipulated.
Reagents. Ashes from
any long since incinerated corpse will work.
Spell Class.
Enflamement as Physical Representation of Sphere I.
Range. About 3
peds distance per skill
level of the caster is possible to achieve with this spell.
Casting Time. The
bodies of the minions to be animated must be on
fire. This can be accomplished through
magical or mundane ways, completely dependant on the
surroundings and abilities of the magi in question. Once the bodies are ablaze
the mage can then cast this spell properly, the reagents and
formula taking but a few moments to accomplish.
Duration and Control.
The duration of this spell varies with the power of the casting magi.
(Level
1-2): Problematic control
At these levels a caster would be nearly incapable of performing this spell. It
has on occasion happened that casters of the second level have attempted to cast
this spell only to have the minion turn upon them. Their ability to strengthen
or weaken fire ounía is not practiced
enough to accomplish this arcane spell on any reasonable level.
Level 3:
Single corpse control for a few minutes
The effects of the spell will last no more than 10 minutes time and with the
ability to only affect but a single corpse. At this level the caster could only
control the body well enough for it to fight at the skill of the caster. The
mage must remain focused upon his/her minion to execute combat with them at this
low skill range. Even with this said one must recall that the minion does not
feel pain, is on fire and could take a
blow to give one in return. The minion can stray no further than 10
peds from the magi at
this level. Basically useless against archers and such unless used as shields so
the magi can rethink the situation. Yet a mage could manipulate the minion to
enter hostile environments, such as burning buildings to retrieve items for
them.
Level 4:
Two corpses for a quarter of an hour
With about 15 minutes duration a mage of this level could affect up to two
corpses, their control over each minion varying in intensity. The mage's control
upon one of the minions is miniscule to say the least. It could stand between
the mage and archers or move objects for its creator but not engage in any
complex activity. The second minion could engage in combat similar in skill to
the caster’s abilities. It should be noted that these creations are weaponless
at this stage, yet they are still afire.
The mage still must remain concentrated upon his/her underlings and is still
unable to cast other spells while animating these minions. The underlings could
not stray further than approximately 13
peds from the mage at
this ability level.
Level 5:
Three corpses, up to 25 minutes
This spell now has a duration of about 25 minutes and permits the caster to
affect three corpses. Two of the minions are controlled on a very weak level and
happen to be the very first underlings to not be ablaze. They are still very hot
to the touch and reek of burnt flesh, often times betraying their presence long
before they are ever met. The final minion is still flaming with the ability to
wield a weapon making it unique from all
other minions thus far. This underling still only executes combat on the level
of the caster ranking it at most a fair combatant. These minions are not capable
of straying from the caster at more than 16
peds distance. The mage
still must remain concentrated upon his subordinates and is still unable to cast
other spells while animating them.
Level 6:
Four corpses, half an hour
At this level the spell's duration is approximately a half hour and allows the
caster to affect four corpses. The mage controls these four minions similar to a
mage of the fifth skill level. Yet the two weaker minions are now capable of
fighting hand to hand on the skill level of their creator. While the other two
minions are swordsmen on par with the
magi in combat yet they are tireless and carry a high intimidation factor. The
minions can stray no further than 20
peds from the caster at
this skill level.
This is basically a learning focused time for the magi as they begin to truly
understand their abilities with the minions. It stands alone as the first time
the user of this spell can cast while still maintaining the Fiery Minion spell.
The only magic a mage can do with their minions still
animated are the Rise Flame and
Quell Flame spells. These spells allow the
caster to strengthen or weaken the fire
ounía enough to ignite or quell the flames upon their minions. This ability
signifying the first time the mage has brought to bear their will over the
chaotic nature of this spell.
Level 7:
Five corpses, three quarters of an hour
At this level the spell's duration is approximately 45 minutes and allows the
caster to affect five corpses. Three of the corpses are capable of fighting at a
skill level comparable to the caster. The other two underlings are able to wield
weapons and fight on a superior level of
expertise. The mage’s understanding of Sphere III now allows the magi to use
verbal commands to direct the actions of their minions. This understanding also
permits the mage to no longer have to remain focused upon the minions to keep
them animated. This gives the mage the ability to now cast all of their spell
repertoire with little regard to their underlings. The magi can now gather
fire ounía from around his minions or
remove fire ounia from them. Causing the flames on them to burn brightly or
extinguishing the physical flames upon the underlings virtually at will. The
minions can now stray near 30
peds from the caster and
act upon the mage’s commands.
Counter Measures/Enhancing Measures.
Application of the element of water
would be the greatest counter measure to this spell. Large quantities of
water could be used to weaken the
fire ounía of this spell causing the
incantation to falter. Mundane forms of escaping or weakening these minions
could be accomplished by placing large bodies of
water between a person and the minions.
Causing the fire magi to remain focused
to keep the strength of the fire ounía
high enough to cross rivers or survive rain storms.
Enhancement can be accomplished by having a strong ambient amount of fire ounia.
A highly volcanic area or in the midst of a large forest
fire would lend a great deal strength to
this spell.
History. This spell is thought to have been
created by the deeply melancholic
Ifer’hém elf, Twen Araerwen. The elf was
in forced exile from her homeland and researched this incantation shortly
following her graduation from the renowned school of
Ximax. She was an astute practitioner of
the Sphere of Enflamement, in the element of
fire, throughout her near two century long study within the
Academy. Most of these studies had been
privately spent with one of her mentors focusing on the Sphere of Enflamement
almost exclusively, in addition to her normal studies.
The elf could animate no less than five
minions if the bodies were available and two of these would be armed flaming
combatants. The mage has spent near two centuries studying Enflamement on top of
her regular studies at the school of Ximax.
Mind you all other spheres of fire have
lacked for the mage and continues to do so, making her spells of other spheres
much weaker. This horrid aspect of fire
not being taught within the walls of said school.
A true graduate of Ximax would have to
spend near three quarters of a century, if an
elf, with well over a century of Ximaxian
teachings in addition to understand Enflamement on such a level. Making it near
impossible for many to teach this magic, Twen in near
two centuries has met only her teacher. The elf
now has more skill in Enflamement than her once mentor, possibly making the mage
the most accomplished teacher of this magic in all of
Southern Sarvonia.
The research for this elusive spell has kept Twen around battlefields most of
her life, this environment has warped the already sorrowful
elf’s intellect even more in its research.
Information provided by
Twen Araerwen
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