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WATER
SPELLS:
CALL
LIGHTNING
(LEVEL
XI) |
Spell Effect. This
spell uses the Element of Water to
generate heavy clouds, which will result in a discharge of energies
resulting in an extremely powerful bolt of lighting from the sky to strike on a
given spot. The strike is so immense that it burns everything in a radius of 1-3
peds from the strike point. When such a bolt is summoned the mage will lose a
great amount of his body water, and therefore also a great part of his
cár'áll; therefore
this spell is not often used in combat, unless the mage doesn’t have any other
ways of winning or he is protected very well. Often this
spell is also used to destroy houses or fell trees.
Note: Being a Level XI spell it is very hard to cast when the sky is blue and
sunny, as it will drain much more of the caster’s
cár'áll to generate the
necessary clouds. In a storm however this spell does not require much energy form the
caster as it can drain the natural energies, and therefore may be used quite
efficiently.
It is important to mention that this spell may not always strike precisely, thus
incautious mages may actually be harmed themselves in case they don't keep a
certain distance for their own safety. As a general rule this spell tries to
strike the highest spot in the area - therefore high towers are easier to hit
than flat ground nearby.
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Casting Procedure.
The mage has to utter the magical formula while holding a crystal of quartz
raised against the sky. Often such a crystal is part of the mage's staff. The
spell cannot be cast indoor.
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Magical Formula.
Olíe’aseí’óh
(Styrásh
"Olíe’aseí’óh"), literally meaning "Call
heaven light!"
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Target. Practically
anything can be targeted with this spell, however not everything will be that
easy to destroy. The success of the spell also depends on how good the target
can conduct electricity.
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Reagents. A crystal
of quartz is needed to preform this spell.
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Magical School. Elemental Magic,
Water School.
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Spell Class. Chaos
Magic.
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Range. Usually 40-50
peds from the caster.
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Casting Time.
10-30 seconds.
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Duration. Instant
spell, no duration.
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Counter Measures/Enhancing Measures.
There are not many things capable of stopping this spell, however an earth mage
can attempt to pull the bolt towards him (he must be located no more then 30
peds away from the bolt) and then lead it trough him and into the ground.
However, this is a very risky operation, as the mage can die in the process if
the counter spell is not performed correctly. To succeed the mage must have
contact with the ground in a way. If successful the bolt will not do any harm.
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Information provided by
Silfer Darkflare
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