First Pulse,
as its name suggests, is a starting point spell. Doing for
Water what
Flame Control does for
Fire, First Pulse is designed to focus the
caster and increase their affinity towards the element of
Water in their environment in order to more
easily use it in other spells. For many Water magi,
it eventually becomes a natural first step whenever casting
magic.
Spell Effect. First
Pulse uses Sphere I to increase the properties of
Water - in a general fashion - within the designated target. The
Water ounía are intensified, and the target
generally will take on characteristics of the element. The most common
characteristics displayed, especially for living organisms, are an expanded
state of mind, which is capable of concentrating on ideas while being open to
new developments, and a tendency for the skin to become colder to touch. On the
other hand, particularly instable minds might be made even more instable with
this spell, and like all Water spells the
increase in the coldness property can be discomforting or even dangerous to a
novice caster or foreign target, so caution is recommended.
At its lowest levels, First Pulse is generally used for the caster or a single
foreign target only. However, as the mage becomes more experienced, it can be
used to affect an area around the caster or target instead of the caster or
target itself. This might eventually evolve into the Area of Frost spell, which
is similar except that it focuses on an even larger area and with certain
different variables.
Once the spell becomes instinctive, the mage is more likely to always be
surrounded by their element whenever engaged in heavy magical practicing. Fog
might appear around the feet of the caster, and the air will be definitively
colder. One interesting effect is that the nearby
air frequently becomes
windy as a result of this, noticeable in a
billowing of the caster’s hair or clothes. As if to confirm
elven beliefs that
Water comes from
Wind, the fact is that, when the property
of Change is active, air will be naturally inclined to begin shifting and
moving. Just as a raging sea is always accompanied by a fierce wind, when Wind
is in Motion, Water is inclined to wave, and
when Water is encouraging Change,
Wind often moves.

Casting Procedure.
The mage focuses on the Water ounía within
a specific target. This target can either be himself, a nearby person or object,
or a small area. Once the caster has the specified target, they must use Sphere
I to begin to concentrate on a global increase in the intensity of the
Water ounía. No specific single properties
are targeted; it is a basic strengthening of every
Water property in general and nothing more
or less.
Focus must be maintained to keep the spell going, but the effort is so small
that, once the mage raises levels and becomes proficient enough, it can become
instinctive and be cast at the back of their mind without any conscious effort,
allowing the mage to concentrate on other spells.

Magical Formula.
Not defined yet.

Focus/Target. At level
1, only the caster or a small touched object can be affected, but by level 3,
most objects or persons within a
ped or two of the caster
are potential targets, even without direct physical contact. Alternatively, the
caster can choose to target an area (often localized around a specific
individual or object).

Reagents. The most
important ‘reagent’, at least for initial casters with little experience, is
nothing short of an area with natural inclinations towards the element of
Water. This might be a beach, surrounded
by the waves, or even something as simple as a cold night.
The intention of this spell is, in fact, to create a reagent in the environment
or target, making it naturally more susceptible to
Water spells. Therefore, physical reagents
defeat the purpose.

Spell Class.
Sphere I, Transformation and Water Enchantment (Physical and Spiritual
Representations of the Water School).

Range. Touch is required
at first level. The range increases to a
ped or two by levels 2 or
3, and beyond that as the caster becomes more proficient.

Casting Time. As
long as a minute at first level, but shortened substantially as the mage becomes
more practiced.

Duration. As long as
the mage concentrates. Due to how little concentration is needed, higher level
magi can frequently keep this effect up indefinitely, though most only use it
when they plan on casting a great many spells back to back.

Counter Measures/Enhancing Measures.
Naturally cold or wet areas will increase the ease and effectiveness of this
spell, if not render it completely unnecessary to cast. Multiple
Water magi can also achieve greater levels of
effect.
Spells that accomplish the same effects but for their own element, such as
Flame Control for
Fire, compete with First Pulse and can make
it harder or impossible to cast. Whoever has the strongest force of will will
take control of the environment.

1st Dead Tree 1669 a.S. |
Information provided by
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