Splash is one of the first
spells taught to student mages. This low level spell involves the spontaneous
and shuddering movement of a small amount of
water. While there are no real practical uses for Splash, the spell allows
the student to practice manipulating the water
element in minor ways. Many students find that the spell is good for
entertaining others and is therefore often used in practical jokes and games.
Spell Effect. When
students enter the Water School, they begin
their first lessons by learning this spell. Though the spell's effect is minimal
and unimpressive compared to other, more advanced spells, Splash can be a
captivating spell for students and serves as one of the first goals for them to
reach. The spell helps the students learn how to sense and manipulate the ounía
within the water's
cár'áll, while giving them a reward to encourage
them to persevere.
As the students begin to grasp the basic elements of this spell, they shirk the
use of reagents and it becomes a regular spell in their ‘arsenal’. A favourite
tool of pranksters, this spell leaves fellow students, and sometime teachers,
soaked through. The spell itself exploits
water’s unpredictable nature, and so it is often easier to achieve by those
impulsive tricksters. When the chaotic property of the
water is strengthened this causes the
water to splash. One of the most popular
methods of teaching this spell is by making the drink from within a cup ‘jump
out’. However, Splash cannot be used to bring the
water back into the cup as that seemingly
simple action requires the use of a more advanced spell.
The spell works by manipulating the water
ounía within the water’s
cár'áll and by exploiting its unpredictable nature.
By increasing the influence of this property of the
cár'áll in a body of water it causes
the water to display this property, hence
causing it to splash. It should be noted that this spell will only work on
moving water, as then it has movement to
exploit the unpredictability. A novice mage, when trying to cast this spell,
will often manipulate other properties, such as coldness, though pranksters try
their best to include this. However, with practice, the influence of only the
one necessary property can be achieved.
The caster must have a view of the body of
water in which they wish to make a splash, though this suits the pranksters
fine, who often prefer to see their ‘victims’. If using a reagent, the mage
would then drop a wet stone from one hand to another, imagining the stone being
dropped into the body of water. To
increase the size of the splash the caster would have to imagine a larger stone
being dropped into the water, and with
this imagination to affect the size. Novice mages often struggle to increase the
size through this means, and so many have tried increasing the splash size by
simply increasing the rock size. This does work, but there is only so much
weight one can hold in one hand. If not using a reagent, a simple downwards
swipe of the hand would suffice. Dependency on a rock as a reagent often fades
as level increases, and the subsequent knowledge of this spell and
magic in general also increases.
Not defined yet.
target of this spell is the body of water
that the mage wishes to produce a splash in.
Reagents. Being a
simple spell reagents are not generally used with the casting of this spell.
However, for a novice casting it for the first time, a wet rock often helps them
imagine the splash being caused by a rock dropped into the
water. As the mage advances in level, the
dependency on this reagent is no longer needed.
Sphere I, Transformation (Physical Representation of the
Range. For low-level
mages they often have to be right next to the body of
water, the splash happening only one
ped away, at an undefined
target. As experience is gained this range increases, though the further away
from the splash the smaller the result. Placement of the splash can also be
achieved with practice.
Instantaneous more often than not, however, some novice mages have difficulty
achieving this spell and so it may take a few
Duration. A few
Counter Measures/Enhancing Measures.
Being relatively instantaneous, interrupting the mage is not an option to
counter this spell. However, there are ways to counter it using all of the
elemental schools. A fire mage can increase the
influence of the fire ounía within the
water and thus evaporate it, however this
is difficult to achieve as water is made
up of very little fire ounía. A mage of the
earth school would most probably increase
the influence of earth’s property of
stillness, thus stopping the spell from occurring. This, however, would be hard
to achieve as the spell happens instantaneously, so the
earth mage would most probably not be able to
stop the spell from happening. Alternatively, a more skilled mage could increase
the influence of earth, and specifically
stillness, on the water, causing it to
remain still. This would make casting Splash very difficult, but it is extremely
impractical. A water mage may simply lessen the
influence of water ounía that the other
mage has influenced, or even freeze the water mage.
A higher-level water mage mage may cast
Water Extraction, or something similar. For
a wind mage to counter this spell they may cause
the water move in a different direction,
possibly turning the prank back on the prankster. This could be done with a gust
of wind, or any other means of using the
property of movement to change the direction.
Enhancing this spell is somewhat unnecessary due to its minor effect. It would
be more appropriate to simply use a different tactic, and hence a different
spell. If an earth mage desired to enhance this
spell they may lower the influence of earth
ounía, allowing further exploitation of
water’s unpredictability. A water mage may
also use the spell Water Extraction to
increase the size of the splash, but a mage able to cast that spell would most
probably not bother with such a simple spell.
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