WATER
SPELLS:
WATER
EXTRACTION (LEVEL
VII) |
This spell extracts
Water cár'áll
from a person or thing. If the Water Element
is successfully extracted by the spell, it will be physically available
afterwards. As this spell is commonly used to withdraw the energy from reagents
in the use of other spells (often without thinking), Water Extraction is one of
the first and simplest spells a new practicioner of Sphere III will be
instructed in.
Spell Effect. Water
Extraction is a fairly simple spell to utilize, despite being Sphere III.
Representing the very basic process of Sphere III spells, Extraction is, at its
heart, simply moving
Water
ounía around from one
cár'áll
to another. There is no need to activate any properties or qualities of the
element.
Once the ounía has been successfully extracted, a
water mage can manipulate the won masses into another spell if he wishes.
Extracting the
Water
from the target may cause dehydration, if it is a living thing which mainly
consist of
Water.
If the target is an object, the sudden disappearance of the
Water
may cause the radically altered
cár'áll
of the target to become unstable, ultimately destroying or seriously damaging
the target in some manner.
In addition to being used for immediate effect as either an offensive spell or
source of energy, Water Extraction is also one of the simplest enchantments
available. By using a hollow amulet, ring, or even as crude of an object as a
bucket, a mage can transfer the
Water
ounía into a temporary storage container, giving them access to a backup supply
of
Water
when no other sources are available. Note that this is no different than simply
filling said storage device manually with
water - should the storage be broken, the
water will spill out and be lost. Unlike more powerful enchanments, this
simply displaces the
Water
ounía into a new location, and does not activate any property of the oun itself.
Casting Procedure.
The mage must physically touch his target in order to draw the
Water
ounía from it. A more skilled mage may be capable of casting this spell from a
distance, but at its beginning level, physical contact is necessary.
Upon touching the target, the mage must concentrate on moving the
Water
ounía through the point of contact between himself and his target, cutting the
links between the original owner and building links between the new owner. The
new owner can be any the caster wishes, whether it be himself, a container, or
even dispersing it into the nearby air.
Once the
Water
has been extracted, it may be utilized as desired for any follow-up spell, or
kept in storage until required.
Magical Formula.
Not defined yet.
Focus/Target. The
target can be any object or person that possesses
Water
ounía within their
cár'áll.
This spell is commonly used to draw from common reagents for use in other
spells, but can be used as an offensive ‘drain’ spell to fatally dehydrate a
living target.
Magi with greater ability may be able to extract from multiple targets at once.
This will limit the individual effectiveness per target, however, making it less
effective as an offensive attack.
Reagents. No reagent
is required for this spell to function, as the target is, in essence, being used
as a reagent himself.
However, something with which to transfer the
Water
ounía to may be recommended if vast quantities of
water are withdrawn and are not required
for immediate use. A bottle, bucket,
water-tight
bag, or other method of holding would be most suitable, though some
Water Magi may use more imaginative and less
subtle objects (such as amulets, rings, or even sponges).
Withdrawing vast quantities of
Water
ounía without having something to transfer it to could figuratively ‘drown’ the
caster, as his own
cár'áll
becomes overwhelmed by such large quantities of
water.
Spell Class.
Sphere III, Growth (Physical Representation of the
Water School).
Range. Water Extraction
requires a direct physical link to the target at initial training. Touching the
target is the easiest and most common method of contact.
Magi who have sufficient training in the use of Sphere III are capable of
utilizing this spell at longer ranges, without the need for physical touch.
Longer ranges are based purely on the personal ability of the caster, as higher
concentration and skill is required in order to maintain a ‘grip’ over the
transferring
Water
ounía.
Casting Time.
Water Extraction is next to instantaneous the moment the caster lays hand upon
the target and concentrates on the spell. Breaking concentration or touch will
cancel the spell (though the mage will still have access to whatever amount he
extracted prior to the release).
Duration. Depending
on how much water is in the target
cár'áll
and how much is desired to be extracted, the duration of this spell can vary.
Against the average humanoid-sized target,
a target time of ten seconds for full extraction (complete dehydration) is the
most common reported number. However, caster ability and other variables can
easily adjust this figure either up or down. New users will commonly require
times of up to twenty or thirty seconds for full extraction.
Smaller targets (such as reagents being used for other spells) take much less
time and effort, requiring only a quick touch.
Counter Measures/Enhancing Measures.
The best method of countering Water Extraction is to break physical contact with
the mage. As soon as contact is broken, the spell stops.
Against higher-level mages whom are using the spell from longer ranges,
countering the spell is much more difficult. The subject may douse himself with
water to disorient the mage, rendering
them unable to focus on the proper Water
ounía. However, they will still be able to extract the
water the subject has doused on himself,
so more direct offensive spells are still a threat. This counter is only useful
as a method of preventing the mage from dehydrating the target as an offensive
measure.
Another, more advanced counter measure would be using Xeuá magic to strengthen
the bonds between the elements of the target. An opposing Xeuá or Ecuá mage may
be able to counter this tactic, however, and ultimately the winner would go to
the caster with the greater strength of will.
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