An extremely
brutal spell officially banned by the Academy of
Ximax, Treacherous Embrace
turns the aura of a person against them. Ripping their life energies out of
their body, it turns those energies into deadly shards of ice that cause massive
injury as they are released and drawn back into the body.
Spell Effect.
Treacherous Embrace is a harsh spell, turning a person’s own energies against
them. By pulling the Water ounía outside
of a person’s body, the caster is free to manipulate them as he wishes. Unlike
Sphere III, the caster is not actually severing the links between the ounía and
the target’s cár’áll. As such, when he releases his
concentration on the ounía, they will be pulled back into the body of the
target. It is this process that results in the destructive climax of this spell.
Once the ounía are withdrawn from the target, the mage increases their coldness
property, forming sharp shards of ice out of the present ounía. In case the
shards are not big enough, he may choose to combine several of them together. A
length slightly greater than one
palmspan and as wide as
one nailsbreadth should
be sufficient.
Once the shards have been formed, the mage simply releases his concentration
over them. The links between the target’s body and the withdrawn ounía are still
present, and, without any further mental manipulation from the caster, naturally
seek to return to their original positions. This natural process pulls the now
physical shards of ice into the person’s body - a potentially fatal, and
certainly painful, effect.

Casting Procedure.
The mage must physically touch the target, in order to more easily gain control
of as much of the person’s Water ounía as
possible. Thus, it is recommended that the target be sufficiently incapacitated
or is otherwise incapable of escaping the caster’s grasp. Due to this
limitation, the spell is of little use to battle magi and only serves as a means
of torture, thus it has been banned. At higher levels, a slight increase in
distance is possible.
Once physical contact has been established, the mage uses Sphere II techniques
to withdraw the Water ounía from a
person’s body. He should manipulate these ounía into locations spread around the
target, as the body will be inclined to move towards them (and may float in the
process). By spreading of the ounía, the target’s
cár’áll becomes trapped in the center.
If he deems it necessary, the mage should combine the smaller traces of ounía
into larger groups, or even a single large group if needed. Highly skilled mages
may even choose to move Water ounía in the
surrounding air close to the groups to
increase their size even further.
At this point, the mage uses Sphere I techniques to increase the influence of
the coldness property of Water on the
present ounía. This will cause the Water
ounía to form frozen shards. Any nearby traces of
Water ounía from the
air will also become part of the frozen
structure, naturally forming links. It is recommend though that only a small
amount of foreign ounía be applied, as too much will dilute the original ounía
and cause it to be more difficult for the body to pull the structures into
itself.
Once the shards have been sufficiently formed, the caster simply releases
concentration. The ounía will naturally be inclined to return to their former
positions due to the still present links to the target’s
cár’áll, and thus the shards will move back towards the body, impaling it.
This impalement happens slowly on its own, resulting in a torturous effect. The
mage may need to manually keep the shards frozen as this occurs, otherwise
melting may happen before the effect has finished.
If the mage desires instant fatality, he must use Sphere II to augment the speed
of the shards, using his will to move them towards the body faster.

Magical Formula.
Not defined yet.

Focus/Target. The
target of this spell may be any object or person, though the spell is
specifically designed for use against persons.

Reagents. Due to this
spell’s reliance on the target’s own
cár’áll for the entirety of the spell, reagents aren’t typically needed.
However, typical objects high in Water
ounía such as ice, aquamarine stones, sea plants, and so on, may help the caster
concentrate and could be used as a source for enhancing the size of the frozen
shards.

Spell Class.
Sphere II, Tides (Physical Representation of the Water School).

Range. Treacherous
Embrace requires a direct physical link to the target at lower levels. Touching
the target is the easiest and most common method of contact. Once the
Water ounía have been extracted from the
body, however, further physical contact is no longer required.
Sufficiently skilled magi can use this spell from a slightly greater distance,
without requiring physical contact at all, but no further than a few
peds.

Casting Time.
Treacherous Embrace requires roughly half a minute of casting time at lower
levels, though can become as low as several
blinks depending on the
skill of the mage involved.

Duration. The
duration can be upwards of 10 minutes if the mage allows the shards to move into
the target at their own speed, though the target may be killed in as little as
half that time. Should he augment the speed of the shards himself, the duration
can be over in only a few
blinks.

Counter Measures/Enhancing Measures.
The spell’s range is its biggest hindrance as it is purely a combat-oriented
spell. Thus maintaining distance from the caster is paramount. If that is not
possible, one must try to break the caster’s concentration before he freezes the
shards.
High-level Water, Earth, and Xeuá magi might be capable of increasing the
strength of the links binding the ounía and keeping them inside the body. At
this point it would become a test of will between the caster and the target.
To enhance the spell, the caster may utilize foreign ounía from the
air or nearby reagents to increase the size
of the shards (though it will slow their path back towards the body). If he
wants the spell to be instantaneously fatal, he may use Sphere II to increase
the speed at which the shards puncture the body, though will have difficulties
with this depending on how large he has made the individual shards.

10th
Dead Tree 1667 a.S. |
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