many spells in a wind mage's arsenal are used to
evade an opponent without violence, there are those who desire an incantation
that can kill, and Precarious Plummet certainly fills that role. Although it
begins as a basic levitation spell cast upon a
human being, a series of rapid manipulations occur afterwards, giving the
spell a renown in being humiliating and potent. It can be highly valued amongst
necromancers of the same element, as the procedure lets the victim linger on the
fragile border between life and death, building fear and rage within its soul.
Thus, the spirits will be eager to slaughter once given the ability to
comprehend, due to the confliciting emotions of animosity and confusion the
caster had induced within them. Overall, the conjuration is intended to both
slaughter the opponent, without severe mangling of the body, and to elicit a
certain unease within the victim, and allowing the emotions to flourish for
several moments before the victim's death.
Precarious Plummet applies the techniques of Sphere II, with cruel, intricate
details and the manipulation of several selected properties to achieve both the
target's humiliation and death. The mage will begin by focusing their will upon
the air about an opponent, whom they desire
to kill, and gather the Wind ouniá about
the target, thus making zephyrs around the person's body that cause them to
begin to float off the ground. Often times, the mage will wish to evoke fright
in their victim, and therefore slowly increase the strength of the gusts, so
that the feeling of weightlessness grows upon them, without them being certain
of its source, or whether it may be a figure of their imagination.
Using sheer exertions of their will, via Sphere II channeling of the ouniá in an
upwards direction, the winds carry the
target upwards. After reaching a certain point, the caster hurriedly increases
the property until it culminates, and the target is sent flying exceedingly fast
by a platform of winds into the
air. When the victim reaches a desired
zenith, often about fifteen
peds above the ground, the property will be settled to a level that sustains
the target's loft, without moving them either up or down.
The victim may be left floating at the height for a fair amount of time, though
rarely exceeding a minute, as the caster allows them to realize exactly what is
happening, so that the terror that the caster desires to inflict on the victim
can blossom and flourish. After this short time, the caster may move the
Wind ouniá from their central position
within the cár'áll to the tip of a limb, thus
making them suspended from whatever appendage contains the ouniá. From an
outsider's point of view, this spectacle would look much like a puppeteer
manipulating the helpless victim, whose limbs would be swaping the tug of the
gusts frequently, creating a slightly comical scene.
When the mage deems themselves finished humiliating the target, they channel the
ouniá back to their central position, leaving the body hovering in its position
high in the sky. During this time, the mage is allowing embarassment, hatred,
and apprehension to coalesce and reach their pinnacle, leaving the victim's mind
in a state of limbo. Since the alterations made by a Sphere II incantation will
persist for a while, the mage can draw his or her will from the focus on the
ouniá's central position, and work on other manipulations, though they must be
completed before the ouniá can slip back to their original positions within the
cár'áll. Simply decreasing the influcence of the
target's comprehension properties will further confuse the wayward soul.
Having created a conflict of emotions, the caster is now ready to finish the
incantation with the last desired effect. Suddenly, the mage will completely
release their control over the ouniá's position, sending them back to their
original, unbalanced positions within the target's
cár'áll. At this point, the victim will no longer have the properties needed
to remain aloft, and promptly plummet to the ground that waits below. Although a
few bones are often snapped or shattered, for the most part the body remains
intact, making it the perfect vessel for a necromancer. In addition, the spirit
was filled with many emotions that give it a great propensity for lingering in
Caelereth, thus gifting the caster with
all the ingredients necessary for reviving the dead.
The caster begins the spell by simply focusing their will upon the target, and
making the above mentioned alterations to the victim's
cár'áll in order to achieve the effects desired, and then maintaining their
concentration throughout the various steps of the incantation. The mage
continues to watch their target as they rise, due to it being essential to
maintain some form of visual contact with the target, especially with the
distance between the caster and the target. In addition, it is not unheard of
for the caster to call up insults and jeers while manipulating the target, as it
only further heightens their conflicting emotions.
Yet to be defined.
Focus/Target. The focus
of the caster in this incantation would be the cár'áll
of the victim and that of the air about them. The mage will often seek a
skittish victim, or one known to have an unusual fear of heights, as the fear
the spell induces is essential to make the spirit likely to linger in
Caelereth. Throughout the spell, the
targets within this focus area vary from the victim as a whole and to the tips
of various appendages they possess.
Reagents. During the
beginnings of the spell, an eagle feather held in the mage's hand will help the
caster focus on levitating the target, due to the feathered being's affinity
Wind School, Sphere II (Sphere of Movement),
Physical Representation: Motion
Range. The range of the
spell is determined simply by the practice of the caster, although raising the
victim over twenty peds
above the ground is not usually heard of, mostly because of concerns of
The amount of time it takes to cast the spell is merely caster's preference, but
generally the mage will increase the property very slowly, in order to further
confuse the caster about the source of their feeling of weightlessness. Once the
target has been accelerated into the air,
the puppetry and brewing of emotions rarely lasts more than two to three
minutes, making the entire incantation roughly five to eight minutes as a grand
total. Of course, it all depends on how many embellishments the caster adds to
further culminate the plight of the victim.
Counter Measures/Enhancing Measures.
Once the spell has begun it can become very difficult to counter, without
indirectly achieving what the caster desired. Before the target rises high
enough that a fall would kill them, an earth mage,
whose skill is at a higher level than the caster's, can simply increase the
property of heaviness, thus making them plummet to the ground. However, if the
victim has already ascended to the desired height, another
wind mage can be the last hope to return the
victim to the ground safely. They simply have to use their greater force of will
to overpower the caster's control of the winds
that control the victim, and channel the ouniá in a downward direction, taking
great care to make the movements slow and steady. A
fire mage would have a hard time countering the physical parts of the spell,
but the psychological side effects could simply have their properties decreased.
Another wind mage could certainly accentuate the
spell, by making the puppetry of the body able to move in more than one
direction, therefore making the movements a bit more refined. Although a
fire mage could just as easily counter the
spell, they could certainly increase the properties of strong fear and anger,
making the spirit better equipped for necromancy. In addition, after the caster
had finished with the victim's dance in the air,
an earth mage could increase the property of
heaviness and make the victim's plummet much faster.
Dreameress 1668 a.S.
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