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WIND SPELLS:
FIST OF
THUNDER (LEVEL
VI) |
Spell Effect. This
spell in its highest form is able to create a field of high pressured air
unleashed on its victim. The caster creates a bolt of high pressured air in
front of him which he can release at any time and which then creates a shockwave
- accompanied by a noise similar to thunder, hence the name - directed towards a
given target. Depending on the time, the skill and the power the caster invests
into this spell the effect can range from a pleasing wind to a bone-breaking
shockwave even able to kill people.
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Casting Procedure.
The caster focuses the own
cár'áll at a certain point in the air,
usually between the hands or at the tip of
a wand to have a point of reference and
captures as much wind in this place as is possible
to hold with concentration.
When the caster thinks the pressure is great enough the caster will release the
focussed energy to produce a shockwave. The tricky part comes to direct the
shockwave that it doesn't hit the caster himself. Many apprentices have learned
this lesson the hard way when they finally created a strong bolt of air and
didn't know how to release it without hurting themselves.
The moment the caster wants to unleash these powers is thus the most dangerous
for himself. When he/she looses his/her concentration at that point he/she
usually is seen flying through the room or even worse...
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Magical Formula.
The magical formulas used to cast this spells somehow vary, depending on the
purpose you want to use the spell. One very popular
formula is "Avásh Inaiá!"
(Styrásh
"Avásh
Inaiá",
"Wind, stop!")
when it is directed against something or someone to stun or manipulate it. Other
variations exist. One meant to create the most powerful effects of this spells
is translated: "High winds follow my lead!"
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Target.
The target of this spell is primarily a certain area where the caster draws all
air to and a certain region he/she wants to affect by the
shockwave. Anything that is between the start point and the vague target area is
also hit by the resulting shockwave which is kind of risky as only very skilled
mages are able to produce a very focussed shockwave and
thus do not endanger other people nearby.
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Reagents.
Reagents are not so important than points of references for the preparation of
the spell. Usually crystals are used for this purpose. The
elves are most talented with this spell and
often don't need any reagents at all to come to the same results as
human mages.
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Magical School. Elemental Magic, Wind School.
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Spell Category.
Mentalism.
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Range.
The range of the spell is difficult to tell as it is dependent
on the strength the resulting shockwave has. Also it heavily depends on what you
want to accomplish with the spell. The following lists shows the average mage
with about 10 seconds casting time at which he/she still
can harm people or destroy items like pottery or glass.
At lower levels the caster might already achieve some effects on his
surroundings but they're hardly controlled and often not very strong either.
Level 6-7: approx. 6 peds Shockrange, breaking bones or even killing people is limited to less than half of this range.
Level 8-9: approx. 12 peds
Level 10-11: approx. 24 peds
Level 12: approx. 48 peds (up to approx. 120 peds with great danger for the caster to survive this spell himself/herself as much of the air around him/her would be consumed for the spell)
Also with rising skill the mage becomes more and more capable of focussing the
shockwave itself. While a level 3 mage might still create an omnidirectional
shockwave a level 6 or 7 mage is already able to focus the wave to an area of
about 20 degrees. This also explains why with increasing talent the range of the
spell increases as well, so that level
9 mages are able to create a shockwave that hit
targets like a fistsized bolt. This also carries the shockwave farer.
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Casting Time.
The casting time determines the outcome of this spell. The minimum
duration is about two seconds though you wouldn't create
more than a light wind blow with it. The normal spell which is capable of
stunning attackers ("Ávásh Inaiá") takes about 6 seconds
to be created with satisfying results. For deadly or powerful results or to hit
a whole group of attackers with great force the mage may
even need 20 seconds or more to prepare the spell.
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Duration.
The spell is broken at the moment the mage releases the shockwave. Until then
the "spell" takes effect as long as the shockwave exists.
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Counter Measures/Enhancing Measures. The most efficient way for non-mages is to seek
cover from the shockwave as it is not able to penetrate stone or earth that
well. Other mages counter these spells with - hopefully
- more powerful "Fists of Thunder", by draining the shockwave with a
cloud of water drops, creating a firestorm with equal power or by errecting
rocks for cover.
There are even many more counter measures
though for most the timing must be perfect otherwise you get
hit before you can counter the spell.
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Information provided by
Koldar Mondrakken
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