Spell Effect. The
Refresh spell, by no means, actually “removes weariness” or “gives energy,”
though it, initially, seems to do just that. After the spell is cast, the target
will feel a desire for movement, capable of activity and motion. However, the
spell does not add energy or subtract weariness, so the amount of energy does
not change when the spell is cast. When the spell finally fades, the target is
thus extremely weary.
The spell is accomplished by moving around the wind element in the target’s cár’áll to make is concentrated, thus causing it to become the primary focus. In most cases, the focus before would have been earth, but if the fragments of wind elements that are separated can be united, a new focus can be formed. This focus, being one of wind, causes the ability and desire for movement.
The spell is often very dangerous, as it most anything than betrays the target. After the spell fades, enormous fatigue ensues. Such fatigue can be quite fatal. There have been a few accounts where a target actually died after the effects of the spell subsided.
Casting Procedure. The casting procedure usually takes at least a few minutes, because often the spell is cast when a person is already quite weary and the wind elements in their cár’áll are scattered. The first step is to locate the focus in the cár’áll. It will most often be a large amount of earth clumped together in the cár’áll. Then, the caster should find the bits of wind elements in the cár’áll.
When this is done, one may move the bits of wind elements through the cár’áll, often with a path that breaks through the initial focus. But splitting the initial focus, you avoid the risk of not being able to find enough wind element in the cár’áll to exceed it. If the amount of wind you gather does not exceed the initial focus, then the focus will not change.
When you accumulate enough wind cár’áll to sway the focus, then the spell is done.
Magical Formula. Mehán cár'reóll cár'ámn (Styrásh: "change focus energy"), temporary proposal only.
Target. Anything living, including the caster. However, it has been found that magicians typically have a very difficult time casting the spell on themselves. It has been known to have been accomplished, though by no one under the spell level of 9.
Reagents. Usually soft things that can be manipulated, such as clay, are helpful to students who are just beginning to learn the spells. However, once the spell is learned, most magicians won’t need reagents to help them.
Magical School. Elemental Magic, Wind School.
Spell Class. Movement.
Range. Spell range can be described as follows:
Level 6 - 2 fores
Level 7 - 1 ped
Level 8 - 1 ½ peds
Level 9 - 2 peds
Level 10 - 3 peds
Casting Time. Casting time can be summarized as follows:
Level 6 - 10 minutes
Level 7 - 8 minutes
Level 8 - 6 minutes
Level 9 - 4 minutes
Level 10 - 2 minutes
Duration. Average duration of the Refresh spell:
Level 6 - 6 minutes
Level 7 - 8 minutes
Level 8 - 10 minutes
Level 9 - 15 minutes
Level 10 - 20 minutes
Counter Measures/Enhancing Measures.
One will almost always have more control over his or her own
cár’áll than will another person.
This being so, one of the easiest ways for people (not just magicians) to avoid
the spell is to concentrate on their own
cár’áll and keeping the make-up of the
cár’áll just as it is. This can at
times be very difficult to do, especially when one is weary, but is indeed
possible. However, if someone is very advanced at the spell or of a much higher
level than their own, it can be very difficult to counter the spell. However,
even then, sometimes moving behind something can confuse a caster as to which
cár’áll he or she is manipulating.
There are no enhancing measures to this spell.
Information provided by Rayne Avalotus