Magical Chain is a spell which comes in four different varities, based on the spell level. A level 2 magical chain spell is also refered to as "Magical Connection", level 4 as "Magical Fusion", level 7 as "Greater Magical Fusion" and finally level 10 and higher as "Magical Oneness".

Spell Effect. This spell causes two things to bond through the power of the Xeuá. Depending on the level of the spell learnt, more dramatic fusions and greater areas can be affected. An example would be a Xeuá Initiate taking a leaky section of a ship's hull and welding it together magically, or an Archmage fusing together a boulder and a man, forming an instant sculpture. Return to the top

Casting Procedure. The mage must make contact with both the areas to be fused. Then the mage should speak the magical formula while throwing the resin between the areas to be fused. If the two would naturally meet in the air, the glob of resin will levitate in midair for the brief time it takes for the two to come together and merge. Return to the top

Magical Formula. Yó Phóil Av (Styrásh: Yó Phóil Av), literally translated "two making one". Return to the top

Target. Target varies with level.

Reagents. The only reagent is a small amount of adlemir resin, to be placed at the spot where the areas are to be merged. The two areas will merge at this location (i.e. the resin is approximately between the two areas). The spell works better if all targets have resin on them as well, but in a battle situation this is not very likely (note: certain gnomish compounds are known to make the spell far more powerful).

Horse sinew has also been found to be an effective reagent in this spell, and some progressive young mages have been reporting good, if inconsistent results with a compound of sharkskin and plant gums. The exact proportions apparently have not been determined, but Greenathir of the Wind Tower says he will be refining the measurements as soon as he gets out of the infirmary. Return to the top

Magical School. Xeuá Magic. Return to the top

Spell Class. Construction Magic. Return to the top

Range. Contact of caster, no less than a second old. Contact with actual skin is unnessecary, so mages who have grown fond of this technique often carry collapsible rods with them to give them more range. Return to the top

Casting Time. After the formula is recited, a powerful force will pull the areas together, stretching them up to a fore to do so. Once this is done, in the space of a tenth of a second, they will be merged. In experiments, it was revealed that if the areas are not pulled into the resin within five seconds, the areas will tear loose and merge at the appointed spot; this has occasionally caused great deals of pain to Initiates trying to give themselves some form of stony hide. Return to the top

Duration. Duration varies with level as follows:

The duration naturally depends as well on the amount of power expended. Return to the top

Counter Measures/Enhancing Measures. None specified. Return to the top

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