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XEUÁ
SPELLS:
MAGICAL
CHAIN
(LEVEL
II) |
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.
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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.
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Magical Formula. Yó Phóil Av (Styrásh: Yó Phóil Av), literally translated "two
making one".
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Target. Target varies with level.
Level 2 (Magical Connection): Two areas roughly one fore in circumference. Connection goes approximately a nailsbreadth deep, and will be broken with any serious effort.
Level 4 (Magical Fusion): Up to three areas roughly one fore in circumference. Connection goes approximately 5 nailsbreadths deep, cannot be broken without magical aid.
Level 7 (Greater Magical Fusion): Up to three areas up to a ped in circumference. Connection goes up to a fore deep, and is unbreakable by any but a practiced Ecuá mage or the original caster.
Level
10 (Oneness):
Up to four areas up to two peds in circumference, only the caster or an
Archmage of Ecuá can break the complete synthesis of the connected. (It
ain't called Oneness for nothing.)
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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.
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Magical School. Xeuá Magic.
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Spell Class. Construction Magic.
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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.
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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.
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Duration. Duration varies with level as
follows:
Level 2 (Magical Connection): Up to a day.
Level 4 (Magical Fusion): Up to a month.
Level 7 (Greater Magical Fusion): Up to a year.
The duration naturally
depends as well on the amount of power expended.
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Counter Measures/Enhancing Measures.
None specified.
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Information provided by
Xarl
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