spell, even a relative novice could drive its subject into a temporary state of
mental unrest. The exact effects of Delirium vary based on the time put into the
spell and the strength of the subject but usually cause the subject to act
irrationally and unstably in addition to causing them to be shaky-footed and
Spell Effect. By decreasing the influence of Earth ounia on the mind of the target, specifically the property of stability, the thoughts of the target are rendered unstable for a period of time, depending on the exact amount of effort put into the spell by the caster. Most commonly, the subject of Delirium will begin to sway as they find their sense of balance to be uncertain, though this is not the intended effect.
Picture description. Consequences of a confused mind - a fighter slaughters his combatants. Image drawn by Reegen.
As the influence of Earth decreases more
and more, the target may act hostile towards friends, or otherwise act
irrationally standing on their head on a whim.
Further repressing the influence of the Earth element leads to the subject often simply keeling over as their sense of balance deserts them entirely and a general madness of the ravening, raving variety.
Other magi are not often the target of this spell, but few have reported that Delirium does not seem to work as efficiently on some mages as on others. Attempting to drive a determined individual into Delirium is incredibly difficult for a practiced caster, and near impossible for an unskilled caster.
Casting Procedure. The caster must have a clear view of the head of the target. They begin to focus upon the head of the target in order to cast the spell. At this point the caster should start working the wet clay as a reagent if they intend to use it. Using Sphere I, the caster begins to decrease the influence of the "Stability" spiritual property in order to achieve the desired effect. At this point, the caster may end the spell once the desired effect has been achieved. The longer the caster spends concentrating on decreasing the influence of Earth, the greater the instability the target will experience. Provided the spell was successful, the target should gradually begin to lose their balance, both physically and mentally.
Magical Formula. Not defined yet.
Focus/Target. Any creature with a mind can be affected by Delerium in theory. Whether or not the effects can be observed is another matter. The spell begins to manifest itself obviously in creatures of roughly the intelligence of a normal rat. In general, the more intelligent the creature, the greater chance there is of the spell requiring more effort as a result of a greater force of will. This spell does not work at all on the mad, since they have surpassed it's limits, other than perhaps to induce the same sense of dizziness and loss of balance.
Reagents. A lump of wet clay is often used to improve the effects of the spell. If the clay is crushed and molded as a focus for the spell it may "improve" the effects of the spell slightly, whether causing them to progress into a further state of instability more quickly or for the effects of this state to last slightly longer.
Spell Class. Sphere I, Obstinancy (Spiritual Representation of the Earth School).
Range. Delirium requires a direct line of sight to the head of the target, at a distance which the features can be distinguished by the naked eye, perhaps no more than 15 peds, though this depends on the eyesight of the individual caster. At Level 3, a caster may require that they are within arm's reach of the target, while a more experience mage may be able to cast from 20 peds away if they have a good pair of eyes. Increased proximity to the target usually decreases the amount of time it takes for the spell to take effect.
Casting Time. It takes at least a minute of uninterrupted focus to begin to produce any visible effect in the target for a caster of any level of skill. For a novice, two minutes of uninterrupted concentration, three if the caster is distracted, will leave the target in a state of delirium, while a Level 5 caster may produce the same results in half the time.
Duration. As this is an earth spell, the effects of Delirium do not readily dismiss themselves as spells of other elements may. Under the best of circumstances, the initial effects of the madness begin to wear off. It may take a full day for the full effects, including the subject's dizziness, to wear off if the caster has not taken undue haste with their work.
Counter Measures/Enhancing Measures. A properly applied "Iron Will" spell or a spell like it, may make it more difficult to achieve the desired effect within the target, while "Demoralize" and related spells may make pushing the target into the full state of delirium more easy.
Dwarves, orcs and hobbits are more difficult to fully affect with Delirium than others, for various reasons. Dwarves, for their legendary stubbornness, orcs as a result of their quicksilver shifts of mood and hobbits may simply be to "down-to-earth" for the spell to work properly.