Also known as "Glowing Hands", "Burning Hands", "Molten Hands" or "Infernal Hands", the Ximaxian spell Searing serves as an example of younger magi’s first steps into the more complex aspects of the Physical Representations of Sphere I, Pyrification. By increasing the influence of fire in the cár’áll immediately surrounding his or her hand while simultaneously decreasing the element's influence in his or her skin, the caster can make his or her touch as hot as a furnace while sustaining no damage himself or herself.

Spell Effect. The difficulty in casting Searing lies within its fusion of two distinctly different effects. While it quite simple for a mage to increase or decrease the influence of an element with a targeted car’all, this spell requires not only that the caster concurrently create opposite effects, but that he or she also do so in very close proximity.

In order to be fully comprehended, the spell requires that the student have a more in depth familiarity with the concept of the car’all than a novice recently inducted into the Academy. As in explained in the introductory courses at Ximax, the cár’áll is a never-ending, fluid web of ounia and Xeuá links with no definite gaps or spaces. A pupil studying Searing, however, must begin to deduce exactly where in the car’all one physical object ends and another beings without being able to sense such a gap in the magical aura with his or her mind. Being unable to accomplish this will cause the spell to go awry, scorching the caster’s flesh or heating a random path of air some distance away from the mage.
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Casting Procedure. To successfully cast this spell, a mage must have a firm understanding of the Spellclass Pyrification. Manipulating the cár’áll through the use of Sphere I, the mage must focus on increasing fire’s influence over the target, in particular the element’s property of heat.

Much like Water, Fire’s chaotic nature causes it to seek to spread increasingly outward, attempting to bring neighboring Fire ounia into an active state as well. Should such expansion be allowed to run its natural course, however, great harm will befall the caster of the spell as the activated Fire ounia in his hand causes his skin to boil. As such, any mage looking to cast Searing must focus intently on containing his element’s desire for expansion, keeping the Fire not meant to be targeted by the spell in the passive state. Return to the top

Magical Formula. Still to be defined. Return to the top

Target. The target of this spell is the car’all of the caster’s hands as well as any object immediately surrounding them. Return to the top

Reagents. Though none are needed, younger magi often find that powdered sulfur or volcanic stone assist in their casting of the spell. Return to the top

Spell Class. Physical Representation of Sphere I (Incandescence): Pyrification. Return to the top

Range. Doesn't apply. Return to the top

Casting Time. Magi first practicing with the spell often require around fifteen to twenty blinks to successfully complete their casting, while the most experienced can complete it nearly instantaneously. Return to the top

Duration. Though the intense heat evoked by the spell will begin to fade rapidly when the mage’s concentration is released, any physical damage caused is quite permanent. Return to the top

Counter Measures/Enhancing Measures. The spell is markedly easier when broken into two parts and cast by separate magi. Doing this, however, prevents the students practicing with the spell from learning the lesson it is supposed to teach.

Decreasing the influence of Fire or increasing the influence of Water are the two most common ways of countering this spell. In addition, when cast incorrectly, the pain the caster feels in his or her hand causes the spell to end abruptly in a catastrophic fizzle. Return to the top

 Date of last edit 18th Fallen Leaf 1670 a.S.

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