Although many spells in a wind mage's arsenal are used to evade an opponent without violence, there are those who desire an incantation that can kill, and Precarious Plummet certainly fills that role. Although it begins as a basic levitation spell cast upon a human being, a series of rapid manipulations occur afterwards, giving the spell a renown in being humiliating and potent. It can be highly valued amongst necromancers of the same element, as the procedure lets the victim linger on the fragile border between life and death, building fear and rage within its soul. Thus, the spirits will be eager to slaughter once given the ability to comprehend, due to the confliciting emotions of animosity and confusion the caster had induced within them. Overall, the conjuration is intended to both slaughter the opponent, without severe mangling of the body, and to elicit a certain unease within the victim, and allowing the emotions to flourish for several moments before the victim's death.

Spell Effect. Precarious Plummet applies the techniques of Sphere II, with cruel, intricate details and the manipulation of several selected properties to achieve both the target's humiliation and death. The mage will begin by focusing their will upon the air about an opponent, whom they desire to kill, and gather the Wind ouniá about the target, thus making zephyrs around the person's body that cause them to begin to float off the ground. Often times, the mage will wish to evoke fright in their victim, and therefore slowly increase the strength of the gusts, so that the feeling of weightlessness grows upon them, without them being certain of its source, or whether it may be a figure of their imagination.

Using sheer exertions of their will, via Sphere II channeling of the ouniá in an upwards direction, the winds carry the target upwards. After reaching a certain point, the caster hurriedly increases the property until it culminates, and the target is sent flying exceedingly fast by a platform of winds into the air. When the victim reaches a desired zenith, often about fifteen peds above the ground, the property will be settled to a level that sustains the target's loft, without moving them either up or down.

The victim may be left floating at the height for a fair amount of time, though rarely exceeding a minute, as the caster allows them to realize exactly what is happening, so that the terror that the caster desires to inflict on the victim can blossom and flourish. After this short time, the caster may move the Wind ouniá from their central position within the cár'áll to the tip of a limb, thus making them suspended from whatever appendage contains the ouniá. From an outsider's point of view, this spectacle would look much like a puppeteer manipulating the helpless victim, whose limbs would be swaping the tug of the gusts frequently, creating a slightly comical scene.

When the mage deems themselves finished humiliating the target, they channel the ouniá back to their central position, leaving the body hovering in its position high in the sky. During this time, the mage is allowing embarassment, hatred, and apprehension to coalesce and reach their pinnacle, leaving the victim's mind in a state of limbo. Since the alterations made by a Sphere II incantation will persist for a while, the mage can draw his or her will from the focus on the ouniá's central position, and work on other manipulations, though they must be completed before the ouniá can slip back to their original positions within the cár'áll. Simply decreasing the influcence of the target's comprehension properties will further confuse the wayward soul.

Having created a conflict of emotions, the caster is now ready to finish the incantation with the last desired effect. Suddenly, the mage will completely release their control over the ouniá's position, sending them back to their original, unbalanced positions within the target's cár'áll. At this point, the victim will no longer have the properties needed to remain aloft, and promptly plummet to the ground that waits below. Although a few bones are often snapped or shattered, for the most part the body remains intact, making it the perfect vessel for a necromancer. In addition, the spirit was filled with many emotions that give it a great propensity for lingering in Caelereth, thus gifting the caster with all the ingredients necessary for reviving the dead. Return to the top

Casting Procedure. The caster begins the spell by simply focusing their will upon the target, and making the above mentioned alterations to the victim's cár'áll in order to achieve the effects desired, and then maintaining their concentration throughout the various steps of the incantation. The mage continues to watch their target as they rise, due to it being essential to maintain some form of visual contact with the target, especially with the distance between the caster and the target. In addition, it is not unheard of for the caster to call up insults and jeers while manipulating the target, as it only further heightens their conflicting emotions. Return to the top

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

Focus/Target. The focus of the caster in this incantation would be the cár'áll of the victim and that of the air about them. The mage will often seek a skittish victim, or one known to have an unusual fear of heights, as the fear the spell induces is essential to make the spirit likely to linger in Caelereth. Throughout the spell, the targets within this focus area vary from the victim as a whole and to the tips of various appendages they possess. Return to the top

Reagents. During the beginnings of the spell, an eagle feather held in the mage's hand will help the caster focus on levitating the target, due to the feathered being's affinity with Wind. Return to the top

Spell Class. Wind School, Sphere II (Sphere of Movement), Physical Representation: Motion Return to the top

Range. The range of the spell is determined simply by the practice of the caster, although raising the victim over twenty peds above the ground is not usually heard of, mostly because of concerns of practicality. Return to the top

Casting Time./Duration. The amount of time it takes to cast the spell is merely caster's preference, but generally the mage will increase the property very slowly, in order to further confuse the caster about the source of their feeling of weightlessness. Once the target has been accelerated into the air, the puppetry and brewing of emotions rarely lasts more than two to three minutes, making the entire incantation roughly five to eight minutes as a grand total. Of course, it all depends on how many embellishments the caster adds to further culminate the plight of the victim. Return to the top

Counter Measures/Enhancing Measures. Once the spell has begun it can become very difficult to counter, without indirectly achieving what the caster desired. Before the target rises high enough that a fall would kill them, an earth mage, whose skill is at a higher level than the caster's, can simply increase the property of heaviness, thus making them plummet to the ground. However, if the victim has already ascended to the desired height, another wind mage can be the last hope to return the victim to the ground safely. They simply have to use their greater force of will to overpower the caster's control of the winds that control the victim, and channel the ouniá in a downward direction, taking great care to make the movements slow and steady. A fire mage would have a hard time countering the physical parts of the spell, but the psychological side effects could simply have their properties decreased.

Another wind mage could certainly accentuate the spell, by making the puppetry of the body able to move in more than one direction, therefore making the movements a bit more refined. Although a fire mage could just as easily counter the spell, they could certainly increase the properties of strong fear and anger, making the spirit better equipped for necromancy. In addition, after the caster had finished with the victim's dance in the air, an earth mage could increase the property of heaviness and make the victim's plummet much faster. Return to the top

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