of the most gruesome and sickening incantations within the element, Guise of
Bones fashions a serviceable ensemble of armour from the remains of animals - it
should be noted though that such bone structures are required to encompass the
caster's body and therefore must be of significant size. Through the permanent
fluctuation of the Earth enclosed within
the targeted bone, a mage is able to bring forth protection with a unique
combination of durability and elasticity that exceeds the capabilities of most
metals. Auspiciously, few are able to don armour of such twisted origin, which,
in turn, halts most manufacture. Further experimentation with this spell by
Earthen Necromancers is rumored to have
resulted in the hardening of body parts similar to the effects of the spell
Notwithstanding its resemblance to Sphere I spells, the permanence required for
the success of Guise of Bones can solely derive from the implementation of
Sphere III methods of extraction, alteration and reimplementation of a group of
ounia. As such, most magi capable of using the technique find the incantation to
be unnaturally simple, regardless of the duality required by its casting.
As bones consist chiefly of Earth ounía,
they can be effortlessly manipulated by magi of the element, which, in turn,
reduces the intricacy of the spell drastically. Unfortunately the requirement to
express concurrently strength (increase of an
earthen property) and elasticity (decrease of another) requires
micromanagement within the constituent.
As Guise of Bones is of the plainest Sphere III spells, its procedure is
relatively undemanding. Once the mage has reached the necessary state of
concentration to cast, he merely must increase the property of strength while
simultaneously decreasing that of rigidity. While theoretically, accomplishing
such a feat is possible by simply sensing the bones, most magi will require
physical contact with the object.
Upon establishing physical contact with his target, the mage then advances in
the increase and decrease of the respective properties. The achievement of the
ensuing creation is dependent upon the mage’s skill with the spell enchantment.
Still to be defined.
optimal results, it is best that bones mirroring the live counterparts they are
to shield are used. It is also strongly suggested that flesh of the deceased be
removed from the bone to prevent unbearable odour.
Reagents. While none
are obligatory, magi scarcely of the seventh level have discovered it to be
nearly effortless if an article contains high concentrations of
Earth ounía (preferably another bone of
the target) to aid in focusing their energies.
Elemental Magic, Earth School, Physical Representation of Sphere III.
Range. Customarily, the
range of Guise of Bones amplifies considerably as a mage’s acquaintance with the
spell rises. While level seven magi require direct contact with the object,
higher level casters may only have to sense the bone.
Echoing the range, the casting time of the spell radically lessens with a
caster’s expertise. Level seven magi are obliged to suffer through multiple
casting sessions for a bone structure as large as a rib cage, while an archmage
might complete the spell in a few
Duration. As with
most Sphere III spells, the effects of Guise of Bones are permanent, regardless
Counter Measures/Enhancing Measures.
Enhancement is often deemed beneficiary to the outcome of the spell and is often
accomplished by multiple casting sessions or casters to increase the prominence
of the properties of flexibility and strength.
Due to the potency of the enchantment, magic is the
only way the effects can be reversed. Spells increasing fragility or used for
shattering objects are the most assured methods of destroying an enchanted bone.