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[World Lore] - Voidal Reagents


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VOIDAL REAGENTS

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The Void is a realm of infinite possibility, it’s nature entirely at odds with that of the Descendant’s Realm. As such, when these two forces interact, things that are natural and orderly in the Descendant Realm may undergo a sort of ‘corruption’. More often than not, this culminates in Reagents. Reagents are physical materials, often plants or other things that are generally natural, corrupted in some fashion by the void. 

 

Reagents are generally temporary and minor effects, for the sake of RP variety and aesthetic. Combat advantages from Reagents are nonexistent, or otherwise incredibly minimal. Reagents are split into two categories; Common, and Rare. Common Reagents can be self gathered and self RP’d being gathered from their particular locations. Rare Reagents can only be acquired through events, eventlines, or other interactions where it makes sense to acquire them. Reagents can be relevant to all of Void magic, certain archetypes (‘evocation’), or certain magics (‘sensory illusion’). 

 

 

THE REAGENTS

 


 

General - Common - Sparkers [Mana-charged lightning near Heaths, The Shifting Dunes Heath]

An uncommon find, sparkers are the split twigs of tree limbs struck by mana-charged lightning usually unleashed in storms over heaths. The stick is singed and cracked with fierce blue-white veins peeking out from the bark’s wounds. Should a sparker’s pointed end poke a Void mage’s skin it will deliver a minor electric shock and rile their manapool, enabling them to cast a little more recklessly with a touch of added power. Sparkers are the favorite crutch of aspiring mages whose manapools are diminutive and their lessons leave them utterly spent.

Spoiler

- If poked with, sparkers grant a mage a slightly increased manapool equating to an additional tier to use outside of combat (up to tier 5).

- One time use, the glow leaves the twig after use, cannot increase a mana pool beyond a mage’s Tier 5, doesn’t stack, lasts 1 narrative hour or about 30 IRL minutes until consumed by 1 spell casting. 

- Utilizing Sparkers requires the teacher of the student to give an OOC lesson on casting at the higher tier the user temporarily has access to, to ensure it is roleplayed properly.

 

General - Common - Revitalent [The Weeping Oasis Heath]

An uncommon light blue bulb with leaves that appear like white flames at its base. Inside the bulb is a bright pink flower which are not unlike that of a daffodil in appearance. The nectar from this flower has passive mana flowing through it, giving it life. Should one consume this when unconscious due to expended mana, they will find their mana pool briefly replenished, enough so to bring them back to consciousness. These bulbs are only found within the Weeping Oasis Heath.

Spoiler

- In order to use its properties, one must harvest the flower inside the bulb and extract its nectar from the flower. 

- After being revived, the mage will feel lightheaded, weak, and quite drained, the Revitalent only granting enough replenished mana to return the mage back to consciousness. 

- May only be used when the mage has fainted from casting T2 spells or lower. 

- Should a mage exert themselves to the point of death, Revitalent will be ineffective, as it only rejuvenates low tiered unconscious mages. 

- Cannot be used in combat.

- This does not replenish their mana pool near enough to return them to anything close to full strength, nor even cast further spells; as stated, it only returns them to consciousness.

 

Evocation - Rare - Casmacineral Trees [Universal]

A rare tree which can only be found in very specific locations, where the seasons are all in order. Where summer is hot and winter is frigid cold, where the autumn wind blows and where the earth teams with life during the spring. Depending on the month and season at the time, the tree will give off a passive boost to the corresponding evocation for that season within the near vicinity. In summer, fire is boosted; in autumn, wind gains a buff; in the winter, water evocation becomes stronger; and in spring, earth evocation is more powerful. The leaves will also change color depending on the month and which evocation it is boosting during that time. The tree also bears fruits constantly, though the effects of the fruits are determined by when they are harvested. Consuming one of these fruits will permanently increase an evocationist’s non-combative skill, but only for the evocation which corresponds to the fruit. 

Spoiler

- The Casmacineral Tree grants a passive boost to evocationists non-combat skill within the near vicinity of the tree (10 blocks). This boost is entirely dependant on the occuring season..

- During the month of Malin’s Welcome, earth evocation gains a slight boost; during the months of the First Seed to the Sun’s smile, fire evocation gains a slight boost; during the months of the Amber Cold, air evocation gains a slight boost; and during the months of the Deep Cold and Snow’s Maiden, water evocation gains a slight boost.

- The boost only applied to T1-T2 evocationists, which boosts their non-combat ability to T3 so long as they are within the vicinity of the tree. Tiers higher than T3 will not gain any passive boost from the tree.

- Should the Fruit be harvested and consumed, it will grant the consumer a permanent boost to their non-combat casting ability by one tier for the evocation corresponding to the months it was harvested in.

- A descendant can only consume one fruit per evocation, meaning that a mage cannot consume three fire evocation fruits in order to boost their fire evocation from T1 to T4. The fruit can not be used to surpass T5 either. 

- Consuming the fruit does not shorten learning time, but only boosts your non-combat skill by one tier permanently in a single evocation.

- The fruit and passive effects of the tree do not boost combative skills whatsoever, only evocative. 

- The tree cannot be relocated nor harvested for seeds. The only way a tree like this can be created is through some sort of Void phenomena to occur and affect a tree (i.e. an event).

- All Fruits require ST signage and can only be consumed once. When the fruit was harvested and what its effects are must also be obvious in the description/name. 

- Utilizing the Casmacineral Tree of the Casmacineral Fruit requires the teacher of the student to give an OOC lesson on casting at the higher tier the user temporarily has access to, to ensure it is roleplayed properly.

 

Fire - Common - Dandelight [Around Heaths + The Buried Kiln Heath]

A common find, dandelights are the delicate, slightly withered remains of dandelions that become Void-touched. They were first thought to be alchemical before the nature of their combustion was properly studied as these little brown and faintly orange dandelights when blown like a dandelion frill apart and have a penchant for catching fire. They rarely spark wildfires as their tufts require some nursing breaths to birth flame but are a survivalist’s best friend out in the wilderness. Their formation hints at a heath being nearby.

Spoiler

- If blown upon the fluffy orange head of the dandelight will float away like a dandelion’s and sizzle, if brought close to something flammable and successfully being gently aired to life, Dandelight can be used as a quick and easy fire starter.

- One time use, cannot be grown, aren’t strong enough even en masse to start fires any larger than their individual embers. Requires good kindling like very fine, dry straw or poor, dry fabric to ignite.

 

Water - Common - Drowning Bell [Bogs/Lakes + The Weeping Oasis Heath]

A small, lily-like flower that resides within the bottom of bogs and large bodies of water. These flowers are notorious for being an easy to carry water source for animals and travelers alike. Naturally growing in small patches on waterbed floors, if removed from the water the flower will slowly begin to wilt. In the center of the pedals is a small orb, filled with water. Known to make a small ringing noise, the orb will fall to either side, hitting the petals to create a soft note. This orb starts out no larger than a coin, though quickly begins to grow as the plant wilts outside of its home. As the orb grows with water, the pitch of the note slowly lowers. If it is not placed back into water before it fully wilts, the orb will grow extremely fragile, dispersing water downwards to cascade over the lily pedals should it be even slightly punctured.. If the flower is placed back into water before this however, the orb will deflate, and the pedals will begin to rejuvenate. 

Spoiler

- Flowers will make a soft, bell like ring naturally, even when underwater.

- The flower can give up to half a liter of fresh drinking water.

- Can only at maximum give half a liter of water, if a flower grows over that, the orb bursts as soon as it is taken out of water.

- Won’t pop on it’s own, but will grow more and more fragile over the course of three IRL days out of water. It can be popped at any time, however, if one wishes to drink earlier.

 

Earth - Common - Dust Bulb [Wastelands/Barren + The Weeping Oasis Heath + Suspended Caverns]

A strange, unearthly tuber that grows solely underground in barren land.  It sprouts no flowers, no leaves, or any hint of greenery—reaching its peak maturity in the dry, dusty soil from which it gains its name.  The strange flora spreads from its pollen seeping into cracks in rocky dirt. In a person’s hands, the strange root will crumble into tiny spores which have the consistency of dust.  Strikingly, when one throws the spores they cling to particles in the air and form rocky, sediment-like seeds. It is valued for the ingenuity of being able to gather its spores in pouches and pockets to be hurled at the eyes of would-be assailants and temporarily blind them.

Spoiler

- Unharvested, Dust Bulbs sit beneath dry patches of barren land in small bulbous clumps.

- One can throw Dust Bulb spores collected in pouches, which near-instantly takes the consistency of sandy sediment and pebbles.

- Only effective if broken down into its spores.

- The blinding effect is only as likely to blind someone as a pocketful of sand.

- This can be done in two emotes: one to grab the pouch and the other to hurl the spores

 

Arcanism - Common - Illabud [The Pensive Wood Heath]

A rather colorless bud found deep within Pensive Woods, growing where the sunlight pokes through the treetops. The bud itself appears various shades of dark and lighter gray. Should one with a voidal connection of some sort touch it, however, the bud will immediately obtain the colors of the mage’s aura, retaining them. Now, should the mage wish, the bud will unfold, releasing a small multitude of arcane wisps for the mage to control and morph into any art shape that they so wish. Once the Arcanist is done, they may send the wisps back into the bud for later use. 

Spoiler

- Once the bud is harvested, should a mage touch the bud it will become the color of their aura and release multiple wisps in which the mage may control in order to form any Arcane Art they wish within no more than a 1x1 block size radius.

- The level of art that the mage can perform with these wisps is equivalent to that of a T5 arcanist in terms of detail. 

- The mage can put the wisps back into the bud when they are done in for later use. The bud will become gray again until it is touched by the mage.

- Cannot be used in combat nor for any combat spell, only Arcane Art. 

- Only those with voidal connections can use the wisps from the bud. 

- The wisps must always be within a five block vicinity of the bud for them to be used. 

 

Conjuration - Common - Taint Gauze [Heaths, Shifting Dunes Heath]

This flat, smooth fungus can be found growing on rotting flesh around all Heaths, but particularly the Shifting Dunes. If touched by bare skin, it will attach to the skin and must be cut or scrubbed off, though by rather mundane means. When it is attached to wounded or dead skin, the fungus will begin to expand into a new covering of the lost flesh, binding to it and replacing it. Adventurers have found that it makes a great bandage if one doesn’t mind the dark skin it leaves after it flakes away.

Spoiler

- Grows naturally upon rotting or dead animal/descendant flesh found around Void Tear or Heath locations.

- When harvested and placed upon skin it binds to the top layers. Flakes off after 1 OOC day and leaves a permanent darkening or paling of skin, mildly akin to that of dead flesh.

- In order to be removed, it must be scrubbed off to the point where skin is rubbed raw, or cut from the body.

- No better than cloth bandages.

- Doesn’t provide any active healing.

- Doesn’t stop any bleeding better than just placing gauze on the wound.

- Always leaves a darkened scar unless the fungus covered skin is cut off or is rubbed raw.

 

Conjuration - Rare - Structalget

A rare, fine powder, structalget is a lazy conjurationist’s bliss. Often ivory or green but sometimes found in other shades, this substance is the distilled anatomical essense of a creature or plant which if ingested or snorted grants a conjurationist the complete biological and structural knowledge of the given lifeform. This informational powder is the product of legendary conjurers who specialized in specific forms and mastered their niche craft, usually acquired by chance from those who stole it or knew the maker. 

Spoiler

- If ingested or snorted structalget grants a conjurationist the full knowledge necessary to conjure a given plant or animal species.

- One time use, cannot be recreated or portioned out, and is the exact image of an average adult of the given species.

- Given out through events, preferably relevant to their story. Giver decides its type, i.e. red fox, great horned owl, northern paper wasp, honeysuckle vine, hawthorn tree.

 

Alteration - Common - Ukrathis’ Light [The Suspended Caverns Heath, The Buried Kiln Heath]

As quartz crystals are very common in the earth, they hold the ability to soak up some of the latent energy within areas of high voidal activity. Quartz crystals that go through this process may gain unique properties that allow them soak up light, only to store it and expel it as a passive glow later on. These are generally only found in the Suspended Caverns Heath.

Spoiler

- A voidal mage connects to the void and focuses on the quartz as if casting a spell, which will cause the quartz to be illuminating, casting light off its form almost like a lantern.

- The light it casts off illuminates darkened areas in a five block radius around the quartz.

- The light that the quartz produces will only last for thirty OOC minutes before needing to recharge within an active light source, such as the sun, for fifteen OOC minutes.

- These crystals are typically the size of a baseball, though larger sizes do not change the intensity of the light, which does not exceed that of a typical oil lantern.

 

Alteration - Common - Sun Sap [Trees around all Heaths, The Suspended Caverns Heath]

Thick and bittersweet, this common and faintly luminescent golden syrup is nourishing for both the body and soul for besides its ache soothing properties it bolsters alteration to further bend reality by enabling the creation of independent ethereal lamps. These small suns need not be maintained like magelight and may roam or be affixed as alterationist chooses, useful for even mundane folks. Sun sap can be found bleeding from the bark of altered trees at heaths and ingested with ease.

Spoiler

- If ingested sun sap allows alterationists to cast an improved magelight which does not require any focus, functioning like a torch.

- One time use, a mouthful is a dose, lasts for 1 narrative day or 2 IRL hours.

- Lights are blue or yellow tinted white, can only have 3 at a single time, move at the speed of butterflies if not following their summoner, no brighter than a torch.

 

Shifting - Common - Wavering Bloom [Moderate Forests, The Shifting Dunes Heath]

These uncommon flowers are normally seen at a distance, standing out with their glowing aqua colored, tulip shaped leaves. This glow may attract wanderers in an attempt to nab the flower for themselves. Yet, if one is too slow, the entire flower will disappear in a flash of light blue, the ground where it was looking as if there was never a flower there at all. It reappears instantaneously, in a similar flash of blue, within a small five to ten block radius, of the original disappearing point. If one is quick enough (rolling a 15+ out of 20), they can grab and yank the flower out of the ground before it has a chance to demanifest once again. Wavering Blooms, once removed from the earth, will become incredibly fragile and must be handled with care, falling apart with the slightest pressure. Yet, if consumed in a reasonable span of time, something incredible will happen. The one who consumed it will, within the same emote, be transported to a random location within a five to ten block radius. This happens with a similar flash of blue as the natural teleportation of the Bloom whilst it’s planted, and will leave the consumer feeling extremely nauseous for a few minutes. One simply cannot get used to this experience to not feel ill, but those who are experienced in Voidal Shifting seem to have a tolerance to the effect and only feel as disoriented as they do normally Shifting.

 

Spoiler

- Requires a roll of 15+ out of 20 to harvest successfully, or it disappears.

- It will reappear within a five to ten block radius.

- When consumed, the consumer is transported to a random location within the same radius.

- Will leave the consumer feeling extremely nauseous for several IRP minutes.

- You do not ever ‘get used’ to the nauseous feeling, but Voidal Shifters seem to be able to circumnavigate the worst of it.

- The location you are teleported to is entirely random, meaning you cannot control it IRP.

- The location has to be within 5 to 10 blocks.

- This cannot be done in any sort of combat scenario.

- This cannot be used to get past walls, get into locked places, or to go anywhere that the player cannot access mechanically.

 

Telekinesis - Common - Hewdust [The Suspended Cavern Heath]

A powder made from a special violet ore called Hew-Iron, which can been found within Suspended Cavern Heath. This ore can be crushed up into a fine dust which can be applied to smaller objects in order to make them float. The powder itself is often applied to things such as boots or shoes to in effect lighten the weight when one walks, allowing one to walk with ease and with lighter steps. The effects of Hewdust, however, are not strong enough to make a Descendant or anything near Descendant weight hover.

Spoiler

- Hewdust is made from Hew-Iron which can been found within floating rocks in the Suspended Cavern heath. Once the ore has been ground into a fine powder, it may be applied to small an object, allowing said object to hover no more than a meter off the ground passively for a short while.

- The effects of the hovering last for up to one OOC hour on objects smaller than a 1x1 meter radius. Objects cannot exceed this size lest the powder not work.

- Can be utilized in MArts as an explanation for large scale floating objects, or any other anomalous telekinetic effect.

- The powder can be washed/wiped off to remove the effects easily.

- While the powder cannot be directly applied to a descendant, it may be applied to an article of clothing such as shoes.

- Descendants or other characters are too heavy, and as such cannot hover with Hewdust.

 

Telekinesis - Common - Bonfloats [Small ponds in forests, The Pensive Wood Heath]

Bonfloats are a type of aquatic plant often found in small ponds deep within the forest appearing as a slightly illuminated bulb attached to a stalk of seaweed which keep it anchored to the pond floor. They’re primarily known for their ability to float, often mature Bonfloats drift wistfully over the water lightly illuminating the surface at night. When the main orb is removed from the stock of a Bonfloat it retains its anti-gravity properties for around a year before slowly beginning to drift downward in the last week. Bonfloats are most often used as either decoration by attaching a small decorative counter weight and releasing the bulb within a space or can be used as practice for beginner telekinetics as their lack of gravity makes them far easier to move. 

Spoiler

- Valuable for early telekinetic practice 

- Useful as eye catching decorations

- Must be attached to something at all times once disconnected from the stalk or risk losing the bulb to the sky forever 

- Lasts a week IRL before the bulb must be replaced

- Can not grow larger than a watermelon, holding 5 pounds at the most.

- Bonfloats cannot be utilized during any sort of combat encounter.

 

Sensory Illusion - Common - Whisper Petals [Pensive Wood Heath]

A rather mundane flower in appearance, the Whisper Weed grows in small clusters around tree roots deep in the Pensive Wood Heath, These small flowers are well known for their ability to scare creatures away by mimicking and producing sounds, although never above a soft voice or whisper. In the presence of  Whisper Petals any number of sounds can be heard, from growls, whispers, chirps, and even screams should they have been in the area recently. Should the petals be picked any noise heard at the time will be saved within the petals. While still intact the petals will contain the sound until destroyed. Once crushed, ground up, or even lit on fire the petal will emit the stored noise at the pace of destruction, often altering the sound slightly. For example if you were to light a bundle of petals on fire they would emit a soft noise at a slow pace, altering the sounds tone to be deeper.

Spoiler

- Unharvested the flower makes soft noises from the environment when approached. Beware large groupings or parrots.

- Once the petals are removed they will hold any sounds in the environment until destroyed.

- Effective until dried or rotted.

- Can not make a sound louder than a whisper or soft voice.

- Any words spoken to the Whisper Petals will, when echoed by the Petals, be converted to strange, whimsical, almost musical sounding notes. This means that words cannot be clearly conveyed through the Whisper Petals, and any speaking will result in nonsensical repetition from the Petals.

 

Mental Magic - Common - Oviral [Sources of mana + Pensive Wood Heath]

A completely purple stalk that sprouts alien red and yellow leaves year round, oviral grows along sources of arcane energies such as Mana Monoliths or Heaths and blooms flesh-like flowers during the fall and winter months. Oviral is valued for its petals which can be cured via salt into a jerky-like state then boiled into a psychoactive tea.  When the tea is imbibed a person will find themselves whisked away on a hallucinogenic trip where their mind traverses the nightmarish expanses of the Void. The value in such a thing is the meditative trance it places the imbiber in and its acute ability to help novice Voidal mages visualize the sublimity of the Void.

Spoiler

- When salted and boiled into a tea its drinker is placed in a temporary psychoactive trip through the Void’s expanse. It is often integral to the self-teaching of Void magic.

- Even for mastered mages, oviral tea is often used for self-reflective trips during decision-making.

- The flowers are only obtained during the fall and winter months, which must be salt-dried and boiled into a tea.  Direct consumption of the petals can cause unpredictable effects such as warping the mind for several days. However, nothing deadly or too impairing.

 

Transfiguration - Rare - Cynosure’s Flower [Grown by sources of mana / Heaths]

A pure white flower from stem to petal grows in small clusters around great sources of mana in the realm. These delicate flowers seem to wilt upon mortal touch, turning into a fine white chalky powder. This powder may be collected and compressed into a fine chalk to create a tool transfigurationists may use to aid their focus for Transmutations and Enchantments. Anything within a drawn circle will have increased focus allowing weaker mages to have a slight edge at transmuting or enchanting objects whereas previously they may had faltered due to lack of experience with focus.

Spoiler

- When casting Transmutation or Enchanting on an object within a chalked circle made out of Cynosure’s flower a mage has increased focus allowing them to do 1 tier above their current level of experience. This may not surpass Tier 3.

- The circle must be small in size. If a mage attempts to draw a circle bigger than two feet in diameter and cast a spell the chalk simply explodes into a cloud of fine powder.

- The powder obtained from Cynosure’s Flower must be compressed into a sort of chalk to be used or simply applied by hand to form a circle as evenly made as the mage can get.

- The bonus tier obtained from using this chalk cannot surpass Tier 3 and cannot be used for anything other than non combative Transmutation & Enchanting.

- If the mage attempts to make a circle bigger than 2 Feet in Diameter and attempt to cast the chalk simply explodes into a fine cloud of dust.

- Usage of Cynosure’s Flower requires a lesson from one’s teacher OOCly to explain the potential and possibility of Transmuting or Enchanting objects.

 

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