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[✓] [Voidal Feat] - Voidal Artificery


squakhawk
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Background/Origin

It was since the beginning of Descendants that they sought to wield the world to their whim. Raging uncontrolled flame lightly tamed to fires to warm them. The animals which once lived in order disrupted when they became hunted and farmed, their skins and meats used for clothing and food, the sport of the hunt taken out when they were caged. One would think the beyond would perhaps be distant from one’s initial wishes to tame- and yet so attempts happened.

 

It was with the first Transfigurationists that they brought more permanent forms of The Void unto the earth. Some for good, albeit mostly bringing harm to the land they lived upon further. However, there were alternate goals to this bold attempt. One solution was wrought- much more mechanically based than it’s flagrant counterpart. Artificery, was born. Eligible of using locked-away sects of magic from Celestials, Transfigurationists, and so on - kept away for more secretive use until it split to the realm widely. 

 

Though regardless of intent, Descendants morality is but a deep shade of gray. For every whimsical Artificer made to benefit those they’d cared for - there was aswell those who twisted their gift and craft to a more ill intent. Binding unknown consciousness to their items, summoning creatures- bestowing and even undoing creatures which had never asked to be given life to begin. Such is the fine line a Voidal Artificer may walk upon.


 

 


 

 

Magic Explanation

 

Voidal Artificery is the mastery and practice of enchantment, and binding remnants of the void unto physical manifestations and counterparts- for benefit or detriment.

Voidal Artificery requires 3 slots dedicated to Voidal Magic to learn. One’s Artificery will go dormant if they lose knowledge or practice of Voidal Arts.

Voidal Artificery is self-taught, initiated through ritual.

Voidal Artificery is a Feat and one would make an app for so. This app requires the aiding-magi to place their approval on the FA.

Voidal Artificery is mutually exclusive with other Voidal Feats (Voidstalking, or Eminence).

Augmented knowledge and understanding of the void’s workings allows them to perform more complex and understanding enchantments and uses for so upon the material world surrounding them. 


 

 


 

Connection

 

A Voidal Artificer to-be would find themselves requiring another two Void-touched Descendants to work alongside. No matter the background or magical-affinity, The Voidal Artificer would work upon a Mastercraft, or some form of creation that finds itself bound to the Artificer- using the mana supply of these three descendants, alongside a greater source of Mana (An Obelisk, Tear, or Voidstalker.)

A Mastercraft is an item of some creation which would behave enigmatic and magically - A piece of mechanical or magical tech which would perform feats such as moving upon it’s own, behaving mysteriously or bizarre, or perhaps even unexplainable. Examples could be a box which tells ones fate - A ring of ever-turning, unpowered gears, or perhaps a pendulum-necklace which never ceases to have a swing.

 

A Mastercraft is unique to an Artificer, and typically symbolically important. Easy to make, yet delicate - Never exceeding a 1x1m size, the Mastercraft would be bonded to it’s Artificer. Should they not have it directly upon their person, it would cease functioning- and break down given a few minutes time. Should it be disabled and not recreated for two-year’s time (two weeks OOC), the Artificer would find their abilities of creation waned, and completely ineffective.


 

Redlines

-A Mastercraft requires a Story Team signature.

-A Mastercraft is strictly aesthetic and provides no combative advantage unless enchanted by transfiguration to do so.

-A Voidal Artificer does not need Transfiguration to perform Voidal Feeling or making Mastercrafts.

-A Voidal Artificer may not make magic, invention, or otherwise similar-things that would otherwise require lore to do (Ex. cannot make limbs, cannot create new enchants, etc). 

 

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Mental Effects

 

Voidal Artificery generally falls under two paths, perhaps even blurring between. There are those who are rather positive and careful- using the Void to fill gaps where the real world cannot, creating tech and enchantment to convenience lives. Upon the other hand, there are those who would bind wills of ethereal beings for use or entertainment - Enchantment for harm or for mischief. This generally is spread and most Artificers find themselves in an inbetween - there is no true light or dark, for this path, as the power of creation is often enough to drive men mad. The following traits are common among Voidal Artificers, albeit not standard.

 

The urge to care for others by any means necessary. (E.g. preparing delicious feasts to care for family, dressing a strangers wound, tending to a stray animal, etc.)

An overwhelming feeling to give people things like presents, and little trinkets crafted by themselves. This may make the mage prone to manipulation by other people coaxing items from them.

The belief that everyone is your friend, or a potential friend. They are usually prone to ignoring red flags.

The belief that you can heal or mend anybody or anything, no matter how large the wound.

 

 


Spells and Abilities

[Passive] [Noncombat] - Aura Sensory

An affinity for their sect, one may find themselves capable of understanding any and every working of the inner void, and descendant-touched mana. Remarkably, they would be able to understand objects created and given as if it was something they crafted, and were very personal with, themselves.

A Voidal Magi possessing this feat may sense items enchanted or afflicted by The Void in any capacity, and are capable of detailing what it is, what it was (if applicable), what it is capable of, how to use it, and even the magics involved with physical touch-contact of them or a familiar. However, if the item is of The Outer Void (ET), they are only able to determine some information regarding the item (up to their discretion). 

 

 

[Active] [Noncombat] - Familiars

Loneliness is a terrible thing, and bearing such great knowledge of the terror which lay just beyond the veil; perhaps, in a sickening way, it may be twisted to find solace. Through act of minor conjuration and better understanding of how to manipulate mana, one may create a reflection of themselves unto a manifestation.

A Voidal Artificer may create familiars. These familiars may act upon their own volition or not, and are given a core personality trait which defines their actions; given from their creator. Familiars may look however their creator would like within limits defined, and may act as Casting Implements should one wish; effectively casting a spell in place of one’s previous choice. However, due to being made of a lesser form of Conjuration; these beings are not entirely physical, and may not cause physical harm to someone in any fashion. Another notable facet of Familiars is that they take upon their creators aura; being a permanent conjuration and extension of their creator, and appearing to be formed of energy; ethereal and spectral. Familiars are bound to an item of the Artificer’s make. 

 

Redlines

-A Familiar or Manifestation requires a Story Team signature.

-A Manifestation or Familiar may provide no combative advantage, strictly - a Manifestation or Familiar may not act upon its own, neither may an item in general in combat.

-A Familiar or Manifestation may only be something eligible to be held in the palm of one’s hand, or a piece of weaponry or armour.

-Should a manifested or familiar’s bound-item be destroyed, so too would the consciousness of said thing. 

-A Consciousness imbued to a Manifestation or Familiar may not be ripped out by anything short of Event Means.

-A Voidal Artificer may make a Familiar or Manifestation once a week. They may make Familiars or Manifestations for others should they wish.

-A Familiar or Manifestation would hold a consciousness on par of their creator. Capable and cognizant of all five senses aswell as speaking and potentially even holding a personality. They would not be fully sentient, moreso a soundboard or image of their creator or with aspects of their creator at the time of creation.

-A Familiar or Manifestation would react uniquely to each “user”. A Familiar or Manifestation would not share information attained from one user to another. A Familiar or Manifestation cannot and will not be used to metagame information.

-A Familiar or Manifestation functions equivalently to an Arcane Focus in its bolstering of a magi's abilities.

-Any form of harm brought to a Familiar would render them destroyed, returning back to their bound-item. This could be a simple strike, the jab of an elbow, the grazing of a spell.

-A Familiar is nimble, eligible to move 4 blocks/emote. Should one be casting, the tells would show upon their familiar- the Familiar would sit still while casting, and is completely inable to dodge oncoming attacks without breaking the spell. 

-A Familiar is not a wholly physical being, instead being comprised of energy and appearing spectral or ethereal in nature.

-A Familiar aswell follows all redlines of a relevant casting spell, including requiring Line of Sight- from both the Familiar and it’s controller. 

-While casting through a familiar, a caster is limited to half-movement (2blocks/emote in the current combat system) and cannot dodge oncoming attacks without breaking the spell. 

-One may only use one Familiar at a time in combat. If the Familiar is to cast a spell, it is just as telegraphed as if the caster was casting it. 

-A Familiar may only go up to 20 blocks away from their caster (#rp range) before beginning to consume too much mana. This is to allow any further emotes done by the familiar to those farther than it to be reached by (#s) shout range. Anything further than shout range would be ineffective from a familiar.


 

[Passive] [Noncombat] - Imbue

Masters of the intertwining of Void and Physical, Voidal Artificers may manipulate and to a lesser extent, “Enchant” the physical world around them. This may be a passive effect, or something they actively manipulate- each Artificer different from the next. Perhaps unity between creation and destruction, is the ideal that plagues the mind of The Artificer.

A Voidal Artificer may imbue voidal-effects upon the world around them. This is fully passive, with no harm capable of being wrought from so. Merely, Imbuing only enhances the effects of the world around them. A torch being a bit brighter, the grass greener, a pond clearer. Manipulating the latent mana surrounding one’s environment would allow them to fully realise and see the effects it has upon the world surrounding- aswell able to perhaps colour things differently, make them brighter or altered minorly by any descriptive means.

 

Redlines

-Imbuement may not alter ones environment for combative advantage.

-One may imbue things living such as plants or inorganic matter of willing people, but such would make them lithe as if afflicted by voidal weakness/exhaustion.  

-Using imbue upon something would mark it as “Blighted” and would require the “Purging” blighthealing spell to return to natural state. 

-Imbue has a size limit of 5x5m. Anything larger than a handheld object Imbued would sustain itself off of the active mana of a nearby Mana Obelisk, Voidal Tear, or the creating-voidal mage- returning slowly to normal once free of so. One may only imbue 3-4 handheld things actively at a time, any further bleeding into one’s active manapool.

-One may imbue an object of inorganic or dead-organic matter- such as hair and nails of one, but strictly not living matter. 

-An imbued plant would actively suffer under the effects of Imbuement, and would be strictly clear to any communing druid.

-As animals are creatures of lesser souls and not able to conduct mana, they could not be imbued.

-Imbuement is strictly aesthetic and may provide no combat advantage whatsoever. 


 

[Active] [Noncombat] - Manifestation

A twisted mind, or a beautiful one? The Artificer knows no limits; creation at their fingertips, they may find themselves able to manifest the same consciousness of a Familiar unto a physical item; not giving it the form shaped by it’s creator. Perhaps a prison to torment them, or a new life given to show. The Artificer’s goals are not known; but their craft is.

A Voidal Artificer may manifest the same consciousness and craft given to Familiars unto items, rather than allowing them a created form. Instead of a given form; that usually of a creature; one would be permanently manifested unto an item. Such would follow the lines of bearing traits similar to their creator, as well as the same reaction to being trapped within until the spell was broken.

 

Redlines

-A Familiar or Manifestation requires a Story Team signature.

-A Manifestation or Familiar may provide no combative advantage, strictly - a Manifestation or Familiar may not act upon its own, neither may an item in general in combat.

-A Manifested item may act as a casting implement. A Manifested item may only be something eligible to be held in the palm of one’s hand, or a piece of weaponry or armour.

-Should a manifested or familiar’s bound-item be destroyed, so too would the consciousness of said thing. 

-A Consciousness imbued to a Manifestation or Familiar may not be ripped out by anything short of Event Means.

-Manifestations may be applied to any other voidal enchantment, and do not require MArt to be applied to an already existing one unlike other enchantments.

-A Voidal Artificer may make a Familiar or Manifestation once a week. They may make Familiars or Manifestations for others should they wish.

-A Familiar or Manifestation would hold a consciousness on par of their creator. Capable and cognizant of all five senses aswell as speaking and potentially even holding a personality. They would not be fully sentient, moreso a soundboard or image of their creator or with aspects of their creator at the time of creation.

-A Familiar or Manifestation would react uniquely to each “user”. A Familiar or Manifestation would not share information attained from one user to another. A Familiar or Manifestation cannot and will not be used to metagame information.

-A Familiar or Manifestation functions equivalently to an Arcane Focus in its bolstering of a magi's abilities.

-If an object is made with this and is meant to be an object in the world - a window or a door for example - and it is broken, moderators are permitted to track the item and destroy it.


 

[Passive] [Noncombat] - Voidal Feeling

Mastery is built upon an understanding- experience and expertise gained over a lifetime. If a magi is inexperienced in Transfiguration, they may too find themselves gifted with Voidal Feeling, able to understand an object’s composition, make, and properties with relative ease.

 

A Voidal Artificer achieves Voidal Feeling, if not already known, at a Tier-5 Level as-per it’s current lore (Transfiguration).
 

Redlines

-A Voidal Artificer does not need Transfiguration to perform Voidal Feeling or making Mastercrafts.


 

[Passive] [Noncombat] - Creation

The mind of an artificer is enigmatic- filled with jovial ideas of creation and destruction, to create things which behave oddly, practically, harmfully - The Voidal Artificer would find themselves thinking more creatively of physical and mechanical solutions, and able to meld magic within those solutions for an excellent outcome.

 

A Voidal Artificer, with a prerequisite understanding of Transfiguration, is capable of creating much more wondrous things - Allowing for much more easy creation of MArts melding The Void and practical mechanics. Alongside this, Enchantment becomes significantly easier upon a magi- not tolling them nearly to the extent it normally would..

 

Redlines

-Creation does not modify one's daily-enchanting-limit, still capped at 3 signed items per day, 3 potent encahants or 1 grand enchantment.

 

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Tier Progression

 

Tier 1

A Magi practiced in Voidal Artificery would have the mental changes begin to faintly take shape. They would be able to craft their own Mastercrafts should they wish to change or replace theirs, and are capable of using Imbuement. This Tier lasts two weeks.

 

Tier 2

A Magi practiced in Voidal Artificery would have the mental changes apply in full at this point, becoming more solid and far less afflictive. They would begin to understand the basic core of what they are capable of; finding themselves able to use Aura Sensory and Familiars. This Tier lasts two weeks.

 

Tier 3

A Magi practiced in Voidal Artificery would be much more controlled and understanding of their abilities, grasping at the finer edges of their practice; able to utilize Manifestation and Voidal Feeling, alongside Creation.

 

 


 

 

Purpose

Voidal Magic is incredibly versatile and untamed. There are a lot of ways one can roleplay it, and this fills the enchanter/tinkerer aesthetic- at least I would hope it does. It adds in things morally gray and questionable of ones character and mindset, aswell as allowing and enhancing roleplay to be more interesting when utilizing things like enchantment in different ways.

 

 

Credits

Squak (Write)

Witchlore (Review & Consultation)

Zarsies (Review & Consultation)
Auric_Saint (Review)

 

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This Lore has been accepted. Moved to Implemented Lore, it will be sorted to it's appropriate category soon. Please note that if this is playable lore, such as a magic or CA, you will need to write a guide for this piece. You will be contacted regarding the guide (or implementation if it isn’t needed) shortly.

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