Difference between revisions of "Fragments"
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===Variants=== | ===Variants=== | ||
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==Sunderscraps== | ==Sunderscraps== |
Revision as of 04:04, 25 March 2022
Introduction
In Atharen's earliest days, the living gods experimented with their own divinity to create sentient life. The result of repeatedly experimenting with severed scraps of their divinity was the Noradac, or Spirits in common terms. They were the foundational building blocks that led to the creation of the mortal races. The Noradac are diverse in their physiology and take form in a wide range of shapes and sizes. Despite their differences, one thing unites them: Divinity. They are all made from a portion of their creator's Divinity.
Similar to spirits, Mages are also rich with some form of power. Though they are without Divinity, the latent Ether in their bodies can also be crystalized through different means to the Noradac. Being that mages aren't entirely made of Ether, like Noradac are made of pure Divinity, they cannot produce Fragments of the same purity or purpose.
Some Fragments are made from the crystallized remains of Noradac, and take form in two different origins throughout Atharen. These fragments are often referred to as 'Arcanacrags' because their applications are often viewed as magical. Other Fragments are the result of mortal meddling and are born from the stolen essence of mages. These latter varieties are commonly referred to as 'Sunderscraps' because of their application in Sundering. Both have a broad spectrum of uses that play important roles in day-to-day life on Atharen and have changed the course of history alike.
Arcanacrags
These Fragments have existed on Atharen since the Noradac began to walk the mortal plane. They’re created through a process similar to nuclear fusion between Divinity and the ambient Ether of the mortal plane. A tremendous amount of energy is released on the death of a spirit, such is enough for the severed Divinity to gain mass and harden in the process. Arcanacrags are thus a unique crystalline amalgam, which is fundamentally made of Ether and Divinity, but in its whole, is neither. Because of the intensity of the fusion that occurs on a spirit's death, the Adac have never been able to reclaim their divinity from the Fragments left behind.
In the beginning, Fragments were almost completely destroyed under the force of a Spirit’s death; left brittle and charred, broken by so much as a strong breeze. So too, was the land around them. The shockwave released on a spirit's death felled trees dozens of miles from the site and even blackened the craters they made with the heat that was generated in the blast. The fragments left over intrigued many of the Adac and frightened others. The idea that their divinity could not be reclaimed, even though it regenerated over time, was unsettling. So, a series of tests were run on the primitive Noradac. Many of the first Noradac were killed before their time in observation of these experiments, and the Adac found that they could contain the resulting blast of a Noradac’s death by summoning a shield of inward force around them at the moment they fell, which deprived the reaction of the various elements in the air and saved the environment around them from obliteration.
In addition, the immense pressure and astronomical heat that was applied to the Divinity and Ether in those controlled releases meant that the Fragments produced as a byproduct of the blast were firmer, heavier, and so much richer with Divinity. At last, there was hope to reclaim their wasted Divinity as it took physical form before them, just trapped in chemical bonds with Raw Magic. So the experiments continued. As more Noradac began to die of natural causes, and many of the Adac expressed no desire in chasing down those Noradac nearing the end of their cycle, it was proposed that all Noradac were made with a failsafe that would automatically contain the explosions that came from their deaths. The Adac unanimously agreed for the sake of both preserving their Divinity, and to stop the constant nuking of the pre-mortal plane.
The experiments continued on those Fragments, looking for ways to separate the conjoined energies, to undo the complicated transformation it had undergone in the destructive nucleus of a fallen Noradac, but it became difficult to track them and collect more samples to experiment with. So, for the sake of convenience, it was proposed that the Adac would make it so that their Spirits would converge on a specific location when they were nearing the end of their cycle. Once there, they would wait either to die or to be reclaimed by their creator. Thus, it was easy to retrieve samples for study and experimentation. Again, the Adac unanimously agreed, but after so long with little in the way of results hopes were running low.
Ages passed with the system they had designed, and though the Adac were no shorter of Divinity than they were before the creation of the Noradac, the gathering locales had become expansive graveyards. Some were large enough to dot an entire field with Fragments. Beholding those gravesites and all the Divinity the Adac had bled over the years was the end to the experiments. It was decided that the Noradac were not the life that the Gods wished to preside over, for they were too costly and finite to maintain. Those that had worked with the Noradac for some time had found no shortage of appreciation and admiration for the beings they’d relentlessly experimented upon, and had since unlocked several other facets of the Spirit's existence.
In place of discontinuation, they proposed timelessness; the Noradac wouldn’t decay over time and would live forever. This proposal was accepted for the time being, and when Y’shendra created the first Mortal Races, the Noradac found their place as servants of the Gods. The gravesites that had accumulated over the course of the spirit’s existence were forgotten.
When the Hyr'Norai first discovered Fragments, these crystallized pieces of the Adac, there was a moment of hesitation among most of the Gods. Y'shendra urged patience, she wished to see what would become of the encounter, and to her delight, the elves began to use the Fragments to improve their quality of life. This reaction was acceptable, and the Gods left the elves, and eventually the humans, to enjoy the crystalized carcasses of their first attempts at life.
Then came The Bleeding, and for the first time in more than four thousand years, a Spirit died. In the Bleeding, many of the Noradac were corrupted. Some even began to prey on the villages of man. Eventually, with enough mages, artillery, and blades, humans were able to fell a troublesome corrupted spirit. The flash of light that was left in wake of the killing blow was reportedly brighter than the sun and burned the skin of those that stood nearby. Others were rendered blind through shielded eyes from some distance away. When the light cleared, left in place of the Spirit was a smoldering Arcanacrag.
When the rest of the world learned that one could obtain Arcanacrags, these priceless constructs of Ether-laden Divinity, by hunting and killing Spirits, entire factions formed with the goal to hunt as many Noradac as possible. Arcane weaponry was developed with the purpose of slaying Spirits with ease, powered by the same Arcanacrags they hunted for. Overnight, a new industry was formed in the business of hunting Spirits, and overnight it fell. The great Spirit Hunts only spanned thirty years at most in their height, for revealed became the Arch Hollows.
Massive crystalline structures made of raw Arcanacrag were discovered after the bleeding. Though they were wrought with radioactive corruption, various hostile creatures, and were dangerous to do so much as breathe upon, it was far cheaper to fund a slave's training in navigating the Arch Hollows than it was to hire a hunting party of several dozen men and pay for their expertise. Quickly, the market shifted, and Arcanacrag funding was put toward mining gear and refinement of the corrupted Arcanacrags across the world.
To this day, some seven hundred years later, Arcanacrags are still infinitely valuable, but only because massive entities monopolize the mining of Arcanacrags, and large hunting factions charge unbelievably high for the commission of killing a Spirit, and then astronomically more for the delivery of the Arcanacrag. There is much discussion about what the superior type of Arcanacrag may be (Spirit-Born or Hollow-Born), and both have their merits, but both are incredibly dangerous to harvest and require their own specialized tools and resources to acquire.
Uses
To begin with the uses of an Arcanacrag, it should be noted that the energy they command is not too dissimilar to the process a Mark of Control commands. They both convert ether to generate a variety of effects, and both generate a radioisotope as a byproduct of the conversion process. This radioisotope is often bled into the Fragment's surroundings as nothing more than background radiation. Excessive external energies can force the Arcanacrag to release a burst of energy that will spike the stored corruption as well as the rate of ambient bleed, and render the structure unstable. Subsequent applications of energy will result in harsher reactions and even higher spikes of corruption. All Arcanacrags have a summit of how corrupted they can get before the amount of energy they expend is equal to the corruption leaked in each release.
It is important to note that it's for this very reason that Arcanacrags should absolutely not be used for arms and armor, as they can easily kill the user with the effects of the energy released on impact, if not by the flood of radioisotope generated with impact.
The use conventional use of an Arcanacrag varies widely based on several factors:
- Purity (level of corruption)
- Potency (refinement)
- Size
- Type
- Mounting
They are capable of fertilizing fields, aiding in construction, creating tools for World Magic, healing the sick, empowering magic, innovating all sorts of sciences, and much more. The specific use of an Arcanacrag is largely determined by the Adac that created the fallen Noradac's crystalized essence. For example, Arcanacrags born from Evitrix's Adac commonly show uses that aid in the manipulation of materials, construction, and crafting.
The level of corruption in a fragment can begin to polarize the Arcanacrag's purpose, but also makes them unstable. It is well known that Arcanacrags are very sensitive to external sources of energy, and this is even more prominent in Corrupted Arcanacrags. Corruption is measured on a scale of one to five, with one being almost completely free of corruption, and five being so toxic and unstable that they actively corrupt their surroundings. Level five Arcanacrags can aggressively burst with undesirable effects with so much as the energy found in a mortal's warm breath. Continuing the example of Evitrix's Arcanacrags, corrupted samples can dismantle objects and cause blind rages in sentient life, sometimes so severe that individuals have been known to attack hard surfaces with their skulls until death. it should be noted that even the purest Arcanacrags have the tendency to explode when introduced to excessive external forms of energy. This includes, but isn't limited too, extreme heat, loud and sudden noises, impact, and friction. The more corrupted a fragment is at the time of exposure to external energies, the more devastating and wild the resulting blast can be.
The potency of an Arcanacrag can only be altered while the fragment is Corrupted. It's when these fragments are unstable that they can be subtly altered and corrected on an extremely small scale with the use of Sundering. This process can take hours to weeks depending on the source of the Arcanacrag. Those found in Arch-Hollows tend to require more refinement while those calcified remains of Noradac are usually in much better condition.
The size of an Arcanacrag alters the scale at which its effects are applied. Tiny shards of Fragments, cut through Sundering, can be localized to specific tools, whereas great mountains like Arch-Hollows are known to drastically and lethally warp the surrounding environment a great distance around them.
Brass is a metallic alloy composed of Zinc and Copper and is thus far the only known alloy capable of acting as a conduit for Arcanacrags. Much like copper wiring to electricity, brass can transfer the properties of an Arcanacrag to another material in contact with it; typically another metal. An Arcanacrag's effects, when placed within Brass mounting on an object, are usually altered as they're channeled through another material due to various impurities.
For more detailed uses, see the variants listed below.
Variants
Work in progress.
Sunderscraps
Sunderscraps have existed since the rise of the Ald'Norai, but weren't worldwide or common in their distribution until after the Great Spirit Hunts. It's not commonly known that the Ald'Norai manipulated Arcanacrags hundreds, even thousands of years before the rest of the mortal races began to experiment deeply with them. In the current age, scholars hypothesize that the Ald'Norai had access to Sundering technologies far superior to what is currently in existence, but no solid evidence of this theory has been discovered outside of ancient Ald'Norai artifacts that Sundering seems incapable of replicating.
It was only during the last three hundred years or so that Sunderscraps were discovered by other Races.
The first Sunderscraps began to surface after the manipulation and alteration of Fragments with Brass birthed the tools necessary for converting the latent ether in mages into a form of crystallized ether. The first apparatus was a simple needle that needed only be thrust into the Soul of a mage, directly through the sternum and into the heart, and held there for a minute while the mage crystallized and produced a single Sunderscrap, based on their strongest mark of control.
Three hundred years later, the apparatus used in Sundering had been innovated to a point where it only takes ten seconds to render the mage immobile, and a Sunderscrap is produced for every mark of control they possess as strong as the victim mage was in that specific Raw Magic, as well as a number of other Sunderscraps without a mark attached to them.
Being that Sunderscraps are born of mortal meddling and without the purview or intention of the Gods at all, many religious foundations heavily frown upon this practice. Some will even set out to hunt and destroy Sunderscraps with their own elite orders, embarking on massive campaigns to gather and destroy Relics, Sunderscraps, and Sunderers themselves.
Some nations, like that of Lorien, freely employ Sunderers to provide Relics for its Militaries. Other nations, more loyal to the absent Adac are more likely to rebuke and reject Sundering for placing the God-given power of a mark of control in the hands of the unworthy.
While Sunderscraps do not come in as many varieties as Arcanacrags, it is undeniable that they're infinitely superior for Enchanting purposes than that of Arcanacrags.
Uses
The use of a Sunderscrap depends largely on whether a Mark of Control was consumed in its creation. Sunderscraps with no mark attached to them are referred to as 'Markless Sunderscraps', and those with a Mark of Control are referred to as 'Marked Sunderscraps'. Both are almost completely impervious to heat in that no amount of flame will ever damage a Sunderscrap, and both have some level of resistance to kinetic force, but this is much less prominent in Markless Sunderscraps.
Marked Sunderscraps are used in Sundering to create Relics, empowered weapons, armor, trinkets, and objects with a variety of magical effects on the user. The effects they extend to the metal they are imbued within vary widely based on the strength of the Mark of Control used in their creation and the refinement of the Sunderscrap before it has been processed in the Etherforge.
Markless Sunderscraps are also used in Sundering but as a part of the process rather than the product. They are usually ground to Sunderdust, and power the Etherforge when ignited. Though this is the main function of a Markless Sunderscrap, they also xx
See the Variants below for more detailed applications of Marked Sunderscraps.
Variants
The powers that a Sunderscrap contains are inert and suppressed until they are woven and Imbued with some form of Metal through a process in the World Magic called Sundering. These Imbued Metals can be crafted into formidable artifacts and trinkets with potent abilities, which are largely known as Relics. Below is a list of all known Sunderscraps, their appearance, and the properties they can wield when forged into a Relic.
For more information on Relics, refer to the Sundering page under Relic Abilities.
Maladite (Bane)
Overlay: Metals Imbued with Maladite appear to be smeared with an oily black overlay. Stronger Relics of this kind appear to secrete and even drip an oily black substance that vaporizes seconds after leaving the relic.
Offensive Tonality: In the hands of a wielder, mechanical, flesh, or etheric, a burst of Ash is released when the weapon is struck with force against any surface. A Grace Period does limit the activation of the Relic. The ash corrodes flesh and induces Necrosis large scale. Other symptoms can manifest depending on the strength of the Donor Mage. It should be noted that the ashen wave does not afflict the wielder. The wielder's allies are not exempt from the wroth of this Relic. Necromancy can reverse the potent Necrosis afflicted by the relic, and Bane Mages can Allay the effects.
The Additional Effects listed will ramp to their full potency as the flesh decays and will remain until the afflicted flesh is removed or cured.
Donor Mage | Grace Period | Area of Effect | Additional Effects |
---|---|---|---|
Novice | 60 seconds | 1' | Afflicted flesh fully decays in 72 hours. |
Apprentice | 45 seconds | 3' | Afflicted flesh fully decays in 48 hours. The victim is also afflicted with mild nausea. |
Journeyman | 30 seconds | 6' | Afflicted flesh fully decays in 24 hours. The victim is also afflicted with severe nausea and mild weakness. |
Expert | 20 seconds | 10' | Afflicted flesh fully decays in 16 hours. The victim is also afflicted with severe nausea, severe weakness, severe fatigue, and vomiting. |
Master | 5 seconds | 15' | Afflicted flesh fully decays in 4 hours. The victim is also afflicted with severe nausea, severe weakness, severe fatigue, severe vomiting, internal bleeding, and total organ failure. |
Defensive Tonality: Ashes of the dead realm gradually accumulate around the wielder at will. While the wielder can move freely through the ashes, others find their movements slowed or halted entirely at the denser center of the radius. The air around the wielder feels akin to the grippy silk of cobwebs with gradually increasing intensity toward the epicenter of the ashen field. As the potency of the Defensive Relic increases, the inhibiting grip of the Ash grows stronger. A certain level of strength is required to resist the debilitating field generated by the Relic, which is doubled toward the center of the Area of Effect. The Relic can only be active for a given number of hours in a rolling twenty-four-hour timespan.
As the ashes thicken, additional effects can afflict those caught in the radius depending on the strength of the Donor Mage and the strength of the victim. Such effects are alleviated when the victim leaves the afflicted radius, which is half the total radius.
Donor Mage | Active Time | Area of Effect | To Resist | Additional Effects |
---|---|---|---|---|
Novice | 2 hours | 6' | Strength of 30 (60 within 3') | None. |
Apprentice | 3 hours | 8' | Strength of 50 (100 within 4') | Causes a burning sensation to unshielded eyes, stops most improvised projectiles before impact. |
Journeyman | 4 hours | 12' | Strength of 100 (200 within 6') | Causes intense burning sensation to unshielded eyes, mouth, and nose, stops improvised projectiles, and slows arrows & crossbow bolts. |
Expert | 6 hours | 16' | Strength of 200 (400 within 8') | Causes uncontrollable coughing and watering eyes to victims with unshielded features. Stops improvised projectiles, arrows, bolts, and moderately slows bullets. |
Master | 10 hours | 20' | Strength of 400 (800 within 10') | Causes uncontrollable coughing, watering eyes, sneezing, and vomiting without specialized protective equipment. Stops arrows and bolts before impact and renders firearms smaller than cannons nonlethal. |
Utility: The Relic excels in extracting Pathos and reading Ethos. it can be used to temporarily or permanently relieve a suffering body of its illness, maladies, and Banes depending on the Donor Mage. After extracting the Pathos that invite suffering to the wounded individual, the Relic will grow warmer and warmer as it's taken in the direction of the root cause of the illness. Sometimes this leads to the discovery of a rat infestation, sometimes to the lair of a practicing Bane Mage. It should be noted that the Relic can only track the source within a certain distance depending on the strength of the Donor Mage.
It should be noted that the removal of the Pathos does not repair the damage inflicted, but alleviates the suffering of the individual and grants them a much better chance of surviving the illness. The process may need to be repeated depending on how long the affliction lasts.
Donor Mage | Pathos Removable | Tracking Range | Additional Effects |
---|---|---|---|
Novice | Up to the severity of a bad cold | 20 Miles | None. |
Apprentice | Up to the severity of an intense fever | 50 Miles | Stored pathos can be delivered to another by touch. |
Journeyman | Up to the severity of life-threatening infection and disease. | 150 Miles | Stored pathos can be delivered to another by touch. |
Expert | Up to the severity of otherwise permanent life-altering illness. | 400 Miles | Stored pathos can be delivered to another by sight. |
Master | Up to the severity of magically afflicted ailments, including Mageblight. | 800 Miles | Stored pathos can be delivered to another by sight, or the root cause by thought. |
Vaponel (Baptism)
Relics Imbued with Vaponel behold an overlay of frost where the metal has been Imbued. As the strength of the Donor Mage increases, they begin to bleed a cool white mist into the nearby air like a sort of ghostly aura. Despite appearances, they are no colder than their environment.
Offensive: Sharpened Ice Crystals form around the weapon when exposed to the open air. When swung, the ice crystals are flung in the same direction and hurtle toward the wielder's target with a speed that can be compared to arrows. The strength, sharpness, and acidity of these Ice Crystals increase with the strength of the Donor Mage. At later levels, the Relic can accumulate the moisture in the air and form a thin coating of gaseous water around the Imbued metal. Similar to the Baptism ability 'Purge', the gaseous layer will rapidly gain toxicity when reacting to the body of another, but without the restriction of strong moral alignment or blight. The wielder is impervious to this effect.
Donor Mage | Ice Strength | Accurate Range | Additional Effects |
---|---|---|---|
Novice | Wood, natural sharpness | 50' | Bursts on impact, spraying shrapnel for 5'. |
Apprentice | Copper, skinning dirk sharpness | 100' | Bursts on impact, spraying shrapnel of equal strength and sharpness for 10'. Projectiles are mildly acidic |
Journeyman | Bronze, carving knife sharpness | 150' | Bursts on impact, spraying shrapnel of equal strength and sharpness for 15'. Projectiles are moderately acidic. |
Expert | Iron, broken glass sharpness | 200' | Bursts on impact, spraying shrapnel of equal strength and sharpness for 20'. Projectiles are very acidic. Gains an acidic vaporous coating. |
Master | Steel, saber sharpness | 300' | Bursts on impact, spraying shrapnel of equal strength and sharpness for 30'. Projectiles are extremely acidic. Gains an extremely acidic vaporous coating. |
Defensive: When wielded and struck with force, the moisture of the air in the immediate area is drawn to the site and chills at incredible speed, siphoning all energy from the material and freezing the aggressing implement or person solid. This can render other metals brittle and easier to break, deflect projectiles, and even freeze the weapon or aggressing person to the Relic. Relics of this nature have been known to shatter weapons and bullets on impact as the strength of the Donor Mage increases.
Donor Mage | Freeze Speed | Additional Effects |
---|---|---|
Novice | 1 second | Negates hand-thrown projectiles |
Apprentice | 0.5 seconds | Negates hand-thrown projectiles & smaller arrows |
Journeyman | 0.25 seconds | Negates hand-thrown projectiles, arrows & bolts, mildly reduces the impact of bullets. |
Expert | Instant | Negates hand-thrown projectiles, arrows & bolts, reduces the impact of bullets. Freezes objects and people to its surface on impact. |
Master | Instant, shatter | Negates all non-magic handheld projectiles. |
Utility: Able to alter the state of matter for a body of water the relic is submerged in. When placed in water, a certain volume will become illuminated with an aqua blue glow based on the strength of the Donor Mage. When the Relic is removed from the water, the illuminated portion will instantly change its state of matter. The change is so sudden and dramatic that the ripples on the surface of a lake can be seen if a portion of the body is turned into ice. The user should beware when turning a large body of water into gas, however, as this can cause severe injury when the steam bursts in its superheated state. Stronger Relics of this kind can even alter the weather and climate of a small area if used correctly.
Donor Mage | Volume | Temperature °F +/- | PH +/- |
---|---|---|---|
Novice | 50 Gallons | 30 | 2 |
Apprentice | 200 Gallons | 60 | 4 |
Journeyman | 800 Gallons | 120 | 6 |
Expert | 3,200 Gallons | 220 | 8 |
Master | 12,800 Gallons | 350 | 10 |
Aramond (Brand)
Relics Created with Aramond shimmer a bright electric blue with various degrees of intensity depending on the strength of the Donor Mage. Stronger Relics appear to roll with waves of blue lightning along their length and follow the relic with an audibly crackling trail.
Offensive: The Wielder is able to conjure a number of ethereal duplicates of the Relic that will float through the air unmanned and attack at the will of the wielder with their proficiency and skill. They can be used to parry, defend, wound, and even kill the wielder's adversaries. The number of duplicates summoned, the amount of time they can remain materialized, and the length of the Grace Period are all dependent on the strength of the Donor Mage. It should be noted that the ethereal duplicates cannot summon duplicates of their own and interact with the world in the same way that the physical original does. It should be noted that the ethereal duplicates will phase through the wielder without causing harm.
Donor Mage | Duplicates | Time Active | Grace Period | Additional Effects |
---|---|---|---|---|
Novice | 1 | 10 Minutes | 4 Hours | None. |
Apprentice | 2 | 20 Minutes | 3 Hours | None. |
Journeyman | 3 | 30 Minutes | 2 Hours | None. |
Expert | 5 | 1 Hour | 1 Hour | Ethereal Duplicates can phase through non-living, non-metal materials at will. |
Master | 9 | 3 Hours | 30 Minutes | Ethereal Duplicates can phase through non-living materials at will. |
Defensive: While wielded, the relic will project a weapon to parry and counter incoming strikes. After successfully deflecting the strike, the weapon will withdraw into the relic ready to be used again. If the weapon is broken during its brief appearance, it will remain dormant until twice the listed Grace Period has elapsed, and another weapon will take its place. The weapons the Relic is capable of projecting depend heavily on the strength of the Donor Mage. It should be noted that the projected weapons will phase through the wielder.
Donor Mage | Capable Weapons | Grace Period | Additional Effects |
---|---|---|---|
Novice | Daggers | 60 Seconds | None. |
Apprentice | Daggers, Swords | 50 Seconds | Up to two weapons can form upon activation. |
Journeyman | Daggers, Swords, Hammers | 40 Seconds | Up to three weapons can form upon activation. |
Expert | Daggers, Swords, Hammers, Flails, Axes | 10 Seconds | Up to four weapons can form upon activation. Weapons have the ability to swing in an arc. |
Master | Daggers, Swords, Hammers, Flails, Axes, Polearms | 3 Seconds | Up to four weapons can form upon activation. Weapons have the ability to move in any direction. Weapons can phase through non-living material. |
Utility: When activated, the Relic will illuminate concentrations of ether within range with a bright blue aura. Individuals with a Mark of Control will be illuminated from the center of their chest outward. The locations of the marks on a mage's body will also glow faintly. The more powerful the mark, the brighter the illumination becomes. This is not a discreet revelation, as the illumination is clear for all to see. The user should take care, however, as the Relic will also illuminate magical ailments and maladies; victims of Mages might be mistaken for mages themselves. If a condensed source of ether (including those with a Mark of Control, another Relic, or individuals with a magical malady) has passed through the immediate area, the path in which it followed will be illuminated by a faint, spotty blue trail. The Duration of the Relic's effect, the Range, and the Grace Period all scale on the strength of the Donor Mage.
Donor Mage | Range | Duration | Grace Period | Additional Effects |
---|---|---|---|---|
Novice | 20' | 30 Minutes | 4 Hours | None. |
Apprentice | 30' | 45 Minutes | 3 Hours 30 Minutes | None. |
Journeyman | 40' | 1 Hour | 3 Hours | None. |
Expert | 60' | 2 Hours | 2 hours 30 Minutes | Illumination differs marginally between Relics, Maladies, and Marks of Control (identifiable with appraisal skill) |
Master | 100' | 3 Hours | 1 Hour | Illumination differs marginally between specific Relics, Maladies, and Marks of Control (identifiable with appraisal skill) |
Swilcon (Druidism)
Metals imbued with Swilcon will develop long emerald green patterns on their surface. Large-scale, the pattern appears similar to Druidism's Mark of Control with a sort of Celtic cross. If the Donor Mage was of significant strength, the pattern will appear to bleed that deep green color with streaks of light that stem from the markings.
Offensive: Nearby plants will become animated to attack the wielder's target, the scale and duration of which depends upon the strength of the Donor Mage. Grass will Ensnare feet, weeds will lacerate skin and poison the bloodstream, roots will attempt to coil and restrict limbs or crush bones, shrubs will encumber and attempt to suffocate or blind, vines will ensnare and strangle, and trees will bludgeon and crush. All plants warp unnaturally to move, as though living and sentient. Some plants will even temporarily uproot themselves to pursue their target. A grace period does affect the activation of this ability.
Donor Mage | Flora Animated | Range | Duration | Grace Period |
---|---|---|---|---|
Novice | Grass | 10' | 5 Minutes | 3 Hours |
Apprentice | Grass, Weeds | 15' | 10 Minutes | 2 Hours 30 Minutes |
Journeyman | Grass, Weeds, Shrubs | 20' | 15 Minutes | 2 Hours |
Expert | Grass, Weeds, Shrubs, Roots | 30' | 30 Minutes | 1 Hour |
Master | Grass, Weeds, Shrubs, Roots, Trees | 50' | 1 Hour | N/A |
Defensive: The Relic will siphon a portion of the attacker's lifeforce if the Relic's wielder perceives malintent. Those within a certain distance of the Relic will feel their strength wane and health deteriorate through the length of any conflict against a wielder of this Relic. Simultaneously, the environment around the wielder will become enriched with the life force of their opponent. Marksmen and Archers suffer no penalties to this Relic unless they are within range of the siphoning aura. Every strike against the wielder will see another instance of leeching and can be repeated indefinitely.
Donor Mage | Lifeforce Siphoned | Range | Additional Effects |
---|---|---|---|
Novice | Very minor | 10' | A very minor drain on stamina. The attacker will tire marginally quicker, and some nearby foliage may blossom and bloom. |
Apprentice | Minor | 15' | The attacker is likely to notice the buildup of fatigue in their body to be unnatural and inhibiting. Wilting plant life in the area may be restored through the duration of the fight. |
Journeyman | Moderate | 20' | Weakness and fatigue courses through the attacker, even in muscle groups they have not used through the duration of the encounter. Dead flora in the area can be revived to a wilted, perishing state as a result of combat with a wielder of this Relic. |
Expert | Severe | 30' | Pain and discomfort become of the attacker with every strike, illness sets in with intense fever, sweating, and shortness of breath to inhibit the combatant with just a few strikes against the wielder of the Relic. Dead flora in range are fully restored, and living plants are bolstered with additional mass and vibrance. |
Master | Extreme | 50' | Only those with the most vigor and strength can survive more than one strike against a wielder of the Relic. Every blow seems to siphon actual muscle mass and riddles the attacker's immune system with holes and gaps, inviting all sorts of natural illnesses and maladies upon the unfortunate combatant. All plant life in the area is burgeoning with vigor and health, flowers bloom out of season and dormant trees reawaken. Sickly and wounded animals in range are even partially healed after just a couple of strikes against the wielder. |
Utility: Those touched by the Relic see a temporary boon of strength and durability. Once activated, the subject will experience a process similar to Wildveil, where plant fibers will burrow through the skin of the subject and enhance their musculature for greater mass and athletic ability. The strength and duration of this effect increase with the potency of the Donor Mage.
Donor Mage | Strength | Duration |
---|---|---|
Novice | Skin gains the toughness of common fibers, able to exert an additional 10lbs of force | 12 Hours |
Apprentice | Skin gains the toughness of woven fibers, able to exert an additional 20 lbs of force | 24 Hours |
Journeyman | Skin gains the toughness of hemp, able to exert an additional 30 lbs of force | 36 Hours |
Expert | Skin gains the toughness of softwood, able to exert an additional 60 lbs of force | 72 Hours |
Master | Skin gains the toughness of hardwood, able to exert an additional 120 lbs of force | 168 Hours |
Alterald (Malformity)
Metals imbued with Alterald appear to have an oily finish with a mixture of all sorts of high-saturated colors. Relics with a higher Alterald potency display a myriad of patterns and lines that look more at home on the iris of an animal. They occasionally drift and change shape, animated slowly as if living beneath the top layer of steel.
Offensive: The offensive form of the Relic isn't often lethal, but oddly cruel in the powers it wields. Those attacked by the wielder of the Relic will mutate based on the damage the Relic inflicts and the potency of the Donor Mage. Skin-deep injuries will reflect skin-deep mutations, muscular injuries inflicted by the Relic have the potential to alter the musculature of the victim, damage to the bones can have catastrophic consequences for the victim. Few Relics possess the power to alter internal organs, and even fewer can change the brain, but these Relics do exist at the end of a trail of mutated, thoughtless amalgams.
It should be noted that the mass of the victim will not change; If the victim is pierced to the bone by a Relic and inflicted with rodent-like traits, the volatile ether will force the mutation of a rodent limb of equal size.
Donor Mage | Mutatable | Maximum Scale | Additional Effects |
---|---|---|---|
Novice | Skin | 1' | Can cause discomfort, reduce stamina recovery, inflict pain, and hinder mobility |
Apprentice | Skin, Muscle | 2' | Can hinder mobility, speed, strength, and induce shock with the grotesque nature of the mutation. |
Journeyman | Skin, Muscle, Bone | 3' | Entire limbs can be altered with a single attack if the damage is deep enough. In addition to all the effects above, dexterity and the ability to use tools and weapons can be removed. |
Expert | Skin, Muscle, Bone, Organs | 4' | Inflicted mutations can take on traits from 2 animals if the wielder so desires, victims of the weapon are usually permanently disfigured, but can be reverted with intense Necromancy. |
Master | Skin, Muscle, Bone, Organs, Brain | 8' | Damage to the brain is almost certainly irreversible, as it's often entirely replaced by an amalgam of multiple animals that cannot function in its splice. Victims will lose themselves entirely, a warped gestalt of three or more animals that likely couldn't move even if it had the mind to. |
Defensive: Those that attack the Wielder of the Relic will quickly find themselves swarmed by nearby Fauna of various tiers, which all rise in defense of the Wielder. For the duration of the Relic's activation, animals of the tiers that are summoned will not attack the wielder but animals from other tiers may. If the wielder should find themselves engaged with a pack or a herd of animals and the Relic is strong enough to subdue them, the pack will suddenly turn on the first of their kind to strike the Relic. The effect is continuous until the duration has elapsed, and all Fauna that wander into range will be subject to the call if they are of the Relic's Tier of Fauna or Below.
This does not affect people.
Donor Mage | Tier of Fauna | Duration | Range |
---|---|---|---|
Novice | Tier 2 | 30 Minutes | 0.5 Miles |
Apprentice | Tier 3 | 45 Minutes | 0.75 Miles |
Journeyman | Tier 4 | 1 Hour | 1 Mile |
Expert | Tier 5 | 2 Hours | 2 Miles |
Master | Tier 6 | 4 Hours | 4 Miles |
Utility: Fauna of a tier that's specific to the strength of the Donor Mage can communicate with anyone in range of the Relic upon activation. The communication bridge is two ways, meaning that those in the range can speak with the Fauna if they are affected by the Relic. It should be noted that this does not stop aggressive animals from attacking the wielder, nor does it stop them from fleeing in terror, either. Individuals with sufficient Charisma might be able to convince an animal to be at ease, but this is exponentially more difficult as the tiers of Fauna increase.
Donor Mage | Tier of Fauna | Duration | Range | Charisma to Tame |
---|---|---|---|---|
Novice | Tier 2 | 30 Minutes | 10' | 100 |
Apprentice | Tier 3 | 45 Minutes | 15' | 250 |
Journeyman | Tier 4 | 1 Hour | 20' | 400 |
Expert | Tier 5 | 2 Hours | 50' | 600 |
Master | Tier 6 | 4 Hours | 100' | 900 |
Phrade (Mentalism)
Metals imbued with Phrade display a unique physical quality in which the colors around them appear slightly displaced. The light around these metals bends and contorts in spectacular ways which can be mesmerizing and difficult to predict in combat. Patches of the aura appear to be out of focus while others are completely clear. The aura around the Relic will begin to tint a vibrant pink as the Potency of the Donor Mage Scales, and at higher levels, the blade will appear to shatter as though one is gazing upon it through a broken mirror, but it's still very much whole.
Offensive: Relics of phrade made with intent to do harm take on the ability to harness the weave, but the power they produce is not entirely predictable. Those struck with the Relic might find themselves crushed under immeasurable weight, thrown a dozen feet from the Wielder, or even pulled toward the attacker with neck-breaking speed. Wielders with a perception of 400 or more might be able to identify the subtle tells that indicate which effect the Relic will produce next, which they can use to optimize their next attack, but the subtle tells in the aura of the weapon are very similar to one another and cannot always be deciphered wholly. The force of the weave and the types of weave the Relic is capable of creating scales with the strength of the Donor Mage.
it should be noted that no force will harm or inhibit the Wielder of the Relic.
Donor Mage | Weaves | Weight | Additional Effects |
---|---|---|---|
Novice | Compel | 40 lbs | The additional weight of the weave can pull the target into the strike, and thus land with greater force. |
Apprentice | Compel, Impel | 60 lbs | When Impel activates, the target is struck with the additional indicated weight at the site of the strike. |
Journeyman | Compel, Impel, Nailing | 100 lbs | Nailing will render the target encumbered with the indicated weight if the weave activates with it. |
Expert | Compel, Impel, Nailing, Overbear | 200 lbs | All the weight indicated will press at the target from every direction on every external surface of their body; this can easily kill, mangle, and obliterate opponents. |
Master | Compel, Impel, Nailing, Overbear, Vindicate | 400 lbs | When Vindicate activates, all objects within thirty feet of the target are pulled and uprooted with the indicated force, and hurtle toward the target at lethal speeds. This includes stones, boulders, plants, furniture, animals, and people. Vindicated objects will not land on the Wielder of the Relic unless they step in the way. |
Defensive: Waves of psychic force are released from the Relic when its wielder is struck. The five reveries are released on the psyches of anyone caught in the wave and can manifest with extreme swings of emotion that remain active for a duration that depends entirely on the strength of the Donor Mage. The emotions inflicted on those caught in the wave are not targeted or directed at anyone or anything, but instead made to release on the nearest object or being. Individuals with higher levels of intelligence can resist the effect with mild influences on their mood. The intelligence required to save against the effect is listed in the additional effects.
It should be noted that the wielder cannot decide which reveries are inflicted upon those caught in the wave and that they are impervious to the effects of the Relic.
Donor Mage | Reveries | Radius | Duration | Additional Effects |
---|---|---|---|---|
Novice | Provocateur | 10' | 5 Minutes | Those afflicted with the Provocateur are likely to fly into a fit of rage and fight without coordination or tactics, which renders them easier to best for trained, level-headed combatants. 100 intelligence is required to save. |
Apprentice | Provocateur, Scarecrow | 15' | 10 Minutes | The Scarecrow can force those caught in the wave to scream in horror, turn tail, and beg mercy. However, it can also compel the target to fight harder with all the ferocity of an arachnophobe that has found a spider in their personal space. The fight or flight response is triggered. 200 intelligence is required to save |
Journeyman | Provocateur, Scarecrow, Minstrel | 20' | 15 Minutes | Minstrel can change the tone of the fight very quickly; what might have been a duel to the death can suddenly become a friendly spar if the fight doesn't halt altogether. 300 intelligence is required to save. |
Expert | Provocateur, Scarecrow, Minstrel, Tragedian | 30' | 25 Minutes | With the tragedian comes wails of despair and heartache, tears flow aplenty and the will to go on is crushed. This almost always ends the conflict or at least renders the attacker too emotionally vulnerable to give the fight their all. 450 intelligence is required to save. |
Master | Provocateur, Scarecrow, Minstrel, Tragedian, Paramour | 50' | 50 Minutes | The paramour invokes intense desire on those afflicted. if the attacker is subject to the Paramour, they will almost always change flags and choose instead to side with the Wielder of the Relic instead. Though this effect ends when the duration of the Relic's power elapses, the victim usually won't hesitate to give their life in a display of devotion. 600 Intelligence is required to save. |
Utility: If made to touch a living subject by the Wielder, the Relic can relay a tremendous amount of information on the subject to the Wielder through their mind's eye. The Relic can read the Subject's moral alignment, current mood, desires, strength, and conscience. The amount of information unveiled depends heavily on the potency of the Donor Mage
Donor Mage | Information Revealed | Additional Effects |
---|---|---|
Novice | Current Mood | The Relic will project the third party's current mood onto the wielder for as long as contact is held; which might be just enough to gauge what the subject's intent is. |
Apprentice | Current Mood, Desires | The subject's desires will temporarily become the Wielder's desires. The clarity of what they want can be muddied on more emotionally unstable subjects, but such is easier to read for those versed in psychology. |
Journeyman | Current Mood, Desires, Conscience | The relay of a conscience will only reveal whether or not the subject feels remorse. If there is remorse in the subject, the Wielder will be made to feel that same guilt. What the Subject is feeling remorse over is not discernable from the power of the Relic alone. |
Expert | Current Mood, Desires, Conscience, Moral Alignment | The Subject's morals will also be relayed to the Wielder. For the duration of contact, the Wielder can explore how the subject would feel about certain moral dilemmas or about committing specific crimes by running the psyche through scenarios. |
Master | Current Mood, Desires, Conscience, Moral Alignment, Strength | The Subject's strength can be gauged by the confidence they conceal. The Wielder will feel as powerful as the Subject sees themself for as long as contact is held. |
Umbridot (Nightfall)
Metals imbued with Umbridot will darken as the potency of the Donor Mage increases and appears so dark that it swallows the light at higher levels. A halo of light, tarnished with bleeding darkness, follows the Relic beyond the potency of an Expert Donor.
Offensive: The Relic will release a volley of crescent-shaped blades that follow and pursue the Wielder's targets when swung. After a collision, the blades will lose their cohesion and attempt to wrap and restrict the movements of specific limbs, joints, and even the features of the target's face. The Grace Period, number of blades, the speed, and the distance they pursue the target all scale with the strength of the Donor Mage.
Donor Mage | Blades Summoned | Speed (Feet per second) | Range | Grace Period |
---|---|---|---|---|
Novice | 2 | 100 fps | 150' | 80 Seconds |
Apprentice | 3 | 125 fps | 225' | 70 Seconds |
Journeyman | 4 | 150 fps | 300' | 60 Seconds |
Expert | 6 | 200 fps | 450' | 30 Seconds |
Master | 9 | 300 fps | 750' | 5 Seconds |
Defensive: Black spears burst from the Relic when struck, all aimed at the attacker. The number of Spears, their strength, and their Grace Period all depend on the potency of the Donor Mage. After launching, the spears withdraw back into the Relic. Breaking them has no consequence.
Donor Mage | Spears Summoned | Strength | Grace Period |
---|---|---|---|
Novice | 2 | Hardwood | 80 Seconds |
Apprentice | 3 | Bronze | 70 Seconds |
Journeyman | 4 | Iron | 60 Seconds |
Expert | 6 | Steel (Low Carbon) | 30 Seconds |
Master | 9 | Steel (High Carbon) | 5 Seconds |
Utility: A number of times a day, shadows can naturally wrap and conceal the wielder, preventing their detection by anyone without high perception (500 or higher). The camouflage is lost in daylight, but the identity of the Wielder and the belongings on their person are completely obscured by thick, unyielding darkness for a time.
Donor Mage | Times a day | Duration |
---|---|---|
Novice | 1 | 30 minutes |
Apprentice | 1 | 45 minutes |
Journeyman | 1 | 60 minutes |
Expert | 2 | 120 minutes |
Master | 3 | 180 minutes |
(Oath)
Offensive:
Defensive:
Utility:
Echal (Remnant)
The surfaces of metals Imbued with Echtal appear animated with deep sprawling webs of synapses and neurons. Lights run down the synapses, illuminating the neurons that link them before fading and receding to obscurity. Stronger Relics of this kind develop an aura of twinkling lights that remain anchored to the Relic when it moves, but drift about after harsh movements, as though they're orbiting the Imbued metal.
Offensive: Depending on the potency of the Donor Mage, the Relic can cause a significant amount of damage to the target's memory with every strike. At random, the victim's Engrams will be damaged and made dormant. The extent of the damage varies based on the strength of the Relic, but a Remnomancer can uncover and restore the victim with higher and higher degrees of skill and effort as the strength of the Donor Mage increases. Victims will gradually lose their ability to fight with every subsequent strike, losing all but their most basic functions as the Relic seals away their identity.
'Time Lost' indicates a timespan in which any information that falls under a category in 'Severity' is lost per strike of the Relic.
Donor Mage | Time Lost | Severity |
---|---|---|
Novice | 3 Months | Tastes, Smells, Sounds, Images, Feelings |
Apprentice | 6 Months | Tastes, Smells, Sounds, Images, Feelings, Vocational Skills |
Journeyman | 12 Months | Tastes, Smells, Sounds, Images, Feelings, Vocational Skills, Specific Details |
Expert | 36 Months | Tastes, Smells, Sounds, Images, Feelings, Vocational Skills, Specific Details, Movements, Places |
Master | 120 Months | Tastes, Smells, Sounds, Images, Feelings, Vocational Skills, Specific Details, Movements, Places, Relationships, People, Language, Experiences |
Defensive: Contrary to the offensive counterpart of the Echal-Imbued metal, this Relic will study and read the aggressing opponent, then relay information back to the wielder. Subconsciously, the wielder will become aware of their opponent's fighting style, tactics, tricks, and more. When combined with the meditation skill, the wielder can differentiate between what they think to be true and what the Relic is telling them. When synchrony is achieved, the wielder can effortlessly parry, block, and evade their opponent's strikes. When synchrony is achieved, the instinct remains even if the Relic is removed.
Donor Mage | Time to Synchronize |
---|---|
Novice | 30 Minutes |
Apprentice | 25 Minutes |
Journeyman | 20 Minutes |
Expert | 10 Minutes |
Master | 5 Minutes |
Utility: The Relic is capable of projecting the image of the wielder's memories over their form. The wielder will not see themselves how others perceive them, therefore, it's imperative to note when the effect wears off, and what image they have assumed at any given time. The Duration and age of the memories that can be fetched varies on the strength of the Donor mage.
Donor Mage | Memory Age | Duration | Additional Effects |
---|---|---|---|
Novice | 1 Year | 1 Hour | None. |
Apprentice | 2 Years | 1 Hour 30 Minutes | None. |
Journeyman | 3 Years | 2 Hours | Can take on the image of people of the same race and gender. |
Expert | 6 Years | 4 Hours | Can take on the image of people of the same race. |
Master | 18 Years | 8 Hours | Can take on the image of other people from memory. |
Blaryl (Resonance)
Blaryl-imbued metals often appear blurry or as if there are multiple blades confined to the same space. The image of the Relic vibrates at extreme speed and can appear larger than it really is as a result. The effect is more drastic on stronger Relics, and the strongest Relics of this kind may even appear partially translucent, which makes them even more difficult to see.
Offensive: The Relic will rattle the Wielder's target on impact. The rattling can range from mild tremors to intense osculating vibrations. Needless to say, the effect makes combat, movement, and communication extremely difficult. Stronger Relics can even cause serious harm to the victim if they are not sufficiently protected. Heavy armor can keep the victim intact through an onslaught of heavy strikes, but will eventually break if sufficient damage is done with the Relic. The sound of this Relic's strike is often deafening, depending on the materials being rattled.
Donor Mage | Additional Damage Caused | Additional Effects |
---|---|---|
Novice | None. | Footing and posture are difficult to maintain. |
Apprentice | Muscle Spasms. | It's difficult to hold tools and muscles require some hours to recover from the strike afterward. |
Journeyman | Muscle Spasms, torn muscles & ligaments. | Pain and discomfort make it almost impossible to move after the strike with too much force, most will at least be knocked partially to the ground as a result of the blow and the nature of the additional injuries make it hard to recover. |
Expert | Muscle Spasms, torn muscles & ligaments, ruptured organs and skin, | Very few can stay on their feet after a strike like this, almost none will be able to get back up afterward. Striking the ground with the Relic can inflict the effects of up to Apprentice Potency on everyone within fifteen feet of the strike (bar the Wielder). |
Master | Muscle Spasms, torn muscles & ligaments, ruptured organs and skin, shattered bones, metals as soft or softer than tempered steel. | Some victims are completely obliterated in a shower of broken bones, muscle, and blood after just one strike. Striking the ground with the Relic can inflict the effects of up to Journeyman Potency on everyone within twenty feet of the strike (bar the Wielder). |
Defensive: Intense vibrations deflect strikes against the wielder and rebound them to the attacker. Some force is still transferred to the wielder, but this is reduced with the scaling strength of the Donor Mage. The size of the weapons/strikes deflectable also varies by the strength of the Donor Mage.
Donor Mage | Heaviest Strikes Redirected | Force Mitigated |
---|---|---|
Novice | Small weapons, improvised projectiles | 10% |
Apprentice | Medium weapons, arrows | 20% |
Journeyman | Large Weapons, bolts | 30% |
Expert | Heavy Weapons, rifle shots | 50% |
Master | Cannonballs | 80% |
Utility: A Relic that can amplify sound for targets of the Wielder's choice. The Relic can be made to amplify all sound in a space for their ears alone or amplify all sound in an area for targets of their choice within a distance and for a time that depends on the strength of the Donor Mage. Amplification cannot be used to damage the hearing of any targets, including the wielder, as the sound will be adjusted per the individual's hearing needs.
This effect extends through doors and walls.
Donor Mage | Range | Duration |
---|---|---|
Novice | 15' | 30 Minutes |
Apprentice | 30' | 45 Minutes |
Journeyman | 45' | 60 Minutes |
Expert | 80' | 120 Minutes |
Master | 200' | 240 Minutes |
Revyx (Sigilic Pyromancy)
Metals imbued with Revyx display lights of bright amber that flow through the structure like a series of cracks. This is sometimes mistaken as a Pyromancer's enkindled sword in appearance but doesn't display the properties of Enkindlement outside of looks alone. Stronger Relics of this kind possess a burning aura, as though the Relic has been dipped in oil and lit aflame. Despite this, the metal is not hot and doesn't produce any light. Even so, the aura can be seen in complete darkness and stands out significantly.
Offensive: Explosions of kinetic force and shrivenflame are released on impact with the Relic. Any surface met by a wielder is immediately blasted with the force of an explosion that varies based on the strength of the Donor Mage. A stronger Wielder is typically required to use this Relic. Even though the flames released in the blast will not burn them and the kinetic force released will not so much as budge them, the Relic is susceptible to the force. A wielder who is not trained with a strong grip, appropriate upper body strength, and the proper form will most certainly lose the Relic in the resulting blast. Wielders should be no less than Expert in the appropriate skill and have a strength of at least 400 to withstand the effect. The maximum effect the Relic can produce is listed in the Additional Effects column of the table below.
Donor Mage | Radius | Grace period | Additional Effects |
---|---|---|---|
Novice | 1' | 30 Seconds | First-degree burns, muscular soreness, blast pushes objects up to six feet away. Can destroy most furniture in a single strike. |
Apprentice | 3' | 40 Seconds | First-degree burns, injury to joints and muscles, blast knocks objects up to nine feet away. Can break down wooden walls and fences. |
Journeyman | 5' | 50 Seconds | Second-degree burns, torn ligaments & internal bleeding, blast knocks objects up to 12 feet away. Can warp metal and damage stone structures. |
Expert | 15' | 60 Seconds | Third-degree burns, broken bones & dismemberment, blast knocks objects up to 20' away. Can destroy small stone structures, fell trees, and loosen large sections of earth. |
Master | 45' | 60 Seconds | Fourth-degree burns, complete and utter obliteration on direct impact, blast knocks objects over fifty feet away. Can knock down castle walls and decimate armies. |
Defensive: Striking the wielder of this Relic will trigger a burst of superhot bright light that can blind, stun, and burn the attacker to degrees that depend on the strength of the Donor Mage. None of these effects will harm the wielder, but the resulting Shrivenflame can if the Relic is strong enough to produce such an effect and the Wielder is susceptible to Shrivenflame.
Donor Mage | Blindness Duration | Burn severity | Grace Period | Additional effects |
---|---|---|---|---|
Novice | 10 Seconds | First-degree. | 5 Minutes | Effects all within 6' of the Wielder. |
Apprentice | 20 Seconds | First-degree. | 4 Minutes | Effects all within 12' of the Wielder. |
Journeyman | 60 Seconds | First-degree. | 3 Minutes | Effects all within 18' of the Wielder. |
Expert | 300 Seconds | Second-degree | 1 Minute | Effects all within 27' of the Wielder. Combustible objects may be lit with Shrivenflame. |
Master | Permanent | Second-degree | 10 Seconds | Effects all within 52' of the Wielder. Most objects will be lit with Shrivenflame. |
Utility: The Relic will temporarily open a window above itself, which can be used to peer into the Dead Realm. What is more, beings that Malek would invoke judgment upon, those that go to extreme measures to defy death, are illuminated with a deep red light if they are viewed through this window. This effect extends to any mortals that have achieved supernatural longevity, like the Dranoch and the Lich. The duration of this window depends on the strength of the Donor Mage.
Donor Mage | Duration |
---|---|
Novice | 3 hours |
Apprentice | 4 hours |
Journeyman | 5 Hours |
Expert | 10 Hours |
Master | 24 Hours |
(Squall)
Offensive:
Defensive:
Utility:
(Summoning)
Offensive:
Defensive:
Utility: