Arcane Familiars

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This lore has been shelved and is not used on the server anymore. This page exists purely for archival reasons.


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Artwork by -name-
Arcane Familiars/Atronachs
Area: Anywhere
Diet:: None
Size: Non-variants cannot be taller than seven feet.
Hostility Depends on orders given
Tameable?: Completely tame, no free will
Note: Players can play this creature as their own persona on the server by making a creature application.

In the purest sense, an Arcane Familiar (also known as an Atronach) is an elemental morphon given persistence through the use of an enchanted core. As such, the familiar is the product of a combination of three magicks - Elemental Evocation, Conjuration, and Transfiguration. The appearance and abilities of a familiar varies based on the type of evocation used in the enchantment’s creation. Applicable evocations include Arcanism, Earth Evocation, Fire Evocation, and Water Evocation.

Essentially, a familiar is essentially a long-term conjuration spell that is given a player like a Golem.

Creation

The creation of a familiar is a process not unlike that of a golem. In order for such a creature to exist, a magical core must be created and enchanted. This core consists of a very large mana gem encompassed in Arcarum that must then be enchanted with the morphon spell that combines the target evocation with conjuration.

This core, unlike the cubic or spherical shape of a golem’s, is actually cylindrical, with a large crystal within to fuel the familiar. The core, crafted with the fragile, arcane conductive metal Arcarum, produces the element that creates the being’s body.

In addition to the core are various binding plates that define the being’s shape. They do not need to cover the creature’s entire body, but rather only enough to provide a guideline for the barriers of the creature’s body. These plates can be made of any material, with respect to the attributes of the summoned being. Wooden plates would not last long on a fire familiar.

In addition to the familiar’s components, such a being requires a mana obelisk to function over a long period of time. While its creator’s can alternatively imbue the core with their own magical power and keep it running, this will only work for a short time (no more than a few hours), and will likely make the imbuer lose more mana than they can recharge in the same time frame. The use of a mana obelisk allows for the familiar to exist indefinitely within its range due to a constant supply of mana recharging its core.

Should a familiar’s core be depleted of mana, the evoked element will dissipate to the void and the core (as well as all of its enchanted plates) will fall to the ground, lifeless until mana is resupplied to the core.

Behavior

The Atronach is an ethereal creature with an intellect incomparable to that of the descendant races. When conjured from the womb of the Void, they are new to the world; their thoughts muddled and clouded, be it from adolescence and malformation or the effects of their untimely translocation to the physical plane.

Regardless, they bend the knee to their masters; they are magically obliged to bend to the will of their de jure masters and to follow their orders regardless of their opinions on the matter at hand. Some may argue that the deeds they perform serve as a platform from which they derive their morality and conscience on this new and alien world - or that of their masters. Some may even become great contrarians, sarcastic creatures bound to the will of an irate master.

Types

  • Earth Familiar - Earth Familiars are very similar in appearance to a golem, though lack the same degree of durability. While easily the strongest (physically) sort of familiar, the stone being does have a weakness in its exposed metal plates.

Earth Familiars are able to wield any sort of melee weapon, though are far too clumsy for any sort of bow. They do have some ranged ability, though, with the capability of expelling fingers or other spikes from its body at high speeds.

  • Fire Familiar - The opposite end of the spectrum from the earth familiar, this being is much less sturdy than it. The fire familiar is perhaps the most volatile of the five types.

The fire familiar is the most adept at the ranged use of its body, able to expel fireballs and infernal jets in very short order. Its form, however, leaves it very vulnerable in close quarters. Any damage to its plates greatly diminishes the core’s ability to sustain the being’s form, and quickly leads to its dispersal.

  • Water Familiar - Marginally more stable than the fire familiar, the water counterpart has many similarities to it. Being a bound liquid, the water familiar is very capable of expelling water from its form against enemies.

It suffers from the same weakness as fire, though, as a serious blow to its plates will lead to the core quickly expiring as it uncontrollably summons water.

  • Ice Familiar - Not quite as powerful as the earth familiar, the ice familiar demonstrates the diverse use of water in the formation of these creatures.

The ice familiar’s abilities are functionally identical to an earth familiar, though not quite as powerful purely due to the weakness of ice compared to solid stone.

  • Arcane Familiar - The Arcane Familiar is a mix of the ‘liquid’ and ‘solid’ types of beings. Due to the nature of an arcanist’s wisps, this sort is able to maintain a solid form but still ‘cast’ itself as though it were a liquid.

This familiar serves as a ‘jack of all trades’. It’s form lacks the same durability as ice or stone, but is able to manipulate physical objects just as well. Like liquid familiars, though, it is also capable of expelling its form through orbs or beams.

  • Lightning Familiar - These beings have the ability to unleash electrical blasts, charges, sparks, and so on, though by no means quickly- verily, this new Atronach takes time to let rip electrical blasts and oddly enough, it cannot cast a call down, as though the energy is far too much for it to unleash. What makes this Atronach deadly to any about it, is the issue of when a plate is heavily damaged or destroyed, the electricity goes out of control in that area, spewing forth arcs which could damage both ally and foe.
  • Wind Familiar - The fluid creatures are capable of generating strong winds and gusts that can send man to their knees, proving a valuable asset in the war for tactical superiority; their raw power pales in comparison to the other more battle ready atronachs.

The most harmless of their kind are capable of creating torrents of wind when their plates incur damage. It proves to be an intimidating asset when used in tangent with other atronachs or martial abilities.

Variants

Drone

Atronachs can come in many shapes and sizes, and these variants are truly a companion. The drone is a smaller Atronach, with arcane energy or any other of the elements inside it. These beings can be given the ability to float (via other enchantments) though they cannot exceed seven to eight feet. Due to its smaller frame, less mana is fueling them causing for them to have weaker spells in comparison to your seasoned wizard. They may be RP'd by their owners.

Goliath

Of material and arcane, these Atronachs types are even deadlier compared to their brothers, having the prowess of master wizards, and even surpassing them. This strength comes at a cost however, their beings, now massive and visible for attack, are immobile when they call upon the great power within. And once they cast, they must secure themselves to the ground, though it appears most of their creators keep them in designated spot. These variants also appear to heavily rely on their creators, having little to no intelligence. The Goliath is more so employed as a siege weapon, or even wall defenders more so because of the constant need for a massive fuel source, an obelisk. These beings must be near at a mana obelisk at all times.

Abilities

The abilities of an familiar are based on the element of which they were created. They can fully interact with the world as far as their bodies permit, and can cast their element from their bodies in a way that is similar in appearance to spellcasting.

They cannot actually, however, use magic themselves. A fire familiar could, as an example, throw a ball of flame at an enemy but this act is simply expelling that amount of fire from its own body rather than forming a connection to the void.

As such, the ‘casting’ ability of an familiar is purely dependent on the form its body takes. ‘Solid’ familiars, like ones made of ice or stone, are very limited in ranged use. At most, they could shoot a finger towards their enemy as a projectile. More ‘liquid’ beings, like those of fire or liquid water, are able to much more freely cast their bodies over a range. When a familiar casts, however, the element used is depleted from its body. While this will slowly be replenished, too much casting in a short time will deplete the being to a point where it is too insubstantial to function.

In physical abilities, solid familiars are much more able than their liquid counterparts. A stone or ice being can hold a weapon while a fire or water one would find its flowing form unable to grasp such an object.

The middle ground between the two sorts is the Arcane familiar. The unique properties of an arcanists’ wisps allow for a creature than cast itself nearly as well as its liquid kin, while still having a solid enough form to easily manipulate the world around it. The fragile nature of its form offsets this, though.

Weaknesses

Familiars, physically, rely on their core and plates to function. Any strike to their bodies that only hit the element itself will do minimal damage, and only cause the core to be drained of the slight amount of mana needed to regenerate the lost element.

The destruction or draining of an familiar’s core will cause the immediate dissipation of all voidal energies surrounding it, in a sense killing the familiar until the core is repaired and recharged.

The familiar's plates are used to provide the guidelines for the replenishment of the familiar’s form. Most crucial in a ‘liquid’ familiar’s replenishment and a the initial formation of all types, the destruction or damage of these plates will cause the familiar to become more unstable in its form. A fully formed solid familiar is not are severely affected, but severe damage to the plates of a liquid Familiar can cause the being to burst in an explosion of its element as the core lacks boundaries and drains itself.

Redlines

  • A familiar’s casting is very limited, and must be an ejection from its own form. A stone familiar cannot form a rock above it, for example.
  • Only the following magicks can be used to create familiars: Conjuration, Alteration (Transfiguration), and one of: Water Evocation, Earth Evocation, Fire Evocation, Electrical Evocation, Air Evocation, or Arcanism.
  • The effects of damaged plates must be roleplayed.
  • Typical Familiars cannot be larger than seven feet.
  • ‘Solid’ familiars are the only type that can easily manipulate physical objects, though ‘liquid’ familiars are far superior at casting.

Mechanics

  • Stone and Ice Familiars use the Construct Nexus Race
  • Arcane, Water, Fire, Lightning, and Wind Familiars use the Necrolyte Nexus Race

References


Magic
Arcane Magic Transfiguration · Voidal Translocation · Void Shifting
Elemental Evocation · Conjuration
Sensory Illusion ·
Deity Magic Shamanism · Druidism · Paladinism · Seers · Malchediael's Templars · Heralds of Azdromoth
Dark Magic Fjarriauga · Necromancy · Pale Bloodmagic · Mysticism · Naztherak
Artificery Atronach Forging · Golemancy
Other Kani · Housemagery · Bardmancy