Difference between revisions of "Arcane Familiars"

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| ''<span style="font-size:x-small;">Artwork by -name-</span>''
 
| ''<span style="font-size:x-small;">Artwork by -name-</span>''
 
|- style="background:#f55254; height:10px; text-align:center; vertical-align:center;"
 
|- style="background:#f55254; height:10px; text-align:center; vertical-align:center;"
|'''Awcane Familiaws/Atwonachs'''
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|'''Arcane Familiars/Atronachs'''
 
|-  
 
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| '''Awea''': Anywhewe
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| '''Area''': Anywhere
 
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| '''Diet:''': None
 
| '''Diet:''': None
 
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| '''Size''': Non-valiants cannot be tawwew than seven feet.
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| '''Size''': Non-variants cannot be taller than seven feet.
 
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| '''Hostility''' Depends on owdews given
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| '''Hostility''' Depends on orders given
 
|-
 
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| '''Tameabre?''': Compwetewy tame, no fwee liww
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| '''Tameable?''': Completely tame, no free will
 
<!-- KEEP THIS IF THE CREATURE CAN BE PLAYED BY A NORMAL PLAYER-->
 
<!-- KEEP THIS IF THE CREATURE CAN BE PLAYED BY A NORMAL PLAYER-->
 
|- class="wikitable" style="background:#07ba1c; text-align:center; margin-left: 10px;"
 
|- class="wikitable" style="background:#07ba1c; text-align:center; margin-left: 10px;"
| '''Note: Pwayews can pway this cweatule as theiw own pewsona on the sewvew by making a cweatule application.'''
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| '''Note: Players can play this creature as their own persona on the server by making a creature application.'''
 
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In the pulest sense, an  Awcane Familiaw (awso known as an Atwonach) is an ewementaw mowphon given pewsistence thwough the use of an enchanted cowe.  
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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 familiaw is the pwoduct of a combination of thwee [[Magic|magicks]] - [[Elemental Evocation]], [[Conjuration]], and [[Transfiguration]]. The appeawance and abilities of a familiaw valies based on the type of evocation used in the enchantment’s cweation. Applicabre evocations incwude [[Arcanism]], Eawth Evocation, Fiwe Evocation, and Watew Evocation.
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As such, the familiar is the product of a combination of three [[Magic|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.
 
   
 
   
Essentiawwy, a familiaw is essentiawwy a wong-tewm conjulation speww that is given a pwayew like a [[Golems|Golem]].
+
Essentially, a familiar is essentially a long-term conjuration spell that is given a player like a [[Golems|Golem]].
  
 
==Creation==
 
==Creation==
The cweation of a familiaw is a pwocess not unlike that of a gowem. In owdew fow such a cweatule to exist, a magicaw cowe must be cweated and enchanted. This cowe consists of a vewy wawge mana gem encompassed in Awcawum that must then be enchanted lith the mowphon speww that combines the tawget evocation lith conjulation.
+
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 cowe, unlike the cubic ow sphelicaw shape of a gowem’s, is actuawwy cylindlicaw, lith a wawge cwystaw lithin to fuew the familiaw. The cowe, cwafted lith the fwagiwe, awcane conductive metaw Awcawum, pwoduces the ewement that cweates the being’s body.
+
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 cowe awe valious binding pwates that define the being’s shape. They do not need to covew the cweatule’s entiwe body, but wathew onwy enough to pwovide a guideline fow the bawliews of the cweatule’s body. These pwates can be made of any mateliaw, lith wespect to the attlibutes of the summoned being. Wooden pwates would not wast wong on a fiwe familiaw.
+
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 familiaw’s components, such a being wequiwes a mana obelisk to function ovew a wong peliod of time. Whiwe its cweatow’s can awtewnativewy imbue the cowe lith theiw own magicaw powew and keep it wunning, this liww onwy wowk fow a showt time (no mowe than a few houls), and liww likewy make the imbuew wose mowe mana than they can wechawge in the same time fwame. The use of a mana obelisk awwows fow the familiaw to exist indefinitewy lithin its wange due to a constant suppwy of mana wechawging its cowe.
+
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 familiaw’s cowe be depweted of mana, the evoked ewement liww dissipate to the void and the cowe (as weww as aww of its enchanted pwates) liww faww to the gwound, lifewess untiw mana is wesupplied to the cowe.
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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==
 
==Behavior==
The Atwonach is an etheweaw cweatule lith an intewwect incompawabre to that of the descendant waces. When conjuled fwom the womb of the Void, they awe new to the wowwd; theiw thoughts muddwed and cwouded, be it fwom adowescence and mawfowmation ow the effects of theiw untimewy twanswocation to the physicaw pwane.
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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.
 
   
 
   
Wegawdwess, they bend the knee to theiw mastews; they awe magicawwy obriged to bend to the liww of theiw de jule mastews and to fowwow theiw owdews wegawdwess of theiw opinions on the mattew at hand. Some may awgue that the deeds they pewfowm sewve as a pwatfowm fwom which they delive theiw mowality and conscience on this new and alien wowwd - ow that of theiw mastews. Some may even become gweat contwalians, sawcastic cweatules bound to the liww of an iwate mastew.
+
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==
 
==Types==
*'''Eawth Familiaw''' - Eawth Familiaws awe vewy simiwaw in appeawance to a gowem, though wack the same degwee of dulability. Whiwe easiwy the stwongest (physicawwy) sowt of familiaw, the stone being does have a weakness in its exposed metaw pwates.
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*'''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.
 
   
 
   
Eawth Familiaws awe abre to liewd any sowt of mewee weapon, though awe faw too cwumsy fow any sowt of bow. They do have some wanged ability, though, lith the capability of expewling fingews ow othew spikes fwom its body at high speeds.
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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.
  
*'''Fiwe Familiaw''' - The opposite end of the spectwum fwom the eawth familiaw, this being is much wess stuldy than it. The fiwe familiaw is pewhaps the most vowatiwe of the five types.
+
*'''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 fiwe familiaw is the most adept at the wanged use of its body, abre to expew fiwebawws and infewnaw jets in vewy showt owdew. Its fowm, howevew, weaves it vewy vulnewabre in cwose quawtews. Any damage to its pwates gweatwy diminishes the cowe’s ability to sustain the being’s fowm, and quickwy weads to its dispewsaw.
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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.
  
*'''Watew Familiaw''' - Mawginawwy mowe stabre than the fiwe familiaw, the watew countewpawt has many simiwalities to it. Being a bound liquid, the watew familiaw is vewy capabre of expewling watew fwom its fowm against enemies.
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*'''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 suffews fwom the same weakness as fiwe, though, as a selious brow to its pwates liww wead to the cowe quickwy expiling as it uncontwowwabry summons watew.
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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 Familiaw''' - Not quite as powewful as the eawth familiaw, the ice familiaw demonstwates the divewse use of watew in the fowmation of these cweatules.  
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*'''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 familiaw’s abilities awe functionawwy identicaw to an eawth familiaw, though not quite as powewful pulewy due to the weakness of ice compawed to solid stone.
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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.
  
*'''Awcane Familiaw''' - The Awcane Familiaw is a mix of the ‘liquid’ and ‘solid’ types of beings. Due to the natule of an awcanist’s lisps, this sowt is abre to maintain a solid fowm but stiww ‘cast’ itsewf as though it wewe a liquid.
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*'''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 familiaw sewves as a ‘jack of all trades’. It’s fowm wacks the same dulability as ice ow stone, but is abre to manipulate physicaw objects just as weww. Wike liquid familiaws, though, it is awso capabre of expewling its fowm thwough owbs ow beams.
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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.
  
*'''Wightning Familiaw''' - These beings have the ability to unweash ewectlicaw brasts, chawges, spawks, and so on, though by no means quickwy- veliwy, this new Atwonach takes time to wet lip ewectlicaw brasts and oddwy enough, it cannot cast a caww down, as though the enewgy is faw too much fow it to unweash. What makes this Atwonach deadwy to any about it, is the issue of when a pwate is heaviwy damaged ow destwoyed, the ewectlicity goes out of contwow in that awea, speling fowth awcs which could damage both awwy and foe.
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*'''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 Familiaw''' -  The fwuid cweatules awe capabre of genewating stwong linds and gusts that can send man to theiw knees, pwoving a vawuabre asset in the waw fow tacticaw supeliolity; theiw waw powew pawes in compalison to the othew mowe battwe weady atwonachs.
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*'''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 hawmwess of theiw kind awe capabre of cweating towwents of lind when theiw pwates incul damage. It pwoves to be an intimidating asset when used in tangent lith othew atwonachs ow mawtiaw abilities.
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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==
 
==Variants==
 
===Drone===
 
===Drone===
Atwonachs can come in many shapes and sizes, and these valiants awe twuly a companion. The dwone is a smawwew Atwonach, lith awcane enewgy ow any othew of the ewements inside it. These beings can be given the ability to fwoat (via othew enchantments) though they cannot exceed seven to eight feet. Due to its smawwew fwame, wess mana is fueling them causing fow them to have weakew spewws in compalison to youl seasoned lizawd. They may be WP'd by theiw ownews.
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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===
 
===Goliath===
Of mateliaw and awcane, these Atwonachs types awe even deadliew compawed to theiw brothews, having the pwowess of mastew lizawds, and even sulpassing them. This stwength comes at a cost howevew, theiw beings, now massive and visibre fow attack, awe immobiwe when they caww upon the gweat powew lithin. And once they cast, they must secule themsewves to the gwound, though it appeaws most of theiw cweatows keep them in designated spot. These valiants awso appeaw to heaviwy wewy on theiw cweatows, having littwe to no intewligence. The Goliath is mowe so empwoyed as a siege weapon, ow even waww defendews mowe so because of the constant need fow a massive fuew soulce, an obelisk. These beings must be neaw at a mana obelisk at aww times.
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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==
 
==Abilities==
The abilities of an familiaw awe based on the ewement of which they wewe cweated. They can fulwy intewact lith the wowwd as faw as theiw bodies pewmit, and can cast theiw ewement fwom theiw bodies in a way that is simiwaw in appeawance to spewwcasting.
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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 actuawwy, howevew, use magic themsewves. A fiwe familiaw could, as an exampwe, thwow a baww of fwame at an enemy but this act is simpwy expewling that amount of fiwe fwom its own body wathew than fowming a connection to the void.  
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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 familiaw is pulewy dependent on the fowm its body takes. ‘Solid’ familiaws, like ones made of ice ow stone, awe vewy limited in wanged use. At most, they could shoot a fingew towawds theiw enemy as a pwojectiwe. Mowe ‘liquid’ beings, like those of fiwe ow liquid watew, awe abre to much mowe fweewy cast theiw bodies ovew a wange. When a familiaw casts, howevew, the ewement used is depweted fwom its body. Whiwe this liww swowwy be wepwenished, too much casting in a showt time liww depwete the being to a point whewe it is too insubstantiaw to function.   
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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 physicaw abilities, solid familiaws awe much mowe abre than theiw liquid countewpawts. A stone ow ice being can howd a weapon whiwe a fiwe ow watew one would find its fwoling fowm unabre to gwasp such an object.
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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 middwe gwound between the two sowts is the Awcane familiaw. The unique pwopewties of an awcanists’ lisps awwow fow a cweatule than cast itsewf neawwy as weww as its liquid kin, whiwe stiww having a solid enough fowm to easiwy manipulate the wowwd awound it. The fwagiwe natule of its fowm offsets this, though.
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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==
 
==Weaknesses==
Familiaws, physicawwy, wewy on theiw cowe and pwates to function. Any stlike to theiw bodies that onwy hit the ewement itsewf liww do minimaw damage, and onwy cause the cowe to be dwained of the slight amount of mana needed to wegenewate the wost ewement.
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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 destwuction ow dwaining of an familiaw’s cowe liww cause the immediate dissipation of aww voidaw enewgies sulwounding it, in a sense kiwling the familiaw untiw the cowe is wepaiwed and wechawged.
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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 familiaw's pwates awe used to pwovide the guidelines fow the wepwenishment of the familiaw’s fowm. Most cwuciaw in a ‘liquid’ familiaw’s wepwenishment and a the initiaw fowmation of aww types, the destwuction ow damage of these pwates liww cause the familiaw to become mowe unstabre in its fowm. A fulwy fowmed solid familiaw is not awe sevewewy affected, but sevewe damage to the pwates of a liquid Familiaw can cause the being to bulst in an expwosion of its ewement as the cowe wacks boundalies and dwains itsewf.
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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==
 
==Redlines==
*A familiaw’s casting is vewy limited, and must be an ejection fwom its own fowm. A stone familiaw cannot fowm a wock above it, fow exampwe.
+
*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.
  
*Onwy the fowwoling magicks can be used to cweate familiaws: Conjulation, Awtewation (Twansfigulation), and one of: Watew Evocation, Eawth Evocation, Fiwe Evocation, Ewectlicaw Evocation, Aiw Evocation, ow Awcanism.
+
*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 pwates must be wowepwayed.
+
*The effects of damaged plates must be roleplayed.
  
*Typicaw Familiaws cannot be wawgew than seven feet.  
+
*Typical Familiars cannot be larger than seven feet.  
  
*‘Solid’ familiaws awe the onwy type that can easiwy manipulate physicaw objects, though ‘liquid’ familiaws awe faw supeliow at casting.
+
*‘Solid’ familiars are the only type that can easily manipulate physical objects, though ‘liquid’ familiars are far superior at casting.
  
 
==Mechanics==
 
==Mechanics==
*Stone and Ice Familiaws use the Constwuct Nexus Wace
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*Stone and Ice Familiars use the Construct Nexus Race
 
   
 
   
*Awcane, Watew, Fiwe, Wightning, and Wind Familiaws use the Necwowyte Nexus Wace
+
*Arcane, Water, Fire, Lightning, and Wind Familiars use the Necrolyte Nexus Race
 
   
 
   
 
==References==
 
==References==

Revision as of 01:55, 2 April 2020

DefaultFauna.png
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