Light Forging - Blessed Artificery

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Stamped on: 31/05/2020


Light Forge/Blessed Artificery

The Aengul of Order and Guardianship enacts his will in many forms. Most notably out of all his brethren is the forging of relics and weapons to invoke his wrath and smite down upon his enemies. His legendary forge high up within the Lord of Sunlight’s realm is the birthplace of the fable Golden Lance, Sun’s Radiance, and other artifacts. This sacred gift was brought down and knowledge granted to his most loyal of servants. Thus the hidden art of Holy Alteration made way for his mortal servants to craft onto the realm artifacts that would aid in their fight against the likes of dragonkin and dark abominations of the Betrayer. Throughout the history of the paladins, it has been passed down from person to person. Each one refining and finding their own creations come into existence, until that day when the Lord’s Will cast off all of the relics and stored them away in his vault. Though most have not been seen since, the art of Holy Alteration remained and shifted once again. Xan’s will is ever changing and so to his light is gifted to his servants. Through the new use of the xannic mists, the name as well has shifted to what is now known as ‘Sacred Artificery’.

The Art of Sacred Artificery allows the paladin able to create enchantments upon objects, whether it be a small necklace to a large weapon, that is infused with Xannic light which is then able to be invoked for its intended effect. The mist itself is very versatile and able to be formed to what the paladin wishes for it to be. For smaller objects however, these tend to only know certain effects without the pure condensed light breaking it asunder. For larger objects, the mists are able to take hold more effectively and the creation of various effects extends further.

For the creation process to begin, the paladin must have a forge blessed with the Lord of Sunlight’s will. This is sanctified by the paladin carving holy runes along the anvil, forge, and crafting area. With this, the paladin starts to summon forth their mists and begin to directly infuse each rune with it. As the runes begin to alite and shimmer, the final act is creating a seal within the center of the area that acts as a focal point where the holy energy is stored. This of course, can be fueled further by the fabled lightstones to keep it stable. Without a lightstone, the forge will loses it blessing every week and must be blessed by a paladin with knowledge the correct tier and knowledge. With the lightstones, the forge does not need to be re-blessed, unless it is somehow disrupted. Even if it is disrupted in both cases, this will not reset progress on creating magic items – only stopping them from progressing any further

Redlines
General Redlines

•If a grey area or loophole is seen, get LT approval otherwise the answer is no.
•Paladin must have signs up on the crafting table, forge, anvil, and floor to state the runes are there. As well as OOCly stating when the holy charge was created and it contains lightstone or not.
•The forge losing its blessing does not reset any progress on creating magical items.
•The runes can be destroyed by striking it directly with items that can crack or break the physical surfaces the runes are on.
•Destroying the center point on the floor causes all the runes to cease functioning. However, should one of the runes be destroyed, only that area would cease to function. (e.g. if the anvil rune was shattered, only the anvil cannot be used for Artificery).
•Those magics that can silence other magics can cause the runes to be drained and go dormant and must be recreated.
•Undead, dark creatures, or dragonkin that directly expose themselves (As in revealing themselves and not in a disguise) will feel searing pain when stepping into the forge area. A hint of the area is known within 5 blocks of the forge. Such as feeling a ‘holy presence’ which gives those in question time to move away.
•Forge must be re-blessed every week if it does not contain a lightstone.
•A Light Forge must be approved by ST, with a locked sign saying so. The recharge-sign can be dealt with by the Players using such, rather than having to constantly ST Req.

Gems

The creation process of any enchantment begins with the materials used and the object to receive it. Be it leather, iron, steel, or even dragonbone, materials used for crafting follow the same guidelines of said materials. Regardless of material however, the xannic mists are infused directly by the aid of the forge so that the enchantment will be activated. Gems are key to this. The quality of the gem dictates how effective infusion will be, with a light stone being the most effective in regards to holy enchanting.

Ruby - Able to store minor enchantments with a life of 5 days.'
Sapphire - Able to store minor enchantments with a life of 10 days.
Emerald - Able to store minor and major enchantments. Life of minor is 15 days. Major is 5 days.
Diamond - Able to store minor and major enchantments. life for minor is every 20 days life for major is every week.
Light Stone - Able to store minor, major, and used in very powerful enchantments requiring MArts. Life for minor is infinite. life for major is 30 days.

The paladin can re-bless the object once it has expired (recreating the item) with ST oversight and/or giving proof to ST the enhancement has been done as per enchanting/magic items rules. For combinations upon objects, it cannot exceed past two gems of any sort. A light stone cannot be used more than once on a minor or major enchantment, twice on a MArt enchantment.

Enchantments

Minor Enchantments
Minor Enchantments

Description


For smaller objects such as necklaces, pendants, rings, crowns, or other various decorated accessories, the item in question usually is able to store the smaller enchantments given their size. While minor enchants can be placed on larger objects, it cannot be said in reverse. Below is a list of the minor enchants a paladin can create. This of course, can be added onto should it be passed by LT.

Enchants


Sunlight’s Wrath
This enchantment is usually placed on a small relic or object the paladin holds in order to perform and/or aid in the purging ability upon curses/hexes. Within the object itself holds a well of xannic mists to be able to be unleashed and used when the spell of purge is being summoned. This enchantment cannot be used for any other means.

Fatherly Embrace
This enchantment placed on an object emits a holy aura that can either soothe, give courage, pride, and/or as well wash away fear, anger, and/or sadness. The effects reflect what the xannic mists can do in regards to placing within a person. This however cannot halt or force any emotion upon the user. Be it racial curse, intense emotions, magical curse, or otherwise. It is merely something to hold onto and find comfort in should the wielder allow it.

Enduring Resolve
This enchantment when placed on an object and activated emits xannic mists to flow into the user and fill with a boost of endurance. Tasks such as with crafting, smithing, farming, etc that would normally exhaust the user they would find easier to accomplish without the hindering of fatigue. For combat, this applies yet the effects of injury can still cripple the user.

Eternal Embers
This enchantment placed on an object and activated causes it to emit Xannic mists that flows within the user in question, engulfing them with the magic to give a fatherly warmth that aids in pushing away the cold. This enchantment is not fully cold resistant to any degree. Its a minor effect to aid in a cold environment or if the user is hit by frost type magic.

Guardian’s Veil
This enchantment placed on an object creates a holy veil over the user in question, negating or halting the effects of a curse placed upon them for a duration of time. This does not aid in halting the curse effects of frost witch or shade. It however can stop it from being applied should an attempt be made. This enchantment only has one charge.

Mark of Holding
This enchantment is only used in the creation of a Warden of Xan’s suit of armor. Each individual piece of this armor requires this to be placed upon it, and when forging the armor it is expected to be cast upon twice a day - effectively lowering a Paladin’s maximum Spell Slots to 2 for the week required to make such.

Mist Manipulation
This enchantment allows for one to set up pre-determined forms of Mist Manipulation, following all its red lines and just as strong as the tier in which they are when it is made.

Major Enchantments
Major Enchantments

Description


Major enchantments are for larger objects able to store and maintain its infused power. Things like armor, weapons, crafted limbs, shields, and so forth are prime examples of what can be infused with major enchantments. For these, they tend to be able to hold up to two enchantments(for two, one minor, one major) at a time without much problem. If a paladin seeks to place more enchantments or increase the power of a specific enchantment, a MArt would need to be created listing what it does, the gems used, how it was created, and so on.

The Major Enchantments are more so bound by a list of the Paladin’s spells more than anything, and are capable of being used by anyone who is given such. There does exist one more major enchantment however, allowing for the creation of “Limbs of Light” - The one enchantment only able to be used by a Paladin directly. It should also be noted that all enchantments have the same redlines and restrictions as actual spells for the process of casting, with the “Connection” emote replaced by activating the enchantment. Additionally, each individual major enchantment may only be used once per encounter,

Enchants


Holy Affinity: Ranged
Holy Affinity: Melee
Guardian’s Bulwark: Shield
Guardian’s Bulwark: Bubble Shield(One Spell Slot only).
Holy Spear: Dawn’s Spear
Holy Spear: Sun’s Spear

Redlines
Enchantment Redlines

•Must be Tier 3 to begin learning Sacred Artificery.
•If there is a grey area or loophole seen, contact a LT otherwise the answer is no.
•Cannot create major enchants on spells not known.
•All enchantments must have at least one of the gems listed above within it.
•For minor enchantments, one can only be placed on a small object at any time.
•Major enchantments cannot be placed on smaller objects.
•On larger objects, the most that can be placed is two enchantments (one minor, one major).
•Must state the description, activation, date of creation, and the date of expiry on each crafted item.
•For an attempt at more enchantments or a more powerful version of an enchantment, a MArt must be made.
•Once the charge has expired it losses the enchantment.
•To ‘re-enchant’ an item it must be created again.
•If a Paladin is using an enchantment, or someone else, you must keep to the redlines of the spell; some spells cannot function together, etc.
•Only three enchantments can be used per-combat scenario. Each individual enchantment may only be used once.

Limbs of Light

From a vision of the Lord of Sunlight himself, the original creation of the Limb of Light was granted to those paladins that had fallen useless in their line of duty for the lost of a limb is truly devastating to such holy warriors. With the first ever design was cast, the paladin would focus while calling forth the mists. Their memory of the limb in question and how it functioned remained as the mists would weave and flow down from the stub. As the pure holy light would condensed, it created an image mold of the limb in question. After the process was complete, the limb was created and able to be moved with effort and concentration from the paladin. It is with this design however that when the shift of xannic mists occurred, so to did the art of this ability. It became harder for ones to even cast this, let alone keep it maintained. A process that even further was difficult to do when the Aengul of Order and Guardianship re-designed the mists once more. Though not all is lost for Xan himself would not forsake his servants in their time of need. As with anything, the guiding hand of our Lord lends forth once again and thus with Sacred Artificery it is able to be achieved.

For the creation of an artificial holy limb, the limb itself must be hand crafted to fit the section lost. The materials of it can be a number of things from simple wood to bluesteel, as long as it’s within the realm of possibility of items gathered. Though for this to truly work, the original limb in question must be exactly like the one previously. The reason for this falls with the first design as the memory and functions of said limb are kept within the mind of the paladin, and thus helps them adjust with the newer, functioning limb. Once the limb in question is created, several deific runes are placed at each joint and along the object. The focal point of this being powered is a light stone placed somewhere upon it. When that is complete, the paladin using it invokes their own mists to fuel the limb in order to move it. This limb however is never as smooth or fast as a regular one, moving more sluggishly and requiring time to adjust. Additionally, it only serves as strong as a normal limb should the metal be steel. There is a noticeable weakness to this if it is of any other material, to a degree enough to be mentioned in emotes and fail in contests of strength to one of equal size and stature to yourself. This is a trade-off for the durability that some metals and materials will offer the limb.

Redlines
Limbs of Light Redlines

•If a grey area or loophole is seen, contact a LT otherwise the answer is no.
•For Limb of Light, no other enchantments can be placed on the artificial holy limb.
•Cannot have extra limbs attached using Limb of Light.
•Things like claws, fangs, or anything different than what the original limb was are not possible.
•Cannot replace lost of senses.
•Cannot function as fast as a normal limb. A hint of this must be made in an emote regarding the movement of that limb.
•If the limb is not made of steel, then the limb grows weaker. This must be mentioned in any emote where it might affect someone else. The effect isn’t major, but it is enough to be noticeable for sure. If you’re naturally an orc, it would drop to a more buff individual. If you’re a buff individual(as paladins normally are), it would instead be near that of an average individual in strength, so on so forth.

Related Pages

Mists of Xan