Difference between revisions of "Reagents"

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(Created page with "=Reagents= ‘Reagents’ are an umbrella term in alchemy, referring to materials that contain potent enough measures of signs and symbols for use in alchemical processes...")
 
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Liquid mana which has dried and crystallized over the course of millenia or by ancient releases of energy, redstone is depleted of its energy for the mostpart and acts as a reactive catalyst capable of triggering movement and the release of light in equivalent terms to the energy input into it, immediately released other clusters of redstone dust in its immediate radius, in a manner akin to magnetic and electrical pulses.   
 
Liquid mana which has dried and crystallized over the course of millenia or by ancient releases of energy, redstone is depleted of its energy for the mostpart and acts as a reactive catalyst capable of triggering movement and the release of light in equivalent terms to the energy input into it, immediately released other clusters of redstone dust in its immediate radius, in a manner akin to magnetic and electrical pulses.   
 
   
 
   
Redlines:  
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'''Redlines: '''
 
*Redstone must be represented by its mechanical item counterpart, redstone dust.
 
*Redstone must be represented by its mechanical item counterpart, redstone dust.
 
*32 redstone dust is required to yield the symbols and signs of redstone.
 
*32 redstone dust is required to yield the symbols and signs of redstone.

Revision as of 16:19, 21 May 2021

Reagents

‘Reagents’ are an umbrella term in alchemy, referring to materials that contain potent enough measures of signs and symbols for use in alchemical processes, be they botanical or otherwise.

Core Reagents

Blood

Sign(s):

Air

Symbol(s):

Life x3 Growth x2 Agility x1

Appearance:

A thin red liquid.

Location:

Contained within the circulatory systems of all descendants.

Harvesting:

Blood can be harvested directly from the circulatory system, a single measure easily being pulled from the veins without causing lasting damage to the host. Alternatively three measures can be drawn from the liver or heart of a descendant, should they be removed.

Raw Effect(s):

If not coagulated into gelatinous scabs, blood when freshly drawn and preserved at low temperatures above freezing can be used in transfusions between two descendants of the same race to counter bloodloss.

Blood also contains genus, a potent substance that tethers the descendant body to its soul blueprint via its manapool. When removed from this cycle, genus is quickly corroded and lost, rendering the arcane properties of blood inert.

Redlines:

  • All reagents must be gathered through roleplay.
  • Blood from animals and non descendant creatures is considerably less potent and cannot be utilised for the same signs, symbols and raw effects.
  • Blood transfusions can only be carried out between descendants of the same races, that being humans with humans, elves with elves, dwarves with dwarves, orcs with orcs.
  • Genus will decay and be lost to blood after one narrative day or three OOC hours (whichever comes first) following its host’s death or removal from said host’s body (again, whichever comes first).
  • The use of genus is intrinsically tied with blood magic and genus cannot be identified or utilised without additional lore.


Yellow Bile

Sign(s):

Fire

Symbol(s):

Life x3 Swiftness x2 Rage x1

Appearance:

An acidic yellow or green liquid.

Location:

Contained within the stomach and spleen of all descendants.

Harvesting:

Yellow bile can be harvested directly as stomach acids amongst vomit, a single measure easily being pulled from bile without causing lasting damage to the host. Alternatively three measures can be drawn from the stomach or gall bladder of a descendant, should they be removed.

Raw Effect(s):

An essential part of the digestive system, bile and stomach acids are used to break down food for the extraction of nutrients in the descendant body.

Outside of descendants it is mildly acidic, causing irritation to the skin and weakening saturated food that would otherwise be fit for consumption. Beyond this the smell of yellow bile will stir up immense discomfort amongst descendants, potentially inducing vomiting.

Redlines:

  • All reagents must be gathered through roleplay.
  • Bile from animals and non descendant creatures is considerably less potent and cannot be utilised for the same signs, symbols and raw effects.


Black Bile

Sign(s):

Earth

Symbol(s):

Death x3 Reduction x2 Impediment x1

Appearance:

Hard buildups of dried bile that take on dark hues akin to stones.

Location:

Contained within the gallbladder and kidneys of descendants.

Harvesting:

Black bile can be passed naturally as gall and kidney stones, easily being collected without causing lasting damage to the host. Alternatively three measures can be drawn from the kidneys or gall bladder of a descendant, should they be removed.

Raw Effect(s):

Black bile has no significant raw effects.

Redlines:

  • All reagents must be gathered through roleplay.
  • Bile from animals and non descendant creatures is considerably less potent and cannot be utilised for the same signs, symbols and raw effects.

Phlegm

Sign(s):

Water

Symbol(s):

Death x3 Slowness x2 Peace x1

Appearance:

A thick mucus, ranging in colour from green to yellow and brown.

Location:

Contained within the throat, sinuses and lungs of descendants.

Harvesting:

Phlegm can be harvested directly from the nose and throat of descendants, a single measure easily being pulled from bile without causing lasting damage to the host. Alternatively three measures can be drawn from a lung of a descendant, should they be removed.

Raw Effect(s):

A sticky, viscous liquid. Flegm is an umbrella term for mucus, snot and saliva.

Redlines:

  • All reagents must be gathered through roleplay.
  • Phlegm from animals and non descendant creatures is considerably less potent and cannot be utilised for the same signs, symbols and raw effects.

Mana

Sign(s):

Aether Air

Symbol(s):

Purity x3 Balance x3 Peace x2

Appearance:

A turquoise liquid of oily consistency that faintly glows.

Location:

From charged gems and the ethereal mana pools of mages when made manifest, mana can be extracted and made manifest as a liquid essence and sometimes generated in the world through an irregularity of magic in some areas.

Harvesting:

Liquid essence is mana in a raw and liquefied form, hidden within all, or generated by mages with abundant mana pools. Through concentration mana can be pulled from one’s mana pool and conjured as a tangible liquid.

Raw Effect(s):

On its own, liquid mana has few properties. Whilst some creatures can consume it for sustenance, it has minimal effect on most descendants.

If one was to sip standard liquid essence, from either a mage or a natural occurring pool, they would find that it is tasteless, doing nothing but inducing a surreal sensation as the energy courses through their bodies.

Liquid mana can alternatively be used to fuel enchantments, with one count providing equal energy to a mana gem.

Redlines:

  • All reagents must be gathered through roleplay.
  • Liquid mana will not offer any sustenance or tangible benefit to descendants without separate lore.
  • Liquid mana will be depleted like burning oil when used to power enchantments, with one count equaling the energy value of a managem and requiring the same level of exertion to charge.
  • Liquid mana is only obtainable through conjuring by those whose lore specifies mana usage.
  • Liquid mana can be collected at the rate of 1 count per tier of mage. This does not stack with multiple magics. Utilising all 5 counts (or whatever the mage’s tier is) makes them unable to cast spells for 6 hours IRL whilst they recover.

Lifeforce

Sign(s):

Aether Fire

Symbol(s):

Life x4 Dark x3 Blindness x3 Separation x2

Appearance: A silky smooth, milk-colored fluid with the consistency of coagulated blood.

Location:

Raw lifeforce itself, reaped from the dead or living in the form of mutilated appendages, blood, and otherwise salvaged parts, is utilized in varying ways by necromancers, but notably in their alchemic craft where it is given form as ‘liquid’ lifeforce.

Harvesting:

Liquid lifeforce is extracted by adept necromancers and congealed, typically stolen from unsuspecting victims through the Rite of Draining.

Raw Effect(s):

Though it doesn’t do anything beneficial on its own, it is possible to drink liquid lifeforce which then results in a highly addictive warmth blanketing the person. Liquid lifeforce appears as a milky white, semi-coagulated substance.

Redlines:

  • All reagents must be gathered through roleplay.
  • Liquid Lifeforce is only obtainable through Necromancy’s Rite of Draining.

Redstone

Sign(s):

Aether Earth

Symbol(s):

Vigour x3 Instability x3 Rage x2

Appearance: A sandy red powder that will shimmer faintly upon touch.

Location:

Redstone is scattered across the deep places of the world, in veins and great pits underground.

Harvesting:

Redstone is mined like salt, flaked from large composite chunks into granular measures.

Raw Effect(s):

Liquid mana which has dried and crystallized over the course of millenia or by ancient releases of energy, redstone is depleted of its energy for the mostpart and acts as a reactive catalyst capable of triggering movement and the release of light in equivalent terms to the energy input into it, immediately released other clusters of redstone dust in its immediate radius, in a manner akin to magnetic and electrical pulses.

Redlines:

  • Redstone must be represented by its mechanical item counterpart, redstone dust.
  • 32 redstone dust is required to yield the symbols and signs of redstone.
  • Light from redstone will never exceed that of natural firelight.
  • The raw effects of redstone beyond light are exclusively represented by what can be achieved with minecraft’s mechanical redstone and must be represented by these blocks accordingly.
  • Redstone is depleted of its energy, meaning any attempts to utilise redstone in RP further than mechanical standards will require approved lore.

Ectoplasm

Sign(s):

Aether Water

Symbol(s):

Death x4 Light x3 Clarity x3 Connection x2

Appearance: A translucent sludge, echoing the aura colour of whichever phantom or mystic created it.

Location:

Ectoplasm is a ghostmatter; the combination of lifeforce and mana that makes up all phantoms, as well as the spells weaved by mystics.

Harvesting:

Ectoplasm, whilst usually incorporeal, can be split from its source by the rites of mysticism or other means of severing such as the use of aurum tools and weaponry.

Whilst ectoplasm will usually disperse into a thin cloud of lifeforce shortly after severance (as the mana binding it is depleted), if hastily stored in an aurum container the odd matter will eventually fall inert, becoming a slime-like plasma that can be physically interacted with.

Raw Effect(s):

Whilst no potent uses can be extracted from inert ectoplasm, it is interestingly weightless to the point where it will float or hover wherever it is directed, only stopping when it comes into contact with physical barriers.

The colour of ectoplasm will also shift to match the aura of whoever last physically handled it.

Redlines:

  • All reagents must be gathered through roleplay.
  • Ectoplasm is only obtainable via severance from spectres, destroyed menhir or the rites of mysticism.
  • Ectoplasm can be collected at the rate of 1 count per tier 2 liturgies of Mysticism, using a far more costly version of the ‘hindering’ spell on an empty aurum container. Utilising all 3 counts (or whatever best correlates to their number of liturgy slots, being rounded down where there is an odd number) leaves Mystics unable to utilise those liturgies as if they had been used for spells. A total of 3 counts can be harvested from slain phantoms – ghosts and gravens – whilst a total of 6 counts can be harvested from slain paleknights or wights. A count proportional to liturgies used can also be harvested from apparitions and menhir.