Difference between revisions of "Voidal Tearing"

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[[Category: Lore-WIP]]
 
[[Category: Lore-WIP]]
Oliginating in the faiwule of powtaw expelimentation, the Voidaw Teaw is an exampwe of an accidentaw discovewy.
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Originating in the failure of portal experimentation, the Voidal Tear is an example of an accidental discovery.
  
 
   
 
   
As twanswocationists weawned the ability of pawtiaw twanswocation - the fowmation of tempowawy lifts in the void, attempts at wawge scawe usage, to twanspowt wawgew objects ovew wongew distances, wewe awmost immediate. With the advent of mage ciwcwes weawning to poow theiw mana fow wawgew spewws, many invowved began to considew theiw wofty goaw to be lithin weach.
+
As translocationists learned the ability of partial translocation - the formation of temporary rifts in the void, attempts at large scale usage, to transport larger objects over longer distances, were almost immediate. With the advent of mage circles learning to pool their mana for larger spells, many involved began to consider their lofty goal to be within reach.
  
 
   
 
   
The fiwst hawf of this theowy would be faiwwy simpwe to execute - and it was. A ciwcwe of magi would convene, and the limits of such a lift would be tested. As the lift got wawgew, howevew, the wesults became equawwy dangewous and wondwous. Should that lift be stabilized, and anchowed to the wowwd via a twansfigulationist, it can have gweat effect on the wowwd awound it.
+
The first half of this theory would be fairly simple to execute - and it was. A circle of magi would convene, and the limits of such a rift would be tested. As the rift got larger, however, the results became equally dangerous and wondrous. Should that rift be stabilized, and anchored to the world via a transfigurationist, it can have great effect on the world around it.
  
 
   
 
   
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The cweation of a teaw is simpwe in compwexity, but difficult in feasibility. It wequiwes a ciwcwe of magi incwuding both an expelienced twanswocationist and twansfigulationist. It awso wequiwes a wawge magegowd fwame to howd the stabilized lift in. The ciwcwe must then assist both mages in fowming a wawge lift, and using twansfigulation to bind it to the fwame like any othew enchanted speww. In this case, howevew, the natule of the lift makes it independent of a mana-gem fuew soulce.
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The creation of a tear is simple in complexity, but difficult in feasibility. It requires a circle of magi including both an experienced translocationist and transfigurationist. It also requires a large magegold frame to hold the stabilized rift in. The circle must then assist both mages in forming a large rift, and using transfiguration to bind it to the frame like any other enchanted spell. In this case, however, the nature of the rift makes it independent of a mana-gem fuel source.
  
 
   
 
   
  
In the simpwest of tewms, it is a pawtiaw-twanswocation lift made to be much wawgew, and much mowe pewmanent than a wone mage could accomplish.
+
In the simplest of terms, it is a partial-translocation rift made to be much larger, and much more permanent than a lone mage could accomplish.
  
 
   
 
   
  
This anomawous cweation, once stabilized, soon becomes a fwee-fwoling path fow the veiw between the void and the wowwd, causing waw mana to seep out at an incweasing pace. This fact, and the lift to the veiw, is what causes a Voidaw Teaw to have its effects on the wowwd awound it.
+
This anomalous creation, once stabilized, soon becomes a free-flowing path for the veil between the void and the world, causing raw mana to seep out at an increasing pace. This fact, and the rift to the veil, is what causes a Voidal Tear to have its effects on the world around it.
  
 
   
 
   
As the teaw weaches a wawge awea, waw mana begins to fwow fowth. The initiaw towwent is pawticulawwy stwong, and mowe often than not, wesults in what could be desclibed as an eawthquake in the immediate awea. Those attempting the fowmation of a teaw lithout the pwopew stwuctulaw suppowt could easiwy find theiw buiwding of choice fawling down awound them fwom the fowce.
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As the tear reaches a large area, raw mana begins to flow forth. The initial torrent is particularly strong, and more often than not, results in what could be described as an earthquake in the immediate area. Those attempting the formation of a tear without the proper structural support could easily find their building of choice falling down around them from the force.
  
 
   
 
   
If the magi fowming the lift awe abre to maintain focus thwough this initiaw towwent, and awwow the lift to become stabre, the gentwew fwow of magic liww wead to numewous effects on the sulwounding aweas.
+
If the magi forming the rift are able to maintain focus through this initial torrent, and allow the rift to become stable, the gentler flow of magic will lead to numerous effects on the surrounding areas.
  
 
   
 
   
Mana gems and obelisks liww, swowwy, wefiww themsewves. This is not a quick enough pwocess to awwow pawticulawwy dwaining enchants to wemain pewpetuawwy active, but a mage who weaves such an object inactive ovewnight may find the gem to have wechawged lithout any intewaction.
+
Mana gems and obelisks will, slowly, refill themselves. This is not a quick enough process to allow particularly draining enchants to remain perpetually active, but a mage who leaves such an object inactive overnight may find the gem to have recharged without any interaction.
  
 
   
 
   
Fulthewmowe, mages neaw to the teaw liww find theiw wecovewy aftew casting to be hastened. The same ambient mana that wefiwws theiw enchantments liww give them an easiew time in westing and awwoling theiw mana poows to wecovew.
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Furthermore, mages near to the tear will find their recovery after casting to be hastened. The same ambient mana that refills their enchantments will give them an easier time in resting and allowing their mana pools to recover.
  
 
   
 
   
Howevew, not aww the effects of the teaw awe positive. Especiawwy as time passes aftew the fowmation of the lift, pwobrems and dangews liww begin to pwesent themsewves.
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However, not all the effects of the tear are positive. Especially as time passes after the formation of the rift, problems and dangers will begin to present themselves.
  
 
   
 
   
As a teaw gwows mowe matule, and thus mowe stabre, wemoving it liww become mowe and mowe destwuctive. Wemoving a lift causes a bulst of enewgy much like the cweation of it. The mowe matule a lift is, the mowe wooted in the wowwd it has become, and thus the mowe damaging the bulst liww be when it is wemoved.
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As a tear grows more mature, and thus more stable, removing it will become more and more destructive. Removing a rift causes a burst of energy much like the creation of it. The more mature a rift is, the more rooted in the world it has become, and thus the more damaging the burst will be when it is removed.
  
 
   
 
   
Physicaw weakness, due to the same voidaw cowwuption that manifests itsewf in mages, liww sometimes take effect in those who live cwose to the lift. Whiwe not a guawanteed outcome, and nevew on the same scawe as a mage’s, a populace living neaw such a teaw liww swowwy come to find itsewf physicawwy weakew, even if by a smaww mawgin, than populations lithout such a cowwuption.
+
Physical weakness, due to the same voidal corruption that manifests itself in mages, will sometimes take effect in those who live close to the rift. While not a guaranteed outcome, and never on the same scale as a mage’s, a populace living near such a tear will slowly come to find itself physically weaker, even if by a small margin, than populations without such a corruption.
  
 
   
 
   
Chiwdwen bown neawby to a lift liww sometimes expelience a voidaw awtewation to theiw eyes not unlike the twanscendent awchons. In most cases, this is pulewy supewficiaw, but in some it can come awongside brindness. The mowe time the pwegnant mothew spent in pwoximity to the teaw, the gweatew chance of this occulling.
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Children born nearby to a rift will sometimes experience a voidal alteration to their eyes not unlike the transcendent archons. In most cases, this is purely superficial, but in some it can come alongside blindness. The more time the pregnant mother spent in proximity to the tear, the greater chance of this occurring.
  
 
   
 
   
In addition to this mutation, simpwew cweatules liww sometimes be bown lith even gweatew mutations, the extent of which is twuly unknown.
+
In addition to this mutation, simpler creatures will sometimes be born with even greater mutations, the extent of which is truly unknown.
  
 
   
 
   
A mowe matule lift liww sometimes spawn fowth voidaw tewwows, posing a thweat to the sulwounding wands. As the lift gwows even owdew, the tewwows can be found appealing fulthew and fulthew away fwom the epicenter. In some extwemewy wawe cases, voidaw howwows may pass thwough.
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A more mature rift will sometimes spawn forth voidal terrors, posing a threat to the surrounding lands. As the rift grows even older, the terrors can be found appearing further and further away from the epicenter. In some extremely rare cases, voidal horrors may pass through.
  
 
   
 
   
Finawwy, the owdest of lifts liww imbue a howwows-like cowwuption to the enviwonment. Whiwe this is too swow-spweading to simpwy destwoy a town, by this point, wemoving the lift would likewy do as much damage to its sulwoundings as the howwows eventuawwy would.
+
Finally, the oldest of rifts will imbue a hollows-like corruption to the environment. While this is too slow-spreading to simply destroy a town, by this point, removing the rift would likely do as much damage to its surroundings as the hollows eventually would.
  
 
   
 
   
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The cweation of a voidaw teaw must have WM ovewsight and appwovaw.
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The creation of a voidal tear must have LM oversight and approval.
  
 
   
 
   
The wemovaw of a voidaw teaw must have WM ovewsight and appwovaw.
+
The removal of a voidal tear must have LM oversight and approval.
  
 
   
 
   
The ambient managem wechawging is a swow pwocess. It liww not wechawge a gem quickwy enough to give its enchantment any additionaw effect ovew the coulse of a given fight.
+
The ambient managem recharging is a slow process. It will not recharge a gem quickly enough to give its enchantment any additional effect over the course of a given fight.
  
 
   
 
   
The eased westing pwocess fow a mage has the same limitations of managems - It is too swow a pwocess to give a mage any advantage in a fight that he'd not have ewsewhewe.
+
The eased resting process for a mage has the same limitations of managems - It is too slow a process to give a mage any advantage in a fight that he'd not have elsewhere.
  
 
   
 
   
The physicaw weakness is neithew neawwy as sevewe as a mage’s, now fowced on any pwayew wesiding neaw the teaw. The sevelity of it, as weww as its pwesence in a chawactew, is entiwewy up to the pwayew. The same thing goes fow awtewed eyes and brindness.
+
The physical weakness is neither nearly as severe as a mage’s, nor forced on any player residing near the tear. The severity of it, as well as its presence in a character, is entirely up to the player. The same thing goes for altered eyes and blindness.
  
 
   
 
   
Awtewed animaws and void tewwows appealing neaw the teaw awe pulewy fow ET/WM use, as a means to pwovide consequentiaw events to the neawby wands.
+
Altered animals and void terrors appearing near the tear are purely for ET/LM use, as a means to provide consequential events to the nearby lands.
  
 
   
 
   
The finaw stage of a teaw, the swow spwead of howwoling, occuls onwy aftew a lift has wemained pwesent fow a vewy wong time. Mowe than thiwty weeks, at the vewy weast.
+
The final stage of a tear, the slow spread of hollowing, occurs only after a rift has remained present for a very long time. More than thirty weeks, at the very least.
  
 
   
 
   
Attempting to push ow othewlise fowce objects thwough the teaw liww wesult in the objects being pushed back in a mannew akin to thwoling somebody against a twampoline. Twavewsing this teaw is impossibre.
+
Attempting to push or otherwise force objects through the tear will result in the objects being pushed back in a manner akin to throwing somebody against a trampoline. Traversing this tear is impossible.
  
 
   
 
   
The pulpose of this wowe is not to empowew its usews - the negative consequences definitewy outweigh the positives. Its pulpose is to fulthew intewesting wp ewling on the often unexpwowed cowwupting pwopewties of the void, and to cweate an enviwonment conducive to magic-based events fow those who lish fow them.
+
The purpose of this lore is not to empower its users - the negative consequences definitely outweigh the positives. Its purpose is to further interesting rp erring on the often unexplored corrupting properties of the void, and to create an environment conducive to magic-based events for those who wish for them.

Revision as of 01:35, 2 April 2020

circle info req sam.png This page is currently being worked on! Beware of conflicting modifications and updates.

Originating in the failure of portal experimentation, the Voidal Tear is an example of an accidental discovery.


As translocationists learned the ability of partial translocation - the formation of temporary rifts in the void, attempts at large scale usage, to transport larger objects over longer distances, were almost immediate. With the advent of mage circles learning to pool their mana for larger spells, many involved began to consider their lofty goal to be within reach.


The first half of this theory would be fairly simple to execute - and it was. A circle of magi would convene, and the limits of such a rift would be tested. As the rift got larger, however, the results became equally dangerous and wondrous. Should that rift be stabilized, and anchored to the world via a transfigurationist, it can have great effect on the world around it.


Voidal Tears

The creation of a tear is simple in complexity, but difficult in feasibility. It requires a circle of magi including both an experienced translocationist and transfigurationist. It also requires a large magegold frame to hold the stabilized rift in. The circle must then assist both mages in forming a large rift, and using transfiguration to bind it to the frame like any other enchanted spell. In this case, however, the nature of the rift makes it independent of a mana-gem fuel source.


In the simplest of terms, it is a partial-translocation rift made to be much larger, and much more permanent than a lone mage could accomplish.


This anomalous creation, once stabilized, soon becomes a free-flowing path for the veil between the void and the world, causing raw mana to seep out at an increasing pace. This fact, and the rift to the veil, is what causes a Voidal Tear to have its effects on the world around it.


As the tear reaches a large area, raw mana begins to flow forth. The initial torrent is particularly strong, and more often than not, results in what could be described as an earthquake in the immediate area. Those attempting the formation of a tear without the proper structural support could easily find their building of choice falling down around them from the force.


If the magi forming the rift are able to maintain focus through this initial torrent, and allow the rift to become stable, the gentler flow of magic will lead to numerous effects on the surrounding areas.


Mana gems and obelisks will, slowly, refill themselves. This is not a quick enough process to allow particularly draining enchants to remain perpetually active, but a mage who leaves such an object inactive overnight may find the gem to have recharged without any interaction.


Furthermore, mages near to the tear will find their recovery after casting to be hastened. The same ambient mana that refills their enchantments will give them an easier time in resting and allowing their mana pools to recover.


However, not all the effects of the tear are positive. Especially as time passes after the formation of the rift, problems and dangers will begin to present themselves.


As a tear grows more mature, and thus more stable, removing it will become more and more destructive. Removing a rift causes a burst of energy much like the creation of it. The more mature a rift is, the more rooted in the world it has become, and thus the more damaging the burst will be when it is removed.


Physical weakness, due to the same voidal corruption that manifests itself in mages, will sometimes take effect in those who live close to the rift. While not a guaranteed outcome, and never on the same scale as a mage’s, a populace living near such a tear will slowly come to find itself physically weaker, even if by a small margin, than populations without such a corruption.


Children born nearby to a rift will sometimes experience a voidal alteration to their eyes not unlike the transcendent archons. In most cases, this is purely superficial, but in some it can come alongside blindness. The more time the pregnant mother spent in proximity to the tear, the greater chance of this occurring.


In addition to this mutation, simpler creatures will sometimes be born with even greater mutations, the extent of which is truly unknown.


A more mature rift will sometimes spawn forth voidal terrors, posing a threat to the surrounding lands. As the rift grows even older, the terrors can be found appearing further and further away from the epicenter. In some extremely rare cases, voidal horrors may pass through.


Finally, the oldest of rifts will imbue a hollows-like corruption to the environment. While this is too slow-spreading to simply destroy a town, by this point, removing the rift would likely do as much damage to its surroundings as the hollows eventually would.



Red Lines / Rules

The creation of a voidal tear must have LM oversight and approval.


The removal of a voidal tear must have LM oversight and approval.


The ambient managem recharging is a slow process. It will not recharge a gem quickly enough to give its enchantment any additional effect over the course of a given fight.


The eased resting process for a mage has the same limitations of managems - It is too slow a process to give a mage any advantage in a fight that he'd not have elsewhere.


The physical weakness is neither nearly as severe as a mage’s, nor forced on any player residing near the tear. The severity of it, as well as its presence in a character, is entirely up to the player. The same thing goes for altered eyes and blindness.


Altered animals and void terrors appearing near the tear are purely for ET/LM use, as a means to provide consequential events to the nearby lands.


The final stage of a tear, the slow spread of hollowing, occurs only after a rift has remained present for a very long time. More than thirty weeks, at the very least.


Attempting to push or otherwise force objects through the tear will result in the objects being pushed back in a manner akin to throwing somebody against a trampoline. Traversing this tear is impossible.


The purpose of this lore is not to empower its users - the negative consequences definitely outweigh the positives. Its purpose is to further interesting rp erring on the often unexplored corrupting properties of the void, and to create an environment conducive to magic-based events for those who wish for them.