Helkor's Lockstone - Lore

Ire

The Dwarven Brewmaster
    • In the world of Shallomhand, magic is bound to the otherworldly realms of the godans. These realms are elemental in nature, though they can leave the bounds of what elements make up the world. To allow a sorcerer to draw power from one of the realms, the mage must wear a piece of jewelry that is magically connected to one of them. These pieces of jewelry, called magical anchors, can be rings, earrings, amulets, necklaces, talismans, or periapts. There is only one lockstone in existence, however, and this rare piece of jewelry is held by Adrasteia.


      With various magical anchors available, it is possible for mages to switch from a magical realm to another, altering their known powers to a different element. However, this is extremely dangerous, since study and intelligence is required to dominate each realm to his or her own will. It could take years to be able to call upon a single realm to the best of one's abilities, and to transfer over without practice could cause death or serious injury.


      Magical anchors can only call upon a certain number of spells per day, and as such, most sorcerers use their magic sparingly. There are five levels of spells, each varying in power and area affected, and each draining more and more energy from their respective magical anchor.


      Level 1: A touch spell that can only affect one individual. Lowers magical anchor spell-percentage by 5%.


      Level 2: A target spell that can only fire one projectile and can only affect one individual. Lowers magical anchor spell-percentage by 10%.


      Level 3: A target spell that can fire multiple projectiles (maximum of five), and can harm as many individuals as projectiles fired. Lowers magical anchor spell-percentage by 20%.


      Level 4: An area of effect spell (minimum of 10 feet; maximum of 50 feet) that harms any individuals caught in the blast radius. Lowers magical anchor spell-percentage by 50%.


      Level 5: An area of effect spell (minimum of 51 feet; maximum of 300 feet) that harms any individuals caught in the blast radius. Lowers magical anchor spell-percentage by 100%.


      Once the percentage of a magical anchor has been depleted, it will recharge to 100% after a 24-hour period. Level 5 spells have a 50% chance to instantly destroy the magical anchor and harm, or kill, the wearer.
 
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