Waystone Component Overview
Waystone Component Overview
(as of 2490/T42)
(as of 2490/T42)
Capstone:
- Collegiate Fascis
- Paradigm: Teclisian (Windherded)
- Eight enchanted rods that draw in the corresponding wind. Whilst each enchantment is relatively simple, it requires the manipulation of eight different winds to create, and as such eight different wizards trained in enchantment.
- A version that solely attracts Dhar is theorised to be possible, but requires Dhar to create.
- Stone Flower
- Paradigm: High Magic
- An enchanted stone (that can be carved into any shape, currently an eight-petalled flower) which can absorb magic. A simple enchantment, but requires the ability to wield Qhaysh to create, making it impossible for humans to make.
- Runic Inductor
- Paradigm: Runesmithing
- Two runes which work in concert to absorb and discharge magical energy. Simple enough that an apprentice runesmith can produce it.
- If the runes are damaged or tampered with, it could turn into a dhar bomb as energy is absorbed but not expelled until it reaches critical capacity.
- Carving
- Paradigm: Golden Age
- A simple recreation of the original rune, lined with silver. Even those with little magical ability can produce it.
- How it functions is unknown.
- Material
- Paradigm: Teclisian
- A list of aethericly sensitive materials and enchantments provided by the colleges that can absorb and store the eight winds.
- Sunscryer Cantrip
- Paradigm: Teclisian (Light)
- A simple cantrip that can move Dhar around without tainting the enchantment or its surroundings.
- Can be combined with Material
- Foundation Wheel (unrefined)
- Paradigm: Golden Age
- A reverse engineered version of the original enchantment. Too challenging and costly to mass produce.
- Can possibly be refined into a more usable version.
- Runes
- Paradigm: Runesmithing
- Runes for the storing of winds.
- Dwarven Clockwork
- Paradigm: Dwarven Engineering
- A mechanical device that draws in the winds via a series of treated valves. When enough wind has accumulated to fill two or more drums, it opens to drop them into the leyline.
- Easily scalable.
- Built around a mainspring that requires winding once a month, although that could be automated via the use of vanes or similar.
- Orbital Enchantment
- Paradigm: High Magic
- An enchantment that moves winds into the required orbit around the leyline.
- Simple enough that human enchanters can replicate it, even if they can't understand the theory behind it.
- Specifically designed for mass deployment.
- Traditional Leyline
- Paradigm: Golden Age/Anoqeyan
- The passphrase for commanding a waystone to create a leyline leading to another waystone.
- Riverine - Hedgewise
- Paradigm: Hedgelore
- A very simple construct of enchanted pebbles in a pouch that directs energy towards a river and flow further downstream.
- Requires a weekly upkeep involving the ritual sacrifice of a fish.
- Can only be created by a Hedgewise.
- Riverine - Jade
- Paradigm: Teclisian (Jade/Druid)
- A stone menhir enchanted to direct magical energy into rivers and flow further downstream. The enchantment is noted to be complicated to make.
- Riverine - Spirit (ritual)
- Paradigm: Hag Witch
- A ritual that enlists a spirit to direct magical energy into rivers and flow further downstream.
- Not actually prototyped yet, just theorised.
- Roots of Stone (ritual)
- Paradigm: Hedgelore (Halathian)
- Language: Was Jutonian
- Beseeches Halathia to partially bring a stone into the Hedge, allowing it to draw magical energy into the ground.
- Must be cast either within the Forest of Shadows, or by a priest of Halathia outside of the Forest.
- Fail state angers spirits and makes spellcasting more dangerous.
- Aethyric Impluvium (ritual)
- Paradigm: Hag Witch
- Language: Scythian
- Creates an inverse spring that drains magical energy into the ground.
- Requires the assistance of a water spirit.
- Fail state enrages the water spirit and causes it to attack.
- Liminal Germination (ritual)
- Paradigm: Teclisian/Dryad
- Language: Lingua Praestantia
- Places a stone halfway into a Dreaming Wood, allowing it to drain magical energy into the ground.
- Requires the presence of a Dreaming Wood.
- Fail state corrupts the Dreaming Wood, requiring it to be clear cut and destroyed.
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