White-Gold Artificer

The character is privy to the ancient lores and starlight-forges of the Ayleidoon.

250 XP if an Ayleid, 500 XP if not an Ayleid.

The character is able to learn new Ayleid crafting talents, and when they use a Welkynd Stone to replenish Magicka, can test Willpower to only drain the Stone instead of destroy it. When using a Welkynd or Varla Stone, the character can test Enchanting at +0. If successful, the Welkynd or Varla Stone is not consumed by the character, only drained of its power.


Talents

Patterns of the Ayleids

The character has learned the secrets of forging the weapons and armour used by the ancient Ayleids, which are blessed by starlight. The character can create Welkynd Moonstone and Varla Malachite Armour and Weapons. Adept (Intelligence) Requires Adept Profession [Smithing], Adept Lore, White-Gold Artificer

Ancient Secrets

The character has unlocked the secrets of starlight and, with the right materials and timing, can restore power to and create Welkynd and Varla stones. The character learns the Siphon Starlight and Create Ayleid Stone rituals. Master (Intelligence) Requires Patterns of the Ayleids


Ayleid Equipment

Welkynd Equipment

When forging Moonstone armour or weapons, a character who has the Patterns of the Ayleids talent can imbue the magicka-containing powers of Welkynd Stone into the piece by catalyzing an intact Welkynd Stone or by using 10 Pinches of Welkynd Stone Dust (see Welkynd Stones entry). The character crafts the piece as normal, but limits the Profession[Smithing] test by the character’s choice of Lore or Mysticism skills. If the test would normally pass for Blacksmithing but fails due to the limiting skill, the armour is created as Moonstone, and is not successfully imbued with the power of the Ayleids.

If successful, the weapon or armour piece is imbued with the power of Welkynd Stones. It is treated exactly as Moonstone, though it gains one of the following Armor or Weapon Qualities as appropriate.

Welkynd Armor Quality If you are targeted by a spell, roll a d10. On a roll of 3 or lower, the spell effect does not resolve and the Magicka spent on the spell is conducted through the powdered and lacquered Welkynd dust woven into the armour and added to the character’s Magicka Points.

Welkynd Weapon Quality The weapon also gains the Focus quality, and gains one charge of Starlight. The character can spend a charge of Starlight to gain a +20 bonus to the casting test of a spell while wielding this weapon. The weapon, if left under starlight for at least 4 hours, regains one spent charge. It can only hold up to three charges at a time. Additionally, Welkynd weapons can cast up to 10m of bright light as a Free Action.

Varla Equipment

When forging Malachite armour, a character can imbue the magicka-containing powers of a Varla Stone into the piece by catalyzing an intact Varla Stone, or by using 10 Pinches of Varla Stone Dust (see Varla Stones entry). The character crafts the piece as normal, but limits the Blacksmithing test by their Lore and Mysticism skills. If failed, if the test would normally pass for Blacksmithing, the armour is created as Malachite and is not successfully imbued with the power of the Ayleids.

If successful, the weapon or armour piece is imbued with the power of Varla Stones. It is treated exactly as Malachite, though it gains one of the following properties:

Varla Armor Quality If you are targeted by a spell, roll a d10. On a roll of 5 or lower, the spell effect does not resolve and the Magicka spent on the spell is conducted through the powdered and lacquered varla dust woven into the armour and added to the character’s Magicka Points.

Varla Weapon Quality The weapon also gains the Focus quality, and gains two charges of Starlight. The character can spend a charge of Starlight to gain a +30 bonus to the casting test of a spell while wielding this weapon. The weapon, if left under starlight for at least 4 hours, regains one spent charge. It can only hold up to five charges at a time. Additionally, varla weapons can cast up to 15m of bright light as a Free Action.

Welkynd Lanterns

A Welkynd lantern runs not on oil or candle, but by magicka using a harvested and refined Welkynd crystal. Easily used and operated and requiring only a modest amount of magicka, a Welkynd lantern can cast great light in a staggeringly large radius, or be used to quietly and dimly light an area.

A Welkynd lantern is a light source that weighs 1 ENC. Because it is magical, it stays lit even while underwater, in Oblivion, or anywhere else that might prevent conventional fires from being lit, and also does not give off an odor, sound, or smoke.

As a Secondary Action, a character can light a Welkynd lantern by touching it. Doing so, they can expend up to 10 Magicka Points. Each point of magicka spent allows it to cast bright light for up to 10m x (magicka spent) for 4 hours. The character can touch the lantern to extinguish it, but relighting it will cost the full MP cost again if they chose to do so.

The Welkynd Lantern’s light effect is treated as Spell Level 3 for the purpose of being magically dispelled.


Welkynd Stones

Welkynd Stones are aquamarine stones commonly found in ayleid cities, with meteoric iron bases. A character can harness the power of a Welkynd Stone with a Secondary Cast Magic Action, after which the character drains the stone of its power and is restored to full Magicka points. The stone then crumbles away into a Pinch of Welkynd Stone Dust.

Dark Welkynd Stones

Small crystals of black-light, an inversion of their aqueous-blue cousins, Dark Welkynd Stones are imbued with sorcerous power and are left suspended by magic to act as simple sentinels.

A character with an inert Dark Welkynd Stone can power it with a successful -20 Mysticism test as a Cast Magic Secondary Action. While activated, the Dark Welkynd Stone will float about a meter off the ground and can be moved by pushing or carrying it around. The character can then nominate either targets to be attacked or targets to be ignored. The character can then cast a Destruction spell up to spell level 2 into the Dark Welkynd Stone causing the crystal to be imbued with this spell. A Dark Welkynd Stone can only be imbued with 1 spell at any given time.

The Dark Welkynd Stone will, once per round, cast this spell as a Bolt at the nearest eligible target (always succeeds with 1 DoS) until the character passes a +20 Mysticism test as a Cast Magic Secondary Action to make it stop, or it runs out of Magicka. The character must manually charge it with their own Magicka as an Action, transferring as much of their own available Magicka into it as they wish as a +0 Mysticism test. The Dark Welkynd Stone holds up to 100 Magicka.


Varla Stones

Varla Stones are white, luminescent stones created from enchanted shards of meteoric glass. They are quite rare, even for ayleid ruins, as they have been mostly picked clean due to their powerful ability to recharge magic items.

A character can harness the power of a Varla Stone by using a Secondary Cast Magic Action and choosing an Enchanted Item, after which the character drains the stone of its power and restores up to 1000 of the chosen item’s Soul Energy. The stone then crumbles away into a Pinch of Varla Stone Dust.


Imbuing Equipment

When forging equipment with Moonstone or Malachite, a character possessing the Patterns of the Ayleids talent can imbue it with the magicka-containing powers of Ayleid Stones. For Moonstone equipment, use Welkynd Stones, and for Malachite, use Varla Stones. This is achieved by catalyzing an intact stone or using 10 Pinches of the respective Stone’s Dust.

The crafting process follows the normal procedure, but the Profession[Smithing] test is limited by the character’s Lore or Mysticism skills. Should the test fail due to these limiting skills while it would normally pass for Blacksmithing, the item is created as standard Moonstone or Malachite without the Ayleidic powers. On a success, the item gains one of the appropriate weapon or armor qualities for the type (Varla or Welkynd).


Ayleid Rituals

The creation of Welkynd and Varla stones was a secret closely guarded by the Ayleid people. With time and very meticulous research, few individuals outside the Ayleids have uncovered the secret rituals known to fabricate them.

Create Welkynd Stone

To create a Welkynd stone, the character must accrue approximately 150 drakes worth of materials and any valuable gemstone with exception of a Diamond. Then the character may make a -10 Profession[Smithing] test followed by a -10 Enchanting test to create the stone. If the gemstone used to make the Welkynd stone is one of those listed below, activating it grants one of the following effects until the character’s next long rest in addition to the standard effect. These effects do not stack with themselves.

  • Amethyst: Character gains Resistance (Magic, 2)
  • Emerald: Character increases their SP max by 1.
  • Garnet: Character increases their Wound Threshold by 1.
  • Ruby: Character increases their max HP by 3.
  • Sapphire: Character gains Power Well (10).

If any of these gemstones happen to be flawless, both of the tests made to create the stone become -30, and the effects of each stone are doubled.

Create Varla Stone

To create a Varla stone, the character must accrue approximately 250 drakes worth of materials and a diamond gemstone. Then the character must make a +0 Profession [Smithing] test followed by a +0 Enchanting test to create the stone. Once created, this stone functions the same as any other Varla stone. If the Diamond is flawless, then the tests become -20 and the resulting Varla stone can be used to fully recharge an enchanted item 3 times before it crumbles into dust.

Siphon Starlight

This ritual allows a character to draw energy from the stars to recharge Welkynd and Varla stones, either newly crafted or those that have lost their charge. To perform this ritual, the character must first prepare a designated area outdoors under the night sky using materials costing approximately 100 drakes. Following this, they undertake a Lore test with a -20 penalty to initiate the ritual. Once the test is successful, the character places the stone at the center of this ritually prepared area. The stone must then be left undisturbed overnight. By morning, if the ritual is uninterrupted, the stone will have regained its charge and will function as intended.

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