Wells


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What is a Well?

To put it into simple terms, wells and ether are like ice and water. When in Emea ether is fluid and free; flowing easily like water and naturally seeking to fill empty space. However when it enters Idalos it starts to “cool”, condensing together over time and freezing into a solid form. This process is never quick, taking an entire season at minimum, and either occurs within fractures or within the bodies of emean monsters, unless the well is created artificially.

The concentration of ether in a fracture varies depending on the size of the fracture (small, large or grand) and the proximity to the fracture’s heart. This concentration creates a form of pressure that allows ether to be packed increasingly tightly together when forming wells, allowing for wells with greater levels of power than others to be formed. Based upon these levels of power wells can be divided into classes, denoting how strong the abilities they grant are and how dangerous they are to try and refine.

Depending on where the fracture opened wells can also be influenced by heavily prevalent concepts during their formation, giving them abilities related to that concept. These concepts become stained into the well like colours staining glass. For example a fracture that opened within a volcano would be able to produce wells with powers able to control heat, lava and fire. This is called a Stain. The combinations of stains and classes allow for a near infinite variety of wells to be made. For some reason that researchers have yet to discover wells do not form outside of a set size unique to each type of well: usually just large enough to fit in the palm of a human hand.

Wells do not last forever. Once they are taken outside of a fracture’s domain they begin to melt, like ice, and their ether dissipates into the air in a process called Decaying. Well decay takes even longer than formation and so can only be observed over dozens of arcs, but inevitably all wells become weaker and weaker until they dissipate entirely unless kept within special ether-proof containers, such as those made by abrogation. This also applies to items created through ensorcelling. If a well or welled item is returned to a fracture this decay will cease. If an unrefined well is returned to a fracture of the same type as the one it was originally harvested from then it will slowly begin to repair itself at the same rate it formed, however this does not occure for wells that have been refined or fused into items.

It is also possible to obtain wells by defeating emean monsters. Some emean monsters are known to consume other emean beings, absorbing the ether within their prey in the process. If they are particularly successful hunters the surplus ether they absorb is condensed by the pressure within their bodies and can cause wells to form, which in turn can be removed once the monster is defeated. As a general rule the bigger and stronger the monster is, the more powerful wells they are likely to have within them. These wells do not grant them any unique powers whilst within them, but instead act more like stores of ether for them to absorb if they fail to catch any prey for a while, like camels storing water within their humps until a time that they need them. The nature and abilities of the monsters stains the wells forming within them to ensure that they only produce a limited range of wells: for example an emean monster that can breathe fire could drop fire based wells, but could not drop wells related to ice or darkness since it is not associated with these concepts.

Classifications

Wells can be categorised in two ways: by Class and by Nature.

Class

Depending on the amount of ether condensed within each known type of well is given a class between 1 and 5. Class 1, the lowest class, contains wells formed in minor fractures with relatively weak effects, but are just stable enough for beginners at the craft to experiment with. Each class then becomes progressively rarer, more powerful and difficult to refine until it reaches class 5: wells so immensely strong and volatile that only grandmasters can hope to survive trying to craft them, if anyone at all. The class of a well can be deduced either through experimentation during the ensorcelling process or through abilities that allow the user to detect magic, such as attunement or a rune of ethersight.

There are also class 0 wells, referring to wells that are so rare that access to research about them is not widely available or completely non-existent. These wells are largely considered to be myths by the ensorcelling community, and have powers that have yet to be discovered or that are so outside the norm of other known wells that they cannot be classified by normal means. Some of these wells must be researched by characters before their true abilities are revealed.

Magicians often find themselves required to interact with wells in order to use certain magical abilities, however not all wells are powerful enough to be used in these ways. In order to use an ability requiring a well the class of the well must match or exceed the level of competency used to unlock that ability. The competency to class table is as follows:

Class to Skill Table

Class Skill
1 Novice
2 Competent
3 Expert
4 Master
5 Grandmaster
0 Varies

Examples:

  • The necromancy ability Soul Theft allows the mage to trap living souls within wells. However as this ability is only learnt at master level only class 4 or higher wells can be successfully used for this ability.
  • Becomers are able to add wells into their totems to Fortify them, and can use Echo to then steal minor animalistic traits from these totems. As both the ability to create totems and use Echo are available at novice, any class of well can be used for this ability.
  • Necromancers are able to create Golems at competent level. Thus in order to make it a welled thrall the well would need to be class 2 or higher.

Nature

Ensorcelling01.jpg

Wells can also be placed into two other categories: Natural and Artificial. Natural wells are by far the more common of an already rare resource; those that form naturally in fractures. They are no more or less powerful for it.

Artificial wells are the second type. As the name implies these are not formed within fractures, but are deliberately created by some form of being: Immortals, spirits, ghosts, revealed mages and the like. Some artificial wells are made using a source of energy other than ether, or a kind of ether that has been somehow modified.


Abilities

Generally speaking there are four different uses for wells, all of which are only really useful after being refined through ensorcelling and one of which is only applicable to mages. Not all wells can be used in all four of these ways.

Offensive Power

Many wells are stained with concepts prevalent in the surrounding area of the location their fracture opened in. When a current of ether is passed through these sorts of wells these concepts transform the ether into something else, like a beam of light being refracted through a prism, and thus create a magical effect. For example ether passed through a well stained with the concept of fire, like the kind used as an example earlier, would be expelled as a jet of flames. This power, termed the Offensive Power, is usually the most powerful and desirable of a well's abilities, however is uncontrolled and often dangerous in its raw state due to the fact that the transformed ether is expelled from the raw well in a random direction. If a person was to hold a raw fire well and run a current of ether into it they would be just as likely to blast themselves with a jet of flames as an enemy. It is only through the act of refining a well via ensorcelling that this ability can be focused and directed, as will be explained later, and is what creates the legends about swords wreathed in flames or staves that shoot bolts of lightning from their tips.

Every being in possession of a soul has the ability to absorb ether from their surrounding environment, process it through their soul, and in the case of mages feed it to their spark. Through skill in meditation both mages and regular mortals can learn to push this ether within their souls into wells that they are holding, and can thus trigger the offensive power of wells at will. However wells can only handle having so much ether pushed through them at once, limiting the output of the offensive power to a set amount. Higher class wells are more volatile and require more finesse with ether control to avoid detonating them, and thus require increasing levels of skill in meditation to use. If a person tries to force ether through a well above their ability they will only succeed in making the well explode in their hand. To safely use a refined well a character's meditation level must be equal or higher to the well's class as described in the table below.

Class to Skill Table

Class Skill
1 Novice
2 Competent
3 Expert
4 Master
5 Grandmaster
0 Varies

Smog

As explained earlier all wells very slowly decay, releasing trace amounts of ether into the air around them called Smog. This smog extends for five meters in every direction around the well, and can be easily seen through magical means such as Ethersight. If the smog of the well is stained with a concept then this aura weakens magic of an opposing concept that touches it. For example a well stained with the concept of fire would emit a smog that weakens ice, water or cold based magic: such as water and ice Defiance magic. Higher class wells produce a thicker, more concentrated smog that weakens magic to a greater degree, as would keeping multiple wells close together or ensorcelling the well in a way specifically designed to increase the amount of smog it emits. With enough wells and knowledge one can produce a smog thick enough to smother certain types of magic completely, allowing for the creation of shackles and jails that can trap mages. However over the arcs wells continue to decay and grow weaker, and the smog they produce grows thinner as a result. If not properly checked and replaced a mage may one day be able to muster enough power to free themselves.

It should be noted that while Smog can prevent magic from creating a substance and negate its effect to control something, it cannot be used to undo an effect that has already come to pass. For example it can prevent an Defier from starting a rockslide if it envelopes the mage at the beginning, but would not be able to stop a rockslide that had already been invoked beforehand.

Latent Power

Ether is a strange, chaotic thing that not even the greatest scientist or magician can ever hope to fully understand, and condensing it into a solid form can sometimes create effects that nobody could anticipate. A Latent Ability refers to a power possessed by a well that doesn’t fit into any other ability category, sometimes activated by a certain set of circumstances. An example of this is the rumours that the legendary miracle stone, Essensyte, possesses a sentient mind of its own.

Absorption

When all is said and done a well is just a mass of solid ether, and to a hungry magical spark that is as good a source of sustenance as the ether produced within a soul. When holding a well, a mage can flay the ether from it just as they would flay another person in order to replete their own reserves of ether. However doing this is akin to literally ripping the well apart and will immediately cause it to shatter and dissipate into a cloud of smog, meaning that it can never be used again. Wells that have been processed into magical items cannot be absorbed.

Doing this does allow a mage to continue casting magic for longer, but do not think that this makes it a free pass to avoid overstepping. Unlike ether flayed from souls, ether flayed from raw wells is stained with concepts from the surrounding area that corrupt and pollute it. It's like drinking dirty water from a stagnant lake rather than clean water fresh from a spring. If done too often, or if a low level mage flays a well of a class that's too powerful for them, this causes Well Poisoning.

Well poisoning is a type of overstepping penalty a reviewer can give to a character if they flay from wells too often, especially if they do so in rapid succession. The exact nature of this penalty is left to the reviewers discretion, but should thematically suit the type of wells that were flayed. As a rough guide a player should be able to safely flay one well of a matching class to their highest magic skill without being poisoned, but afterwards may start to incur penalties. Refer to the classification section for the table on matching classes.

List of Wells

Normal Wells

Picture Names Title Class Nature Offensive Power Smog Latent Power Conditions
Glowstone.jpg Glowstone (Lumite) The well of the sun. 1 Natural Produces a beam of sunlight. Smothers illusion and darkness magic. None. Found in fractures that opened in bright, open spaces where light can easily get it, like fields. Found more easily during saun.
Imedyte.jpg Firestone (Imedyte) The well of fire. 1 Natural Produces a stream of flames. Smothers ice, water and cold magic. None. Found in fractures that opened in volcanoes or hot places, like deserts.
Frost Well.jpg Froststone (Glacite) The well of ice. 1 Natural Produces a stream of icy wind and snow. Smothers fire and heat magic. None. Found in fractures that opened in snowy or cold places, like mountains.
Ezymyte.jpg Miragestone (Ezymite) The well of illusions. 1 Natural Projects a holographic illusion of the one holding it. This illusion will also mimic the sounds the one holding it makes. Smothers light and sensory magic. None. Found in fracture that opened in reflective places, like above still water.
Stonewell.jpg Mountainstone (Territe) The well of the land. 1 Natural None. Smothers fire, water, wind and lightning magic. None. Found in fractures that opened on mountains or beneath the ground.
Midnyte.jpg Darkgem (Midnyte) The well of darkness. 1 Natural None. Smothers light and illusion magic, Wearing Darkgem or keeping it on their person will make the owner nocturnal. They feel more awake and energetic at night, but more lethargic during the day. It has no affect on creatures that are nocturnal already. Found in fractures that opened in dark places, like caves.
Tritonyte.jpg Saltenrock (Tritonyte) The well of the sea. 1 Natural Produces a jet of sea water. Smothers fire, earth and lightning magic. Wearing a Saltenrock well or keeping it on their person will make the owner able to breath underwater. This only takes effect if they are swimming in seawater, and has no effect on those who can breathe underwater anyway. Found in fractures that opened beneath the ocean.
Transmuteite.jpg Etherstone (Purite) The transmutation well. 1 Artificial Emits a shockwave of ether that pushes things away from it. None. None. Created by transmuters using the Well-Craft abilitiy.
Lycanyte.jpg Beast Eye (Lycanyte) The well of the wild. 2 Natural None. Smothers transformation magic. When holding a refined Beast Eye the user is able to shift between their original form and the form of a wolf or dog at will. This is a true, physical transformation. The form is a reflection of their personality, and cannot be consciously chosen, but can naturally change if the owner's personality changes. (Players are welcome to choose their own forms as they wish, so long as every form is a real type of canine with no additional features or powers. A chihuahua is fine. A dire wolf is not.) When in canine form the person still keeps their human consciousness and ability to think like a human, but is literally an animal in every other possible way. When transformed the Beast Eye is absorbed into the body and can only be removed forcibly through surgery, but if that happens the person will be forced to revert to their original form. Player's are encouraged to be creative regarding what form their character takes when using this stone, and do not need to apply for specific permission to create or change their form. Found in fractures that opened inside animal hunting grounds.
Webwell.png Webwell (Araneatelam) The well of arachnids. 2 Natural Produces a stream of silken, spider web of the variety that it was formed in, with all of said web's properties and longevity. Smothers physical mobility and teleportation/portelling magics. The well is very sensitive to vibrations in the webbing it creates and while holding it, the wielder becomes able to feel vibrations in any of the webbing created by the well (subject to any usual Well Range concerns). Formed in the webbing around minor fractures that appear in places where spiders rain supreme, without any other influences. While this is usually a dark place, this is not actually required.
Proteanite.png Sizestone (Proteanite) The expanding well. 2 Natural None. Enhances transformation magic around it, allowing it to withstand smog effects of other wells trying to suppress them. Changes its size and mass when being held by someone. The size change affect must occur unhindered (even when ensorcelled into an item), because during the moments in which it transforms it is highly unstable. As such, if for any reason it is constricted (runs out of space) during the transformation process, it can simply break down into mush at best or explode at worst. This well does not usually change shape, only its basic size/dimensions (hight, width, length, depth, etc). Formed in places of great physical change and transformation, this well is exceedingly rare due to the nature reality places on shape and form. Anywhere creatures exist that regularly change shape or size can cause these wells to manifest when Fractures form.
Unityte.jpg Chii (Unityte) The well of unity. 2 Natural (Refined Only.) Allows the two people holding the sister cores to telepathically communicate. None. When refined, this well splits into two "sister" cores, one black and one white. Ether channelled into one core will emerge from the other. This means that if one of the cores is touching another well, whoever holds its sister core can active that well remotely. Found in the hearts of minor fractures, or in the foyers of major and grand fractures.
Eddilyte.jpg Eddilyte The negative well. 2 Natural Shoots a bolt of lightning. This lightning will jump straight to the nearest Teslyte well within twenty feet. None. When refined this well takes on a malleable, clay-like form. Found in fractures that open in places that frequently have storms.
Vorpalyte.jpg Keen Silver (Vorpalyte) The sharp well. 2 Artificial Can produce a small, deadly-sharp field that cuts ahead of a sharp edge. Weakens hardening and defensive magics. Enhances the sharpness of any cutting tool or weapon by a factor determined by the well's class and the ether channeled through a well-crafted weapon made from it. Created by applying the well dust of an imetyte to a territe, and then adding a raw imetyte to a crucible where it is set in a controlled explosion. The resulting slag left in the crucible will (if the process is successful) coalesce into a new well, which must be refined once more not long after it has cooled.
Adamantyte.jpg Sorellian Opal (Adamantyte) The hard well. 2 Artificial Can produce a small, temporary shield that suffuses the damage of weapons and magic. Weakens physically destructive magics. Increases the hardness and durability of any item well-crafted from it by a factor of its class. This only affects inanimate objects, not thralls, becoming forms/totems, or other animated constructs. Created by mixing the refined well dust of imetyte and territe into a mold. The territe dust is added first, and then a controlled amount of imetyte dust is poured in, while channeling a trace amount of ether. Precise control of the ether channeled is important, to maintain an even heating and avoid an explosion. Once the process is done, the mold is cracked open to reveal the hardened well.
Teslyte.jpg Teslyte The positive well. 2 Natural Shoots a bolt of lightning. This lightning will jump straight to the nearest Eddilyte well within twenty feet. None. When refined this well takes on a malleable, clay-like form. Found in fractures that open in places that frequently have storms.
Aeronyte.jpg Windstar (Aeronyte) The well of the sky. 2 Natural Produces a jet of wind. Smothers lightning magic. This well is as light as a feather. Any item it is wellcrafted into has its weight decreased by 4000 kilograms, however this weight cannot be decreased below 1 gram unless the item itself naturally weighs less than a gram, in which case it becomes weightless. Found in fractures that opened in the sky.
Harthyte.jpg Ruby of Love (Harthyte) The well of hearts. 2 Natural (Refined Only.) Pulls the user towards the nearest person they love. None. Possesses healing properties. It slowly cauterizes wounds and alleviates the sickness of anyone within a 30 meter radius. While no substitute for actual medical expertise, it can increase the odds of surviving sickness or injury greatly. Found in fractures that open in civilised areas.
Sapstone.jpg Sapstone (Umbyte) The well of Weakness. 2 Natural Moderately decreases the strength, speed and endurance of the one the stone touches (Refined only) Smothers strengthening magic. The well can carry two hone runes instead of one. Found in the hearts of minor fractures, or in the foyers of major and grand fractures. Credit: Praetorum
Strengthstone.jpg Strengthstone (Lucyte) The well of strength. 2 Natural Moderately increases the strength, speed and endurance of the one the stone touches (Refined only) Smothers weakening magic The well can carry two hone runes instead of one. Found in the hearts of minor fractures, or in the foyers of major and grand fractures. Credit: Praetorum
Toxicseed.jpg Toxic Star (Intoxyte) The well of toxin. 2 Natural Poisons anyone who touches it with the toxin it bears. (Refined only) Smothers healing magic Absorbs one toxin it's immersed within during the refining process, that it can then only transmit through a refined well or wellcrafted item. Requires master medicine in order to safely refine in this way. It can only hold one poison, the one that is absorbed during refinement, unless it's combined with another Toxic Star that has been similarly refined with a different toxin. Found in the hearts of denizens occupying veins of minor fractures, and in the foyers or veins of Major and Grand Fractures Credit: Woe
DarkHarthyte.jpg Ruby of Revenge (Dark Harthyte) The well of broken hearts. 3 Artificial (Refined Only.) Pulls the user towards the nearest person who has killed someone they loved. Smothers healing magic. Negates the latent powers of all Rubies of Love within a 30 meter radius. Created when a Ruby of Love is held in the hands of someone intensely grieving over the loss of a loved one.
Splinterthyte.jpg Splinterstone (Splinterthyte) The broken well. 3 Natural Produces a jet of sand. Smothers water, fire, lightning and earth magic. When refined Splinterstone crumbles into small, shining sand-like fragments. These fragments are naturally drawn toward each other, like magnets. This allows well constructs and necromantic thralls to be made less fragile in the sense that fragments can be destroyed and the construct still functions. So long as one fragment remains, the construct will still operate as desired, with only mild loss of power and reliability. Found in fractures that opened in the deserts.
Morlakyte.png Skeever Stone (Morlakyte) The vermin well. 3 Natural Causes rot and decay in organic material. Smothers healing and physical enhancement magic. None. Found in fractures that open in dirty areas, like swamps or sewers.
Emetyte.jpeg Dream Stone (Emetyte) The well of dreams. 3 Natural Causes living creatures to become tired and eventually fall asleep. Smothers mind controlling magic. (Refined Only.) Anyone asleep who holds this well will experience a lucid dream, allowing them to learn the dreamwalking skill. Can only be found deep inside major and grand fractures.
Umberdyteorsomestupidfuckinname.png Nightmare Stone (Umberdyte) The well of nightmares. 3 Natural Causes living creatures to become tired and fall unconscious, but not dream. Smothers mind controlling magic. (Refined Only.) Prevents within a 30 meter radius of it to entering Emea. Dreamwalkers cannot use their powers, and anyone who falls asleep is trapped in a void of endless darkness. This power does not affect anyone holding an Emetyte well. Can only be found deep inside major and grand fractures.
Selenenyte.jpg Moonglass (Selenenyte) The well of the moon. 4 Natural Prevents all class 3 or lower wells nearby from activating. Negates the properties of all smog produced by class 3 or lower wells. It is rumoured, but never confirmed, that sleeping nearby refined Moonglass causes people to have prophetic yet infuriatingly vague dreams about disasters that are due to happen in the near future. Only found deep within major or grand fractures whilst moonlight is shining upon it.
Obstimite.jpg Obstimite (Dark Star) The well of the void. 4 Natural Pulls everything towards it. Smothers all forms of magic. None. Exclusively found in the hearts of large fractures.
GreaterObstimite.png Greater Obstimite (Almighty Dark Star) The ultimate well. 5 Artificial Flays the ether, ectoplasm and ephemera out of every living soul. Completely negates any and all magic, Immortal mark powers and mortalborn abilities. If refined and used to contain the soul of a lich, that lich becomes able to store any one thrall within their shadow and summon it at any time. Only a grandmaster ensorcellor can create this well by breaking down 2 obstimite wells into welldust, then feeding them into a third refined obstimite.

Class 0 Wells

Picture Names Title Description
Revertyte.jpg The Gentle Stone (Revertyte) The student's well This well has no smog or offensive effect at all when refined. However, it is never refined for long. A fully refined Revertyte well will return to its raw state within a trial. It is called the gentle stone because if a pressure point breaks, the stone will not explode—instead, it will crack ever so slightly. These cracks will disappear in five trials, and a stone can sustain three sets of cracks before shattering. Because of this, these stones are coveted by ensorcelling teachers, as they make the perfect practice for novices to use without risk. Rarely found in the heart of major and grand fractures. Credit: Praetorum
Essenthyte.png The Miracle Stone (Essenthyte) The well that grants wishes. According to legend The Miracle Stone is the ultimate well. It is said to possess limitless etherial power and a sentient consciousness of its own. Some even to say that if anyone can find it the stone will grant them any one wish. There are only records of one having ever being found before: dug out of the heart of a grand fracture by a great mortalborn hero and given to the legendary kingdom of Sheor, though even this may have just been a myth.
Ellasinyte.jpg The All-Nexus (Ellasinyte) The tortured well. A one-of-a-kind artificial well rumoured to have been made through the most vile forms of dark magic by The Coven of Ellasin by compressing and torturing the souls of hundreds of captures mages. With it, one is said to be able to wield all forms of domain magic simultaneously. The original All-Nexus was destroyed during the War of Death and Souls, and nobody else since has figured out how to recreate it.
Immortanyte.jpg Prayer Stones (Immortanyte) The holy well. Immortanyte wells can only be made by Immortals, or found within their domains, and are often given as rewards to mortals who help that Immortal in some way but are not interested in becoming their follower. They take on the colour most closely related to the Immortal who created it. Each of these wells contains a single, temporary use of a specified mark power that the one holding it can activate at will. The exact specifics must be defined and approved in the review of the thread this well was obtained in before use. (E.g. After aiding Syroa, a player might be awarded the following loot. Immortanyte (Sesser) - Grants one use of the Transformer's Toolbox [Minor] ability, which is reversed one break after activation.
Cursestone.jpg Curse Stone (Maltryte) The cursed well. This well produced no smog.

The Curse Stone is created by corruption of a Prayer Stone, and can only be done by the Immortal to whom the curse belongs, or by Tio. This has only been done once in recent history, by Faith Augustin during the War of Death and Souls, and Pier and Pre, who cursed her and then transferred the curse to the Prayer Stone, making it a Curse Stone to be applied to an agent of Ellasin.

It can be used to transfer a curse stored in the stone to a deserving mortal (deserving being judged by the Immortal to whom the curse belongs, or else Tio.)

A Curse Stone when well-crafted into an item can stifle the effects of any one curse upon its holder.

Oolasyte.jpg Leechsliver (Oolasyte) The parasite well. Oolasyte has the texture of crystal, but when refined immediately its form looses all cohesion and becomes like liquid metal. Leechsilver exhibits a strange draw toward living beings. If left on its own, it will slowly flow towards any being with a heartbeat that passes within thirty feet. It seems that once freed from a Fracture, Oolasyte seeks only to parasitically enter another living being. If it does so, Leechsilver drives its host with inexplicable urges, always seeking out more Leechsilver to add. Protective of its host, Leechsilver can harden and spread itself throughout the body to wherever it needs to be quite quickly, guarding against impacts or attacks and healing its host from the inside. The host of Leechsilver can innately sense when a Fracture is going to open in a radius of several miles, as well as being able to sense the presence of Sparks.For whatever reason, Leechsilver will attempt to inhabit a mage if it has no current host, but when in a host it avoids them. Those who have been invaded by Leechsilver report that the longer they were possessed, the more cogent its voice became. What began as simple urges develops over trials into an actual voice and semi-consciousness that grows with the more Leechsilver gathered. Leechsilver can exist within a mage's body without any immediate adverse effects. While within those without a spark, it causes what is akin to an allergic reaction to any form of domain magic the host comes in contact with. This includes rashes and sores on the skin, nausea and vomiting, dizziness, loss of appetite, fever, and many other similar symptoms. These disappear once the host is away from domain magic.
Ashyte.jpg Soulcaine (Ashyte) The ghost well. This well is formed of pure ectoplasm, and is created by slaying a powerful ghost or a horde of lesser ghosts all at once. Their remaining ectoplasm is drawn towards each other and conglomerates, forming this well. This well can be used to imprison souls and harness their power, though the exact methods of how to do this are a mystery.
Faeyte.jpg Spiritcaine (Faeyte) The spirit well. This well is formed of pure ephemera, and is created by slaying a powerful spirit or a horde of lesser spirits all at once. Their remaining ephemera is drawn towards each other and conglomerates, forming this well. This well can be used to imprison spirits and harness their power, though the exact methods of how to do this are a mystery.

Wells and Domain Magic

There are a myriad of ways that mages can make use of wells beyond simply flaying them for ether. These are explained further in each magic's writeup, however a basic summary is provided below.

Necromancy

Necromancers can place wells into their thralls, allowing these thralls to remain animated permanently without drawing of the mages ether. Thralls that are animated in this way still count towards the necromancer's total number of thralls activated. Inserting a well into a thrall does not grant it any of the well's powers unless specifically mentioned in the well's description. Higher level thralls require higher class wells to power, however if higher class wells is inserted into lower level thrall that thrall can become slightly faster and stronger than others of its kind.

Necromancers who reach the maximum skill level require a class 5 well in order to undergo revelation; usually with a refined Obstimyte well, however raw versions are still viable.

Graft

Grafters can merge wells into living flesh. If the well produces smog the nearby area of flesh will gain the same resistance to magic as the smog the well produces. They can also activate the well's offensive power, however they can still only activate this from the well itself and so would need to have the well fused to the outside of themselves or risk harming themselves. They would also need to refine the well first to avoid harming themselves, and would still require a suitable skill in meditation to use the well properly.

Becoming

Becomers can add wells into their totems to make that totem slightly more resistant to damage. If they then transform into a different form using that totem they will gain the ability to expel that well's offensive power from their mouth while transformed; for example if they used an Imedyte well in a tiger totem they could transform into a tiger that could breath fire. They would still require a suitable level of meditation to activate this power.

Hone

Hone mages can write runes onto wells, which in turn sustain the rune's effect permanently. This allows them to insert these runed wells into weapons and other items to create magic items bestowing that rune's effect, whether beneficial or harmful upon the wielder.

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