Sorcerer
Base Class: Sorcerer

You have been blessed with a portion of Endowment's investiture, giving you innate gifts and abilities you can develop, including awakening inanimate objects. These abilities, called Heightenings,  increase at various levels, until you reach the tenth Heightening and come into your full powers. You begin with the first five Heightenings.(all listed below) You also gain the ability of Awakening, giving semi-life to objects by giving a command and breathing on them.

 

Awakening:

The process of Awakening begins when an Awakener releases some of their energy into an object through the use of a Command. While doing so, the Awakener must also be in physical contact with a source of color (e.g. a piece of dyed cloth). If the Command is valid and is correctly visualized in the Awakener's mind, then color is drained from the color source and the target object becomes Awakened. It then proceeds to carry out the Command. If the command is invalid or not visualized properly, the object can still be Awakened but will have no effect.
Awakening an object has the additional cost of draining the color of nearby objects. Color appears to act as a fuel for Awakening. Objects drained of their color usually turn grey, although an Awakener who achieved Perfect Invocation could drain objects more fully, turning them white. If this happens to an object, it cannot be be drained from white to grey. While the color change is physical, there is also a Spiritual change happening to the object.
An effective way to prevent an Awakener from using their art is removing all but grey or white objects in their vicinity. Black, although not commonly considered a color, is very effective as a source of fuel for Awakening.
The dyes made from the tropical flower called the Tears of Edgli are very potent and are highly valued by Awakeners.
In most cases, the color of living things cannot be used for Awakening. This is because the living soul interferes with the Awakening process. The color of things taken from living things, on the other hand, may be used. An Awakener can, for example, use spilled blood as a color source.
If the colored object is small or the color drab, the Command will take much more Breath. Colors outside the visible spectrum, like ultraviolet, can be used as fuel for Awakening.

Commands are the focus for Awakening. The Commands used in Awakening are crucial to its success or failure. They must be clearly stated, properly visualized, spoken in a crisp and clear voice without mumbling or slurring, and said in the Awakener's native language. If there is strong enough Connection to another language, their native language would not need to be used.
Many Commands are simple, concrete ideas expressed in phrases of two words or less in the imperative mood, usually consisting of a specific verb and a general subject (e.g. "Grab things"). While more complex Commands can be used, the more complex the Command the more difficult the visualization of the Command becomes. Advanced Commands tend to be jealously guarded by Awakeners. Awakening can be performed with sign language. In Awakening, much like in wishes, the exact wording of the Command is important. An Awakener could, for example, give a piece of rope the Command "Hold things" so it will wrap itself around objects, but this will likely result in the rope simply wrapping itself around the Awakener's hand. The Command "Hold things when thrown" is more useful and only slightly more complex.
Incomplete or mumbled Commands will take Breath but create no effect. Sometimes Awakeners will intentionally do this or use Commands designed to have no effect to store their Breaths in an object.
An Awakened object, or BioChromatic entities, acts as a host for the BioChromatic Breath used to Awaken it. Some types of objects more readily accept Breaths than others, making them easier to Awaken. Receptivity to Breath depends on the object's shape, its history, and the material it is made of.
Generally, Awakening inorganic objects that have never been part of a living thing is very difficult, requiring extremely large amounts of Breath. Organic objects, especially those shaped like living things, are much easier to Awaken. It is unknown whether inorganic objects shaped like living things are easier to Awaken (for example, a bronze statue compared with a bronze sword). It is functionally impossible to Awaken liquids.
On the other hand, closer proximity to a living form makes it harder to retrieve Breaths from an Awakened host. For example, one generally can no longer recover the Breaths one used on a corpse. If the host is cut or broken, it will not die, and will try to continue its purpose. The level of damage will determine how well it can continue. The Breaths are also recoverable, but there could be some loss of Breaths, depending on how the host is destroyed.

Results: The process generally thought of as Awakening creates Type III BioChromatic entities, a BioChromatic manifestation in an organic host far removed from being alive. Examples include Awakened ropes, cloth, or skeletal remains.
These are between the two extremes of inorganic objects and dead bodies. Therefore, these have the advantage of requiring less Breath (still more than corpses, often over one hundred) to Awaken than inorganic objects while at the same time allowing for Breath recovery. They have the strength to easily strangle people. The more it resembled living beings, the easier it is to be Awakened, so a skilled Awakener would prepare human-shaped and organic clothes for Awakening purposes. An Awakener who is not a human and has a different shape would have an easier time Awakening something that is similar to them in shape (such as a canine making cloth into the shape of a canine). When Awakened, it tends to mimic living things, forming muscle-like structures or shape of hand. They are understandably the most common type of BioChromatic host entities created. However, other types of BioChromatc hosts are generally more powerful.

Most of the time dead bodies only Awaken during the process of creating Lifeless. These creatures are made via complex Commands that reanimate a dead person or animal. These Commands are guarded closely by those who know them.
Lifeless, defined as Mindless Manifestations in a Deceased Host, or Type II BioChromatic entities, are non-sentient reanimated human animal remains. They have a functioning brain, and are able to interpret old Commands and have new Commands given.
Type II entities are cheap to make, even with awkward Commands. This is due to the Law of BioChromatic Parallelism. However, Breath sticks so firmly to the construct that it is impossible to remove afterwards. Once a Lifeless is created, it will obey any instructions given to it that include a pre-determined Command Phrase (similar to a password). Human Lifeless are able to understand more abstract instructions than animal Lifeless. However, the skill of the Awakener who Awakens the Lifeless also affects its ability. Any Lifeless will retain a level of skill that it had in life. For example, a soldier's corpse would make a better soldier Lifeless than that of a farmer's. In essence, the Lifeless are undead.
The Lifeless can function for a long time if cared and repaired. Lifeless can withstand wounds, but too much damage will eventually cause the Lifeless to cease activity, which means that Lifeless bodies need to be maintained and repaired (e.g. by sewing its wounds shut) when needed, otherwise they are going to need a new Breath. One innovation in Lifeless maintenance is the use of ichor-alcohol, a substance discovered by Yesteel that could act as blood for Lifeless and that greatly prolongs their viability.
Lifeless created from bones encased in stone have the advantage of being extremely resilient and not needing ichor-alcohol. It is also possible to make stone Lifeless by transforming a dead body to stone (e.g. via Soulcasting) before Awakening it. One example of a single-Breath Lifeless Command is Awaken to my Breath, serve my needs, live at my Command and my word.
Type IV BioChromatic entities are sentient objects made by Awakening inorganic materials like metal and stone. This requires at least the Ninth Heightening. Breath can still be stored in metal without the Ninth Heightening, but cannot be Awakened.

Heightenings:

First Heightening - The First Heightening grants Aura Recognition, the ability to see what the powers of others are instinctively, and an increased life sense, or the ability to perceive living things near them. 

Second Heightening - The Second Heightening grants Perfect Pitch to those who receive it.

Third Heightening - The Third Heightening grants Perfect Color Recognition, the ability to instantly and instinctively determine exact shades of colors and their hue harmonics.

Fourth Heightening - The Fourth Heightening grants Perfect Life Sense, maximizing the ability to instinctively sense other people around you, and to tell when they are watching you. Anyone with Breath has some quantity of life sense, but it is imperfect until the Fourth Heightening. The Undead are not detectable, nor is anything not truly living. Copperclouds, a Feruchemist filling a nicrosilmind with their Investiture fully, and Aluminum can also block life sense.

Fifth Heightening - The Fifth Heightening grants Agelessness; an Awakener's resistance to aging and disease reaches its maximum strength. These persons are immune to most toxins (including the effects of alcohol) and most physical ailments (such as headaches, diseases, and organ failure). The person no longer ages and becomes functionally immortal.

Sixth HeighteningThe Sixth Heightening grants Instinctive Awakening, the ability to immediately understand and use basic Awakening Commands without training or practice. More difficult commands are easier for them to master and to discover.

Seventh Heightening - The Seventh Heightening grants Invested Breath Recognition, the ability to recognize the auras of objects, and can tell when something has been Invested with Breath via Awakening.

Eighth Heightening - The Eighth Heightening grants Command Breaking, the ability to instinctively override Commands in other Invested objects, including Lifeless. This requires concentration and leaves the Awakener exhausted.

Ninth Heightening - The Ninth Heightening grants Greater Awakening, the ability to Awaken stone and steel, which create type IV BioChromatic Entities like Nightblood, though doing so requires large Investitures of Breath and specialized Commands. The Ninth Heightening also grants Audible Command, the ability to Awaken objects that they are not physically touching, but that are within the sound of their voice.

Tenth Heightening - The Tenth Heightening grants Color Distortion, the natural and intrinsic ability to bend light around white objects within their BioChroma, creating colors from them as if from a prism. It is unclear if these colors can be used to fuel Awakening.

The Tenth Heightening also grants Perfect Invocation, the ability to draw more color from the objects Awakeners use to fuel their art. This leaves objects drained to white, rather than grey. Combined with the Color Distortion, an Awakener can create quite a stunning view. White objects cannot be be drained to grey.

A third ability granted is the ability to give commands mentally, called Mental Command, although this is said to be difficult to learn.

First through fifth Heightenings.

You have the first five Heightenings, with listed abilities below.

First Heightening - The First Heightening grants Aura Recognition, the ability to see what the powers of others are instinctively, and an increased life sense, or the ability to perceive living things near them. You have permanently cast the spell detect magic and are always under its effects.

Second Heightening - The Second Heightening grants Perfect Pitch, instinctive awareness and sensing of music pitches and notes.

Third Heightening - The Third Heightening grants Perfect Color Recognition, the ability to instantly and instinctively determine exact shades of colors and their hue harmonics.

Fourth Heightening - The Fourth Heightening grants Perfect Life Sense, maximizing the ability to instinctively sense other people around you, and to tell when they are watching you. Anyone with Breath has some quantity of life sense, but it is imperfect until the Fourth Heightening. The Undead are not detectable, nor is anything not truly living. Copperclouds, a Feruchemist filling a nicrosilmind with their Investiture fully, and Aluminum can also block life sense.

Fifth Heightening - The Fifth Heightening grants Agelessness; an Awakener's resistance to aging and disease reaches its maximum strength. These persons are immune to most toxins (including the effects of alcohol) and most physical ailments (such as headaches, diseases, and organ failure). The person no longer ages and becomes functionally immortal. Regardless of species, you are immune to aging and its affects, and cannot die of truly natural causes(disease, old age, organ failure).

Awakening

You are an Awakener, capable of awakening inanimate objects into a semblance of life by touching them and uttering a command.

Each day you have your sorcerer level d20 Awakening points that you can use to awaken objects to "life". To animate a small piece of cloth/rope requires 2 Awakening points, and to Awaken a non-organic object requires 50 or more, as well as the 9th heightening. You can store Awakening points in objects and retrieve them at a later time, but any Awakening points that you have in your body at the beginning of a new day you loose.

The process of Awakening begins when an Awakener releases some of their energy into an object through the use of a Command. While doing so, the Awakener must also be in physical contact with a source of color (e.g. a piece of dyed cloth). If the Command is valid and is correctly visualized in the Awakener's mind, then color is drained from the color source and the target object becomes Awakened. It then proceeds to carry out the Command. If the command is invalid or not visualized properly, the object can still be Awakened but will have no effect.

Awakening an object has the additional cost of draining the color of nearby objects. Color appears to act as a fuel for Awakening. Objects drained of their color usually turn grey, although an Awakener who achieved Perfect Invocation could drain objects more fully, turning them white. If this happens to an object, it cannot be be drained from white to grey. While the color change is physical, there is also a Spiritual change happening to the object.
An effective way to prevent an Awakener from using their art is removing all but grey or white objects in their vicinity. Black, although not commonly considered a color, is very effective as a source of fuel for Awakening.
The dyes made from the tropical flower called the Tears of Edgli are very potent and are highly valued by Awakeners.
In most cases, the color of living things cannot be used for Awakening. This is because the living soul interferes with the Awakening process. The color of things taken from living things, on the other hand, may be used. An Awakener can, for example, use spilled blood as a color source.
If the colored object is small or the color drab, the Command will take much more Breath. Colors outside the visible spectrum, like ultraviolet, can be used as fuel for Awakening.

Commands are the focus for Awakening. The Commands used in Awakening are crucial to its success or failure. They must be clearly stated, properly visualized, spoken in a crisp and clear voice without mumbling or slurring, and said in the Awakener's native language. If there is strong enough Connection to another language, their native language would not need to be used.
Many Commands are simple, concrete ideas expressed in phrases of two words or less in the imperative mood, usually consisting of a specific verb and a general subject (e.g. "Grab things"). While more complex Commands can be used, the more complex the Command the more difficult the visualization of the Command becomes. Advanced Commands tend to be jealously guarded by Awakeners. Awakening can be performed with sign language. In Awakening, much like in wishes, the exact wording of the Command is important. An Awakener could, for example, give a piece of rope the Command "Hold things" so it will wrap itself around objects, but this will likely result in the rope simply wrapping itself around the Awakener's hand. The Command "Hold things when thrown" is more useful and only slightly more complex.
Incomplete or mumbled Commands will take Breath but create no effect. Sometimes Awakeners will intentionally do this or use Commands designed to have no effect to store their Breaths in an object.
An Awakened object, or BioChromatic entities, acts as a host for the BioChromatic Breath used to Awaken it. Some types of objects more readily accept Breaths than others, making them easier to Awaken. Receptivity to Breath depends on the object's shape, its history, and the material it is made of.
Generally, Awakening inorganic objects that have never been part of a living thing is very difficult, requiring extremely large amounts of Breath. Organic objects, especially those shaped like living things, are much easier to Awaken. It is unknown whether inorganic objects shaped like living things are easier to Awaken (for example, a bronze statue compared with a bronze sword). It is functionally impossible to Awaken liquids.
On the other hand, closer proximity to a living form makes it harder to retrieve Breaths from an Awakened host. For example, one generally can no longer recover the Breaths one used on a corpse. If the host is cut or broken, it will not die, and will try to continue its purpose. The level of damage will determine how well it can continue. The Breaths are also recoverable, but there could be some loss of Breaths, depending on how the host is destroyed.

Results: The process generally thought of as Awakening creates Type III BioChromatic entities, a BioChromatic manifestation in an organic host far removed from being alive. Examples include Awakened ropes, cloth, or skeletal remains.
These are between the two extremes of inorganic objects and dead bodies. Therefore, these have the advantage of requiring less Breath (still more than corpses, often over one hundred) to Awaken than inorganic objects while at the same time allowing for Breath recovery. They have the strength to easily strangle people. The more it resembled living beings, the easier it is to be Awakened, so a skilled Awakener would prepare human-shaped and organic clothes for Awakening purposes. An Awakener who is not a human and has a different shape would have an easier time Awakening something that is similar to them in shape (such as a canine making cloth into the shape of a canine). When Awakened, it tends to mimic living things, forming muscle-like structures or shape of hand. They are understandably the most common type of BioChromatic host entities created. However, other types of BioChromatc hosts are generally more powerful.

Most of the time dead bodies only Awaken during the process of creating Lifeless. These creatures are made via complex Commands that reanimate a dead person or animal. These Commands are guarded closely by those who know them.
Lifeless, defined as Mindless Manifestations in a Deceased Host, or Type II BioChromatic entities, are non-sentient reanimated human animal remains. They have a functioning brain, and are able to interpret old Commands and have new Commands given.
Type II entities are cheap to make, even with awkward Commands. This is due to the Law of BioChromatic Parallelism. However, Breath sticks so firmly to the construct that it is impossible to remove afterwards. Once a Lifeless is created, it will obey any instructions given to it that include a pre-determined Command Phrase (similar to a password). Human Lifeless are able to understand more abstract instructions than animal Lifeless. However, the skill of the Awakener who Awakens the Lifeless also affects its ability. Any Lifeless will retain a level of skill that it had in life. For example, a soldier's corpse would make a better soldier Lifeless than that of a farmer's. In essence, the Lifeless are undead.
The Lifeless can function for a long time if cared and repaired. Lifeless can withstand wounds, but too much damage will eventually cause the Lifeless to cease activity, which means that Lifeless bodies need to be maintained and repaired (e.g. by sewing its wounds shut) when needed, otherwise they are going to need a new Breath. One innovation in Lifeless maintenance is the use of ichor-alcohol, a substance discovered by Yesteel that could act as blood for Lifeless and that greatly prolongs their viability.
Lifeless created from bones encased in stone have the advantage of being extremely resilient and not needing ichor-alcohol. It is also possible to make stone Lifeless by transforming a dead body to stone (e.g. via Soulcasting) before Awakening it. One example of a single-Breath Lifeless Command is Awaken to my Breath, serve my needs, live at my Command and my word.
Type IV BioChromatic entities are sentient objects made by Awakening inorganic materials like metal and stone. This requires at least the Ninth Heightening. Breath can still be stored in metal without the Ninth Heightening, but cannot be Awakened.

Six and Seventh Heightenings

You have reached the Sixth and Seventh Heightenings, and gain the abilities related to them.

Sixth Heightening - The Sixth Heightening grants Instinctive Awakening, the ability to immediately understand and use basic Awakening Commands without training or practice. More difficult commands are easier for you to master and to discover. You can command any simple thing from your awakened objects when you awaken them.

Seventh Heightening - The Seventh Heightening grants Invested Breath Recognition, the ability to recognize the auras of objects, and can tell when something has been Invested with Breath via Awakening. You are constantly able so sense if something has Awakening points stored in it, though you can only retrieve Awakening points if you stored them in the object. You are also able to see an aura around objects that tells you basic information about it, like if it is enchanted or what it's alignment is.

Eighth Heightening and Ninth Heightening

You have the Eighth and Ninth Heightenings and the powers associated with them. 

The Eighth Heightening grants Command Breaking, the ability to instinctively override Commands in other Invested objects, including Lifeless. This requires concentration and leaves the Awakener exhausted. As an action, once per long rest you can override the command on any awakened object you or anyone else has created, without retrieving breath and recasting it. If it is a lifeless, you choose a new command word for it, and if it is something else, you can give it a new order to that it must follow.

The Ninth Heightening grants Greater Awakening, the ability to Awaken stone and steel, which create type IV BioChromatic Entities like Nightblood, though doing so requires large Investitures of Breath and specialized Commands. With 50 Awakening points, you can awaken an inorganic object to do a specific thing, though there is a one in three chance that it will fail and you loose the awakening points. The Ninth Heightening also grants Audible Command, the ability to Awaken objects that they are not physically touching, but that are within the sound of their voice. Instead of having to touch an object to awaken it, you speak and concentrate on it.

Tenth Heightening

You have the Tenth Heightening and the powers associated with it.

The Tenth Heightening grants Color Distortion, the natural and intrinsic ability to bend light around white objects within their BioChroma, creating colors from them as if from a prism. When this happens, anyone looking at the prismatic bending must make a wisdom saving throw or be charmed.

The Tenth Heightening also grants Perfect Invocation, the ability to draw more color from the objects Awakeners use to fuel their art. This leaves objects drained to white, rather than grey. Combined with the Color Distortion, an Awakener can create quite a stunning view. The newly white objects cannot be be drained to grey, as the energy in them inherent in the color has been removed.

A third ability granted is the ability to give commands mentally, called Mental Command, although this is said to be difficult to learn. You exert your will and concentrate on the desired outcome, and the object is awakened. This des not work on inorganic objects.

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