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Posted

Shard:

Method of access investiture:

Powers:

Cost:

 

Example 

 

Shard: valor; oceanic world 

 

Method a accessing investiture: arpoching small suns that are scatter around the sea floor.  They close you getting the more heat they give off and more invested a person can become. 

 

 

Powers:

First level 

The user  gets the power to produce and control light.  

 

Second level : the user gives of and can manipulate heat.

 

Finally level user can give off and manipulate dangerous levels of radiation. 

 

Cost: a user will slowly loose his exstra investiture this is excellorated by power use (Think stormlight but much slower)  loss of power decreases your level  (like breath)

 

What can you come up with?

 

Posted

@bmcclure7 I recently made two topics on this a few weeks ago that you may find interesting (see here for the first one, and here for the second, more in depth take). Please let me know what you think :)

Posted (edited)

Shard: Mercy

Method of Initiation: Splinters of Mercy (voluntarily created, not due to the Shard's death) are present & visible in the Physical Realm, similar to spren or seons. They are very rare (only about 50 exist). These sometimes spare the life of someone who is near death (the Splinters are free-willed and choose who to heal).

During the healing, a bit of Investiture from the Splinter is temporarily transferred to the person healed, and grants a power. The Investiture eventually returns to the Splinter over time, and the power fades. After this, the Splinter can heal/empower someone else (it can grant power to only one person at a time).

Each individual Splinter grants one specific power.

Some of these powers are basic 'passive', continuously active abilities; others are consciously activated powers.

Cost: The more often and more dramatically a power is used (for active abilities), or the more significant the ability is (for passive abilities), the more quickly it fades (as the Investiture returns to the Splinter). Expanding one's vision to see near-infrared might last several years; doubled strength might last less than a year; the ability to teleport short distances might only be able to be used a dozen or so times.

Example Powers:

Passive

Expanded visual range to see near-infrared

Enhanced hearing

Doubled muscular strength (similar to iron Hemalurgy or a pewtermind in Feruchemy)

Active

Generate light (not illusions like Lightweaving, but a bright uniform glow - several thousand watts)

Transform air into water (up to several hundred gallons of water)

Sense Kinetic Investiture (similar to Bronze Allomancy)

Sense strength of Innate Investiture

Change color of any inanimate object (lasts about an hour)

Make inanimate objects invisible (one object at a time, up to about the size of a cottage)

Short-range teleportation (up to about 1,000 feet)

Edited by cometaryorbit
  • 10 months later...
Posted (edited)

Shard: Ownership.

Method of access to investiture: through ownership of real estate, transferred by contract and represented by a key of a divine metal, symbolising the homeowner's intention of Ownership. A house (for example) is vested by the simple fact of coming into contact with a key of the divine metal. The greater the property, the more Investiture it will provide the owner. Objects made of this metal endow their owners with some Investiture as well.

Powers: similar to Warbreaker's Breaths, the acquisition of various properties grants different levels of power.

Cost: simply, money. The wealthy have the power to acquire many properties, the less wealthy do not. Inheritance or donation can be a cause of property acquisition or loss, respectively.

Edited by juanjo_arquesfenec
Posted (edited)

Shard(s): Devotion and Dominion

Method of Access: Some form of pure investiture. Dor is best but stormlight or breaths can work. 

Powers: Allows manipulation of other magics by converting pure investiture into the necessary keyed form. Only one ability can be accessed at once. For instance, if you are keying the investiture to allow you to have the powers of pewter ( this does not require metal, only investiture), and then you switch to surgebinding with, say, the surge of gravitation, you'll stop having pewter. The ability comes with a natural healing factor and requires a small amount of knowledge about the magic you want to use.

Cost: It can warp the spiritweb to make you think you only have the power you're using if only one power is maintained too constantly. This causes you to lose the ability to change powers.

Edited by TheSurvivorofDeath
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