Void Dust
Void Dust is loose Void energy. 100 units make one Void Diamond, also called a Void Crystal, which can fund Aspect advancement and item enchanting.[1]
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Recorded rules
Void Diamonds and Void Crystals are names for the same generic currency. 100 units of Void Dust make one Void Diamond or Crystal. Spending generic currency does not require magical attunement. Void Dust has no direct combat effect by itself. Store it in sealed nonreactive glass, ceramic or treated metal. For currency accounting, 100 units of Void Dust count as one Void Diamond or Crystal; that ratio adds no ritual, time cost or fee. Physical refining or using Dust as an ingredient follows the relevant recorded recipe; source-specific hazards still apply. One Void Diamond supplies 1 Aspect Mastery investment unit. Spend whole Diamonds through a specific Mastery procedure; unused investment value remains recorded credit rather than physical change. Broaden mastery: 1 unit adds 2 permanent Mastery Points. Crystal-funded bonus points are capped at 2, 4, 6, 8 and 10 at levels 1, 5, 9, 13 and 17 respectively. Accelerate one path: 3 units move that path’s rank gates up to four character levels earlier. Accelerate ultimate access: 6 units permit purchase at level 17. Acceleration does not pay rank costs or waive earlier ranks and other ultimate prerequisites. Planned ultimate repeat costs 10 units after existing bodily strain ends and requires eight uninterrupted hours of preparation. Emergency ultimate repeat costs 20 units during the normal activation and retains its annual limit and severe bodily strain. The full preparation, expiry and recovery procedures apply. Diamonds do not grant character levels, hit points, proficiency, class features or an unrestricted progression track. Spending currency does not grant a long rest, restore Charges or add resonance. Respecs do not refund spent physical currency or reset ultimate recovery or strain. Use the full Aspect Mastery rules for rank costs, prerequisites, activation timing, investment limits, ultimate preparation and recovery. Enchanting an item with Aspect powers requires sufficient Void energy and access to the power being added. If another item or weapon supplies that access, the donor item or weapon is destroyed. For each ordinary bound effect, the fixed energy requirement is rank I: 1 Diamond; rank II: 3 Diamonds; rank III: 6 Diamonds; rank IV: 10 Diamonds; rank V: 15 Diamonds. Pay each additional effect’s own cost. These enchanting costs are separate from personal Aspect Mastery investment costs. The ordinary table covers ranks I–V. Ultimate effects require separate artifact rules preserving their applicable recovery and strain; the ordinary table does not turn them into daily-charge powers. Scrolls represent spells; baubles represent powers. A generic bauble gives temporary access only for its printed duration and uses, without permanent Mastery or a second Aspect. A generic bauble used to supply crafting access is consumed. Named historical baubles retain their own recorded rules. The finished item uses its own charges and recovery. Required crafting energy is fixed; commercial fees and selling prices can vary. A discount does not reduce the energy requirement, though a crafter can supply energy from their own stock. Follow the Voidforging and Salvage framework. A usable recipe must state its final effect, access source, other materials, crafting skill or tools, workspace, time and consumption. This generic currency card supplies no universal bauble duration, charge count or unfinished recipe details.[1]
