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[✗] [Magic Lore] – Celestialism


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Origin

Celestialism is an art that hails from the visionary, Iatrilemar Elervathar. This visionary Arcanist, in older times, forged the art of Celestialism by peering into the void. With his revolutionary skills in Arcanism, over time, creatures now known as Celestials visited his arcane doorstep beyond the veil. This revolutionary saw into the void and the void saw back. Creatures known as Celestials peered to Iatrilemar through echoic energy from the boundless infinity. These creatures piqued the interest of the Arcanist visionary, and using his knowledge of magic, managed to summon one to the mortal plane. In the moment that this occurred, Celestialism was fundamentally born.

 

Magic Explanation

Celestialism is the art of drawing familiars known as Celestials into the Mortal Plane for use as companions. Each Celestialist knows these companions to be of great personal use, not to mention their fantastical appearance often stuns crowds. Most if not all of the powers of Celestialism are used for non-combat purposes. While familiars can theoretically be held by non-Celestialists, the magic of Celestialism is required to summon them through the use of a brightened and empowered, Celestial Aura. Celestialism can be learned by those who have mastered a voidal magic (non-feat), due to the empowered voidal affinity of mastering such.

  • Celestialism takes up [ø] Magic Slots, it is a Feat.
  • Celestialism requires a proper connection to the void, mana to cast, and the mastery of a single voidal magic to learn.
  • Celestialism is an art that needs a stronger than average connection to the void, meaning that mages who use dark magics cannot learn this art. For it is only available to dedicated voidal magi. 
  • Celestialism is learned from those who have a [TA] in the magic.
  • Celestialism requires an [MA] to use in-game. 

 

Celestial Familiars

Much talk is devoted to the prospect of familiars when the magic of Celestialism is mentioned. These familiars are Celestials, small and harmless creatures that exist within the boundless void. From the voidal hierarchy also exist voidal horrors, these creatures are the direct opposite of Celestials. Celestials are inversely from voidal horrors, often friendly and kind spirits, and physically often take on the form of distorted or fantastical animals. These animals are often hunted by the horrors of the void, explaining their eagerness to bind to a coiled form in the mortal world. Celestials also take on a coloured theme that reflects their master’s aura colour. Familiars are bound to Arcanium Stones, which are held by people known as their bound masters. Masters are declared during the binding ritual, and are largely responsible for these creatures.

 

Spoiler

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Celestial Aura

The phenomenon that allows a mage to bind Familiars to the mortal world through Arcanium Stones is the Celestial Aura. This aura is granted to those who take the first steps in learning Celestialism. Once inducted into the process of learning Celestialism, a voidal mage’s aura starts to become empowered. Now different from previous forms, where one may only manifest a single colour on a potential gradient, the mage’s aura becomes grander, brighter, and more visible. This visibility is what gives the mage an anchor and presence in the void, able to call upon Celestials from the depths of the infinity through the Binding Ritual. 

 

Spoiler

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Arcanium Stones

Arcanium Stones, sometimes also called Familiar Stones are the small encasement units that exist to hold familiars. These stones are typically any crystal that is composed of pure mana in it’s contents, filled with this arcanic energy to properly sustain the Celestial in the world. The Binding Ritual creates a link that tethers the Celestial to the Arcanium Stone, giving it a new mortal home. Usually any crystal can be used to form Arcanium Stones. While a Familiar is bound within their Arcanium Stone, they are allowed to roam a mindplane that is very much a fantastical paradise for the Celestial. Arcanium Stones must be refilled by the Celestialist once every elven week, or else the Familiar will return to the void. While a familiar is outside of their stone, they must remain close to it so the invisible mana link does not break.

 

Familiar Talents

Some Celestials are able to manifest certain cosmetic and practical talents. Typically these talents emerge from a bond between the Celestialist or individual and their bound familiar. Talents do not manifest at once, and a Celestial can only manifest a maximum of five talents. Training and hard work with the Celestial is required for many of these talents to manifest. While talents present a familiar with great, awesome and unique traits, these traits are not to be used in combat. 

 

Spoiler

Leviana

  • Grants the Familiar either wings, or telekinetic levitation mechanics. These mechanics enable the familiar to fly around so as long as they remain within proper range of the Celestialist. Familiars typically can fly around at the speed of a paper airplane. 

Catalysa

  • The Familiar becomes a catalyst for casting magic via the mage. The mage can use their Celestial Familiar to cast any spell they have within their arsenal from the body of the Celestial rather their own body, provided standard spell mechanics are followed. Some magics may allow the Celestial to do things already specified in the talent list, these workarounds are acceptable provided they have the Catalysa talent. 

Radiata

  • The Familiar can light up with a brilliant, non-blinding light, that is able to light up a large amount of area. Additionally, they can launch a photonic sphere of light in front of them like a projectile that produces a light. If torches are nearby as well, the Celestial can light the torches with an ethereal flame. The light produced from the Celestial is the colour of the master’s aura. 

Shardsight

  • The master of the Familiar as well as the Familiar can create a sensory union. The master being able to see through the eyes, hear through the ears, and feel every sensory input of the Familiar while this is active. When this talent activates, the mage and Celestial’s iris’s glow gently with the colour of the master’s aura.

Incorprea

  • The Familiar becomes totally visually incorporeal. This can either be a ghostly appearance, or composed of pure arcanic dust (much like arcanism particulate). The Familiar in question however does not get to phase through walls or avoid projectiles, as they will hit as normal, since this is a visual ability.

Messenger

  • The Familiar becomes a messenger for the master. The master can then ask the familiar to carry messages like a bird would for the mage. This follows all normal bird messaging mechanics, and bypasses (temporarily) the range in which the Celestial must remain within of their stone. 

Shiftera

  • The Celestial gains the ability to shift around in space much like one would shift with Voidal Shifting, provided it is not used in combat at all, or for any combatical purpose. The Celestial, when shifting will glow with the colour of the mage’s aura with auric veil forming around the Celestial. Upon the shift, the familiar will then disappear and re-appear with an auric burst forming around them.

Investigator

  • The Familiar learns the ability to investigate an object for it’s arcanic properties by passing it’s master’s mana through the object and returning it to the mage. Much like voidal feeling. The knowledge then takes the form of mental images, incepted ideas, and intuition. ST has authority over the properties in an event.

Aegis

  • An arcanic shield that takes on the familiar and master’s aura is formed when the Familiar is put in non-combat, environmental danger such as falling from a cliff or into lava (being crushed as well). This shield then protects the familiar from mortal danger and gives the Celestial an opportunity to return to it’s Arcanium Stone.

Nursaria 

  • The Familiar gains a minor medical knowledge, on par with the level of a nurse and is able to participate in a medical setting to a very minor degree. Grabbing instruments for a physician, or assisting a patience with bedside care, such as grabbing food or adjusting minor medical instruments for the patience. 

Musica

  • The Familiar gains the talent to play any instrument they come across with decent formidability. They can play the piano, or violin, etc. with great skill and prowess. They can also interpret musical theory, such that they may play any song they come across and their sight reading skill is medium. This means that Familiars may need to practice a piece a few times to get it right, but has the basic knowledge down. They can manipulate an instrument physically or telekinetically. 

Aria

  • The Celestial gains a harmonic and beautiful singing voice. While they cannot sing common words and lyrics, they can sing melodies and notes with their voice. Each Celestial voice is unique, but it can generally be classified as being in some capacity otherworldly or ethereal.

Visualizer

  • The Familiar can create visual diagrams in the air with arcanic dust that takes on the master’s aura. These can be 3D models of cities, objects, etc. These models can be disrupted by waving a hand through them to disperse the dust.

Artistry

  • A familiar becomes a master at visual arts, able to create wonderful paintings provided with a palette of paint and a canvas. Additionally, it is not limited to acrylics. Familiars can also become well versed in sculpting and physical art and design as well. 

Connoisseur 

  • The Familiar becomes very well versed in cooking and the preparation of food and beverage. Familiars with this talent can pass as adept bartenders and waiters if need be, able to manipulate objects with a telekinetic pull and push to prepare wonderful dishes and drinks.  

Kinesis

  • The Familiar can move objects around with a small force, able to lift objects that weigh no greater than 30kg for a utilitarian purpose and move them around. If a talent previously mentions being able to telekinetically move objects, this talent is not required. 

Vitalium

  • The Familiar grows plantlife on their body much like a conjuration hyrbid. The Familiar can have flowers and vines attached to their body, however these elements cannot be used in combat. The familiar can control the plantlife on their body.

Seeker

  • The master of the Familiar can be helped as the Familiar becomes a seeker for the master. The Familiar can seek an individual out if they are provided with a physical description or visual of the person, as well as objects in a nearby area. (Requires OOC consent from the person being sought after). Seeker can be used by miners to locate ores and precious materials. 

Communion

  • The Familiar can communicate with small wildlife (no larger than a deer) and forest animals through a mental link. They can then communicate to these animals to leave their master alone if they are posing a threat to the master. If the master is posing a threat to the animal, the Familiar cannot communicate. 

Cleaner

  • The familiar becomes an expert at cleaning houses with their manipulation of telekinetic objects. They can efficiently and quickly clean houses and rooms with telekinetic minor manipulations and make sure a household is spotless in no time. 

Practicum

  • The Familiar can produce a shimmering veil around them and their master. If their master is a mage, the spells cast from their master will be weakened if they are practicing a particularly destructive magic. This provides a “safe space” for practicing spells that may be potentially hazard. The veil acts as a bottleneck, preventing physical damage in this zone from the master’s magics. This does not work for other people however and the mage can still be attacked in this field.

Thief

  • The Familiar becomes a playful expert at stealing. Able to discreetly steal items from stores and minas from people’s pockets. By being subtle and casting an invisibility glamour around them for the duration of the stealing maneuver. (Requires OOC consent from the person being stolen from). 

Invisum

  • The Familiar distorts the light around them to make them mostly invisible. Only a subtle outline can be seen around the familiar when this is cast, allowing people to still target the familiar. This is a cosmetic shift, meaning if combat is initiated the invisibility goes away. 

Elementum

  • The Celestial gains an elemental aesthetic. This elemental aesthetic corresponds with a evocation the mage knows. If the master is not a mage, or does not know any evocation, this talent cannot be learned. Elements from elementum cannot be used to harm anyone in any capacity.
    • Fire Evocation: fiery smoke and flames orbit around the familiar.
    • Air Evocation: a small breeze follows the familiar everywhere they go.
    • Earth Evocation: crystals and or stones orbit around the familiar.
    • Water Evocation: ice and small streaks of water swirl around the familiar. 
    • Electric Evocation: small sparks of electricity surround and orbit the familiar.
    • Conjuration: small butterflies surround and follow the familiar.
    • Arcanism: gentle wisps of auric hued energies orbit around the familiar.

Glamour

  • Allows the familiar to look like a normal animal that it most resembles with a brisk illusion. Thus allowing a feline Celestial to look like a cat for a short amount of time. 

Requiem

  • Enables the Celestial Familiar to be marked with special energies. If the familiar dies, and they are sent back into the void they are protected from voidal horrors with these energies for the elven week. If for two elven weeks and they are not rebound to their master, or summoned again, the Familiar is adopted into an Aengul’s Celestial Court. 

Constellar

  • The Familiar is able to locate and point to constellations in the night sky, and is reminded of the void when they look to the skies. Learning the skies, Familiars then become expert navigators, able to point north at any point in the world and navigate the seas with cosmic assistance. 

Sleepwalker

  • The Familiar can enter their master’s dreams and elucidate the complexity of a dreamspace. By combining their mindplane with their master’s, the dream becomes fully lucid and aware for the master. Able to walk around in this dreamspace, the mage and familiar are able to do virtually anything in their minds without affecting the real world. This can also be triggered in a meditative state as well. 

Keystone

  • The Celestial’s collar or neck gains a small clear crystal which is filled with a unique activable mana. When activated, the keystone will produce an aesthetic elemental effect on the master if they know the corresponding evocative art. Does not work if the master is not a mage, or if they do not know any evocations.
    • Fire Evocation: the master is surrounded with smoke and fiery sparks, trailing after and around them.
    • Air Evocation: a breeze forms around the master, their clothes and hair moving around in the effect.
    • Earth Evocation: small pebbles and crystals orbit around the mage and follow them. 
    • Water Evocation: an aura of mist and small drops or rain trail after the mage. 
    • Electric Evocation: small visible sparks of electricity trail after the mage, causing a minor shock to those who touch the mage.
    • Conjuration: plants and butterflies surround and trail after the mage, blooming in the ground and dispersing when the mage walks away.
    • Arcanism: an auric and arcanic trail of magical dust follows after the mage and orbits around them.

Elemental Fusion

  • The Familiar fuses a certain part of their body with an element that their master mage knows of. This fusion can take the form of a hair being of fire, or a limb being composed purely of air. This does not cover the familiar’s entire body, only being a single part of their body, as a full-body fusion would require either the following talent or a Primordial. This shift can be permanent or temporary.

Total Fusion

  • The Familiar gains the ability to fully fuse into the element that their master knows through evocation. This total fusion cannot be used in combat, and elements cannot be ejected from the familiars body. Total fusion allows the familiar to temporarily transform into this elemental state. Will not work if master is a non-mage or knows no evocations. This shift is only temporary, usually lasting for ten minutes.

Dual Mastery

  • This talent allows the Familiar to have more than one master. The Celestial can then be shared between two masters, both able to bind to the Arcanium Stone. This Dual Mastery is often shared between people who hold a close bond, as the Celestial Master bond is already very personal. 

 

Learning Celestialism

To learn Celestialism, once must first acquire the Celestial Aura. Achieving this aura is instrumental in learning the magic, as this magic relies on the summoning of Familiars with said aura. The aura can be achieved with the Imbuement Ritual, performed by someone with a [TA] in the Celestialism Magic. This spell passes the spark of light that exists within the Celestial Aura to someone else, allowing their own greater aura to manifest. The Imbuement Ritual can only be cast on those who have an intimate connection with this void, this intimate connection requires that a mage has previously mastered at least one voidal magic, and only knows voidal magic. Dark Magic is considered a detractor from the pure dedication Celestialists have towards the way of the void, and it thus interferes with the unique connection required to form the Celestial Aura; making learning Celestialism impossible. Celestialism being a magic from the void, upon dawning any other magical connection which you draw from another source will temporarily prevent you practicing the magic until that connection is removed. This restricts anything other than voidal mages from practicing celestialism.

 

Casting Celestialism

All of the spells of Celestialism are considered rituals. These are long time cast spells which require a great deal of mana and effort. Rituals, in this manner, make it so that Celestialism cannot be used in combat by any means. This renders every spell in the Celestialist’s kit virtually unusable inside combat. Celestialism as a result is a non-combat magic. Generally speaking, mages cast Celestialism by connecting to the void. If it is a Celestialism spell, the mage’s Celestial Aura then must manifest. Demonstrating a greater and brighter auric effect than usual, this aura allows the usage of the spells of Celestialism.

 

Spells and Abilities

All of Celestialism’s spells are considered non-combat rituals. These rituals are used to bind familiars, refill stones, and meld. Rituals have different effects, all around the manipulation and formation of Familiars and the powers that are used to sustain them. Celestialism is a feat, meaning it does not have as many spells as other magics. 

 

Binding Ritual [Non-Combat]

The Binding Ritual is a ritual performed that allows the mage to attract a celestial from the void and subsequently bind it to a crystal. This crystal then becomes the Arcanium Stone which holds the Celestial when it is not physically manifested. This spell is cast by meditating and focusing on the void, creating a deep connection with the mage’s Celestial Aura manifested in full. The mage when performing this ritual must decide who is going to be the master of the summoned Celestial. If it is the mage himself, no further action needs to be taken, however if it is a friend that they are binding a Celestial for, they must perform a melding while doing the ritual. Once the master of the Celestial has been declared, it is then bound to that person and the person subsequently becomes responsible for the summoned Celestial. 

 

Spoiler

Mechanics:

  • This ritual takes 5 emotes to cast. Detailed emotes of scrying the void and the celestial aura must be made for each emote. 
  • A Celestialist must have a single crystal of any calibre ready for the binding of the Celestial, binding it to this crystal which then becomes the Arcanium Stone, instantly filling it with mana to sustain the Familiar. 
  • Once summoned, the master of the Familiar needs to dictate a few parameters and create a Celestial Profile. This profile should be made in a Google Document and linked to the master of the Familiar’s Character Card Profile. The Profile can be formatted in any way, but must include the following information.
    • Name of Celestial
    • Binding Celestialist (Binder’s IGN and RP name, link to their [MA]) [Not required if you are a Celestialist]
      • Recommended: screenshots of binding ritual or written confirmation from the binder.
    • Date of Binding (OOC)
    • Date of Last Refilling (OOC)
      • Recommended: screenshots of the refilling ritual or written confirmation from a celestialist
    • Owner of the Celestial (Master’s IGN and RP name)
    • Visual Description (Image or text)
    • Familiar Talents (Max: 5)
  • Celestials once bound can enter or exit the Arcanium Stone at their will, the master can also tap the stone or call upon the Celestial’s name to summon them. This summoning or binding takes one emote, causing the stone to light up momentarily. 
  • Celestials must remain within 35m of the Arcanium Stone they are bound to in order to remain anchored to the Mortal Plane at all times. 
  • In order for a Celestial to be bound for a friend, the mage must aura meld with their friend so the Celestial can choose the friend, and not the mage. 
  • Celestials must be RP’d by the mage through environmental emotes. 

Red Lines:

  • Anyone can have a Celestial, provided they were bound as the master during the Binding Ritual. Celestials cannot be traded or swapped, as a binding is for the duration of the Celestial’s life.
  • Familiars are at the very maximum, the size of a deer, and cannot exceed this. The size of their stone is proportional to this, although the max size of an Arcanium Stone is typically a golf ball. 
  • You may only possess one Celestial at a time if you are not a Celestialist. Celestialists may have an upwards of three Familiars. Only one Familiar can be summoned at once, however. 
    • This limitation extends to Celestialists who may own multiple Celestial Familiars on their person. A Celestialist can only summon and physically carry one Familiar (while walking around). The two other familiars they (may) have should be left at their home. 
  • Talents are not to be used in combat by any means. Celestials who engage in combat will likely be sent back to the void (death) at the first thrust of a blade against them.
  • Celestialists can bind an infinite amount of Celestials for their friends, as long as they are bound as the master of the Familiar. 
  • Celestials must be refilled once an elven week.
  • If a Celestial’s stone is not refilled in one elven week, or it is killed in physical form, or it’s stone is shattered, it will return to the void in which the mage will need to re-perform the Binding Ritual to call the same Celestial back from the void after one elven week. If the master does not want their celestial back, and wants a new one, they must wait two elven weeks instead for the Celestial to forget them. If the stone cannot be salvaged, a new one must be created. 

 

Refilling Ritual [Non-Combat] 

This ritual allows the mage the refill the Arcanium Stone of a Bound Celestial so that they do not fade back into the void. This ritual is relatively easy to cast and is done by performing a minor melding towards the Arcanium Stone, such to pass mana through the auric fusion. Non-mages or non-Celestialists who are the master of a Familiar cannot perform this ritual, and must seek out a Celestialist to do it for them however. 

 

Spoiler

Mechanics:

  • This ritual takes 3 emotes to cast. It is relatively easy and involves the melding of the mage’s aura into the stone they are targeting. The aura can then pass mana to the stone and replenish it.
  • Celestialists and masters of Familiars must ensure that the Arcanium Stone they have a familiar bound to is refilled once every elven week or else the death of a familiar may occur, which is elaborated more on in the red lines of the Binding Ritual. 
    • As per the inability to reach a computer sometimes (say vacation, etc.) you may cast a variation of the Refilling Ritual which places the Familiar into a hibernation state. This ritual must be documented on the Celestial Profile. This hibernation state makes it so the familiar is impossible to be summoned and uses very little mana, allowing the Celestial to remain safe for as long as your hiatus requires. 
  • This ritual can be performed both when the Celestial is manifested physically and coiled in their Stone. If it is done when they are physically manifested, the Celestial will feel refreshed and physically more content, much like having had a good meal.
  • Magic should not be aimed to be cast by the Celestialist for a few minutes after performing this ritual, since it draws a great deal of mana from the mage. 
  • Celestialists can perform this spell on any Arcanium Stone, even ones that they did not bind.

Red Lines

  • May not instantly refill stones. May also not refill multiple stones at once. At the very most, 3 Arcanium Stones can be refilled per in-game day by the mage due to mana exhaustion. 
  • You do not require Transfiguration to refill Arcanium Stones. Transfiguration cannot be used anymore to refill Arcanium Stones either, since it requires a minor form of aura melding in order to pass the mana to the celestial directly.
  • Ignoring the refilling requirement for Familiars is considered powergaming and can lead to punishment from the ST. To avoid this, it is recommended to document your refilling on your profile with screenshots to prove that this has been done. 

 

Melding Ritual [Non-Combat]

The Melding Ritual is one of the most curious aspects of Celestialism, for it is critical to the magic and at the same time very different from the niche. Melding is the art of combining auras with fellow mages, or non-mages. This auric combination creates a gradient of power between the two or greater melders. People who have melded auras manifest their auras connecting together, forming new colours that take on shifts at the intersecting part of their visible auras. Melding is always plainly visible, and can even be done between mages and non mages. Melding allows the sharing of mana for the moment, meaning it can be used to cast more taxing spells.

 

Spoiler

Mechanics:

  • This ritual takes 3 emotes to cast. It can be cast between a maximum of 5 people, any more than such would overwhelm the intersecting auras between the melders. 
  • When melded, the Celestialist that originally cast the ritual becomes the leader, able to feel the emotions of those they’ve melded with. This makes melding a very personal act for the mage. Emotions and sensations flow through the group of melded people, however this excludes thoughts. Mind reading is impossible, since this is very much more a spiritual connection.
  • Melding allows the sharing of mana and magical energy, while the mages are melded they may cast spells such as Celestialism Rites or even Evocation magics with greater ease. This simply eliminates the spell strain. It does not empower any spells.
  • Melding does not take on a singular leader, meaning all members of the group are able to cast magic while melded provided they remain within 10 meters of each other. Visually, it is hard to hide the melding as the auras of all the individuals connect together and form larger colours. At the center of it all however, the Celestialist(s) involved will produce a much brighter aura, attracting more attention than others.
  • Melding is required when binding Familiars for others, so that the Familiar can see the melded aura of the Celestialist’s friend before letting them become their master.

Red Lines:

  • Melding does not let you read other people’s thoughts, only feel their emotions.
  • Melding does not empower spells cast by the group, only proportionally sharing mana amongst them to lower strain.
  • Melding will never produce a rainbow aura, it only produces different colours at the meetings of different aura (intersections). These are localized, meaning they do not cause the entire aura of the group to take on a different colour either. These colours match up with what you’d get if you were to mix paint together, such as red + blue = purple, or red + white = pink. 
  • Melders must remain within 10m of each other at all times.

 

Imbuement Ritual [Non-Combat]

The Imbuement Ritual allows the expert mage to pass the torch of Celestialism unto another student. This ritual works by melding auras with a prospective student, and if their voidal connection is pure and they’ve mastered a voidal magic, the greater aura spark will then pass unto the student. Within moments, an imbuement of power will be inflicted to the student as their aura glows brighter and brighter, meeting the grandness of their teacher’s aura. Once this has been done, the student can begin to learn the arts of Celestialism at their leisure. 

 

Spoiler

Mechanics:

  • This ritual takes 3 emotes to cast. It can only be cast once the student’s [MA] has been accepted. It can also only be cast by someone with a valid [TA]. 
  • The Imbuement Ritual must be done after melding auras with the student, and thus casting that ritual before this one. This is so that the greater aura spark can pass through the melded auras to the student properly. 
  • Casting the Imbuement Ritual does not instantly grant a student all the spells of Celestialism, and it must be learned over time. 
  • The Imbuement Ritual can only be cast on those who have mastered a voidal magic, only knows voidal magic (no dark magics) and has an intimate connection with the void. The intimate connection with the void aspect is a bit more broad, as such, it may take some time to establish that more intimate level of connection before this rite can be cast. 
    • This time is usually spent in the moments before the [MA] for the student is accepted, refining and improving a voidal connection.
  • Learning a dark magic after the Imbuement Ritual has been cast shatters the mage’s Celestial Aura, causing them to lose all of their Celestialism spells. If there are familiars that they have bound to themselves as a master, the Arcanium Stone immediately shatters and the familiar(s) bound to them return to the void.

Red Lines:

  • Cannot cast on people who do not have a voidal magic mastered already
  • Cannot cast on people who have learned or interacted with a dark magic, or are corrupted by these magics in any form (such as having a non-void connected magical [CA]). 
  • Imbuement does not instantly grant access to all of the Celestialism spells. 
  • Imbuement requires a [TA] in Celestialism to learn and cast. 

 

Red Lines

While Celestalism comes with a great variety of perks and benefits, there are of course some universal restrictions that must be abided by at all times. Any breaches of these red lines is considered powergaming the magic and will be dealt with by the ST. Please abide by the following red lines to avoid overstepping the boundaries and limits of the major.

  • You cannot sense magic users around you, instead of your greater aura only lets you be able to connect with others better and be “felt” more in the void. This makes your magic inversely more obvious to mages around you 
  • Celestialists may be the master of a maximum of 3 Familiars. Non-Celestialists may be the master of a single Familiar. 
  • Celestial Aura is purely aesthetic. It has no effect on the world or empowering magic. 
  • Familiars must always remain within a 35m radius of the Arcanium Stone that they are bound to.
  • Familiars cannot be used in combat, and can be easily killed. As such it is recommended to put the Familiar back into the Arcanium Stone immediately when combat is initiated (this takes 1 emote).
  • When being used with the Catalysa Talent via magic spells, they must remain in the line of sight at 35m from the Arcanium Stone and follow all mechanics defined by the respective spell the magi uses as well. 
  • Moving the Celestial from the Arcanium Stone beyond the reasonable radius will cause the Familiar to return to the stone immediately. 
  • Celestials manifest no magical power of their own, and must be cast through in conjunction with their mage’s own power [Catalysa]
  • Celestials must be roleplayed in environment (**) emotes by the mage that has them bound. They should not be rp’d by other non-Event Actor people, without explicit approval from Story Team. 
  • You must create a Celestial Profile that details all the necessary information described in the Binding Ritual on a Google Doc and link it on your character card

 

Tier Progression

Celestialism does not follow a Tiered Progression System. Instead, Celestialism Students are defined as those who have just had the Imbuement Rite cast upon them by someone with a [TA] in the magic. This rite starts the learning process. Over the course of one elven week, a Celestialist will gradually master all of the spells. Once this week is complete, and the mage has been instructed on how to handle a familiar, and instructed with their first binding, they may start to use the magic properly and as well as all of the spells. The exception to this is the Imbuement Ritual, which requires 4 months of Celestialism usage before the mage becomes eligible to teach the magic and subsequently learn such a spell. 

 

Purpose (OOC)
This magic was written to supply the community with a good rewrite for Celestialism, clearing up any issues they may have and to provide a supplement to the mastery of voidal magics. Any feedback is welcomed in making this piece of lore a lot better.

 

A note from BNK: “I am very happy with the work here and was pleased to be able to add some finishing touches to ZythusRequiem’s work. Celestialism has always aimed to bring RPers together in a different way. This draft solidifies the innate desire I had to spread this magic so everyone could enjoy it as well as offering different approaches to player vs player interactions. I am eager to see the consequences and stories told from this version & am sure it will launch well this time.”

 

Citations (OOC)
I cite primarily BNK’s lore piece as well as a few of my own spins on things, such as the Talent System to ensure that Celestials can be cool, unique and varied. Additionally, I cite my own Arcanism rewrite group that I formed for my Arcanism rewrite for all their help, the Lore Games server, and anyone who I may’ve reached out to that hasn’t been included here.

 

Spoiler

 

 

 

 

 

Written by ZythusRequiem
Edits by BrandNewKitten

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Beautiful! The work you’re doing to create several cohesive pieces is admirable. I hope the Lore and Story Teams are keeping a close eye on you!

 

+1

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You state that dark or deific magi cannot learn this feat, stated -

 

2 hours ago, ZythusRequiem said:

Celestialism is an art that needs a stronger than average connection to the void, meaning that mages who use dark or deific magics cannot learn this art. For it is only available to dedicated voidal magi

 

I am curious as of why this is the case, if a dark or deific magic allowed the practice of voidal arts why couldn't they learn this? What prevents them? You don't state all five slots of magic need to be dedicated to the void so a mage who knows only one voidal art can pick it up, whereas if someone has four voidal arts and one dark magic cannot?

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5 minutes ago, Jenny_Bobbs said:

You state that dark or deific magi cannot learn this feat, stated -

I am curious as of why this is the case, if a dark or deific magic allowed the practice of voidal arts why couldn't they learn this? What prevents them? You don't state all five slots of magic need to be dedicated to the void so a mage who knows only one voidal art can pick it up, whereas if someone has four voidal arts and one dark magic cannot?

 

As stated in the lore, learning magics that do not focus on the voidal theme draw away from the intimate connection to the void needed to call upon a familiar. A pure, unwavering dedication to the void is required to even think of manifesting the Celestial Aura. This magic is to reward those who wish to have something cool to supplement their voidal magic. Familiars are not intended to be jewelry, but companions to those who have listened close enough to the void. 

 

2 hours ago, ZythusRequiem said:

Dark or deific magic is considered a detractor from the pure dedication Celestialists have towards the way of the void, and it thus interferes with the unique connection required to form the Celestial Aura.

 

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8 minutes ago, ZythusRequiem said:

 

 

This isn't how the magic worked previously or how the void acted, it can be flavour for your lore yes but it now locks out old celestialism players and bans them from using the magic. This includes players of runesmithing which several key players of celestialism have. 

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44 minutes ago, Jenny_Bobbs said:

This isn't how the magic worked previously or how the void acted, it can be flavour for your lore yes but it now locks out old celestialism players and bans them from using the magic. This includes players of runesmithing which several key players of celestialism have. 

 

Some things are going to have to change considering this is also no longer locked to Arcanism. There has to be some sort of limitation, sorry. This issue was never brought up to me in the weeks of making the draft for this lore and refining it, also as I understood it in the past BNK’s intention was never to let corrupted individuals like Shades or Blood Mages have access to what he considered was a pure art. 

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8 minutes ago, ZythusRequiem said:

 

Some things are going to have to change considering this is also no longer locked to Arcanism. There has to be some sort of limitation, sorry. This issue was never brought up to me in the weeks of making the draft for this lore and refining it, also as I understood it in the past BNK’s intention was never to let corrupted individuals like Shades or Blood Mages have access to what he considered was a pure art. 

 

I can allow the following two Deific Magics however.

  • Runesmithing
  • Ascended Magic

However, you will certainly not see Druids, Clerics or Paladins walking around with Celestial Familiars. 

 

If the magic allows one to learn magic outside of their scope then why can they not? If they're not corrupted in any way. You're also not able to give two groups of magics access but not others as that is just picking exclusivility. Blood magic as example doesn't necessarily make someone corrupted and they assist in voidal creations and rituals. 

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2 minutes ago, Jenny_Bobbs said:

If the magic allows one to learn magic outside of their scope then why can they not? If they're not corrupted in any way. You're also not able to give two groups of magics access but not others as that is just picking exclusivility. Blood magic as example doesn't necessarily make someone corrupted and they assist in voidal creations and rituals. 

 

Watching a blood mage run around with a benign friendly familiar is pretty out of scope in my opinion. Same as watching a Druid run around with a voidal creature, which they might consider a perversion of life as a pet.

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2 minutes ago, ZythusRequiem said:

 

Watching a blood mage run around with a benign friendly familiar is pretty out of scope in my opinion. Same as watching a Druid run around with a voidal creature, which they might consider a perversion of life as a pet.

 

Druidism cannot learn any magic outside of Druidism currently, except for select few who have blood magic.

 

You still didn't address the concerns of my previous statement about purposefully now saying 'X magic can get it where X magic cannot' without proper reasoning.

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36 minutes ago, Jenny_Bobbs said:

Druidism cannot learn any magic outside of Druidism currently, except for select few who have blood magic.

 

You still didn't address the concerns of my previous statement about purposefully now saying 'X magic can get it where X magic cannot' without proper reasoning.

 

Discussed on Discord. Only Dark Mages are now banned from learning Celestialism, and those who have been corrupted or affected by Dark Mages permanently. 

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As a potential future frost witch I am APPALLED. 

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1 hour ago, Jenny_Bobbs said:

Without a proper explanation on why certain magics are included or excluded from learning this feat I will have to -1 this lore. If a proper reasoning is posted besides "Dark magic Is bad" then I'll subtract my -1.

 

Celestials are beings of Order. Dark magics are chaos-based. 

 

Most holy magics disallow void magic anyways. Ascended is the exception to this. Idk about Runesmithing but basically if you follow a deity your being is affected by them and thus the “stage” you are looking to operate on in the void would be awfully crowded. The Celestial would probably be pulled towards the Deity’s realm instead of the caster’s.

 

Familiars are instinctual, simple beings. Nothing more than a blob of energy within the void, it can be assumed that if horrors can see Celestials for what they are (super tasty beings of light) then Celestials, in their uncoiled-voidbound form, can do the same. They would stay away from creatures they see as predators. 

 

In other words a mouse learns to recognize a lion as a lion. 

 

BUT. Anyone can have a Celestial bound to them unless I missed somewhere in this piece disallowing Celestialism users from binding to anyone. 

 

P.s. add Requiem back in ? but just make it so the Requiem Talent safeguards them in the void. 

 

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21 minutes ago, BrandNewKitten said:

Celestials are beings of Order. Dark magics are chaos-based. 

 

I was referring to any magical group being included/excluded. Though bringing up dark magic some of them or at least in the rewrites being pushed out don’t have a chaotic nature to the individual casting. Which is why I presented a few ideas to Zyth on ways on lore accurate ways on how to make it so the magic excludes certain groups besides ‘Dark magic is bad’ but he didn’t put through. Which is the reason of my comment. I’ll PM you the suggestion.

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