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[✗] [Magic Lore] Celestialism: Breaching the Veil


Kalehart
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Celestialism: Breaching the Veil

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”Behold, my student, magic unbound!”

Background:

Sourced from the innovations of Iatrilemar Elervathar centuries ago, it was he who first harnessed the powers of pure Arcane energy and welcomed Celestials into the material world. Though the art of Celestialism has long since been rendered out of reach, incarnations of Arcanism have lingered in a state of relative stagnancy, their effects shifting little throughout the ages- against the nature of such freeform, progressive magic.

 

It required an inventive, perhaps slightly reckless and naive mind to tap in to the lost capabilities of Celestialism, and to redefine the art of Arcanism as a whole, bringing the two arts to a state of complete unity that had hitherto been unattained. Yet after countless years, finally, the practice has evolved. By taking upon themselves a great wound and knowing what it is to truly touch the Void, a new wave of Celestialists have risen.

 

Magic Explanation:

This new form of Celestialism exists as a merger of the lost art and Arcanism both, and in so doing, redefines the nature of the magics. Once the king of Evocations, these new innovations have brought the merged art of modern Celestialism into a realm of its own, serving a purpose disparate but not entirely dissimilar to the practices from which it stems.

 

The core aspect upon which this magic functions is a spiritual wound, willingly taken. Though all Magi possess a minor tear in the fabric of their soul which enables them to connect with the Void, a Celestialist is one who chooses to draw themselves closer still to the Void, by exacerbating that injury. 

 

Through this sacrifice a variety of abilities are obtained, ranging from shielding, to limited concussive offense, to the ability to fuel other Magi, and even summon a peculiar variety of Voidal Horror known as a Celestial, from which the magic draws its name.

 

Breaches, Mana Streams & Celestial Auras

In returning to a Voidal Heath after they have become suitably familiar with the mysteries of the Void, a would-be Celestialist is created by one more versed in the practice through a strenuous process in which the elder Celestialist broadens the wound already inflicted on their spirit, creating what is known as a Breach.

 

Best equated to a Voidal Tear, this wound in the soul of a Celestialist is what permits them to practice this renewed version of the magic, and also marks them permanently such that they will ever be rejected by the Aenguls as one with an altered soul. Through this newly formed Breach flows a constant and abundant torrent of mana, pouring from the Void itself. In essence, the Celestialist themselves become a hole in the Veil between worlds.

 

This flow of mana is known as a Celestialist’s Mana Stream, and is a volatile leak that is at all times a threat to the wielder. Through frequent and intense meditation, self-control and abstinence from all that would cause their careful balancing act to falter, a Celestialist may harness this excess mana either directly, or through the use of what is known as their Celestial Aura.

 

The Celestial Aura is the result of a Celestialist’s mana stream naturally brushing against their own innate mana pool, resulting in an overflow that greatly bolsters their regular aura, but does not grant them any extra innate mana. Celestial Auras are ever-present unless actively suppressed, and are far brighter and more expansive than a typical aura. So too do they act as an extension of the Celestialist themselves, carrying on the flows of mana a reflection of their emotional state.

 

So vibrant is this aura that it is reflected even on the other side of the Breach, within the Void itself. This light draws to it countless tiny creatures within the Void, known as Celestials, who seek safety and comfort in its glow, and in the projected calm of the Celestialist themselves.

 

Nextly, we will discuss the risks of this treacherous state of being.

 

Risk & Control

Whilst having an endless supply of mana leaking from oneself might seem a very beneficial trait, it is rather more complex than it may seem. A Celestialist cannot directly harness the contents of their Mana Stream for the purposes of regular spellcasting, its only function being in the control of its direction and in the Celestial Aura it creates. The only exception to this is found in Meditation, discussed later.

 

Celestialists must adhere to a strict lifestyle in order to maintain control over their wounded spiritual state. It is a threat on two fronts, that of the Mana Stream, and then that of the Breach itself. The risk posed by the Mana Stream is that, should one falter in their focus, it is very possible for a Celestialist’s internal supply of mana to become caught up in the flow of the Mana Stream, resulting in it being cast out into the world, leaving them drained to extents that vary depending on the amount of time focus is lost, anywhere from a single spell’s worth of mana, to complete exhaustion. 

 

The Breach then is a slightly less persistent threat, but still not an uncommon one. Due to the volatility created in a Celestialist’s soul by said Breach, their emotions can have a direct effect on its state. Severe negative emotion such as fear, anger, grief, etc. can lead to the widening of this Breach, which essentially increases the intensity of the Mana Stream’s flow, and overwhelms a Celestialist’s ability to keep hold over their personal mana pool. The result is that an emotionally imbalanced Celestialist will find their mana being rapidly drained, potentially to the point of complete exhaustion if they cannot reign themselves in quickly enough.

 

Four so-called ‘studies’ are used to help Celestialists stave off these risks, known as Focus, Consciousness, Meditation and Composure. Every Celestialist must dedicate themselves to the practice of each, lest their Breach and Mana Stream get the better of them.

 

The Four Studies

Spoiler

 

Focus:

Is the first of these four concepts to which every new Celestialist must be introduced immediately after their Breach is created, as without it, they will quickly find their mana completely expended. At all times a Celestialist must be aware of the Mana Stream within them, and actively keep their own mana pool from being wound up in its motion. For a novice this is quite difficult, and it can be expected that a fledgling Celestialist will frequently fail on this front and find pieces of their Mana expended unintentionally, though it is usually noticed before complete exhaustion is reached. With practice and experience, this passive Focus will become second nature, requiring no more mental energy than breathing, and uninterrupted by most activities as the Celestialist dedicates a small part of their mind to the constant task. 

 

This also encompasses the strict requirement to avoid any mind-altering substances or magics, as anything that alters one’s natural thought process will serve to hinder one’s ability to maintain Focus consistently. Due to this a Celestialist is extra vulnerable to effects like Unsound magic’s Confusion, or anything else that impacts their mental clarity.

 

The breaking of Focus is only enforced in instances of injury or significant pain, anything else left to player choice for flavor. The loss of mana functions on a [1/6th] per emote rule, meaning that if your character’s Focus falters for three emotes it will expend half of their mana, and so forth. This must be kept track of for any subsequent combat, until the character has Meditated to recover.

 

Consciousness:

The second study to which a new Celestialist must be quickly introduced. Rather than referring to any abstract idea, the concept of Consciousness in Celestial practice refers simply to the necessity to stay awake at all times. Any loss of consciousness through sleep or injury will result in the merging of one’s mana pool with their Mana Stream, resulting in them awakening completely exhausted and drained. This is made possible and remedied by the following study, which must be practiced as soon as possible in any instance after a Celestialist wakes from being rendered unconscious.

 

Meditation:

A vital part of every Celestialist’s life is Meditation. This is a practice which will replace sleep, made possible by a slight change to a Celestialist’s physiology by result of their Breach, allowing them to skim part of the mana from their Mana Stream to fuel their bodies in the same manner sleep might. The details of this practice will be expanded upon in the ‘Abilities & Spells’ section. Not only does Meditation allow them to maintain the study of Consciousness at all times, it also becomes a very helpful tool to practice one’s Focus, as well as to maintain the fourth and final study.

 

Composure:

The last and both simplest and most difficult concept which is introduced is Composure, the idea that a Celestialist must maintain within themselves a stable and positive emotional state. Composure does not translate to being emotionless, nor the complete lack of negative emotion, instead it refers to the regulation of the intensity of these feelings. Positive emotions are harmless, though excessive excitement and the like may break one’s Focus, it is negative emotions which pose significant threat to the Celestialist, as outlined in the previous section. A Celestialist must practice self-regulation and avoid allowing themselves to reach extreme states of emotional distress, lest it begin to impact their Breach. Minor amounts of negative emotion are fine, slight sadness or regret, even healthy levels of grief or anger, but when they are brought to an extreme that is where danger arises.

 

As with the first concept, Focus, Composure is left up to player choice as to when it does and does not falter. It is important with both however that it does occasionally happen. If a Celestialist were to fall into a state of deep and lasting depression, grief, anger, etc. they would be rendered effectively comatose by the persistent lack of mana, and if it was not internally resolved in their slumber, they would need to be Patched in order to regain consciousness, an ability covered in the relevant section.

 

 

Learning Celestialism:

To learn Celestialism is a taxing and dangerous process not lightly undertaken, permanently marking those who embrace it and necessitating a very particular lifestyle to cope with the changes that it brings. In order to even be capable of learning this art, one must already know what it is to connect with the Void and wield mana, meaning that they must be at least tier [3] in one Voidal magic.

 

Provided that the risks and costs are accepted, and the would-be Celestialist is suitably attuned to the Void already, the endeavor can be undertaken at the hands of a master Celestialist who will enact a ritual of Rending detailed in the ‘Abilities & Spells’ section to inflict upon the student’s soul a fresh Breach, thus granting them their own Mana Stream.

 

Immediately after this is done, the student will begin to have their innate mana swept off in the flow of their new Mana Stream, and their Celestial Aura will manifest. It is for this reason that a would-be Celestialist is necessitated to have a previously established grasp on mana and the Void, so that they can quickly be instructed on the process of actively holding back their own mana pool from being caught up in the flow of their Mana Stream.

 

After the new Celestialist has been introduced to the rest of the Four Studies which will keep them from being robbed of their innate mana, practice proper can begin. A budding Celestialist will first need to be acquainted to their newly formed Celestial Aura, to be taught how to manipulate it by force of will, as well as how to attune themselves and control the amount of mana which is allowed to escape their grasp at any given moment.

 

It is this control over how much mana essentially ‘evaporates’ off of their Celestial Aura that differentiates a master of Aura Control from a novice, as novices lack strength and wastes the vast majority of mana that is carried on their Mana Stream, whilst a master is more capable of retaining that energy in their Celestial Aura, thus making it more dense and potent. 

 

Additionally it is the ability to influence their Mana Stream itself which differentiates a master of Stream Control from a novice. Where a novice finds it somewhat akin to a firehose that’s gone out of control, difficult to wrangle and direct, a master has learned how to restrain and orient its flow more proficiently.

 

Progress in these two areas is the path to mastery of Celestialism.

 

Red Lines:

Spoiler

- A would-be Celestialist must be at least tier [3] in one other Voidal magic to learn.

- Celestialism inflicts a permanent cost to the character outlined in the ‘Flawed Soul’ passive.

- All Celestialists must adhere to the Four Studies.

 


 

Abilities & Spells:

The abilities of a Celestialist are differentiated into three categories: Passive Effects & Misc, Aura Control and Stream Control.

 

Due to the fact that one’s Mana Stream brushing against their mana pool and spilling over to their aura is what creates a Celestial Aura, Aura and Stream Control categories cannot be rapidly swapped between. It requires a single emote in order to either redirect one’s Mana Stream and begin manipulating it, or to reconnect the Mana Stream to one’s aura and remanifest the Celestial Aura. 

 

However, since Celestialists by default manifest their Celestial Aura, they are not required to do any variety of connection emote before utilizing Aura Control, unless they are switching from using a Stream Control ability.

 

With Stream Control, a connection emote is replaced by an emote of the Celestialist’s aura diminishing as they begin to redirect their Mana Stream. This is excused for subsequent uses of Stream Control, until the Mana Stream is reconnected to the aura.

 

Many abilities can be cast on a sliding scale of power determined by tier. This will impact mana cost and overall effect, but not emote count. A tier [5] casting a spell at the intensity of tier [3] may still abide by tier [5] emote count rules, and so forth.

 

Personal mana is expended in order to direct the mana sourced from one’s Mana Stream and to control their Celestial Aura.

 

Red Lines:

Spoiler

 

- Though Celestialism does not utilize traditional connection tells, other magics practiced by the Celestialist will still require a standard voidal connection establishing emote, in-line with the relevant lore. This often manifests as a shift in one’s aura and the glowing of one’s eyes, but is up to player choice as to how Celestialism changes a standard Voidal tell aesthetically. The only rule is that it must be readily apparent to observers, as a normal tell must.

 

 

Passive Effects & Misc:

Due to their strange and intimate connection to the Void, Celestialists experience a number of passive effects that influence both them and those around them.

 

Celestial Aura: A trait already touched on many times, the most obvious and defining trait of a Celestialist is their aura. This aura may appear as a simple glow, as a slight fog or even a flickering fire-like energy, changeable at the Celestialist’s whim, and retains the color of their natural aura. This aura makes the presence of a Celestialist extremely obvious to anyone who sees them, mage or otherwise. Broadly speaking, the Celestial Aura of a novice will be less vibrant than that of a master, due to its lower mana density.

 

In addition, a Celestialist’s Celestial Aura conveys to those within its radius a sense of their emotional state, which generally translates to providing others with a sense of clear-headedness and calm, though this can change if the Celestialist loses their composure or feels a different intense emotion.

 

Spoiler

 

Mechanics:

(Non-Combat / Passive)

A Celestial Aura spans a [3] meter radius in which any living being may get a sense of the Celestialist’s mental state. The aura’s appearance is flexible at the Celestialist’s whim, but cannot be dimmed, have its color changed, or be hidden without the use of the Stream Control spell Disperse.

 

- A Celestial Aura has no disorienting, blinding, or obscuring effects. Unless being manipulated through Aura Control, a Celestial Aura is entirely harmless and inert.

- A Celestial Aura’s emotional impact is never forced, characters may react to or disregard it at their leisure. It cannot significantly impact the emotional state of others unless they allow it.

- A Celestial Aura’s color cannot change unless the character undergoes a significant change in outlook or personality due to a particularly impactful event in their lives.

- A Celestial Aura must be properly represented in emotes, it is a constant part of a Celestialist’s appearance. Everyone should always know it is there, unless specifically being hidden through the use of Disperse.

 

 

 

Voidal Static: A trait only notable by other magi, a Celestialist at all times carries with their presence a distinct hum, buzz, or static of sorts that will alert other magi to their presence. This cannot be hidden or quieted, and though magi may not be able to pick out the specific source of the sound or sensation, it will always be evident to them that one is nearby. Though usually a sound, Voidal Static can also be represented as a subtle vibrating sensation.

 

Spoiler

 

Mechanics:

(Non-Combat / Passive)

The range of Voidal Static is the range of [#RP] emotes. This remains even if Disperse is in use.

 

- Voidal Static has no disorienting, distracting, or even irritating effects. Its use is exclusively to alert to other magi that a Celestialist is near.

- Voidal Static must be properly represented in emotes, it is a constant part of a Celestialist’s presence. Any mage nearby should know it is there.

 

 

 

Overflow: Enchantments or entities fueled by mana that linger in the presence of a Celestialist will be passively subject to the leakage of their Mana Stream. Enchanted items kept in their possession will gradually be topped up, and while entities like atronachs will not be buffed in any way, they will experience a pleasant ‘lively’ sensation from lingering nearby.

 

Spoiler

 

Mechanics:

(Non-Combat / Passive)

Enchanted items in the possession of a Celestialist will recharge if not used for [1] OOC week and kept constantly on their person. Atronachs or other voidal entities within their Celestial Aura’s [3] meter range will experience a pleasant sensation due to the excess mana. This remains even if Disperse is in use.

 

- Overflow conveys no benefit or buff to Atronachs or other magi.

- Overflow does not keep an item indefinitely charged, and requires [1] OOC week of no use for an item to be topped up by it. Any use of an enchanted item before this mark period will prevent it from recharging at all

- Overflow must be properly represented in emotes, it is a constant part of a Celestialist’s presence. Any mana-based or voidal entities nearby should know it is there.

 

 

 

Flawed Soul: Due to the damage caused to their spirit in the act of becoming a Celestialist and obtaining a Breach, the souls of these magi are extra susceptible to other magics which might negatively impact them. They are also rejected by the Aenguls, and cannot regain the magic slot dedicated to Celestialism.

 

Spoiler

 

Mechanics:

(Non-Combat / Passive)

Any spell which is dependent upon the resilience of a soul will be increased in effectiveness by [1] tier up to a maximum of tier [5]. This also prevents Celestialists past or present from taking any variety of deity magic, and permanently absorbs [1] magic slot.

 

- Flawed Soul must be properly represented when it would come into play, and users of relevant magic must be informed of this effect.

- Flawed Soul remains a trait of a Celestialist even if they drop the magic, permanently removing one magic slot and disabling connection to any deific force.

- Flawed Soul is a permanent trait of a Celestialist or former Celestialist for the life of this lore. Should the lore be shelved, Flawed Soul will also be removed from characters.

 

 

 

Meditation: The ‘misc’ part of this section, Meditation is a vital part of every Celestialist’s lifestyle, and is distinct in practice and effect from standard meditation. By drawing their focus to the flow of their Mana Stream, a Celestialist may enter a trance-like state wherein they will be able to recover both mana and from physical exhaustion. The aesthetic details of this spell vary, from changes in Celestial Aura shape, to floating a foot or so off of the floor, to even a subtle hum lingering in the air around a Celestialist.

 

A notable part of the experience of a Celestialist’s Meditation is the awareness of Celestials gathering to their Celestial Aura within the Void. This is perceived as the dim sense of being watched, not unsettling but notable, as well as the perception of subtle, flickering lights somewhere at the fringes of their awareness. Later on, one can perform Undertow to drag out one such light to bring a Celestial to the material world.

 

Spoiler

 

Mechanics:

(Non-Combat)

By entering a deep trance through becoming attuned to the flow of their Mana Stream, a Celestialist may begin a process of both physical recovery equivalent to sleep, and mana recovery which is unique to them. Only usable outside of combat, Meditation is a necessary tool for magi as prone to sudden and unintentional mana loss as Celestialists. It permits them to recover the equivalent of [1/6th] of their mana per emote. The recovery of mana is facilitated by the careful syphoning of their Mana Stream directly into their innate mana pool, capturing energy which is too chaotic to harness in such a way at any other time.

 

Emote Count:

All Tiers: [1] emote to enter a meditative trance, [1] emote per sixth of mana regained, [2] emotes to wake.

 

- Meditation leaves Celestialists in a state equivalent to sleep, unaware of the world around them unless disturbed. They do however retain their sense of time, and may intentionally wake at their leisure with [2] emotes to come out of the trance.

- Meditation will be cancelled without requiring the [2] emote exit only if the Celestialist is physically disrupted via a push, strike, shake, etc. Gentle touches do not count, and may not even be noticed.

- Meditation cannot be used in combat, or in situations with volume greater than a few quiet voices or subtle ambient noise. One cannot meditate in a city square, or on a battlefield, or even while their companions speak at anything beyond a [#Q] volume.

Meditation’s aesthetic effects can have no positive or negative impact on those around them.

 

 

 

Aura Control:

As the name suggests, this category focuses on the manipulation of one’s Celestial Aura to a variety of defensive, offensive, and artistic effects. The pinnacles of this category are the abilities to patch the Breach of another Celestialist, as well as create dome shields and surround oneself in a hail of arcane projectiles.

 

Aura Control has no specific tell, as all spells will be evident simply by the movement of the Celestialist’s Celestial Aura.

 

Rebound: The first and most basic offensive ability of a Celestialist. It is performed by having the Celestialist draw their aura inwards and work to stem the leakage of mana from it, causing tension to build as it struggles to expand once more. After sufficient tension is built, this control is released to create a concussive effect within the Celestial Aura’s usual range. As a Celestialist reaches higher skill levels, it can even deflect spells and projectiles.

 

Spoiler

 

Mechanics:

(Combat)

Rebound inflicts a knockback effect on everyone and everything within its [3] meter radius, intensity scaling with tier. At tiers [4] and [5] it gains the ability to knock projectiles and spells off-course. This process is done through the compression of the aura, the build-up of tension as the mana flowing into it is prevented from escaping as quickly or at all, then a release which causes the concussive effect.

 

Cost:

Being one of the simpler spells, Rebound expends only a modest amount of mana if cast at tier [3] intensity or lower. If strong enough to reflect projectiles and spells, it is of more intermediate cost. 

 

Emote Count:

(At tier means being cast at this power level while at this tier. Above tier means to cast at this power level whilst above this tier.)

Tier 1

At tier: [1] to compress, [2] to let pressure build, [1] for rebound.

Above tier: [1] to compress, [1] for rebound.

 

Tier 2

At tier:  [1] to compress, [2] to let pressure build, [1] for rebound.

Above tier: [1] to compress, [1] to let pressure build, [1] for rebound.

 

Tier 3

At tier: [1] to compress, [2] to let pressure build, [1] for rebound.

Above tier: [1] to compress, [1] to let pressure build, [1] for rebound.

 

Tier 4

At tier: [1] to compress, [2] to let pressure build, [1] for rebound.

Above tier: (Null, tier [4] Rebound costs the same to cast at tier [5])

 

Tier 5

At tier: [1] to compress, [3] to let pressure build, [1] for rebound.

 

Knockback:

Tier 1: [0] meters, useful only to stagger. 

Tier 2: [1] meters.

Tier 3: [2] meters.

Tier 4: [3] meters.

Tier 5: [5] meters.

 

- Rebound cannot break bones, though at tier [5] an impact with a vertical object or surface after being hit with Rebound could result in fractures. 

- Rebound at tiers [4] and [5] cannot reflect projectiles or spells back at the one who sent them, generally sending them off at an upward diagonal angle.

- Rebound affects everyone and everything in the radius including items, furniture, allies, etc.

- Rebound always impacts a [3] meter radius, never more and never less.

- Rebound is always centered on the caster.

 

 

 

Shield: By directing their Celestial Aura to a single spot, a Celestialist may condense it into a barrier of size and solidity dependent upon tier. This is done by first ‘gathering’ one’s aura to a location, condensing and shaping it, and finally solidifying. The destruction of this shield causes a Celestialist’s Celestial Aura to disperse back to its regular state.

 

Spoiler

 

Mechanics:

(Combat)

A Celestialist gathers their aura and condenses it into a unidirectional shield of pure mana. The size and strength of this shield depends on tier, ranging from the equivalent of a round shield, to a proper barricade. Shape is freeform but must adhere to size rules and cannot be changed after solidifying. If destroyed, the aura returns to its natural state. Tier relevant strength is maintained even for shields of lesser scale. Shields of tier [3] scale or higher prevent a Celestialist from moving themselves or the Shield once it is solidified.

 

Cost:

Shield inflicts moderate cost if used at the caster’s current tier, but is significantly cheaper if used at tier [3] scale or below, whilst at tiers [4] or [5]. Solidity and duration do not change with size, a tier [5] shield will always take the same amount of hits and last the same amount of time.

 

Emote Count:

(At tier means being cast at this scale while at this tier. Above tier means to cast at this scale whilst above this tier.)

Tier 1

At tier: [1] to gather aura, [1] to shape, [1] to begin condensing, [1] to solidify the shield.

Above tier: (Null, tier [2] is equivalent in size and strength does not scale down.)

 

Tier 2

At tier: [1] to gather aura, [1] to shape, [1] to begin condensing, [1] to solidify the shield.

Above tier: [1] to gather aura and shape, [1] to form the shield.

 

Tier 3

At tier: [1] to gather aura, [1] to shape, [1] to begin condensing, [1] to solidify the shield.

Above tier: [1] to gather aura and shape, [1] to condense, [1] to form the shield.

 

Tier 4

At tier: [1] to gather aura, [1] to shape, [1] to begin condensing, [1] to solidify the shield.

Above tier: (Null, tier [4] Shield requires the same number of emotes even at tier [5].)

 

Tier 5

At tier: [1] to gather aura, [2] to shape, [2] to begin condensing, [1] to solidify the shield.

 

Duration:

(Duration is counted by personal emotes. This is an honor system, if someone is noted as intentionally making fewer emotes than normal to extend Duration, ST-determined penalties may occur.)

Tier 1: [2] emotes after forming.

Tier 2: [3] emotes after forming.

Tier 3: [4] emotes after forming.

Tier 4: [5] emotes after forming.

Tier 5: [6] emotes after forming.

 

Size & Strength:

(Hits measured by intensity of a warhammer or t4 spell. All lesser impacts take twice as many hits. Greater hits equivalent to t5 spells or Olog level strikes inflict twice as much damage.)

Tier 1: [1] square meter, [1] direct hit.

Tier 2: [1x2] square meter, [2] direct hits.

Tier 3: [2x2] square meters, [3] direct hits.

Tier 4: [2x3] square meters, [3] direct hits.

Tier 5: [3x5] square meters, [4] direct hits.

 

- Shields of [2x2] size or greater prevent the Celestialist from moving themselves or the shield.

- Shields do not shatter or erupt upon destruction, simply dissolving into aura.

- Shields cannot have their shape changed after they have solidified.

- Shields cannot bend or face more than one direction.

- Shields do not reflect projectiles or spells.

 

 

 

Flourish: Through the infusion of extra mana from one’s Mana Stream into their aura, it can be made to shine with significant levels of brightness, able to light the way in a dark passage, or even disorient those around the Celestialist.

 

Spoiler

 

Mechanics:

(Non-Combat & Combat)

A Celestialist of tier [2] or higher may Ignite their Celestial Aura to make it shine brighter for the sake of utility or even offense. The amount of time this can be sustained differs depending on how bright it is made. A Celestialist may maintain a subtler light, suitable for lighting a [9] meter radius around them indefinitely, while they may only create flashes of light brilliant enough to temporarily daze onlookers.

 

The non-combat use is performed simply by restraining the amount of mana allowed to escape from one’s Celestial Aura, causing it to shine brighter. For combat uses this is performed akin to Rebound, wherein a Celestialist will hold back the flow of their Mana Stream and allow the excess mana to build up, causing their Celestial Aura to momentarily dim and become less stable. After gathering enough, this excess mana is released into it to create a bright but short-lived flash.

 

Cost:

To Flourish one’s Celestial Aura to the point of producing harmless light suitable for lighting up to a [9] meter radius is free, and can be maintained as long as a Celestialist has use for it and does not need to cast something else. Offensive uses of this ability however translate to significant intermediate cost.

 

Emote Count:

(At tier means being cast at this scale while at this tier. Above tier means to cast at this scale whilst above this tier. Non-Combat uses of Flourish can be done in a single emote.)

Tier 2

At tier: [2] emotes to begin storing mana, [1] emote to create the flash.

Above tier: [1] emote to begin storing mana, [1] emote to create the flash.

 

Tier 3

At tier: [2] emotes to begin storing mana, [1] emote to create the flash.

Above tier: [1] emote to begin storing mana, [1] emote to create the flash.

 

Tier 4

At tier: [2] emotes to begin storing mana, [1] emote to create the flash.

Above tier: (Null, tier [4] Flourish requires the same number of emotes even at tier [5].)

 

Tier 5

At tier: [3] emotes to begin storing mana, [1] emote to create the flash.

 

Disorientation & Range:

Tier 2: Can force a target to aver their eyes momentarily and be effective within a [3] meter radius.

Tier 3: Can disorient for [1] emote and be effective within a [3] meter radius.

Tier 4: Can disorient for [1] emote and be effective within a [4] meter radius.

Tier 5: Can disorient for [2] emotes and be effective within a [4] meter radius.

 

- Flourish cannot be used to cause permanent vision damage.

- Flourish at tier [2] does not require disorient for a whole emote, it will only result in someone looking away or momentarily faltering.

- Flourish cannot be maintained at levels suitable for disorientation, if it is bright enough to cause any discomfort at all it can only be used as a brief flash.

- Flourish is omni-directional and will impact any person or creature within its range, regardless of whether they are a friend or foe.

- Flourish must be properly signaled by the shrinking, wavering and trembling of one’s Celestial Aura if being used for offense.

- Flourish requires the Celestialist to close their eyes as well, lest they be subject to their own disorientation effect. This leaves them open to attack from those outside of Flourish range.

 

 

 

Encompass: The only spell which allows Celestialists to expand their Celestial Aura, Encompass requires a Celestialist to be of a journeyman level before it can be used, and involves them entering a Meditative state and focusing the entirety of their attention on their Celestial Aura. While in this state, the Celestial Aura’s range increases vastly, within which they can will it to create all manner of artistic display or demonstration. These arcane structures can be semi-solid but will do no harm, and cannot stand up to any amount of weight or stress, nor are they able to take textures or appearances beyond that of colored glass, fluid, fog or light. One could feel a surface, but not lean or push on it.

 

Spoiler

 

Mechanics:

(Non-Combat)

A tier [3] or higher Celestialist may enter a Meditative state wherein the range of their Celestial Aura increases to a [10] meter radius. They may manipulate this aura to create any manner of display or art piece, weaving it out of energy the color of their aura. This has no combative use.

 

Cost:

None, in the midst of Meditation their mana is replenished as fast as it is spent. However, they can regenerate no mana through Meditation when paired with Encompass.

 

Emote Count:

All Tiers: [1] to enter a meditative state, [1] to expand aura, [?] to detail what it creates, [1] to retract aura, [1] to wake from meditation.

 

- Encompass cannot be used for any variety of combat or to create platforms or barriers, for the Celestialist’s Celestial Aura becomes too dilute to hold any meaningful solidity. One could create the image of stairs, but any trying to climb it would fall through immediately.

- Encompass cannot be used outside of line-of-sight. It can be used behind a Celestialist, but not around barriers or obstacles.

- Encompass cannot obscure or otherwise impede vision in any way.

- Encompass cannot be used to break server rules.

 

 

 

Barrier: Celestialists of significant strength can solidify their Celestial Aura on the borders of its range, creating a dome-like shield for them any anyone else in the vicinity.

 

Spoiler

 

Mechanics:

(Combat)

By pushing their Celestial Aura out to the limit of its [3] meter radius, they can surround that space in a durable dome shield. Celestialists of tier [4] or higher gain access to this spell. Unlike Shield, the strength of a Barrier depends on at what level it is cast. This means that a tier [5] casting a barrier with the lowered emote count for tier [4] will only be making a barrier that is equivalent to tier [4] strength. Duration, however remains scaled with the Celestialist’s tier.

 

Cost:

Barrier is a costly spell which exerts its full cost regardless of whether it is held for the full duration or not. It will significantly drain even a master Celestialist, roughly equivalent to two thirds of their mana pool.

 

Emote Count:

(At tier means being cast at this scale while at this tier. Above tier means to cast at this scale whilst above this tier.)

Tier 4

At tier: [2] to push aura outwards, [2] to condense it, [1] to fully form.

Above tier: [2] to push aura outwards, [1] to condense it, [1] to fully form.

 

Tier 5

At tier: [2] to push aura outwards, [3] to condense it, [1] to fully form.

 

Duration:

(Duration is counted by personal emotes. This is an honor system, if someone is noted as intentionally making fewer emotes than normal to extend Duration, ST-determined penalties may occur.)

Tier 4: [5] emotes after forming.

Tier 5: [6] emotes after forming.

 

Strength:

(Hits measured by intensity of a warhammer or t4 spell. All lesser impacts take twice as many hits. Greater hits equivalent to t5 spells or Olog level strikes inflict twice as much damage.)

Tier 4: [5] direct hits.

Tier 5: [6] direct hits.

 

- Barriers cannot be opened or partially dropped to let others in, once a barrier is created it must be banished and fully recast at regular mana cost to let someone in from the outside.

- Barriers cannot shrink or grow, they are always a [3] meter radius.

- Barriers do not have flexible shapes, they are always domes.

- Barriers are stationary and cannot be moved once created.

 

 

 

Patch: The ability to temporarily and haphazardly seal the Breach of another willing Celestialist. This is necessary in instances where a fellow Celestialist has lost their composure to a great and lasting extreme, such as in instances of deep depression or grief, lest they be rendered comatose with a perpetually near-empty mana pool. Though it does not require their waking approval, their spirit must not resist the act. This is also how a Celestialist may free themselves from the risks of having a Mana Stream, and effectively give up the magic and all it entails. However, they remain afflicted with the Flawed Soul passive.

 

Spoiler

 

Mechanics:

Through a process of manipulating their aura with extreme finesse, a Celesetialist of tier [5] may somewhat literally stitch closed the Breach inflicted on a fellow Celestialist’s soul using their Celestial Aura. This is noted as a comment on their MA, and prevents the use of the magic until these ‘stitches’ are removed by any individual capable of Patching. All instances of Patch require OOC consent from the affected party.

 

Cost:

Patching is a very taxing endeavor which will leave the one performing it robbed of half their mana and unable to recover it for [3] OOC days, as part of it has been left with the subject in order to keep their Breach closed. After this period the mana is returned, the Breach now scarred enough to keep itself closed. The Breach can always be reopened and Celestialism picked back up from where it was left, or can be left shut to afford one a less strict lifestyle, albeit now robbed of the slot Celestialism took up.

 

Emote Count:

Tier 5: [1] to begin shaping their aura, [1] to solidify its shape into needle-like threads, [2] to send it into the target and begin stitching closed their Breach, [1] to impart a fragment of their internal mana to keep it sealed. In order to open a Patched Breach, one must repeat the Rend ritual initially used to grant the power of Celestialism.

 

- Patch cannot be used without OOC consent.

- Patch is not a perfect repair, and those who are Patched retain the Flawed Soul passive.

 

 

 

Stream Control:

Self-evidently, Stream Control is the manipulation of one’s Mana Stream to a variety of supportive and utilitarian effects. The pinnacles of this category are the abilities to create Breaches in new Celestialists, as well as summon Celestials.

 

Stream Control spells are always preceded by [1] starting emote to redirect the Mana Stream, resulting in one’s Celestial Aura vanishing while in use. This is only avoided if one has already done so for a previous Stream Control spell, and is casting another without reconnecting the Mana Stream to their aura. Though not accounted for in emote counts, this must be taken into account for them if relevant.

 

Tributary: The first, most basic and selfless spell involving the control of one’s Mana Stream, Tributary allows the Celestialist to link their Mana Stream to a single mage and decrease the cost of their spells, allowing them to syphon off part of the Mana Stream’s energy for their use.

 

Spoiler

 

Mechanics:

(Non-Combat & Combat)

By linking their Mana Stream to another voidal mage, a Celestialist is rendered immobile and unable to respond to hostility without breaking the link. While intact, this link will result in the target mage’s spells costing half of what they otherwise would. Tributary has a range of [3] meters, and if it is interrupted then any fueled spell will be canceled.

 

A Celestialist cannot help fuel a spell of greater tier than their own, meaning a tier [3] Celestialist cannot help fuel a tier [4] fire evocation spell, and so forth.

 

Cost:

A Celestialist will be completely drained if utilizing their full allotted number of assists, and will otherwise drain a proportionate amount of mana. A tier [5] Celestialist who fuels a tier [5] spell will expend half of their mana, a tier [3] who fuels a tier [3] spell will be totally drained, or half drained if fueling a tier [2] or [1] spell, etc.

 

Emote Count:

All Tiers: [1] emote to focus on target, [1] emote to extend Mana Stream, [1] emote to connect to target, [1] emote to begin fueling.

 

Number of Spells:

(This refers to how many spells a Celestialist is capable of helping fuel per tier.)

Tier 1: [1] spell of equivalent tier.

Tier 2: [1] spell of equivalent or lesser tier.

Tier 3: [1] spells of equivalent tier or [2] of lesser.

Tier 4: [2] spells of equivalent tier or [3] of lesser.

Tier 5: [2] spells of equivalent tier or [3] of tier [4], and [4] of lower tiers.

 

- Tributary does not increase the power or potency of spells being fueled by it, it only assists in negating some of the mana cost. However, the Celestialist often ends up suffering greater drain personally than the spell would otherwise have cost the target mage.

- Tributary must be cast before the target mage begins to prepare their spell, it cannot assist with a spell that is already in the process of being cast.

- Tributary will be interrupted if the Celestialist is attacked or physically disturbed. If this happens, the target mage’s spell will be canceled and they must start again.

 

 

 

Disperse: By carefully limiting the flow of their Mana Stream and directing it away from their own mana pool, a Celestialist may conceal their Celestial Aura to better blend in.

 

Spoiler

 

Mechanics:

(Non-Combat)

Usable by a Celestialist of tier [2] or higher, Disperse prevents them from engaging in any variety of combat, and will be interrupted by any significant disturbance such as being pushed or struck. If a Celestialist using Disperse wishes to engage in combat, they must follow the usual Stream Control rule for switching back to Aura Control, necessitating [1] emote for the Celestial Aura’s reappearance. This functions by the stifling and redirection of one’s Mana Stream. While under the effects of Disperse, the emotion-conducting effects of a Celestialist’s Celestial Aura are also halted.

 

Cost:

Disperse inflicts a slow but steady mana cost on the user. It will drain approximately a quarter of a Celestialist’s mana per [30] OOC minutes that it is in use.

 

Emote Count:

All Tiers: [1] emote to focus and redirect Mana Stream, [1] emote to have Celestial Aura vanish.

 

- Disperse does not remove the Voidal Static passive, meaning that other magi will still sense that a Celestialist is near, though may not know their precise location.

- Disperse cannot be maintained under any amount of physical duress. If interrupted, an emote of the Celestial Aura’s reappearance must be made.

- Disperse requires concentration to maintain, and this preoccupation must be properly emoted.

- Disperse cannot be maintained all the time, and its designated mana drain must be tracked.

 

 

 

Undertow: Upon reaching a level of near mastery over Stream Control, a Celestialist may draw out one of the many Celestials gathered to the Celestial Aura exuded on the other side of their Breach. This creature becomes their constant companion, though has no functional value.

 

Spoiler

 

Mechanics:

(Non-Combat)

Through a strenuous process of intentionally widening one’s Breach to increase the intensity of one’s Mana Stream during Meditation, paired with keen focus upon one of the many flickering lights in the Void that always linger on the edges of their awareness in this Meditative state, a Celestialist of tier [4] or higher ushers forth a single Celestial. Though only able to summon [1] at a time, a Celestialist can have up to [3] Celestials present at any one time. The details of these creatures are expanded on in their relevant section.

 

Cost:

As a very advanced ability that involves a brief but nonetheless costly adjustment to one’s Breach, the use of Undertow will incur a state similar to that brought about through performing a Patching ritual. The Celestialist’s mana pool will be drained by half, and remain this way for [1] OOC day as the Celestial slowly shifts from feeding on their personal mana pool, to feeding from their Mana Stream.

 

Emote Count:

Tier 4 & 5: [1] to enter a meditative trance, [1] to designate a formless Celestial as the target within the void, [1] to begin the process of widening one’s Breach and pulling it through, [1] for the Celestial to be drawn through and emerge as a formless clump of mana, [1] for its physical form to solidify and be described.

 

- Undertow requires complete silence and focus to perform.

- Undertow is a costly ritual and this cost must be properly roleplayed after the fact.

- Undertow can only bring out one Celestial at a time, and cannot be performed more than [1] time every [2] OOC days, to a maximum of [3] Celestials.

- Celestials drawn out through Undertow must adhere to the guidelines established in their section of this lore.

 

 

 

Rend: Finally, with complete mastery over Stream Control, a Celestialist becomes capable of inflicting a Breach upon the souls of other magi to turn them into a Celestialist.

 

Spoiler

 

Mechanics:

(Non-Combat)

By directing the full force of one’s Mana Stream towards the initial tear formed in every Voidal mage’s soul while deep in meditation, a Celestialist can widen this wound in their spirit such that the target is bestowed with their own Breach, Mana Stream, and Celestial Aura. This can only be performed at a Voidal Heath, where the Veil is weakest.

 

Cost:

Rend is a lengthy process but not a costly one. A Celestialist Rending a mage’s soul to bestow upon them a Breach is only intermediately taxed by the endeavor, which is good, as they must immediately be able to instruct the newly fledged Celestialist on how to avoid letting their new Mana Stream rob them of all their innate mana.

 

Emote Count:

Tier 5: [1] emote to enter a meditative trance, [1] emote to focus upon the target mage, [1] emote to extend one’s Mana Stream, [1] emote for it to inflict the damage to their initial tear, [1] emote describing the creation of the Mana Stream and its interaction with their mana pool and aura.

 

- Rend creates a Breach which cannot be healed, permanently sacrificing the magic slot which is subsequently dedicated to Celestialism, and removing the ability to learn deity magics.

- Rend cannot be used on anyone who is not at least tier [3] in any type of Voidal Magic. Attempts to do so will simply see the soul be impossible to damage.

- Rend must be taught, it is not gained automatically by getting a TA.

- Rend requires an accepted TA in Celestialism to learn and perform.

 

 

 

General Red Lines:

Spoiler

 

- Celestialists gain no boon to any of their other magics due to the presence of a Breach, Mana Stream, or Celestial Aura. They must still manually connect to the Void and otherwise follow all relevant rules and guidelines on any other magic.

- The practices of Focus, Consciousness, Meditation, and Composure must be properly represented in roleplay, and any failures regarding them represented as laid out. No Celestialist is perfect, and all will falter in one way or another from time to time.

- Emote counts are not flexible unless stated otherwise.

- A Celestial Aura cannot be manipulated in any manner that is not described in this lore.

- Celestialists cannot recover mana from their Mana Stream without entering meditation.

- Celestialism is a short-range magic unless stated otherwise in a spell.

- Arcane ‘wisps’ are no longer a factor of this magic, Celestialism is the manipulation of pure mana in a raw, unfiltered state.

- Celestialists gain no physical boons or maladies beyond what is listed.

- There is no way to truly repair the Breach afflicted to a Celestialist’s soul, meaning that the magic slot Celestialism takes is forever consumed, and they cannot gain deity magics. This limitation is only lifted if the magic is shelved.

 

 

Tier Progression:

Tier 1:

At tier [1], a Celestialist has just been awakened and is still adjusting to their newfound powers. They have been informed of the Four Studies and do their best to adhere, but will frequently falter in their practice of these concepts. Their control over their Celestial Aura and Mana Stream is rough at best. This stage lasts [2] OOC weeks.

 

Spells Gained:

Spoiler

 

All Passives.

Meditation.

Rebound.

Shield.

Tributary.

 

 

Tier 2:

At tier [2], a Celestialist has become more familiar with the nature of their power. They have learned to more effectively keep a low level of focus to avoid accidental mana loss, though are still prone to failure relatively often. Their control over their Celestial Aura and Mana Stream is still imprecise, but significantly improved. This stage lasts [3] OOC weeks.

 

Spells Gained:

Spoiler

 

Flourish.

Disperse.

 

 

Tier 3:

At tier [3], a Celestialist is now significantly adept with the powers of Celestialism. The Four Studies are near becoming second nature to adhere to, and interruptions to their focus or composure are only occasional. Their control over their Celestial Aura and Mana Stream now comes somewhat naturally. This stage lasts [5] OOC weeks.

 

Spells Gained:

Spoiler

Encompass.

 

Tier 4:

At tier [4], a Celestialist is near mastering their Breach and its results. They can easily maintain a consistent passive focus to prevent mana loss, and have by now likely gained greater mastery over their emotions. Their control over their Celestial Aura and Mana Stream is now adept, coming with ease. This stage lasts [6] OOC weeks.

 

Spells Gained:

Spoiler

 

Barrage.

Barrier.

Undertow.

 

 

Tier 5:

At tier [5], a Celestialist is a master of their nature. The Four Studies come as easily as breathing, and only extreme circumstances or injury will cause them to falter on any front. Their control over their Celestial Aura and Mana Stream is second nature, as natural as breathing. This is the final stage.

 

Spells Gained:

Spoiler

 

Patch.

Rend.

 

 

Compatibility:

Celestialism is compatible with:

Spoiler

 

All Void Magic except Unsound.

Any being that can use Void Magic.

Kani.

 

 

Celestialism is incompatible with:

Spoiler

 

Any magic or feat that creates an imbalanced mental state.

All Deity magic.

All Dark magic.

Unsound.

Chi.

 

 


 

Celestials:

DMUFuGRbgvZAlkua6wJ0LNwPtP7bvMDQ7tHo__N_a2kzqb4aRByX2S7hTaSVu68dsMl-Nv33oFJk7iSdngSZLDFyx7hw5TKN4xECpkANKfUWk5Gxcx1jiUTJ2zph0bCv8Syruo5N

”He is a strange beast, but I suppose that says more of me than him.”

Introduction:

Creatures born within the Void as but wisps of ill-defined light, Horrors of the lowest rung in the scales of power within that strange space. Terrorized and victimized in the place of their birth, these sorry beings are drawn to the light of Celestialists where it is reflected in the Void, their Celestial Aura shining through the Breach in their souls. They take comfort in the balanced and disciplined minds of Celestialists, taking refuge in that oasis of calm and light amidst the chaos and dark.

 

Celestials are a presence that every Celestialist becomes aware of upon their first meditation, their existence sensed on the very edges of a budding Celestialist’s consciousness, like flickering lights at the very corners of their vision, a silent audience to their luminous power.

 

Through practice and discipline, a Celestialist may bring forth one of these creatures as a personal familiar, inadvertently giving them form and nature in the process.

 

Behaviour:

The behaviour of Celestials varies wildly from individual to individual, only three reliable traits being notable. 

 

As with most Voidal Horrors, a common trait shared by Celestials is curiosity- they are compelled to learn and experience more of this strange, material realm, and tend to be very inquisitive and nosey.  The next factor is intelligence. Celestials are possessed of fully formed minds and are capable of detailed communication with their Celestialist, though this takes place through a mental link, leaving their exchanges unheard by others. Finally, the final trademark of Celestial behaviour is that they are fearful and cautious, unwilling to engage in any manner of direct combat.

 

Beyond these traits, the demeanor and personality of a Celestial is determined largely by what ‘rubs off’ on them through the process of being brought into the material world, drawn from the unconscious mind of their summoner. This does not mean that a Celestial will always be of similar disposition to the Celestialist, indeed they could end up quite the opposite of the one who brings them into the material realm, but generally their disposition will be one that tends to endear the Celestialist to their presence.

 

Celestials will never stray far from their Celestialist, as they share an ethereal connection with them that both sustains their physical form and grants them significant comfort through the influence of the summoner’s Celestial Aura.

 

Red Lines:

Spoiler

 

- Celestials are curious by nature and can be quite nosey and intrusive in their desire to learn and experience as much as possible.

- Celestials are non-combative and fearful, they will never intentionally put themselves in danger.

- Celestials are intelligent and can communicate with their Celestialist, but nobody else.

 

 

Physiology:

As with their behaviour, the physical qualities of a Celestial are extremely unpredictable. Their bodies are sustained by something of an ‘umbilical cord’ that connects them to the Celestialist’s Mana Stream, a passive section of its flow that sustains their physical manifestation, but otherwise has no impact upon the magic at large. Due to this Celestials cannot be given away as pets, or even left at home- a Celestial is always at its Celestialist’s side.

 

Due to this necessity and the fact that their physical form is drawn from the Celesetialist’s subconscious the same way that their behaviour is, Celestials tend to be small in stature. Though not a rule, and capable of reaching sizes up to that of a large dog, the vast majority of Celestials will manifest at sizes capable of being carried or held somewhere on the Celestialist’s person, such that they are not disruptive to day-to-day life.

 

Celestials are physically weak and lack any means to cause harm to anyone whatsoever, lacking the strength to even bite or scratch to any meaningful effect. Though they look and feel like physical entities, the composition of a Celestial is purely mana-based. This is easily noticed when lifting such a creature, as they weigh far less than a real animal of equivalent size might, even capable of floating regardless of whether or not they have the body parts to do so. This also means they lack significant strength to lift anything heavier than [1] pound. Their unique composition is also notable should they be injured.

 

Spoiler

 

- Celestials tend to be small for convenience, but don’t have to be. They can at most be the size of a large dog.

- Celestials cannot leave their Celestialist’s side. Thus they cannot be given away or left at home as regular pets.

- Celestials are incapable of causing any variety of harm to anyone.

- Celestials can lift no more than [1] pound and are themselves nearly weightless.

- Celestials may float at will regardless of size or body structure.

 

 

Injury, Death & Banishment

Celestials lack any sort of internal physiology, their general appearance essentially equating to a shell that encompasses a core of undefined mana, which will leak out like steam should they be injured. Sufficient injury will result in their complete destabilization, causing the Celestial to return to the Void where it can be left in favor of bringing out a new one, or resummoned with the same qualities. A Celestial will also be banished if it is taken more than [20] meters from a Celestialist, or if a Celestialist intentionally severs the ‘umbilical cord’ that connects them to their Mana Stream. 

 

The process of resummining a Celestial is identical to that of bringing forth a new one through casting Undertow, the only difference is intent. Once banished or destroyed, a Celestial will always seek out their summoner’s Celestial Aura’s projection in the void, in hopes of being brought back to their side.

 

Red Lines:

Spoiler

 

- Celestials can be resummoned if banished or destroyed via recasting the Undertow spell.

- Celestials ‘bleed’ by leaking mana from any wounds. They will perish from damage equivalent to what would kill a normal living specimen with their bodily details.

- Celestials taken further than [20] meters from their Celestialist will be banished back to the Void.

- Celestials can be banished by severing their ‘umbilical cord’.

- Celestials will always return to the Celestialist’s aura within the Void, allowing them to be resummoned.

 

 

General Red Lines:

Spoiler

 

- Celestials have no combat utility what-so-ever.

- Celestials cannot look identical to regular animals, and will always have some particular trait that marks them as unnatural.

- Celestials are unresponsive to Druidic Communion.

- Celestials are vulnerable to having their mana drained, and will be banished if this is done.

 

 


 

Purpose (OOC):

The purpose of this rewrite is to both reimagine Arcanism whilst merging it with and bringing back Celestialism. The reason for this is due to Arcanism’s current place as a ‘better evocation’, and because while current Arcanism is very freeform, more could be done to have it become a flavorful addition to a character. A few rewrites have come through that essentially repackage the old lore, but I am of the opinion that Arcanism and Celestialism both deserve a revamp, not a rehash.

 

I have given it the unique cost of permanently removing a magic slot, even if dropped, and permanently locking characters out of deity magics. This is to avoid it becoming a ‘must-have’ magic due to its supportive benefits and the enhanced aesthetics. It also cannot be self-taught for this same reason. However, I want to clarify that while the removal of a magic slot and lockout of deity magic is permanent for the life of this lore, should it be shelved for any reason, these limitations are to be lifted.

 

Due to the dissimilarity to previous incarnations (completely different basis of logic, new effects, changes to carry-overs),  significant cost to characters possessing it (permanent removal of a magic slot and access to deity / dark magic), and behavioural requirements of said characters (adherence to the Four Studies, most notably Composure), I will be instituting an MA and TA wipe for Arcanism alongside this rewrite should it be accepted.  An MA and TA wipe is, I will be very clear, completely vital in my opinion.

 

This is not due to any ill-will I hold against the Arcanism community, it is simply a necessity due to the nature of this lore piece as explained above. I will be using the grandfathering system to ensure that the magic is accessible to the server at large, and that it is not taken from places where it is of cultural significance. If desired, I will happily allow other ST to handle that process in my stead.

 

Credits, Citations & Changelog:

 

Credits:

Kalehart (Writing and Concept)

Etan__ (Consultation)

Iaac__ (Consultation)

BrandNewKitten (Original Lore)

 

Citations:

https://www.lordofthecraft.net/forums/topic/136255-magic-lore-revision-arcanism-formerly-arcane-evocation-and-shielding/

https://www.lordofthecraft.net/forums/topic/151990-%E2%9C%93-magic-addition-celestialism-reiteration-~~~-the-masters-of-arcanism/

 

Changelog:

  • Reworked emote counts across the board for combat and defensive abilities. They now have two separate guidelines for casting at-tier and above-tier. Tier [4] and tier [5] spells are now significantly more emote intensive.
  • Removed the spell Barrage due to balance concerns and the fact that it has more offensive utility than I intend to give this magic.

 

[2020 / 07 / 05 Edits]

  • Reduced knockback effect of Rebound, it can now only causee bone fractures with impacts to vertical surfaces rather than breaks at tier [5], and cannot cause bone damage at tier [4].
  • Reduced duration of Shields, increased tier [5] scale emote count, made tier [2] able to cover a [1x2] area.
  • Reduced Flourish disorientation range, removed the ability for a full-emote stun at tier [2], specified that a Celestialist must close their eyes to avoid their own Flourish, leaving them momentarily open.
  • Reduced Barrier duration by one emote per tier.
  • Patching can now be undone by anyone with the ability, not just the one who performed it initially
  • Tributary now reduces the target’s spell cost by half.

 

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please please please

 

Literally so much better than classic Arcanism. It takes a bland all-in-one one shot evocation and significantly cuts down on its combative potential to create something that can actually effect other people’s roleplay and impact other characters along with the user themselves. I love this so ******* much.

 

+1

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I likey

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5 minutes ago, The King Of The Moon said:

It’s spelt ‘Mysticism’ 

Just wait until you get to the part where I gave Wights innate access to every magic on the server, including ones that aren’t accepted and haven’t been written yet.

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I like this lore, i do. My only grudge is the mana business

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Very nice piece. Arcanism has needed some toning down for a while now, and I’d love to have Celestialism back around on the server.

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“As the original lore creator I have differing views on the aesthetic & mechanics of this lore piece. However Kalehart approached me & I respect the work they have put in to craft this reimagining of the lore. I will eventually release my version of the updated lore, but this at least offers us a fresh take, and was done so respectfully.

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cool but pokemon should be accessible to any and all magic man, i dont like the idea of locking it down to this amalgam of a piece but im okay with it happening

 

dont shoot me chief

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Good hustle attempting to sneak your MA/TA for all Arcanists wipe through here, when we fought it and had it stopped during the Lore Games. Hiding it at the end of the post too- good try. I will never support magic with such historical importance and weight, so well intertwined with both lore, history and characters, as Arcanism and Haelun’or- to be locked beyond their walls to a certain few Suticans. If that is changed, I will give the rest of the lore piece actual feedback too.

 

BIG -1

 

39355dcbca96de4b7aad27b1d8538635.png

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God, why is people so obsessed to wipe MAs and TAs. I actually never had any big problems with Arcanist-dudes, idk... it’s unneeded. 

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I’ll keep my review short so it does not null a vote

Just by looking at “Shielding”, the sillyness of this whole piece is encompassed, at once.

The echochamber created by tox that arcanism is bland does have some merit, but it is by no mean standard, representative of, or proof of the magic. This infact, makes arcanism stronger.

Isaac had pretty interesting ideas in his write, such as different shields with different purposes. Whatever made him think this was overpowered compared to what is now, is absolutely absurd.

The only power scaling in this magic is not with emotes, no, not whatsoever- but with time. Merely waiting, and you can become even more overpowered than before with base arcanism. Not just with shielding, but near every spell, in every aspect. Cheaper emote times, far stronger spells.

To me, just a glance at this write warrants its denial.

Aswell, just remove the MA wipe- I as manager won’t see it, as much as magic trading and poorly rp’d magic happens (decently rare, to uncommon respectively), it is merely what happens when a magic becomes spread. Even to that extent, evos are seeing a significant revival and use oncemore. It is just an absurd idea created in an echo chamber; I don’t believe it has warrant otherwise.

The aesthetic is cool, don’t get me wrong I think it is excellent, but the purpose itself is hypocrisy to the piece written for it


as note im just providing criticism, i have no ill will toward you or anyone- were it most others i would have little to no reply to the write, but i know the purpose is why this piece was written- and the purpose, to me, is severely flawed, particularly given the lorepiece

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8 hours ago, Kalehart said:

Best equated to a Voidal Tear, this wound in the soul of a Celestialist is what permits them to practice this renewed version of the magic

can’t wait to become arch- i mean a Celestialist.. haha

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10 hours ago, Kalehart said:

- A would-be Celestialist must be at least tier [3] in one other Voidal magic to learn.

 

10 hours ago, Kalehart said:

Due to the dissimilarity to previous incarnations and the significant cost to characters possessing it, I will be instituting an MA and TA wipe for Arcanism alongside this rewrite should it be accepted. This is also necessary due to the restrictions it places on character behaviour, which will not be compatible with many current Arcanist characters. An MA and TA wipe is, I will be very clear, completely vital.

 

Why come you don’t just make the requirement tier 3 in Arcanism instead of “one other Voidal magic” and have this as replacement lore for t3+ Arcanism instead of razing all Arcanism MA and TAs?  It just doesn’t make sense to me that this wouldn’t be the case in an initial rewrite for something functioning as a reimagining of Arcanism.

 

It simply makes sense to adapt an existing lore on the server to best bridge established Arcanist RPers into using it instead of shafting these players by making them relearn a not-dissimilar magic to continue RPing these characters and cultures.

 

Doing so retains the place of Celestialism as something of an Arcanism-mastery magic instead of a standalone magic without further gassing player-bases that have Arcanism as integral to their culture (see; helves).

 

Beyond appearing like a rework for higher-tier (t3+) arcanism masquerading as a stand-alone magic, to call it a “merging” of Arcanism while necessitating a gassing of the Arcanism playerbase really does render this as something pretty unnecessarily vindictive. It’s almost as if that last page is written by somebody who likes the idea of Arcanism but dislikes Arcanist players.

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How can anything from the void be considered celestial 😬

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