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Posts posted by Aelesh
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A quick notice; I've been continuing my work on this and made a number of changes today. I've tried to streamline some abilities by dropping extra effects, rewrote one blessing to make it fall in line with the others, and added detail to Melding in an attempt to make it a little more intriguing, with enough depth to get the imagination going.
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Another big update, making changes and clarifications across the lore! My next goal is to write a section on interactions with enchanting, which spells can and cannot be enchanted, and how they work when enchanted.
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2 hours ago, BrandNewKitten said:
I have read this piece a good dozen times trying to wrap up my thoughts. Here are some conclusions I have come to that aren’t focused on the balancing of abilities.
I originally created Celestialism to be an empathetic option to voidal magic and offer deeply emotional story moments for characters that weren’t necessarily tied to ST driving an event. Your piece does a really great job of capturing this idea within the myriad of spells and abilities. The nuance you are giving to being a Celestialist while still laying everything out in blatant terms is something I only ever hoped to achieve. It really inspires me!
I am not 100% sure where the ST stand on the overall concept of Celestials but I would love to add my two cents. When I created them I did outline that they are Voidal Horrors but with a few alterations. Instead of a Heart of Horror as a core they have a Celestial Heart. The difference is that Horror Hearts feed off of knowledge & life (i.e. they also eat celestials in their metaphysical forms, driving their motivation to seek the help of Celestialists) whilst Celestial Hearts feed off of knowledge and with the help of Celestialists, fonts of mana (or some equivalent). The other difference I had was as you delve deeper and deeper into the Void they become less common and the closer to draw to the Veil, and the mortal realm, the more common they become. Because of this I tied them directly to the Veil… which leads me to my only actual idea for your lore;
Celestial Gardens are antithetical to voidal tears, hearths, and hollows. Where those 3 thrive off of pure chaos a Garden has a purely symbiotic relationship with the mundane world. So upon reaching the upper tiers of Celestial Gardens they should act as countermeasures to Tears, hollows, etc… Making it harder to open them in the vicinity and also acting as a way to stabilize afflicted areas. Have a tear or even a hollow? A Celestialist may come to plant a cosmic seed allowing the area to stabilize and establishing order over a set period of time. Gardens bolster the Veil directly around them, becoming a hard spot in the thin crust that helps reduce/prevent voidal incursions.
Besides that should this come to be accepted I would love to work with you on developing supporting lore around the magic. Where did it go, why is it back? What happened in the time it was gone? Etc…. I think a magic like this benefits from having other pieces to latch onto that aren’t just “cthulu void tentacles bad. Void mage bad.” Thoughts?
Thank you very much for giving this a thorough read!
Pinging @LoTC's Next Top Modelbecaaaaause, I can see an answer to an idea they had! You mentioned amongst your other critiques that Sanctify should have some kind of material cost. What I could do, drawing inspiration from what BNK has said here, is to rewrite Sanctify such that you use a Cosmic Seed as a resource? And further, drawing on the mention of "emotional moments", it might be that the Seed is planted, grows into a tree, but inevitably perishes in consuming and destroying the corruption produced by the source of the corruption. I could make the cleansing more unique as well, in that it would be something that occurs over several IRL days, maybe a week or more, and in that time Celestialists have to tend to the tree to make sure it remains alive long enough to properly consume all the energy. There's currently no system that I've expressed for how often Seeds can be made, but I could put something into place that slows down their production further to make them even more valuable. Thoughts?
(I love how you guys keep answering each other's questions, you're all awesome.)
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@LoTC's Next Top Model@Luxury@E__V__O
I have rewritten. A lot. Many things, all of the things. Thank you all for your input.
I haven't touched Sanctify yet, but I mean to!
I am now going to stand up, and not look at the PC for a bit. That was the fastest I have written, I think. Ever. Thank you all, again!
EDIT: I have since noticed that I have hecked some things up in my document fumbling, if you notice I've double pasted whole paragraphs or anything else, do let me know!
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1 hour ago, E__V__O said:
Preface: This was written prior to your comment of new spells/abilities, I will comment when available to the new ideas on my thoughts and opinions.
Hey there Aelesh, i’ve taken a look over this lore and past iterations of celestialism and wanted to post some of my feedback and concerns on the piece you’ve written here. Before I start I wanted to express that this rewrite thematic is great and has potential to be a new voidal magic that expresses the neutrality of the void.
I will go in a linear direction, starting from the top and below which will come with concerns, feedback and questions to the overall piece of lore.
I wanted to first bring up a big thing of the magic, being Aura’s as your celestialism post heavily relies on it. Specifically I have two lore references, one from Voidal Connection and the other The Aura of Mana. I have references the two posts with their name. I wanted to specifically bring this up due to it stating that a person can pick between multitudes of colours, up to three. Specifically from “The Aura of Mana”
“- Auras can showcase up to a limit of 3 different colors. Meaning, a mage's aura could shift between colors such as red, yellow and orange, or white gold and blue. Shifting between multiple shades of the same color [like pinks & reds, or dark forest green & mint] is generally considered 1 color.”
I wanted to know how Celestialism acts in regards to this, in your teaching ritual you specify your aura needs to be listed on your student application. Would Celestials have three available aura colours to them in this case?
✦ Celestialism draws its practises from the Celestials, a unique strain of Voidal Horror.
With the void eventline on the current map, creatures of shuul and celestials where listed as the same ‘krill’ type creature by the ET and even Zarsies himself, referring as I quote.
“Celestials are like shrimp / krill if the Void were an ocean, just little puny guppies similar to zevn/imps for inferi. They are what is referenced in Celestialism albeit no player content lore exists for that currently so they're just ET creatures.”
It is mentioned however in the same quote, there is no current player lore for it except for now, which you created. I wanted to point this out due to you mentioning them as a different strain of voidal horror when as the quote suggests lesser/greater horrors are in a completely different league compared to the ‘krill’. At the end of the day its thematics of wording, so there isn’t any criticism here, just some thought. You mention in the notes section just three paragraphs down there is no difference as well when the above quote differs.
✦ Incompatibilities
Looking at the list of incompatibilities you list several voidal feats due to the demerits that the magic offers but haven’t given reasoning to some. Might I ask why an Arcane Scion or Voidal Artificer cannot achieve the rite of exaltation? With the above redline of a Celestialist cannot have selfish desires, an Voidal Artificer has none and rather gives to people and considers everyone a friend. I also wanted to address the other voidal feat Veil Watcher, it bares no mention here so I can assume it is compatible with Celestialism despite the destructive behaviours and mental debilitations?
On the added line, you have listed that machine spirits are compatible, is there a reasoning behind this? Would those which have been revived via Tawkin revival also be compatible?
I am all for the incompatible list of the other magics.
✦ Radiance [Combat] [Passive]
Celestialists find that their magic is bolstered by the Celestial Arcana from which they now draw their spells. This bolstering makes their aura gleam brighter, and causes their spells to cause additional damage to Voidal Horrors.
As this ability is mostly ET ran, I have no issues with the overall description given. I would only change one line mentioning ‘voidal horrors’ to ‘void creatures’. As there are many which dwell in the void. As shown example, Shuul, Celestials, Lesser/greater horrors, behemoths, ext. If it is changed, you might have to specify if it harms creatures which came directly from the void or mutated by it.
✦ Melding [Combat] [T1]
The Celestialist breaks down their aura and melds it with a target. Without the barrier of refuse mana that would normally prevent two souls from touching, telepathic and empathic communication becomes possible. This is due to the participants' souls quite literally touching one another, their essences entwining themselves together.
My first criticism on this would be the same, it shares similarity to a Voidal Scion ability,
“[Spell [Combat]] - Melding Adept and experienced in combative and generally impromptu magics, melding is a trademark capability of Arcane Scions, serving as a useful tool in battle as a crossover of transmutation and ancient arcanism.”
Might be best to reword the ability in this post to prevent confusion.
To the actual feedback of the ability, melding is an ability which I assume is a channelled spell and taking a constant mana drain to do so. You specify the mana drain is significantly reduced at Tier-3 however nothing else relating to mana past this point.
The version of telepathy here is simple enough of exchange of information within line of sight, I would ask if clarification can be made if the spell can be imbued onto two items, having them linked and communicating between within the radius, via enchanting if you wanted to make this possible.
The last line:
➣ A Celestialist may choose to cause their aura colour to become that of their targets.
As aura specifically is a big thing in Celestialism this one line is a pretty big change as it changes certain effects of the spells in question as you detailed below. If you utilize this ability on a celestial for example who naturally has a Pink aura to your own of Blue, then the ‘Aura Effects’ spells do change. Is this combination intended?
What would happen if the meld ends while Arcanify/Aura effects are active? In the same example as above, the Blue aura on them would turn back to their natural red. How does this play into the magic? Does the Arcanify/Aura effect of the spells break?
✦ Arcanify [Combat] [T2]
A Celestialist can empower their aura with arcana, causing it to bless them with magical effects.
Is this indefinite? As long as you're connected with no drain of mana?
If you utilise any of the aura effects to ‘end the blessing, does arcanify end? In turn any target under ‘bless’ also lose the effect if the caster has?
The concept of this spell is generally fine, my only criticism of this spell would be apparitions. In regards to bardmancy specifically the spell “Visual Trick” is essentially this non-combative gimmick which I believe should be kept to the Bardmancy magic as it gives them flavour and doesn’t overshadow the spell with your one line description. If you wished to delve further into this spell, similarly to how other evocations have done, dedicating multiple paragraphs to explain the limitations. Here it has none except ‘out of combat’ and able to create sounds?
✦ Bless [Combat] [T2]
By channelling their Arcanified aura, a Celestialist can extend the powers they are blessed with to other nearby targets.
The Bless spell is interesting, the supportive premise of the spell is something I quite like and opens the door to many interesting ideas and effects to give to someone. My concern is some lines in it however, specifically you mention it lasts indefinitely, meaning the cast of the spell either costs no mana and or channelling the spell doesn’t syphon mana. Especially if cast on multiple targets.
My second point, is this item enchantable to transfer the magical aura imbued on the trinket to the person, blessing them?
✦ Aura Effects
For starters, I understand the mean to add combative effects to blessing though some of the effects below are overtuned. I would urge you to reconsider a majority of them and keep it to more of a ‘celestialism’ vibe and not straight CRP buffs. Consider for example, more void-inclined buffs/boons.
I will list below the Aura Combative Effects,
➣ Red and Pink Auras [Combat]
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Range abilities +3 blocks increase, projectiles slightly faster and Truer? Than normal.
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Spend 1 emote to have hyper-perception.
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End the effect to perform any action swiftly, reacting to danger or perform precise actions for 1 emote.
Although the first point doesn’t really have a big impact on anything, I am confused what you mean by the ‘truer than normal’ part of the text, are you insinuating that projectiles have a ‘lock on’ ability?
The hyper perception is something which isn’t inherently bad, though curious how it fits with the celestialism thematic?
This last point might be something up for contention, for example from the “Boons and Banes” Explanation Topic. It suggests this quote below:
“Passive bonuses should avoid gimmicks. Gimmicky things can be like rolling benefits, interference with mechanics (such as seeing through blocks, invisibility, breathing underwater, etc…). While something like enhanced perception or nightvision is okay, something that justifies borderline metagaming would not be. Such as ‘detecting’ magics, cas, etc. on another person, or being able to detect some sort of attack, casting, or so on within a certain radius can be distasteful as well. Consider as well the limitation of minecraft mechanics. Currently, there is no way to mechanically represent underwater breathing, lack of food, invisibility, and so on. Please do not rely on this or try to incorporate this into your lore.”
I am using the quote above to read further into the third point of performing feats of swift action specifically, which can be taken as you giving someone the ability to make a dodge, attack or movement in a aggressive or defensive way. Which is quoted ‘can be distasteful’. Looking at the overall blessing ability you can give this to at most three people, four including yourself.
➣ Yellow and Orange Auras [Combat]
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+2 Movement.
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End the effect to perform a feat of supernatural agility for 1 feat, within 3 emotes.
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Hyper-balance, greater than an acrobat.
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Body becomes Lighter.
I don’t exactly see an issue with the increase in movement speed, especially at the low movement increase. The concern was brought up with the above commenter stating how one cannot escape if someone is under the effects of this boon.
Performing a supernatural feat of agility would need some clarification on what it exactly does. Does it bypass minecraft current limitations? This especially would need some redlines to specify what it can do. Backflips?
Hyper-balance seems like an interesting choice but surpassing that of a master acrobat? I don’t believe a passive boon ability should have this effect, similar but not surpassing would be better. As you’ve described it one can just walk/dance/juggle/handstand over a tightrope.
Body becoming lighter, I understand you don’t mean this as in ‘armour becomes lighter’ but in turn, if your own body becomes lighter wouldn’t it mean you’re more capable at wearing heavier armours? Take into consideration, you weigh 100kg, if this spell makes you 50% lighter, you now weigh 50kg, meaning you can make-up the equivalent of your previous weight-wearing armour. I know this isn’t as you intended but perhaps needs some clarifications.
➣ Blue and Purple Auras [Combat]
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You get the Voidal Scion buff of concentration, unable to disconnect unless stabbed, ext.
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Mental buffs, less likely to be discouraged by emotions striking them.
You’re giving a passive Voidal Scion boon of concentration up-to four people. You’re taking up a whole idea of a feat and putting it into a passive boon. This needs to be reworked.
Mental buffs, are RP flavour, so there isn’t really an issue to this one.
➣ Green and Brown Auras [Combat]
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Get mage-armor, half plate.
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When struck, shatter the ‘veil’ around them, knocking people back and stunning them.
A passive ability gives you mage-armour, if cast over someone with armour already. Does this double the ability strength? I’m sure you can see the potential issue of this ability alone.
The knockback 3 blocks and one round stun with the shatter ability is something confusing. Does it break the aura ability surrounding the blessed, removing the mage-armour? It specifies [6] emotes to recharge, which I assume is just the shatter ability.
This is a passive effect on up-to four targets. It is enough to straight up discourage any melee user from attacking, add in a clause that auric oil/null arcana rips through without triggering the ability?
I will also quote voidal connection:
"On Armaments
Mages who practice magic for one or more OOC months cannot wear full plate effectively, and at best are limited to half-plate or some light gambeson. Anything more than this would render the mage unable to cast and incredibly exhausted after just a short time of wearing it. Though a mage could wear full plate prior to this point, their ability to do so would slowly degrade, exhausting more over time. Once a mage has reached about three OOC months of casting would find themselves unable to cast in anything heavier than gambeson, struggling to connect and maintain their breath in heavy plate."
I am quoting this specific piece since a mage after three OOC months would only be able to wear gambeson, except again if you're a scion.
➣ White and Black Auras [Combat]
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Any/all attacks are magical and void based. Causing disorientation when struck.
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Mana cost of void spells cost one tier less, T4 spells become T3.
Attacks on hit causing magical void based damage is a pretty neat idea, although you specify ‘all of their attacks’, I assume this means ranged attacks as well? Would this also mean other magical abilities, are now also void-attacks?
The second point of all void spells costing one less being a passive ability is a bit extreme / over the top considering something like this already exists, being in Blood Magic.
“Augmentation - Combative” in example: “Tier 3: The spell is cast with +1 to its tier. The blood mage may extract genus from blood within 1 foot of themself and may empower others via touch.”
With your ability being a passive and not requiring a resource or sacrifice, it is much more ‘powerful’ and you should reconsider this ability to not cross-over other similar ability types of other magics.
✦ Familiars
My overall opinion on familiars is the niche has already been accomplished by Voidal Artificery and if you wanted to create your own brand of familiars it needed to stem from that magic. In turn, using a familiar from the Voidal Artificer Lore and imbuing it with magic to conjure a body for the Celestial familiars. To give the lore some interaction with other voidal abilities which have similar things.
Especially since they have the same/similar appearance, except one being physical and the other ethereal. “They will always appear to be the colour of their bound Celestialist’s current aura, and will effervesce with raw Arcana.”
I will not give comparison to Voidal Artificer Familiars apart from the above statement.
With my general concerns about the cross-over of familiars, I will ask is your familiar independent or does it need to be manually handled?
For example, can it move without being instructed?
When it casts magic, can it do so out of its free-will or do you need to activate it?
When the familiar casts magic, are you also able to cast magic?
➣ When out of combat, the familiar may range as far as it wishes from it’s Celestialist.
If I am reading this correctly with the following redline of:
➣ Whilst a familiar can be used to peak round corners, the presence of the familiar should be clearly emoted.
Are you able to send the familiar off to ‘spy’ on areas and locations to then report back to you with the telepath melding ability?
➣ Celestial Familiars are able to sustain [10] wounds before dying.
This ability is extremely tanky, I would say [3] wounds would be enough. You want to protect the creature, not utilize it as a wall between you and an attacker.
✦ Barrage [Combat] [T3]
A familiar is able to create a dense packet of arcana which it flings at a nearby target; this packet of energy explodes ferociously, knocking back those hit by the blast. This missile can be further augmented with particular colours of aura.
I believe this ability alone outscales most of other void evocations for the reason of the emote count required, for example from the four evocations:
➣ Fire Evocation: Flame Projectile [C]
Flame Projectile make contact with any person or object, they will give them second degree burns upon touch.
➣ Earth Evocation: Earthen Offence [C] Rocks
Rocks may be conjured, able to bruise flesh and fracture bone upon direct contact with unarmoured individuals, though only able to lightly dent plate and cause light bruising at most in the case of an armored opponent.
➣ Water Evocation: Water Blast [C]
By conjuring forth a congregation of water, a water evocationist can send forth a jet or projectile of water to blast opponents backward. While not very physically damaging, it’s force is moderately strong possessing enough force to send one toppling backwards, though holding no more force than a descendant’s push, likely causing them to stumble back around [3] blocks if unprepared, or even cause them to fall over.
➣ Air Evocation: Gust [C]
Depending on the tier, the object or person will either be pushed backwards or stumble downwards. Aiming for one’s feet is the best means of achieving a trip, while aiming for the center or chest region can cause stumbling backwards.
The abilities I detailed all taking three emotes to utilise which I wanted to express power-strength, your ability can bruise targets (not specified if it does if they’re in armour), pushing the target(s) within one block of its impact back 3-5 blocks and stunning them for one round.
Reading the other abilities of evocations, one of these effects are fine but you’re adding in multiple, fire evocation causes burns, earth creates bruises, water holds people back and air pushes others away. I believe this ability is too over the top and should be reconsidered or rewritten to balance it correctly as it essentially does all of the things here except for ‘fire/burning’.
The Barrage ability also comes from the celestial, which isn’t a bad thing, I would urge you to specify that if it channelling the magic the celestialist is unable to cast magic themselves.
✦ Shelter [Combat] [T4]
A familiar is able to create a shield from their arcana; this shield gains unique effects based on the familiar’s current aura colour.
I believe this ability is fine with a few tweaks, the familiar casting the spell should be listed as manual casting from the celestialist through the familiar. The auras on the spell are an interesting quirk of the magic which I do like, although one should reconsider how effective they are in combat, for example a barrier that when broken knocks back and stuns? Is a bit over the top and then the shield for all aura should be limited to only a few people in the radius.
I understand with the last two spells, barrage and shelter comes from the celestial familiar and having it independent to cast free from the celestialist concentration. A mage should decide when to cast a spell and not be able to have multiple active at once. Pick to bless, barrage or shelter someone. Not have two active at once. It offers more gameplay opportunity and makes you question what is the best spell to have active at the current time rather than always having bless up.
✦ The Rite of Synastry [Non-Combat] [T5]
Basic teaching ritual and have no comments, the flavour is there which is nice.
Exalted
✦ Beacon [Non-Combat] [T3] [Passive]
An Exalted Celestialist is blessed with further power that draws tiny Celestials to them, who become constant companions in life. This power also allows an Exalted Celestialist to cast new spells, and some spells which were previously only available to their familiar.
The overall flavour of this ability is nice, on initial look at and read, although delving further through it comes with some issues starting at the quote below.
➣ Whilst out of combat and connected to the Void, a host of tiny, curious and inquisitive Celestials surround the Celestialist. These Celestials may perform simple tasks for the Celestialist, such as bringing small objects to them, fishing things out of their pockets, helping them to cook a meal, and so on.
Although the ability is fine in question, it kind’ve steps on grounds of a few things on the server currently, if you study Atronach Forging for example, Atronach drones can do the same purpose. Which already fills the niche of a void-based “do this” type of thing.
➣ A Celestialist, should they be familiar with the creator, might be able to determine who brought an enchantment into existence.
The ability here seems like a ability associated with some of the voidal feats being: [Passive] [Noncombat] - Aura Sensory.
Reference, Reference & Reference
The ability you mentioned here has aspects of the Aura Sensory which although only works on the void, your ability works on all enchantments. I understand you have a clause requiring OOC permission and it doesn’t state anything but ‘If you’re familiar with the creator you would know who made it”. How familiar does one have to be? To know the aura of the user, can they see the aura on the item a voidal eminence ability?
✦ Greater Melding [Combat][T3]
A deeper and more advanced form of Melding, Greater Melding allows a Celestialist to meld with a great many targets at once. When outside of combat, the Celestials which flock to an Exalted Celestialist can help with the meld to improve its range.
The spell here is mostly fine, I just have the same questions I expressed in original melding here. I only have one thing to point out which is,
➣ This spell cannot be followed up with Bless, unlike regular Melding.
You don’t specify in regular Melding or the spell Bless any interaction.
✦ Sanctify [Combat] [T3]
The Celestialist uses their Celestial Arcana to purge Voidal corruption from an area around them.
➣ When targeting an area, the Celestialist may cleanse corruption from trees, plants, and animals, but not from descendants. This is because these targets have less complex souls.
Personally when I and Fadedquartz attempted something similar to this with a structure/gems except for a spell it was met with criticism that voidal corruption was minimal unless you got rid of the source. For example, A mana obelisk doesn’t produce much ‘corruption’. If the motive was to clear up tears/hollows it was told that the area would be so much bombarded with mana the corruption would come back as quick as it was disposed. Furthermore, the quote:
“It doesnt make sense for voidmages to have a way to clean it up, even then, only an aspect stone can clear a hollow and thats a deific artefact, shamans/druids cant unless its very minor stuff.” - Squak.
Continuing with the idea of purging corruption from creatures, in itself aren’t you creating that corruption with the celestial gardens?
I quote, from a spell below,
“Creatures with weaker souls gradually and randomly lose their anima, their inner workings replaced with arcane pseudo-souls of the same kind as those which lie at the heart of a Celestial. Creatures that undergo this process are transfigured into otherworldly things; new limbs, organs, ethereal patterns that pulse across fur or feather, branches that droop with crystalline fruits, all these things and infinitely more are possible. Within the confines of this garden, life has been liberated from itself.”
How is this different to corrupted creatures from the void if the gardens do the same?
✦ Expel [Combat] [T4]
ET based spell, so I don’t really have a say in what can be done.
✦ Grace [Non-Combat] [T5]
This spell is the greatest expression of an Exalted Celestialist’s capacity for symbiotic magic. By calling a great many Celestials to their aid, the Celestialist crafts false flesh or bone for a target, which melds with their mundane body and helps the target to function as normal throughout the healing process.
A healing spell, generally the void isn’t attributed to having this kind’ve magic and the only thing similar to this would be Life Evocation (conjuration) Jing healing.
✦ Constellation Casting [Non-Combat] [T4]
I don’t have a comment on this as it opens the avenues of ritual casting.
✦ A Cosmic Seed | Celestial Garden
The flavour here is wonderful, just some critiques.
➣ a garden extends [20] blocks from its centre
The garden expanse is very large, and doesn’t require RO consent. I suggest decreasing the size considerably. Does the garden halt at walls when it grows or bypasses it?
For reference if reading correctly, this is the allocated size at T1.
➣ Celestialists within the garden may behave as if they are constantly casting Greater Melding. They remain able to move, walk, talk and cast spells as normal, unlike a regular cast of the spell. Additionally, the range of the spell is increased to include all those beings within line of sight.
Is this available for combat?
➣ Celestialists can cause these apparitions to begin at will.
Unsure what you mean by this statement. Begin at will?
➣ A Celestialist gains access to [3] portions of Celestial Arcana. This Arcana may be spent to cast Sanctify or Grace. It does not regenerate, and must be replenished by going to a Celestial Garden.
You specified this in the Exalted Celestialism Beacon ability but didn’t reference it in the Garden Post. Would need some clarity on how they refill.
✦ Celestialism Rituals
➣ The Rite of Growth [T1]
A nice flavour spell in general, although three months is a decently long time to provide a memory, could you lower it to a week? You have to also be careful that you cannot force someone to put memories into the tree/branch, you have OOC consent listed but not RP consent. From my experience the ST are finicky about this stuff.
➣ The Rite of Stillness [T2]
A pretty innocent ritual with nice flavour.
➣ The Rite of Constellations [T2]
Permanent metagame. I suggest reworking the spell to only work while within the same distance as regular melding [7] blocks. Though an item should be handed to either player ST signed to signal / mark the individual of communication. The person should also be labled to not be able to be melded to other people from the person they’re currently bound too unless, unbound first.
➣ The Rite of Transcendence [T3]
Although the spell is mostly harmless, it has some aspect of blood magic in it in the last line of evocations becoming permanent, as it is a spell within that lore. I don’t think however this clashes so much to outright get removed or criticised much. Overall good ritual.
➣ The Rite of Exaltation [Non-combat] [T5]
Basic ritual to bind two slots of the magic.
Overall, the concept of celestialism here in my opinion needs work and opportunity, in prior iterations of Celestialism it was mostly non-combat based whereas here it seems you’re directly putting yourself in harms way. It is an interesting interpretation, although I feel that with the current classification of magic on the server it doesn’t really have a purpose the way you outlined it here currently as other magics either have the spells listed or fill the niche.
I'm not going to respond to everything here, but thank you for writing everything out!
The capstone feats are not available since each of them has some effect on one's mental state which would be negative for a Celestialist. I'm not going to elaborate on this in the lore, but I will if this gets accepted when I write up the guide.
I have completely rewritten all of the auras + Arcanify / Bless. I'll put these edits in shortly, so I'm not going to address most of your concerns regarding the 1st slot.
I will say that yes, the intention is to use Melding to switch aura colours in combat. With regards to auras being able to have multiple aura colours, I'll make it clear in the lore that a Celestialist should always have a "dominant" aura colour. Their aura might be blue, with some blue-green, but they would have to declare that their aura is predominantly and in terms of blessing, only blue.
Melding cannot be enchanted, I will clarify this.
The issues you have with Sanctify are somewhat intended. As much as the Celestials are cleansing sources of Voidal corruption that are not their own, they are actively interested in spreading their own corruption. This spell is really a means for Celestials to control their "eventual" control of Creation; that's the plan anwyay. They're just taking a different approach to conquering the descendants' world, slowly but surely infiltrating here and there, stemming inflows from the Void which they cannot control in favour of those inflows which they can.
I think the concerns you have with regards to the thematics of both Sanctify and Grace are solved by the presence of the Celestials. The Celestials are higher Voidal beings who can make possible feats of symbiotic magic (that is, magic that works together with living things) that a Void mage could never accomplish alone. I see what you're saying with regards to conjuration and Jing, but I think that the Celestials may well provide enough of a source to justify the healing. I want to hear back from the ST themselves on this once voting has happened. If it's thought that Grace doesn't fit, it can come out in favour of something else.
EDIT: Having a think about Grace specifically, I could certainly edit it into a kind of "Voidal Feeling but for living things". Since a Celestialist can meld, they use this melding to break through a target's aura and inspect the inner workings of their body. Perhaps they can see some of the damage caused to organs, and their touch plays with the energy inside a targets body and numbs pain. This requires that the Celestialist or someone else go on and do medical roleplay, or cast a spell from another school of magic that actually heals, but it would give the Celestialist the ability to help with medical roleplay without trespassing on the traditionally deific and occasionally dark magic aligned flesh and bone healing spells.
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7 hours ago, LoTC's Next Top Model said:
long and critical post incoming. apparently that's all i write anymore...
i think most of these spells need to get cut down by like 2/3rds. a lot of this also takes away from the voidal feats, just doing what several of them do, but outright better, and combined.
anti-horrors, cool. no comment.
edit: an additional thought after posting.
➣ This aura will always be modified by the presence of the Celestial Host. A Celestialists aura will always appear “cosmic”, “star-speckled”, or in some other way “heavenly”. The night sky and her stars are core to the Celestial experience of this realm which fascinates them so, and so those ideas filter down into their energy which we call upon for magic.
having space-like casting is fairly common in void mages, since you can kinda do it however you want. some part of me is worried that these folk would be discriminated against or otherwise told "yeah you can't do that anymore". not really something within your control, but a thought i had nonetheless.
unlike other applications of melding i'll get into later, i have no significant problem with this one. suitably weak for what it does.
arcanify is fine, though i'd change the wording of this line;
i'd change this to specify that the blessing requires actually casting a blessing, and is not initially given to them upon casting arcanify alone, as this phrasing implies merely casting arcanify grants you these blessings.
(i'm writing this out of order so that's why familiars are next)while out of combat they can be as far away as possible, i'd specify that if combat begins and the familiar isn't reasonably close to the celestialist, they need to resummon it.
familiars are just straight up better conjuration, while taking from the defining ability of voidal artificers.i think this should be removed outright, and they should be largely defenseless in combat to prioritize protecting them. unfortunately, they don't particularly need to be protected, as;
this is insanely tanky. a group of five dudes gangstabbing a celestial familiar would take two turns to kill it. they're tankier than people, and you have no reason /not/ to have them be able to fly. could just have them perch on a low roof and be functionally immortal, unless you decide to leave it afk there for six combat turns while these five guys pull bow bows and shoot it twice each. it is, in basically all situations, significantly easier to kill the celestialist than their familiar. i'd lower this health down to like... three? or keep it at ten and make thanhium/other anti-void things do like five damage, so there's at least /some/ counter, but these materials are still relatively rare so it's doubtful it'd ever actually happen.
i appreciate this, though. i had a similar redline in conjuration, but the lt at the time of writing made me remove it.
while out of combat they can be as far away as possible, i'd specify that if combat begins and the familiar isn't reasonably close to the celestialist, they need to resummon it.
blessing is just insane. if it were added, it'd be the strongest spell on the server, bar none. most of the individual blessings are ******* crazy in different ways, which i shall now elaborate;
this... is honestly fine. i'd suggest adding a redline clarifying the interaction between this and arcane foci, though. (namely, is it +3 then x2, x2 then +3, or does the focus take priority?) the other parts of red, though...
this would be a nightmare to work around during any non-combat event, and i'd hate to be the et stuck running it with someone going *channels ((okay what's going on here, what's the next clue)) every third emote. i think this is borderline unsalvagable as well, and will likely contribute to legal metagaming and other bad faith and uninspired rp. i'd heavily redline this to just be flavour, if not remove it outright.
i think this design is also pretty cringe, tbh. "i become superman for one emote because i casted a blessing thirty minutes ago" would be super ******* annoying to fight against, and it has basically no cost whatsoever. it would also lead to people trying to do matrix style arrow dodges and shit like that.
an aside that fits heres but applies to blessing as a whole; the indefinite duration is problematic. i get that you can't cast anything else while doing it... but a void mage can still use a bow. a bow is still a deadly weapon. or, you could just enchant like four sticks with fire evo spells and one with a translo spell, and then have a super strong blessing that makes you stronger than a normal person while teleporting around and casting spells anyway. and if something bad happens and you need to use your get out of jail free superhuman reflexes card... you can now start casting your /actual/ spells. you're not any weaker now, just stronger differently. and this is only when casting it on yourself... but you can cast it on two other people. who do not have the no casting drawback, and can do all the crazy shit they want, while keeping these superpowers. this is very strong, and i cannot overstate it enough. if any individual blessing were added to any other magic, it'd be a contender for the strongest spell... and this has /five/ of them, each very strong. red isn't even the strongest, it's like... third. anyone, onto the next colour.this is actually ******* mental. like, it's insane how ******* crazy this is. this needs to be completely and outright removed. this is outright complete /immunity/ to melee, if you play correctly. if you minmax as hard as possible, this will always be part of it. and you can cast it on /three/ total people, keep in mind. you don't even need a real weapon! just throw rocks at people! since melee is the only thing that requires no buildup to do, you end up just winning most fights off of this alone. break their concentration when they try to cast a spell since they can't catch you! or just... run up and stab them! ******* crazy. ******* insane. this one cannot be salvaged. an entirely different buff needs to go here. just bless someone with kani, or an arcane scion (if you can, scions can't /become/ celestials, but i don't see that they can't be blessed).
(as an aside, i'd add a redline to blessings specifying that only people capable of being a celestial can receive a blessing, but then that would be used as a metagaming tool, so :shrug:. maybe people can only bless people who they know don't violate the code and therefore can't knowingly bless voidstalkers, scions, dark mages, azdrazi, etc.)
✦ The target can choose to end the buff early to perform [1] feat of supernatural agility. This feat of supernatural agility is improved in the following ways;
➣ The target's body is supported by a great blast of arcane energy which allows them to keep their balance even in precarious situations, surpassing what even a master acrobat might be capable of.
➣ The target finds that their body feels lighter than usual, as their strength is supported by these blustering energies which lift, push and otherwise manipulate their body into their desired position. This might make it significantly easier for the target to pull themselves over a ledge, for example.
(i wasnt able to quote this part for some reason so i made do)
this is problematic for all the reasons i'd listed regarding superhuman in the red aura section, except it's both a stronger effect and tied to a stronger passive. i also think this should be either removed or heavily nerfed. i appreciate the redline indicating it can't be used to dodge, but people will find a way to be cringe with it.this is basically the only passive upside of being an eminent, now available in an aoe : ). overall i think this piece steps on eminents a *lot*, but i admittedly may be biased as an eminent user. as a whole, this is probably fine balance wise, but it does raise the question of "why would you become an eminent when this exists", but to be fair eminent is easily and by far the weakest voidal feat.
this one's also fine, but everything i said above also applies to it.
doing two at once here because these two passives are much more closely tied than the other. i believe this is the strongest blessing, other than possibly yellow. unlike yellow, i think this one is very easily salvagable. regenerating repulsing weightless half-plate is obviously highly overpowered. my solution would be to add some form of restriction to movement while wearing it (nothing severe, just no acrobatics). additionally, if you choose to explode, it ends the blessing instead of regenerating the armour. these changes would still leave it as very strong, but make it not borderline impossible to fight one on one. also basically makes you a fromsoft boss; knight that sheds armour to become a caster.
no problems here. this one does exactly what it should. i'd add a redline specifying that since their attacks count as enchanted weapons, they suffer the same drawbacks as enchanted weapons, i.e. being blocked by wards and such. other than that, no comments.
for blessings as a whole... i don't think they should be indefinite, but that's a personal point. additionally, while these may technically all be subspells of the greater blessing main spell, and functionally exist as five different spells. for the magic as a whole, this may necessitate requiring additional slots. while the magic as a whole functionally occupies your 'voidal capstone' slot (the mutually exclusive voidstalker, eminent, artificer, and scion, which are each unobtainable while holding this magic) may count as an additional cost, the vast similarities and overlapping powers contained (largely in respect to eminence and artificery) somewhat negates this point. additionally, i believe scion and artificer should both be moved from "barring exaltism" to "barring celestialism as a whole". why give a partial gift to someone unworthy? scion in particular also exacerbates several balancing issues, as i previously discussed, while artificers have severe ability overlap, namely in the form of a different system of familiars. the magic would be better off restricting these combinations, imo. it adds either unnessecary balancing complications or excessive clutter to keep them combined.
onto other spells. i'll try to say less, since my major complaints have now all been issued, and now it's just down to identifying problems.
this one's fine. this is a perfectly balanced blaster ability. however, i would add that this counts as the caster casting, even though it's coming out of the familiar, so people arn't casting one spell as a magician and a second spell as their familiar at the same time. if this is the intended interpretation as what should be allowed, it really shouldnt be.these two i'm on the fence about. they should be fine, but they trigger a balance alarm in me. i'd keep an eye on em.
this one starts to bridge on problematic. it's a direct upgrade to transfiguration wards in every regard, aoe, things it blocks, health, all for the same cast time. /however/, this i would classify as a problem regarding how transfig desperately needs an amendment and abjuration is functionally useless if youre not trying to ohko an atronach (or, ironically, using it to kill spells from this magic, but celestial on celestial violence should rarely happen on paper, if i'm reading the theming right), and i think this shelter spell at the baseline is fine.
this one is outright problematic, though. this is an insane level of power, with little real counterplay. "i cast a shield, and if you break it i just kill you while you're stunned!". it completely halts combat and slows the pace of everything, and just isn't very fun to be against. i'd remove the stun, bare minimum.
this one's cute. i like this one.
overall i think shelter is fine (short of green mode), and the magic it overlaps with is just outright underpowered, but it's something worth considering nonetheless.
standard attunement ritual, no problems there.
now, we move onto exalted. as a whole, i think exalted is basically fine, actually. since there's less combat spells, there's less for me to criticize from a balance perspective, and most of the flavour is interesting or the applications unique.
overall i have no problem with this, although i'm biased towards resource management. most of this is fluff and all well and good.
the requirement of ooc consent is very, very important here, and i just want to shout out actually adding it.
i am on the fence with this one. in theory it's a cool flavour ability which lets people communicate stuff. in reality i can see it as a tool for metagaming used wrong and not understood by the players or lt presiding over it. i would add some form of visual connection to compensate, like an ethereal tether connecting all those involved to the celestialist, and while everyone can send a message to the celestial, the celestial can only send out one message at a time.
so sanctify mechanically is fine, but i believe the actual cleansing should have some form of cost. a required material focus that is consumed, or some long-term-but-not-permanant debuff applied to the celestial after cleaning the corruption. otherwise it'd fall into the same problem a lot of the other corrupt/cure dichotomies do, where corruption means nothing because it can be instantly cleansed with little effort by the right people. as a cleansing spell, though, it's perfectly servicable.
perfectly fine spell, though niche. no comments.
as a spell, i don't mind it. as the conj writer it bothers me /slightly/ in a likely irrational way. "void magic cannot heal" has been a long-time thing, the void simply isn't meant to do it, that's for other magic types. that's why conjurations healing exists in such a limited capacity. this healing being so overall /good/ bothers me, though the long term to heal and such make it reasonably well balanced. i am irritated by this for petty reasons.
the one change i'd suggest is that one can only be under the effects of one instance of grace at a time. something-something the strain is too great on the body something-something. so if someone is completely mangled, they still need alternative care in addition to grace.as a whole, i like this. i /might/ suggest fleshing out how different emotions influence the outcome, or ritual failure scenarios, or so on, but that may detract from the freeform nature of it. conceptually, though, i dig it.
i have a nitpick and a balance suggestion.
i'd suggest changing this to 'An arcanium trinket' rather than an ingot. from arcanium lore;
-One cannot make “Arcanium Ingots”. The item is either forged or pre-made before being Arcanium Enchanted.while there's nothing stopping you from making an ingot of gold and then turning it into an ingot, it's kinda goofy. this is the nitpick.
so, a radius of 40 is just ******* huge. like, ridiculously huge. that's an area of over 5k blocks (in a circle). its like a third of a nation capital tile. for visualization, heres some screenshots i took measuring this radius in celianor.
i suggest cutting the radius in half at all levels, which would make the distance portrayed in the spoilered photos the total range, which is still a decently large area. then reduce the required distance between roots (and any other distance based metrics involved in gardens) by the same factor.
in terms of the actual abilities and functions of the celestial garden, i think it's pretty neat.
very cool. the redlines seem solid at a glance, and it doesn't seem abusable. i approve.
this one's iffy for me, specifically the no required emotes to telepath at an infinite distance at night. there should be some type of tell both ways when telepathy is going on (no matter time of day), and not requiring any buildup at night is just asking for some "draw out the roleplay until it's mechanically night and then send a telepathic message to my bff to bring a full metasquad to where i am" type abuse in it's current incarnation.
other than this clear abuse case, i have no strong opinions on this ritual.i like this one a lot. like, a /lot/ a lot. i'd just add a redline/mechanic specifying that the celestialist and their familiar split after they take their avatar action, which i believe is intended, and that they're not permanantly in this avatar mode.
another teaching ritual, i have little to comment on. it is a teaching ritual.
and that's everything...
while i may have been largely critical, i'm actually quite fond of this. some months ago, i began writing a draft for an update of celestialism (shoutout to our mutual friend @Zarsiesfor consulting with me on that, even if i never ended up finishing it), and it's interesting to see where our interpretations of modern celestialism differed and alligned. mine was themed around void knights, while you've gone with white witches. the main focus of my concept was celestial-bound items with powers, where you took a greater focus in emotions and connections. both of our takes were obligatorily good, had a combat focus around displacing and moving people rather than hurting them, as well as a focus on rituals, and as a sort of toolbox magic set against voidstalkers and horrors as a whole. completely irrelevant, but it was interesting to see where our thought patterns aligned. other than the balance concerns i have, i'm fairly excited to see something like this return to the server, even if I as a dirty eminent wouldn't be able to use it. excited to see where this goes.Can't keep away! This is all scrambled up, apologies. More thoughts:
*psst, give me your discord! if you want. cool if not.*
Agree with the radius of gardens, will reduce to [10 > 15 > 20]. Modify root distances as well.
I haven't specified within greater melding specifically, but certainly within melding the idea is that there should be a VERY obvious tell, since everyone's aura colour becomes the same once they're melding, and the Celestialist would be glowing like a lightbulb. Everyone will be very obviously glowy when this is being cast, it wouldn't be subtle at all. I shall make this clear in the spell description. I'll also go on to clarify that if I'm understanding what you're saying, the "sending one message at a time thing" is already the case now, I just haven't properly expressed how communication works. I've been thinking of it like "speaking, but only the people in the telephone call can hear you". I'll clarify that this means that the Celestialist has to think in real time and emote what they're saying in say, or quiet, or some other open channel. Only in a one on one meld should the Celestialist be emoting in /msg to keep things hidden.
I'm not sure how I feel about making the familiar unable to do the simple melee, I really just wanted it in there for a little last stand protection. That being said, we're moving in the direction of making the familiar need more protection, so perhaps I'll take it out. I can see the reasons why you would want to, I'll give it a think. I'll be interested to know what you think in terms of the spells I've posted above to replace what they have at the second.
With regards to artificers, I think the familiars fill different niches. I had at one point wanted to allow people to have familiars without being Celestialists, as was possible back in the day, but I opted against that to let artificers give out familiars to others (which I think is possible but I'm honestly not sure). Additionally, Celestial Familiars cannot be used as Casting Implements, where familiars from Artificery can. I think this puts them in different niches again, as a Celestial Familiar (particularly with the changes I made in my post above) is now a buffer, rather than simply another spell caster, where an Artificery familiar is very much a tool for casting your regular spells. I think there's a divide there between a companion who does their own thing, and a tool which improves your own casting. But yeah, I've been aware of Artificery since the start and I don't think I can do anything to mitigate the overlap there. The only thing I could do, and have done in previous write ups, was to remove the familiar entirely and just have Celestials as patrons. That I didn't end up liking since the familiar was so integral to the Celestialists identity, so they're back in now. I totally see that there's a potential problem there, but I hope that everything has enough of a niche not to really make anything redundant.
Rite of Constellations: I'll remove the idea that the communication can be done instantly at night. There is currently a "not in combat" redline in there (at least I think there is please don't tell me I forgot), but I'll make it such that you have to meditate to do this at all times. Maybe at night there's some out of combat bonus (you can communicate vivid image, experiences become more real to the point of being slightly illusiary, something fun and flavourful), rather than it being instant. So: 1. always requires obvious meditation and 2. night gives totally out of combat buff to the quality and complexity of the message. How does that sound?
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13 hours ago, LoTC's Next Top Model said:
long and critical post incoming. apparently that's all i write anymore...
i think most of these spells need to get cut down by like 2/3rds. a lot of this also takes away from the voidal feats, just doing what several of them do, but outright better, and combined.
anti-horrors, cool. no comment.
edit: an additional thought after posting.
➣ This aura will always be modified by the presence of the Celestial Host. A Celestialists aura will always appear “cosmic”, “star-speckled”, or in some other way “heavenly”. The night sky and her stars are core to the Celestial experience of this realm which fascinates them so, and so those ideas filter down into their energy which we call upon for magic.
having space-like casting is fairly common in void mages, since you can kinda do it however you want. some part of me is worried that these folk would be discriminated against or otherwise told "yeah you can't do that anymore". not really something within your control, but a thought i had nonetheless.
unlike other applications of melding i'll get into later, i have no significant problem with this one. suitably weak for what it does.
arcanify is fine, though i'd change the wording of this line;
i'd change this to specify that the blessing requires actually casting a blessing, and is not initially given to them upon casting arcanify alone, as this phrasing implies merely casting arcanify grants you these blessings.
(i'm writing this out of order so that's why familiars are next)while out of combat they can be as far away as possible, i'd specify that if combat begins and the familiar isn't reasonably close to the celestialist, they need to resummon it.
familiars are just straight up better conjuration, while taking from the defining ability of voidal artificers.i think this should be removed outright, and they should be largely defenseless in combat to prioritize protecting them. unfortunately, they don't particularly need to be protected, as;
this is insanely tanky. a group of five dudes gangstabbing a celestial familiar would take two turns to kill it. they're tankier than people, and you have no reason /not/ to have them be able to fly. could just have them perch on a low roof and be functionally immortal, unless you decide to leave it afk there for six combat turns while these five guys pull bow bows and shoot it twice each. it is, in basically all situations, significantly easier to kill the celestialist than their familiar. i'd lower this health down to like... three? or keep it at ten and make thanhium/other anti-void things do like five damage, so there's at least /some/ counter, but these materials are still relatively rare so it's doubtful it'd ever actually happen.
i appreciate this, though. i had a similar redline in conjuration, but the lt at the time of writing made me remove it.
while out of combat they can be as far away as possible, i'd specify that if combat begins and the familiar isn't reasonably close to the celestialist, they need to resummon it.
blessing is just insane. if it were added, it'd be the strongest spell on the server, bar none. most of the individual blessings are ******* crazy in different ways, which i shall now elaborate;
this... is honestly fine. i'd suggest adding a redline clarifying the interaction between this and arcane foci, though. (namely, is it +3 then x2, x2 then +3, or does the focus take priority?) the other parts of red, though...
this would be a nightmare to work around during any non-combat event, and i'd hate to be the et stuck running it with someone going *channels ((okay what's going on here, what's the next clue)) every third emote. i think this is borderline unsalvagable as well, and will likely contribute to legal metagaming and other bad faith and uninspired rp. i'd heavily redline this to just be flavour, if not remove it outright.
i think this design is also pretty cringe, tbh. "i become superman for one emote because i casted a blessing thirty minutes ago" would be super ******* annoying to fight against, and it has basically no cost whatsoever. it would also lead to people trying to do matrix style arrow dodges and shit like that.
an aside that fits heres but applies to blessing as a whole; the indefinite duration is problematic. i get that you can't cast anything else while doing it... but a void mage can still use a bow. a bow is still a deadly weapon. or, you could just enchant like four sticks with fire evo spells and one with a translo spell, and then have a super strong blessing that makes you stronger than a normal person while teleporting around and casting spells anyway. and if something bad happens and you need to use your get out of jail free superhuman reflexes card... you can now start casting your /actual/ spells. you're not any weaker now, just stronger differently. and this is only when casting it on yourself... but you can cast it on two other people. who do not have the no casting drawback, and can do all the crazy shit they want, while keeping these superpowers. this is very strong, and i cannot overstate it enough. if any individual blessing were added to any other magic, it'd be a contender for the strongest spell... and this has /five/ of them, each very strong. red isn't even the strongest, it's like... third. anyone, onto the next colour.this is actually ******* mental. like, it's insane how ******* crazy this is. this needs to be completely and outright removed. this is outright complete /immunity/ to melee, if you play correctly. if you minmax as hard as possible, this will always be part of it. and you can cast it on /three/ total people, keep in mind. you don't even need a real weapon! just throw rocks at people! since melee is the only thing that requires no buildup to do, you end up just winning most fights off of this alone. break their concentration when they try to cast a spell since they can't catch you! or just... run up and stab them! ******* crazy. ******* insane. this one cannot be salvaged. an entirely different buff needs to go here. just bless someone with kani, or an arcane scion (if you can, scions can't /become/ celestials, but i don't see that they can't be blessed).
(as an aside, i'd add a redline to blessings specifying that only people capable of being a celestial can receive a blessing, but then that would be used as a metagaming tool, so :shrug:. maybe people can only bless people who they know don't violate the code and therefore can't knowingly bless voidstalkers, scions, dark mages, azdrazi, etc.)
✦ The target can choose to end the buff early to perform [1] feat of supernatural agility. This feat of supernatural agility is improved in the following ways;
➣ The target's body is supported by a great blast of arcane energy which allows them to keep their balance even in precarious situations, surpassing what even a master acrobat might be capable of.
➣ The target finds that their body feels lighter than usual, as their strength is supported by these blustering energies which lift, push and otherwise manipulate their body into their desired position. This might make it significantly easier for the target to pull themselves over a ledge, for example.
(i wasnt able to quote this part for some reason so i made do)
this is problematic for all the reasons i'd listed regarding superhuman in the red aura section, except it's both a stronger effect and tied to a stronger passive. i also think this should be either removed or heavily nerfed. i appreciate the redline indicating it can't be used to dodge, but people will find a way to be cringe with it.this is basically the only passive upside of being an eminent, now available in an aoe : ). overall i think this piece steps on eminents a *lot*, but i admittedly may be biased as an eminent user. as a whole, this is probably fine balance wise, but it does raise the question of "why would you become an eminent when this exists", but to be fair eminent is easily and by far the weakest voidal feat.
this one's also fine, but everything i said above also applies to it.
doing two at once here because these two passives are much more closely tied than the other. i believe this is the strongest blessing, other than possibly yellow. unlike yellow, i think this one is very easily salvagable. regenerating repulsing weightless half-plate is obviously highly overpowered. my solution would be to add some form of restriction to movement while wearing it (nothing severe, just no acrobatics). additionally, if you choose to explode, it ends the blessing instead of regenerating the armour. these changes would still leave it as very strong, but make it not borderline impossible to fight one on one. also basically makes you a fromsoft boss; knight that sheds armour to become a caster.
no problems here. this one does exactly what it should. i'd add a redline specifying that since their attacks count as enchanted weapons, they suffer the same drawbacks as enchanted weapons, i.e. being blocked by wards and such. other than that, no comments.
for blessings as a whole... i don't think they should be indefinite, but that's a personal point. additionally, while these may technically all be subspells of the greater blessing main spell, and functionally exist as five different spells. for the magic as a whole, this may necessitate requiring additional slots. while the magic as a whole functionally occupies your 'voidal capstone' slot (the mutually exclusive voidstalker, eminent, artificer, and scion, which are each unobtainable while holding this magic) may count as an additional cost, the vast similarities and overlapping powers contained (largely in respect to eminence and artificery) somewhat negates this point. additionally, i believe scion and artificer should both be moved from "barring exaltism" to "barring celestialism as a whole". why give a partial gift to someone unworthy? scion in particular also exacerbates several balancing issues, as i previously discussed, while artificers have severe ability overlap, namely in the form of a different system of familiars. the magic would be better off restricting these combinations, imo. it adds either unnessecary balancing complications or excessive clutter to keep them combined.
onto other spells. i'll try to say less, since my major complaints have now all been issued, and now it's just down to identifying problems.
this one's fine. this is a perfectly balanced blaster ability. however, i would add that this counts as the caster casting, even though it's coming out of the familiar, so people arn't casting one spell as a magician and a second spell as their familiar at the same time. if this is the intended interpretation as what should be allowed, it really shouldnt be.these two i'm on the fence about. they should be fine, but they trigger a balance alarm in me. i'd keep an eye on em.
this one starts to bridge on problematic. it's a direct upgrade to transfiguration wards in every regard, aoe, things it blocks, health, all for the same cast time. /however/, this i would classify as a problem regarding how transfig desperately needs an amendment and abjuration is functionally useless if youre not trying to ohko an atronach (or, ironically, using it to kill spells from this magic, but celestial on celestial violence should rarely happen on paper, if i'm reading the theming right), and i think this shelter spell at the baseline is fine.
this one is outright problematic, though. this is an insane level of power, with little real counterplay. "i cast a shield, and if you break it i just kill you while you're stunned!". it completely halts combat and slows the pace of everything, and just isn't very fun to be against. i'd remove the stun, bare minimum.
this one's cute. i like this one.
overall i think shelter is fine (short of green mode), and the magic it overlaps with is just outright underpowered, but it's something worth considering nonetheless.
standard attunement ritual, no problems there.
now, we move onto exalted. as a whole, i think exalted is basically fine, actually. since there's less combat spells, there's less for me to criticize from a balance perspective, and most of the flavour is interesting or the applications unique.
overall i have no problem with this, although i'm biased towards resource management. most of this is fluff and all well and good.
the requirement of ooc consent is very, very important here, and i just want to shout out actually adding it.
i am on the fence with this one. in theory it's a cool flavour ability which lets people communicate stuff. in reality i can see it as a tool for metagaming used wrong and not understood by the players or lt presiding over it. i would add some form of visual connection to compensate, like an ethereal tether connecting all those involved to the celestialist, and while everyone can send a message to the celestial, the celestial can only send out one message at a time.
so sanctify mechanically is fine, but i believe the actual cleansing should have some form of cost. a required material focus that is consumed, or some long-term-but-not-permanant debuff applied to the celestial after cleaning the corruption. otherwise it'd fall into the same problem a lot of the other corrupt/cure dichotomies do, where corruption means nothing because it can be instantly cleansed with little effort by the right people. as a cleansing spell, though, it's perfectly servicable.
perfectly fine spell, though niche. no comments.
as a spell, i don't mind it. as the conj writer it bothers me /slightly/ in a likely irrational way. "void magic cannot heal" has been a long-time thing, the void simply isn't meant to do it, that's for other magic types. that's why conjurations healing exists in such a limited capacity. this healing being so overall /good/ bothers me, though the long term to heal and such make it reasonably well balanced. i am irritated by this for petty reasons.
the one change i'd suggest is that one can only be under the effects of one instance of grace at a time. something-something the strain is too great on the body something-something. so if someone is completely mangled, they still need alternative care in addition to grace.as a whole, i like this. i /might/ suggest fleshing out how different emotions influence the outcome, or ritual failure scenarios, or so on, but that may detract from the freeform nature of it. conceptually, though, i dig it.
i have a nitpick and a balance suggestion.
i'd suggest changing this to 'An arcanium trinket' rather than an ingot. from arcanium lore;
-One cannot make “Arcanium Ingots”. The item is either forged or pre-made before being Arcanium Enchanted.while there's nothing stopping you from making an ingot of gold and then turning it into an ingot, it's kinda goofy. this is the nitpick.
so, a radius of 40 is just ******* huge. like, ridiculously huge. that's an area of over 5k blocks (in a circle). its like a third of a nation capital tile. for visualization, heres some screenshots i took measuring this radius in celianor.
i suggest cutting the radius in half at all levels, which would make the distance portrayed in the spoilered photos the total range, which is still a decently large area. then reduce the required distance between roots (and any other distance based metrics involved in gardens) by the same factor.
in terms of the actual abilities and functions of the celestial garden, i think it's pretty neat.
very cool. the redlines seem solid at a glance, and it doesn't seem abusable. i approve.
this one's iffy for me, specifically the no required emotes to telepath at an infinite distance at night. there should be some type of tell both ways when telepathy is going on (no matter time of day), and not requiring any buildup at night is just asking for some "draw out the roleplay until it's mechanically night and then send a telepathic message to my bff to bring a full metasquad to where i am" type abuse in it's current incarnation.
other than this clear abuse case, i have no strong opinions on this ritual.i like this one a lot. like, a /lot/ a lot. i'd just add a redline/mechanic specifying that the celestialist and their familiar split after they take their avatar action, which i believe is intended, and that they're not permanantly in this avatar mode.
another teaching ritual, i have little to comment on. it is a teaching ritual.
and that's everything...
while i may have been largely critical, i'm actually quite fond of this. some months ago, i began writing a draft for an update of celestialism (shoutout to our mutual friend @Zarsiesfor consulting with me on that, even if i never ended up finishing it), and it's interesting to see where our interpretations of modern celestialism differed and alligned. mine was themed around void knights, while you've gone with white witches. the main focus of my concept was celestial-bound items with powers, where you took a greater focus in emotions and connections. both of our takes were obligatorily good, had a combat focus around displacing and moving people rather than hurting them, as well as a focus on rituals, and as a sort of toolbox magic set against voidstalkers and horrors as a whole. completely irrelevant, but it was interesting to see where our thought patterns aligned. other than the balance concerns i have, i'm fairly excited to see something like this return to the server, even if I as a dirty eminent wouldn't be able to use it. excited to see where this goes.10 hours ago, Luxury said:Was chatting with some folks about this earlier actually. This post sparked alot of healthy discussion in my magic community!
More or less I developed the sentiment that if anything - the Celestialist should be taking hits for the Celestial, considering they are offering them quarter and protection from Horrors in the Material. To then turn around and have them do direct battle with Mortals seems to conflict with the Celestialist ideals.
I would make Celestials more fragile in constitution but perhaps you could offset this with a spell and a healthy amount of emotes. I think shifting some more attention to healing, defending, and tending the the actual well being of the Celestial itself is something that may serve well here.
I was honestly hoping I'd get one of your super long critical posts, it's an honour! I quote you both because, I think one person's thought solves the other person's problem, at least a little.
1. Reduce familiar wounds to like, 3 - 4 as requested. Effective materials do not deal extra wounds, but they do 1. prevent casting by the familiar for a short time afterwards and 2. disorientate them, reducing their move range so that 3. when they get hit with an effective material, they're more likely to get hit again, thus leading to a death spiral. That makes it so that 1. mundane weapons kill them in a small number of hits and 2. effective materials make those hits come more easily.
2. Remove both Bless and Arcanify from a Celestialists spells. Turn Arcanify (new familiar version) into a spell which is channeled by a familiar. The familiar blesses (x) number of people within [x] blocks of itself, and they have to remain within that range. The familiar can only move a reduced number of blocks per turn when channeling, let's say [2], and can't cast any other forms of magic. This would give every aura a simple weakness; kill the familiar, and the Celestialist or someone on their side would have to drop everything to protect that familiar, or the familiar would have to stop casting and relocate. I think that nicely encapsulates the "familiar as a well of magic" idea.
I'm not going to address your concerns with the familiar spells for now because! NEW FAMILIAR SPELLS WOO! I'm surprised I made them this fast. Honestly, those spells were just generally a bit good and didn't hinge on the familiars location all that much, but THESE definitely do.
Bind [Combat] [T3]
By weaving their arcana into long strands, the familiar ensnares its targets in a magical rope trap.
✦ Bind requires [4] emotes to cast (1 | Connect > 2 | Charge > 1 | Release).
✦ Once cast, the familiar sends forth a stream of arcana which wraps itself around a target within [3] blocks, weighing them down with magically generated force. The target’s maximum movement is reduced to [2] blocks for the next [2] emotes, at which point the magical binds dissipate.
➣ At [T4], this spell may target an additional target, totalling [2].
✦ These bindings can gain the following auxiliary effects through different aura colours:
➣ If the familiar’s current aura colour is Green or Brown, the binds crystallise and harden around their targets. This lengthens the duration of the bindings by [1] emote, to [3] emotes.
➣ If the familiar’s current aura colour is Blue or Purple, the binds are endowed with a mystifying veil of energy. When the duration of the binding ends, the target(s) are thrown [2] blocks in a selected direction.
〤 The familiar cannot move, or take any other action whilst channelling this spell.
〤 When utilising the auxiliary effect made possible through a Blue or Purple aura, the target(s) must both be thrown in the same direction.
〤 In addition, this throw is not particularly strong or disorientating. It does not otherwise stun its target(s).
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By disassembling their arcana into a cloud of glowing particles, the familiar makes a swift dash to a nearby location, harrying those that it passes through.
✦ Bind requires [3] emotes to cast (1 | Connect > 1 | Charge > 1 | Release). This spell has a [1] emote cooldown.
✦ Once cast, the familiar breaks apart into an incorporeal stream of energy which surges to a new location within [6] blocks, reassembling into their corporeal form. For the duration of that emote, the familiar is invulnerable.
✦ Those through whom the familiar dashes are briefly disorientated by the surge of energy. This stuns those targets for [1] emote.
✦ This dash can gain the following auxiliary effects through different aura colours:
➣ If the familiar’s current aura colour is Red or Pink, the casting time of this spell is increased by [1] emote, and the targets through which the Celestial dashes are no longer stunned. Instead, upon landing at their target location, the familiar explodes with vigorous energy, knocking back all those within [2] blocks of its destination by [3] blocks.
➣ If the familiar’s current aura colour is Yellow or Orange, the familiar can choose to take [1] wound to immediately dash again at half the distance of a regular cast of Shimmer.
〤 The familiar is allowed to weave when dashing, allowing them to pass through multiple targets who are in a roughly straight line.
〤 The familiar may pass through [2] targets at most.
〤 The familiar immediately becomes vulnerable upon reassembling itself.
These require the Celestial to be a lot more vulnerable. I probably won't keep both in combination with new familiar Arcanify, it'll be one or other of them. Or, I dunno, it could be all three actually. Celestialists themselves are losing both Bless and Arcanify, so giving an extra spell to the Celestial would work. I think that just getting rid of Shelter should make the familiar a lot more vulnerable as well, as well as just, focusing all the spells on the Celestial being in close proximity to multiple enemies.
Auras
R/P: Remove superman dodge (I can see the Matrix slowmo now!), put a limit on how often the detail noticing effect can be invoked. I then worry that this isn't all that useful outside of combat, so I'll have a think for other sight based passive things that would be less metagamey. It could be something like, you focus on an item... but then we get into trouble with outdoing Transfiguration at examining objects, and as much as this is a toolbox, I don't want to outdo the other toolbox! I shall scour the stars for new R/P effects, just try and redo this one.
Y/O: Hopefully with the new Arcanify, this becomes significantly weaker, since the familiar blessing you is an obvious target. Running forever is no longer a viable strategy. Further, 1. reduce the movement increase through some combination of a) reducing the movement bonus to [1] block and b) only allowing the movement bonus to count every other emote. Remove the current acrobatic effect in favour of a long jump; rather than just generally increasing acrobatics, this blessing can be under to hurl yourself [6 - 8] blocks in a given direction. Still has the event utility of being able to cross large gaps, doesn't have all the utility of turning into Spiderman (everyone's a super hero today).
Additionally; might add a specifically out of combat, much weaker acrobatics buff? When outside of combat, the blessed can focus their attention of the energies raging around them. Whilst in this focused state, the blessed is occasionally protected from fumbles whilst climbing, and finds keeping their balance easier in precarious situations. (Redlines: entering combat ends this effect, it cannot be invoked in combat, the effect is only minor, etc.) I just like the idea of the event utility when there's parkour involved, and I think taking it explicitly out of combat and just generally nerfing it into "your balance is really good" would hopefully be enough?
G/B: Just, do all of your edits really, end the buff outright when it explodes. OR.
So the idea of shedding your mage armour like a Dark Souls boss was cool! What if rather than it simply shattering, the energy was infused into some other attack? That way, 1. you could launch it as a spell, or on an arrow, BUT, 2. you HAVE to launch it on an attack. It can't be used as a get out of jail free card, since you have to spend some of the action that you're using to activate it on attacking, which prevents you from sprinting, makes it a non-free action, etc. Kind of a buff, in that you can shoot it into the backlines, kind of a nerf, in that you have to aim (it can miss!), spend time charging a spell, or just take an attack, which prevents you from doing just anything you want.
So it would read something like: The blessed can condense the veil of energy protecting them into a dense cloud of energy. This is infused into [1] attack, be that a spell, ranged attack or a melee attack. That attack explodes upon landing... Redlines: does not regenerate, cannot hold onto the explosive effect, etc.
It also occurs to me to redline this with regards to kani, preventing you from inciting resonance through it. The energy is as dense as metal, therefore, an oscillit cannot incite resonance through it, etc.
B/P: I can definitely see why this would step on eminents toes. I think the best argument for it is that an eminent has that effect up all the time, where as this is something you get specifically from a buff. An eminent could enjoy that buff, in combination with other buffs. In addition, a Celestialist has to have someone nearby who has a blue or purple aura, which could limit them from getting access to it. The beauty of this all is that no Celestialist is ever going to have access to every one of their buffs at all times, they'll be situationally available. THAT BEING SAID, I'd happily modify this into some other kind of vigour / composure buff. I've struggled trying to think of something that I like, so I'm all ears.
W/B: HONESTLY THOUGHT THIS WOULD BE THE WORST ONE SO WOO!
Random other stuff:
Happy to take out capstones entirely, wanted to keep them in at least a little since they seemed to be a big part of modern Voidal magic roleplay. Also probably going to move this to [2] upgrading to [3] slots. That way it's kind of [1] slot for familiar based stuff, [1] slot for all the other fun in hand stuff, [1] slot for gardens, rituals, etc. And there's still two slots for other Void magics! That was honestly my biggest concern, Void magic has always been about mix and match and I didn't want to kill mix and match spellbook making right out of the gate. But two other magics is still a lot of choice to be honest!
I've run out of a steam so enjoy my thought pile, thank you so much for all your criticisms, it really does help, and I appreciate the time you've taken to write this all out. As I've said before, I want to hear from people. Having so many engage is what will help me to balance things out and make this as enjoyable as it can be for everyone.
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Spoiler
Bind [Combat] [T3]
By weaving their arcana into long strands, the familiar ensnares its targets in a magical rope trap.
✦ Bind requires [4] emotes to cast (1 | Connect > 2 | Charge > 1 | Release).
✦ Once cast, the familiar sends forth a stream of arcana which wraps itself around a target within [3] blocks, weighing them down with magically generated force. The target’s maximum movement is reduced to [2] blocks for the next [2] emotes, at which point the magical binds dissipate.
➣ At [T4], this spell may target an additional target, totalling [2].
✦ These bindings can gain the following auxiliary effects through different aura colours:
➣ If the familiar’s current aura colour is Green or Brown, the binds crystallise and harden around their targets. This lengthens the duration of the bindings by [1] emote, to [3] emotes.
➣ If the familiar’s current aura colour is Blue or Purple, the binds are endowed with a mystifying veil of energy. When the duration of the binding ends, the target(s) are thrown [2] blocks in a selected direction.
〤 The familiar cannot move, or take any other action whilst channelling this spell.
〤 When utilising the auxiliary effect made possible through a Blue or Purple aura, the target(s) must both be thrown in the same direction.
〤 In addition, this throw is not particularly strong or disorientating. It does not otherwise stun its target(s).
‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒Shimmer [Combat] [T4]
By disassembling their arcana into a cloud of glowing particles, the familiar makes a swift dash to a nearby location, harrying those that it passes through.
✦ Bind requires [3] emotes to cast (1 | Connect > 1 | Charge > 1 | Release). This spell has a [1] emote cooldown.
✦ Once cast, the familiar breaks apart into an incorporeal stream of energy which surges to a new location within [6] blocks, reassembling into their corporeal form. For the duration of that emote, the familiar is invulnerable.
✦ Those through whom the familiar dashes are briefly disorientated by the surge of energy. This stuns those targets for [1] emote.
✦ This dash can gain the following auxiliary effects through different aura colours:
➣ If the familiar’s current aura colour is Red or Pink, the casting time of this spell is increased by [1] emote, and the targets through which the Celestial dashes are no longer stunned. Instead, upon landing at their target location, the familiar explodes with vigorous energy, knocking back all those within [2] blocks of its destination by [3] blocks.
➣ If the familiar’s current aura colour is Yellow or Orange, the familiar can choose to take [1] wound to immediately dash again at half the distance of a regular cast of Shimmer.
〤 The familiar is allowed to weave when dashing, allowing them to pass through multiple targets who are in a roughly straight line.
〤 The familiar may pass through [2] targets at most.
〤 The familiar immediately becomes vulnerable upon reassembling itself.
Familiar spell nerfs!
@Luxury@sam33497 What do we think with regards to making familiars a little more vulnerable?
@Moribundity I'm hoping that these are obviously very different from past forms of arcanism. I realise that the previous two were, a magic missile and a shield, the two spells which typified arcanism.
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23 hours ago, Moribundity said:
I was under the impression arcanism and similar magics were never returning. Looks cool in theory but I’m not sure how it’ll turn out in practice
I'd recommend giving the lore a thorough read; aside from Shelter and Barrage which do hearken back to the arcanism of old, this is a very different style of magic. It doesn't have any of the issues arcanism did in invalidating a lot of other evocationists by doing what they did, but better. This is now really focused on a supportive, utility based role that has a place in combat, but is really at it's best when it's solving problems away from the battlefield.
I feel it's in a completely different niche now to where Celestial Arcanism was before, and I hope that other people can see how much this write up differs from the original.
EDIT: I've now swapped both Barrage and Shelter out for two new spells, which I think have less to do with old arcanism! That should help with making them obviously distinct.
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5 minutes ago, sam33497 said:
oh my god.. what a great post- I find a lot of the lores for voidal magic lacking in general in terms of flavor and roleplay, but this is amazing. There might be some balance concerns when comparing this to other voidal feats, but it is slotted, so it's hard to compare them. Some of the aura effects and the celestial familiar, in particular, seem very, very strong, though of course I am perfectly fine with magics that reward good roleplay.. in my opinion, it might just warrant making this a 2-3 slot magic rather than a 1-2 slot.
(i'm not an experienced voidal player, take my words with a grain of salt)
It doesn't matter whether or not you're experienced, thank you for engaging! I want to hear from everyone regardless of how long they've been around.
The intent was definitely to make the auras and familiar useful to make up for just how much of a detriment summoning your familiar is. I've refrained from reducing the number of wounds a familiar has below 10, since I want to avoid things quickly becoming very under powered, but I could definitely look into that. I could probably also think of some other circumstances in which it takes 2 wounds a hit, other than the listed materials.
I've wanted to turn choosing to use Void magic in combat into this really engaging choice for a Celestialist. Summoning their familiar makes them immediately vulnerable, and not just for that particular encounter. There's real character development and damage that can come about through permanently losing this cherished partner.
That being said, I can definitely see that a combination of reducing their wounds, making them slightly more vulnerable and/or nerfing the spells they can cast might be what's called for.
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15 minutes ago, Luxury said:
This Lore contains all of the essentials I’ve long felt that Void Magic deserved, but have not had the writing skills to bring to light. This is a commendable write Aelesh.
Let this be the standard of love and care by which our communities lore is held to. It deserves it.
Praise aside, it is definitely heavy ability wise even for a two slot magic and probably could use a touch more clarity in the abilities. Id also love to see some more interactions with Void Stalkers arise from this. Ive a headcanon that the neutrality of Void Magic is still divided into a further philosophical spectrum. <Celestialists - Artificers - Watchers - Void Mage - Scions - Emminents - Voidstalkers>
Note that the two are polar opposites.
Thank you very much, that means a lot!
I definitely think it could lose some bits here and there without the overall usability of the lore taking a hit. I've been concerned that a lot of the really interesting stuff can be found through the rituals, which aren't the kind of thing someone is going to be doing every day.
For that reason, I've just kind of kept everything that stuck to the wall in here so that people can read and vote on "yes, that one's good, but no, this one is a bit out there". For instance, I think I could probably drop Bestilled items, but I've kept them in here for now since my preliminary feedback was that they were very, very cool. I might drop melding Celestials with enchanted items in the final rite, the Rite of Transcendence as well, and in terms of in hand spells, I think Expel could probably be lost without too much of an effect. It's really an event spell anyway, for fighting back the nasty tentacle-y things.
And that isn't even an exhaustive list, I could probably go through and find more things to trim. But here it all is for people to comment on, I'm looking forward to hearing things along the lines of "TOP 10 CELESTIALISM SPELLS - pssst, drop the bottom 3".
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47 minutes ago, TreeSmoothie said:
I love this!! Will give a full read later. however, not allowing certain dark magics such as necro and Mysticism, seems like a weird choice - no other void magic does it, even voidstalking, and I personally think void should remain completely neutral, though I do get the intention!
Yeah, I can totally see why it'd be strange for a traditionally neutral form of magic to take a stance on this kind of thing.
Celestialism hinges on a very particular mindset that allows its practitioners to break down their aura and meld it with other souls' auras. I just don't see this mindset being possible for someone who is afflicted with all the pain and suffering that comes with being a dark mage. These practices include some really horrific stuff.
More than that, a lot of dark magics are concerned with "mortal affairs", quite often in escaping from that mortality to become immortal. For a Celestialist, there's a need to distance oneself from mortal life and sufferings to come into a deeper understanding of the Celestials; that "walking away from the world" is what allows them to see life with renewed perspective, and welcome everyone and everything they meet back into it. If they were seeking power, immortality, or other earthly needs, that would really contradict this need to find a new perspective.
There's a lot of deeper philosophical stuff like that which I haven't included here for brevity (this got looooooong), but I mean to bring all of it up in the guide if/when I get to it.
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22 hours ago, Gemini said:
It still excludes a whole feat from partaking in this magic!
Currently, only Voidal Scions and Artificers are able to become Celestial Arcanists, also excluding Voidal Eminence. Furthermore, Exalted Celestialism (the 2 slot version) precludes all capstone feats, including Scions and Artificers.
Voidstalking has not been singled out. I felt that Celestial Gardens were almost a feat unto themselves, and I wanted to prevent any issues surrounding being capable of doing too much. I'm very unsure on the slotting of things and want to hear back from people; your thoughts are welcome!
If people's feedback leans in the direction that having access to some of the feats is still reasonable and wouldn't be too much, I'd be open to changing what's currently written and opening some of the feats up.
EDIT: in response to some feedback, this has been made to include all capstone feats, whether or not a Celestialist is an Exalted Celestialist or not.
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2 minutes ago, Gemini said:
I don't like this part. Voidstalking is a feat and this is a whole damn magic and 100% more powerful than stalkers haha. Calling them cousins idk
"Cousins" simply refers to the way in which all Void mages are related to each other. Fire Evocationists are "cousins" of Sensory Illusionists, for example. Every Void mage is a "cousin" of every other Void mage, related distantly.
Calling them cousins draws no comparison in terms of their relative complexity.
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- Popular Post
- Popular Post
Spoiler‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒
THESIS - ANTITHESIS - SYNTHESIS
EARTH - SKY - HEAVEN
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Origin
The Void is full of a great many mysteries. Those Horrors that have roamed it since time immemorial are capable of feats of magic which far outstrip those that a descendant might accomplish. These beings come in many shapes and sizes, some malicious and hungry, others bright with intellect and glowing with curiosity. These more affable creatures are referred to as Celestials.
In the past, it is known that they have contacted Void mages to offer them control over the arcane magics which have since passed into myth and legend. This new iteration of their powers is the result of a fresh attempt by the Celestials to integrate themselves into the lives, minds and souls of descendant Void mages in a bid to guide them in their craft.
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Magic Explanation
✦ Celestialism is a Voidal Magic characterised by its focus on symbiosis. Where other mages have accepted the unbridgeable gap between our world and what lies beyond, the Celestialist serves occult powers who have glimpsed a future in which Something and Nothing, Existence and Non-Existence, Law and Chaos dwell together in harmony.
✦ Celestialism draws its practises from the Celestials, a unique strain of Voidal Horror. The will of these enigmatic creatures bears miracles into being that no mage could craft alone. These powers, by faith, by hope and by dream, meld beings together, breaking down the barriers that surround them in pursuit of a new, more peaceful age of understanding.
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Spells & Abilities:
✦ Celestialism comprises [3] slots of magic.
➣ A [2] slot Celestialist gains access to Melding and their Celestial Familiar. This
portion of the magic is referred to as Celestial Arcanism.
➻ Radiance [Passive]
➻ Melding [T1]
➻ Aurora [T5]
➻ Celestial Familiar
✯ Bless [T2]
✯ Bind [T3]
✯ Shimmer [T4]
✣ Blue and Purple auras [T2]
✣ Green and Brown auras [T2]
✣ Red and Pink auras [T3]
✣ Yellow and Orange auras [T3]
✣ White and Black auras [T4]
➻ Rite of Synastry [T5]
➣ A [3] slot Celestialist gains access to the further mysteries of Exalted Celestialism.
➻ Beacon [Passive]
➻ Greater Melding [T3]
➻ Sanctify [T4]
➻ Grace [T5]
➻ Dawn [T5]
➻ Constellation Casting [T4]
➻ Celestial Gardens
✯ The Rite of Growth [T1]
✯ The Rite of Stillness [T2]
✯ The Rite of Constellations [T2]
✯ The Rite of Transcendence [T3]
➻ The Rite of Exaltation [T5]
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Incompatibilities:
➣ Celestialists are unable to become Voidstalkers, Voidal Eminents, Voidal Scions
or Voidal Artificers. Each of these feats requires a mindset and depth of study that
conflicts with Celestialism.
➣ Any form of Dark magic.
➣ Any form of Deific magic.
➣ Frost Witches
➣ Azdrazi
➣ Any Necromantic CA
➣ Any Spectral CA (Ghosts, Palelords, Wights)
➣ Treelords
➣ Constructs
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Notes:
✦ I just wanted to take some time here to mention my immediate concerns going into the review process.
➣ This is a toolbox magic! It joins Transfiguration as a counterpart, having lots of
individual moving parts that do different things. If the feeling is that there are too
many moving parts, let me know.
➣ Slotting might be an issue. If this needs to be upped, or if people would like the
garden portion to be split off as a feat, I’d be up for that. Whatever works best.
➣ Specifically with Radiance in mind, I am unsure whether or not it should have any
effect on Voidstalkers, along with all the other anti-Horror bits and bobs in here.
Insight would be appreciated here.
➣ A quick note; on occasion, I refer both to “Horrors and Celestials”, despite knowing
that they are one in the same. I understand and make no attempt to overturn the
idea that Celestials are a kind of Voidal Horror, I merely mean to point out the
difference between Celestials and all other Horrors.
The physical and mental effects that this magic causes in those who study it are identical to those caused by any other Voidal magic.
BECOME AS EMPTY AS THE NIGHT SKY
AND JUST AS FULL OF LIGHT
Radiance [Combat] [Passive]
Celestialists find that their magic is bolstered by the Celestial Arcana from which they now draw their spells. This bolstering makes their aura gleam brighter, and causes their spells to cause additional damage to Voidal Horrors.
✦ All Voidal spells cast by a Celestialist cause additional damage to Voidal Horrors, who are not Celestials. The will of the Celestials imbued within their Arcana fights back against the Horrors which have for so long feasted upon the Celestials of the Void.
✦ Celestialists are also more passively resistant to the powers of a Horror. They might sense an intrusion into their mind, or find that the corruption of a Horror spreads more slowly through their body than it does for others.
✦ Just as in previous incarnations of Celestialism, the aura of a Celestialist manifests more easily when casting magic, and is thoroughly infused within all of their spells.
✦ When outside of combat, a Celestialist can command the Arcana in their aura whilst connected to the Void. This can be used to create all manner of apparitions.
➣ These apparitions must obviously be composed of Arcana. They may produce sounds that draw inspiration from the aura of the caster.
Spoiler〤 The powers of this passive should be considered on a case-by-case, event-by-event basis. The presiding ET is the ultimate authority on how it interacts with the Horror they are currently playing.
〤 The additional effects added to a character’s aura are purely aesthetic. They cannot blind, disorientate, confuse or otherwise affect other descendants.
〤 The sounds that a caster can produce with their aura should be specific to their aura. These sounds cannot be diverse, nor can they be used to generate convincing illusions.
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Melding [Non-Combat] [T1]
The Celestialist breaks down their aura and melds it with a target. Without the barrier of refuse mana that would normally prevent two souls from touching, telepathic and empathic communication becomes possible. This is due to the participants' souls quite literally touching one another, their essences entwining themselves together.
✦ Melding requires [5] emotes to cast (1 | Connect > 3 | Charge > 1 | Release), and requires that the caster touch their target for the entirety of its casting. This requirement may also be fulfilled by using a casting implement to touch the target. Once the spell has been cast, so long as both melding partners move no faster than [2] blocks per emote and neither partner moves further than [7] blocks away from the other, the meld may continue without the need for touch.
✦ Over the duration of the spell, the caster uses the properties of the Void to disperse their aura and integrate it with their targets. This can appear however the caster wishes, so long as it is obvious what is happening.
➣ This causes the target’s aura to take on the same colour as the caster’s, or the caster’s aura to take on the colour of their target’s. This can be used for aesthetic and roleplay purposes, dictating who it is that the meld is focusing on the emotional state of.
✦ The depth of the information communicated telepathically is proportional to the effort spent meditating on the ongoing meld. That is to say, the calmer the environment is and the more that the participants enter into trance, the easier it will be to delve into one another’s psyche.
➣ This communication can under no circumstances be used aggressively. The messages communicated can be ignored easily. Equally, the Celestialist cannot dig for information within the target's mind. They may only read surface thoughts, unless permitted to travel deeper.
✦ The meld allows both parties to see images, hear sounds, feel tactile sensations and even experience the emotions of their melded partner. These experiences can be so convincing and so utterly overwhelming that those partaking in a meld can temporarily experience ego-death under the right circumstances.
➣ The limits of a meld are left up to those participating in the meld. It is highly encouraged to roleplay dissonance between one character and another, an inability to reconcile experiences that leads to a break down in the meld. The path to true understanding that allows ego-death and the harmonisation of two characters is the path that this spell is intending to provide.
➣ Melding is a deeply personal journey that is intended to deepen an outsiders connection to the mysteries of the Void’s emptiness. Any character could quickly become a supplicant in search of the wisdom of a Celestialist, their life’s experiences and the hidden wisdom contained therein.
Spoiler〤 Melding must always include a clear tell which makes it obvious who is being melded with. The auras of both the target and the caster will flare up and change colour when casting this spell, and will glow profusely for the duration.
〤 Melding cannot be used to mindread. The target must purposefully choose to communicate information.
〤 A meld only lasts for as long as the mage remains connected to the Void. Breaking their connection will break the meld. Likewise, breaking line of sight with the target or travelling out of emote range will cause the meld to end.
〤 Melding can be prevented through using Transfiguration to create a ward or counterspell for Celestialism.
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Aurora [Combat] [T5]
A master Celestialist is able to call upon the Celestial Host beyond the Veil, blessing themselves with the powers of any aura.
✦ This spell may only be cast once during a combat encounter.
✦ Aurora takes as many emotes to cast as the blessing being provided takes, as outlined in the section on aura colour blessings below. Unlike Bless, this spell may only target the Celestialist themselves.
✦ Once cast, the Celestialist taps into the vast array of aura colours within the Celestial Host, channelling [1] of those aura colours to bless themselves with one of their powers.
Spoiler〤 Aurora cannot be used to bless targets other than the casting Celestialist.
A CELESTIAL WATCHES FROM AFAR…
✦ Every Celestialist gains access to their magic through their Celestial Familiar. A Celestial Familiar takes the place of a mage’s regular connection; once a mage has been bound to their familiar, that familiar becomes the channel through which their Arcana springs.
✦ Celestials build their bodies by examining those creatures living within Creation. For this reason, Celestials will appear to be collages of mundane creatures, drawing ideas from here, there and everywhere within the animal kingdom.
➣ To give some examples, one Celestial might be a feathered, dog-like creature with the head of an eagle, whilst another might be a two-headed rabbit with deep pits of cosmic energy where their eyes should be.
✦ Familiars can vary in size. At maximum, they may be as large as a large dog (ie. German Shepherd, Labrador, etc). They will always appear to be the colour of their bound Celestialist’s current aura, and will effervesce with raw Arcana. This energy will be bright, crystalline and glossy.
➣ Familiars can choose to suppress their Arcana, appearing as a mundane creature rather than their true, glimmering self. They may switch between their mundane and magical appearances at will. This suppression will hide any features of the Celestial which would be out of keeping with a mundane animal.
✦ Familiars can manifest and unmanifest at will. When manifesting, they will always appear within [2] blocks of their bound Celestialist. Equally, they may only unmanifest when within that same [2] block radius. Manifesting or unmanifesting takes the familiar [1] emote.
➣ When out of combat, the familiar may range as far as it wishes from it’s Celestialist. This does not have any effect on the Celestialist’s ability to connect to the Void and cast magic.
➣ When in combat, a familiar must be manifest for a Celestialist to be able to connect to the Void. The familiar cannot range further than [7] blocks from the Celestialist whilst they are connected to the Void. Should the familiar leave that [7] block radius, the Celestialist will immediately lose their connection to the Void. Vertically, a familiar may be at most [3] blocks above or below their Celestialist whilst that Celestialist remains connected to the Void.
➣ When entering combat, should a familiar be more than [7] blocks away from their Celestialist when they attempt to connect to the Void, they are considered unmanifested, and must remanifest within [2] blocks of their Celestialist. If the Celestialist does not take this opportunity at the beginning of combat to manifest their familiar, they cannot manifest their familiar for the next [10] emotes, and that familiar cannot enter into the ongoing roleplay through other means.
➣ In combat, a familiar may only unmanifest after [10] emotes have passed since it first manifested.
✦ Familiars who do not have wings move slightly faster than descendants. Whatever current movement cap would normally be in place for a descendant, given the actions being taken by the Celestial, is increased by [1] block.
➣ The movement increase explained above has no effect when the familiar is channelling a spell.
✦ Familiars with wings, whilst they move at descendant speeds, are allowed to perch themselves in places descendants could not normally reach. In-combat, they may use their movement to perch in a location up to [3] blocks above or below their Celestialist. They may not cast nor charge spells whilst flying, even if they begin to hover.
➣ These restrictions do not apply outside of combat.
✦ Familiars are partly incorporeal, and do not have enough strength to tackle, bite, or otherwise physically assault a target. Whilst outside of combat, they may however move fairly heavy objects, such as a staff, heavy tome or a kettle.
✦ Celestial Familiars are considered to be constantly melded with their bound Celestialist, and enjoy the benefits of this spell. They may communicate empathically with their bound Celestialist whilst within [7] blocks.
✦ Terrestrial Celestial Familiars are able to sustain [4] wounds before dying, where winged familiars are only able to sustain [3] wounds. This death is permanent. Having no soul, the familiar is sustained by its energy alone. Should that energy dissipate, so too shall the Celestial, without any anchor around which it might reform.
➣ Thanhium, Auric Oil, and Null Arcana are anathema to a Celestial. When struck by any of these materials, the familiar immediately loses their connection to the Void and cannot reconnect for the next [3] emotes. In addition, for the next [1] emote following being struck by any of these materials, the familiar has their movement cap reduced to only [2] blocks, regardless of what it is normally.
✦ As a result of the intimate relationship between a bound Celestialist and their familiar, the death of their Celestial Familiar will affect them greatly. For [1] IC year following the death of their familiar, a Celestialist will be affected by a profound sorrow that prevents them from establishing a connection to a new Celestial Familiar. Without a Celestial Familiar, the lynchpin on which a Celestialists connection to the Void relies, they will find that they are utterly unable to cast any Void magic.
A GENTLE HUNTER, DRAPED IN COMET FUR…
Spoiler〤All restrictions that normally apply to a descendant also apply to a Celestial. They cannot sprint and cast magic, for instance.
〤When connected to the Void in combat, a familiar must always appear in its unsuppressed, glowing state.
〤Celestial Familiars cannot normally speak, though they may communicate words when melding.
〤Whilst a familiar can be used to peak round corners, the presence of the familiar should be clearly emoted. Equally, the familiar must be summoned with an emote, and cannot simply appear.
〤Upon the death of a Celestialists familiar, they can choose to extend the period in which they cannot cast magic past the [1] IC year period, if they wish to make the search for a new familiar more arduous for their character.
〤Under normal circumstances, Celestials cannot communicate any locked knowledge to a descendant. For instance, they cannot learn magic and then pass that information to their Celestialist, nor can they pass on smithing techniques or knowledge about the cosmology of the world.
〤Celestial Familiars cannot be used as casting implements, unlike familiars provided by Artificery.
〤A Celestialist cannot also have a familiar provided by Artificery.
〤A Celestial Familiar may cease channelling all spells to shift with their Celestialist, should that Celestialist cast a Voidal Translocation spell. The familiar materialises with the caster, sitting somewhere on their person or on the ground within [1] block of the Celestialist. The familiar must be within [3] blocks of their Celestialist in order to move with them.
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Bless [Combat] [T2]
A familiar can bless a number of nearby targets with supernatural effects by channelling the hidden powers of a nearby aura colour.
✦ Bless’s casting time is determined by the aura colour that the familiar is attempting to bless their target(s) with. Bless has a range of [5] blocks. Once cast, Bless cannot be cast again until a [3] emote cooldown has elapsed.
✦ Once cast, the familiar sends out streams of arcana which bless their target(s) with an effect dependent on the familiar’s current aura colour, which is normally the aura colour of their Celestialist.
➣ Different blessings become available at different tiers, as listed in their sections.
✦ A familiar can instead channel the power of an allies aura colour to bless a target, so long as that ally is within [5] blocks of the familiar when they begin to cast Bless.
➣ This should include a clear tell which demonstrates the changing aura of the familiar as it channels the blessing.
Spoiler〤 Whilst a Celestialists familiar is casting or channelling this spell, they are unable to cast or channel other spells, regardless of whether or not those spells are Voidal.
〤 Channelled blessings immediately end if the familiar is disrupted.
〤 Blessings cannot target individuals who could not otherwise become Celestialists, excluding Deific mages. Whilst blessed, however, a Deific mage cannot connect to their deity to cast their magics.
〤 Blessings cannot target combat pets, including Celestial Familiars.
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Bind [Combat] [T3]
By weaving their arcana into long strands, the familiar ensnares its targets in a magical rope trap.
✦ Bind requires [4] emotes to cast (1 | Connect > 2 | Charge > 1 | Release).
✦ Once cast, the familiar sends forth a stream of arcana which wraps itself around a target within [5] blocks, weighing them down with magically generated force. The target’s maximum movement is reduced to [2] blocks for the next [2] emotes, at which point the magical binds dissipate.
➣ At [T4], this spell may target an additional target, totalling [2].
✦ These bindings can gain the following auxiliary effects through different aura colours, which can be channelled from allies within a [5] block range:
➣ When channelling Green or Brown auras, the energy channelled by the familiar crystallises into a hard shell which protects them from incoming attacks. This barrier protects the familiar from losing [1] wound, and from having their connection interrupted. A second attack will, however, cause damage and disconnect the familiar from the Void as normal.
➣ When channelling Blue or Purple auras, the binds are endowed with a mystifying veil of energy. When the duration of the binding ends, the target(s) are thrown [2] blocks in a selected direction.
Spoiler〤 Whilst a Celestialists familiar is casting or channelling this spell, they are unable to cast or channel other spells, regardless of whether or not those spells are Voidal.
〤 The familiar cannot move, or take any other action whilst channelling this spell.
〤 The familiar can be interrupted when channelling this spell, ending the binding early.
〤 When utilising the auxiliary effect made possible through a Blue or Purple aura, the target(s) must both be thrown in the same direction.
〤 In addition, this throw is not particularly strong or disorientating. It does not otherwise stun its target(s).
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Shimmer [Combat] [T4]
By disassembling their arcana into a cloud of glowing particles, the familiar makes a swift dash to a nearby location, harrying those that it passes through.
✦ Shimmer requires [4] emotes to cast (1 | Connect > 2 | Charge > 1 | Release). This spell has a [2] emote cooldown.
✦ Once cast, the familiar breaks apart into an incorporeal stream of energy which surges to a new location within [6] blocks, reassembling into their corporeal form. For the duration of that emote, the familiar is invulnerable.
✦ Those through whom the familiar dashes are briefly disorientated by the surge of energy. This stuns those targets for [1] emote.
✦ This dash can gain the following auxiliary effects through different aura colours, which can be channelled from allies within a [5] block range:
➣ When channelling Red or Pink auras, the casting time of this spell is increased by [1] emote, and the targets through which the Celestial dashes are no longer stunned. Instead, upon landing at their target location, the familiar explodes with vigorous energy, knocking back all those within [2] blocks of its destination by [3] blocks.
➣ When channelling Yellow or Orange auras, the familiar can choose to take [1] wound to immediately dash again at half the distance of a regular cast of Shimmer.
Spoiler〤 Whilst a Celestialists familiar is casting this spell, they are unable to cast or channel other spells, regardless of whether or not those spells are Voidal.
〤 The familiar is allowed to weave when dashing, allowing them to pass through multiple targets who are in a roughly straight line.
〤 The familiar may pass through [2] targets at most.
〤 The auxiliary effect of Yellow and Orange auras does not increase this cap.
〤 The familiar immediately becomes vulnerable upon reassembling itself.
〤 Whilst a familiar becomes incorporeal upon casting this spell, they cannot move through bars, gates, or other objects that would prevent them from reaching their destination in-game.
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Aura Effects
✦ As referenced within “Bless”, a Celestial Familiar can provide blessings to target(s) based on their aura colour or the aura colour of a nearby ally.
✦ Each aura colour is associated with a different element within Creation. These associations stem from a language of meaning that the Celestial Host has developed to understand our world as they inspect it through their melding.
➣ Red and Pink auras are associated with the illuminating properties of fire. The effects of these auras deal with light, sight and aim.
➣ Yellow and Orange auras are associated with the fickle winds. The effects of these auras deal with movement, promoting swiftness.
➣ Blue and Purple auras are associated with the flowing waters. The effects of these auras deal with vigour and composure, renewing the body and mind.
➣ Green and Brown auras are associated with the sturdy earth. The effects of these auras deal with fortification and protection.
➣ White and Black auras are associated with the strange mysteries of the arcane. The effects of these auras aid mages in casting their Void magics.
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Blue and Purple Auras [Combat][T2]
✦ Blue and Purple auras take [4] emotes to bless (1 | Connect, 2 | Charge, 1 | Bless). This blessing may target [2] characters. This spell has a range of [5] blocks. Once blessed, the target(s) gain [2] charges. These charges remain available for the next [6] emotes, at which point they dissipate.
✦ The blessed can spend [1] charge to numb themselves to pain and invigorate themselves with energy for the next [2] emotes.
➣ For those [2] emotes, the blessed can function as if they were in their peak physical condition. Wounds do not ache and their muscles behave as if they were fully rested.
Spoiler〤 An individual cannot retain charges of this blessing once they have been blessed by the blessing of another aura colour. Once blessed, they immediately lose all charges.
〤 This blessing will not restore mana when briefly restoring the energy of a blessed target.
〤 This blessing ends immediately after [2] emotes have elapsed, returning the blessed to whatever state of exhaustion they were in prior to invoking the effect.
〤 This blessing does not make it easier to maintain one's concentration through being struck.
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Green and Brown Auras [Combat][T2]
✦ Green and Brown auras take [5] emotes to bless (1 | Connect, 3 | Charge, 1 | Bless). This blessing may target [2] characters. This spell has a range of [5] blocks. Once blessed, the target(s) gain [2] charges. These charges remain available for the next [6] emotes, at which point they dissipate.
✦ The blessed can spend [1] charge to dull the impact of an incoming mundane attack. Arrow heads are blunted against a barrier of arcane force, as are the blades of swords, axes, spears and the like. They will refuse to bite into the flesh of the blessed, becoming hopelessly snarled in arcana which ejects the weapon harmlessly after a moment.
➣ The blessed will still experience the brunt of the attack, possibly winding and/or disorientating them. The protection of this blessing can be likened to being surrounded by a layer of ‘jelly’ which buffers incoming attacks.
✦ Magical attacks, whether they are generated by an enchanted item or a casting mage, immediately spend [2] charges upon striking the blessed. Whilst the effects of the spell will be dulled, the field of arcana surrounding the blessed will explode violently, stunning the blessed for [1] emote.
➣ For example, whilst a thrown fireball may not burn the blessed, it will still cause this violent explosion which stuns the blessed instead.
Spoiler〤 An individual cannot retain charges of this blessing once they have been blessed by the blessing of another aura colour. Once blessed, they immediately lose all charges.
〤 Alchemy potions that explode or generate spell-like effects are treated as spells, spending [2] charges. More mundane alchemy potions, such as those that obscure sight or slow an affected’s movement, will not cause this blessing to trigger.
〤 The veil of energy surrounding the target(s) is dense enough that they are unable to incite resonance through it, should they be an oscilit. Whilst under the effect of this blessing, an oscilit cannot incite resonance.
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Red and Pink Auras [Combat][T3]
✦ Red and Pink auras take [4] emotes to bless (1 | Connect, 2 | Charge, 1 | Bless). This blessing may target [1] character. This spell has a range of [5] blocks. Once blessed, the target gains [2] charges. These charges remain available for the next [8] emotes, at which point they dissipate. When all of these charges have been exhausted, the blessing ends.
✦ The blessed may spend [1] charge to improve their next mundane ranged attack. Using this ability increases the preparation time for the attack by [1] emote; the blessed must channel some of the energy they have been blessed with into their attack, necessitating this extra emote. The range of this attack is increased by [3] blocks, and the fired projectiles fly slightly faster and truer than normal. Those struck by these projectiles are stunned for [1] emote as arcane energy surges through their body.
➣ Distracting the blessed during this ranged attack does not refund the charge they have spent, though their attack may well be prevented entirely if they are unable to let loose their projectile.
➣ This attack must be mundane. This attack may not be an alchemy potion. It may be an arrow shot from a bow, a bolt from a crossbow, a throwing knife, or some other simple thrown or launched projectile.
Spoiler〤 An individual cannot retain charges of this blessing once they have been blessed by the blessing of another aura colour. Once blessed, they immediately lose all charges.
〤 The blessed cannot spend charges in the middle of an ongoing ranged attack. They must declare that they are spending charges when they first draw a bow from their quiver, a bolt from their pouch, a throwing knife from their belt, etc.
〤 The bonuses to range factor into an attack after all other calculations. They will not be multiplied by the doubling of ranges made possibly by arcane foci, for instance.
〤 Ranged attacks which break into multiple projectiles or that produce multiple projectiles cannot be improved with this blessing.
〤 Projectiles which explode upon impact cannot be improved with this blessing.
〤 Projectiles which already stun upon impact cannot be improved with this blessing.
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Yellow and Orange Auras [Combat][T3]
✦ Yellow and Orange auras take [3] emotes to bless (1 | Connect, 1 | Charge, 1 | Bless). This blessing may target [1] character. This spell has a range of [5] blocks. Once blessed, the target gains [1] charge. This charge remains available for the next [4] emotes, at which point it dissipates. When this charge has been expended, the blessing ends.
✦ For as long as the blessed retains their charge, when out of combat, the blessed is able to draw on the energy surrounding them to slightly improve their balance and coordination. The energies of the blessing provide support for their arms and legs and manipulate their centre of gravity to prevent them from falling in precarious situations.
✦ The blessed may spend [1] charge to leap through the air, increasing their movement by [4] blocks for [1] emote. They leap high enough into the air that they may travel over low terrain, such as tables, chairs or low walls. These items can be no taller than [1] block in height.
➣ When the blessed lands, they must take [1] emote to gather their strength. This forces the blessed to stand still for that emote, though they may make other kinds of actions, such as to attack someone nearby or to defend themselves.
Spoiler〤 An individual cannot retain charges of this blessing once they have been blessed by the blessing of another aura colour. Once blessed, they immediately lose all charges.
〤 The aid provided to a blessed’s coordination is only ever minor. It does not entirely prevent fumbles and falls.
〤 The aid provided to a blessed’s coordination does not make it possible for them to perform feats of acrobatics that it would be wholly unreasonable for them to perform normally.
〤 The improvements to balance and coordination provided to those blessed by this effect do not apply in combat.
〤 The blessed remains vulnerable when leaping; though they may be hard to strike, it is possible to assail them by sword or by arrow as they move through the air. They do not become invulnerable.
〤 In addition, once they have leapt, the blessed cannot change the trajectory of their leap.
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White and Black Auras [Combat][T4]
✦ White and Black auras take [4] emotes to bless (1 | Connect, 2 | Charge, 1 | Bless). This blessing may target [2] characters. This spell has a range of [5] blocks. Once blessed, the target(s) gain [4] charges. These charges remain available for the next [10] emotes, at which point they dissipate.
✦By spending [1] charge, those under the effect of this blessing may behave as if their next mundane attack is both magical and voidal, as arcane energy attunes them to the powers of the Void.
➣ This causes descendants to experience slight disorientation when struck, but little else. It is most helpful when attempting to break down magical barriers or strike foes who are protected from mundane attacks.
✦ Void mages who cast Void magic can reduce the mana cost of their spells. By spending [2] charges, spells that they cast tax them about as much as a spell of the tier below that spells actual tier. For example, a [T4] spell will tax the caster as much as casting a [T3] spell would.
➣ For spells for which this system does not work, simply behave as if the caster is casting a spell of less complexity.
Spoiler〤 An individual cannot retain charges of this blessing once they have been blessed by the blessing of another aura colour. Once blessed, they immediately lose all charges.
〤 A blessed attack must be mundane, but can be either ranged or melee. This blessing cannot improve other spells, or enchanted items from schools of magic other than Void magic.
〤 The disorientation caused by these attacks is never particularly great when striking descendants or mundane living creatures.
〤 The magical and voidal attacks provided by this aura are able to strike incorporeal beings who are normally immune to mundane attacks.
〤 An enhanced attack would count as an enchanted item of the tier of the caster.
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The Rite of Synastry [Non-Combat] [T5]
This ritual brings a new Celestialist into being by beginning the process of bonding a descendant with their new companion.
✦ The Rite of Synastry is the ritual by which a new Celestialist is created, their connection to the Void becoming inextricably linked to the powers of these glimmering Horrors. It is performed at night, and involves reading the stars to establish a new link with the Celestials beyond them. It requires the following components.
➣ A magnifying implement to read the sky with, such as a telescope
➣ A cloak, shroud, or other garment with which to cover the target
➣ A goblet, chalice or other ornate cup, filled with water
➣ A sheet of parchment, a stone tablet or some other medium on which to write, and the associated scribing tool (a quill, chisel, etc)
➣ These items must all be brought to the ritual site within a silk cloth, specially marked with alien letters; some whisper that these letters may in fact be from the Moonspeech that is sung beyond the Veil
✦ The order in which these items are used, their exact purpose and ritual meaning are all hidden mysteries revealed only to those who perform the ritual. What is known is that, as part of being taught to perform the ritual, the learner is taught how to properly charge each of these items with Celestial Arcana.
➣ A description of the ritual can be provided to the ST if necessary.
✦ The location which the Celestialist reads is a closely guarded secret, since it is believed that the Celestial Host resides beyond this point. It is quite literally the gateway through which the Celestialists patrons look down on the world.
✦ It can take several IC months for a character to finally identify their familiar. It may appear to them in dreams, or sidle up to them as they travel the roads of the world. Equally, the emergence of one’s familiar can be immediate. This can be roleplayed however the individual wishes.
Spoiler〤 This is the teaching process. Once this ritual has been completed, a student may apply for Celestialism.
〤 This ritual absolutely requires all the stated materials, which must be charged beforehand.
〤 When a new Celestialist applies for their magic, they must mention in their application what their aura colour is. If their aura colour should ever change, this should be noted on their application.
Beacon [Non-Combat] [T3] [Passive]
An Exalted Celestialist is blessed with further power that draws tiny Celestials to them, who become constant companions in life. This power also allows an Exalted Celestialist to cast new spells.
✦ A Celestialist who has been through the Rite of Exaltation begins generating their very own pool of Celestial Arcana that suffuses their soul. This energy radiates into the Void and draws Celestials, mysteries of the Void and all manner of otherworldly powers toward them.
➣ A Celestialist gains access to [2] portions of Celestial Arcana. It does not regenerate, and must be replenished by going to a Celestial Garden and touching the cosmic tree as its heart.
➣ Celestial Arcana can be used to cast Sanctify, Grace, and Dawn, which are new spells an Exalted Celestialist gains access to.
✦ Whilst out of combat and connected to the Void, a host of tiny, curious and inquisitive Celestials surround the Celestialist. These Celestials may perform simple tasks for the Celestialist, such as bringing small objects to them, fishing things out of their pockets, helping them to cook a meal, and so on.
✦ These Celestials are also capable of ferreting out the subtler things. With the consent of those currently roleplaying, the Celestialist might become aware of any of the following.
➣ Each of the below possibilities requires explicit OOC consent from their target.
➣ A Celestialist might be alerted to someone’s emotional state, even without melding with them.
➣ A Celestialist might sense the emotional weight of an object. They might sense the love associated with the painting of a family member, or the sadness associated with the comb of a past lover.
➣ A Celestialist might learn a character’s aura colour, even without melding with them.
➣ A Celestialist, should they be familiar with the creator, might be able to determine who brought a Voidal enchantment into existence.
Spoiler〤 Whilst it is expected that an Exalted Celestialist should roleplay returning to a garden to receive their Celestial Arcana, the main goal behind this mechanic is to limit the number of casts of certain spells within a roleplay session.
〤 An Exalted Celestialist cannot replenish their Celestial Arcana more than once an IRL day.
〤 When entering combat, the Celestials return immediately to the Void.
〤 When the Celestialist disconnects from the Void, the conjured Celestials return immediately to the Void.
〤 The conjured Celestials are not particularly strong. They are only capable of tasks that do not require them to move heavy objects. At most, they might be able to move a very large, heavy tome.
〤 The conjured Celestials must remain within /say distance. They may leave line of sight.
〤 The conjured Celestials cannot under any circumstances have any effect on combat.
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Greater Melding [Non-Combat][T3]
A deeper and more advanced form of Melding, Greater Melding allows a Celestialist to meld with a great many targets at once.
✦ Greater Melding requires [5] emotes to cast (1 | Connect > 3 | Charge > 1 | Release). This spell must include singing in its casting.
➣ The Celestialist’s voice may take on characteristics other than the characteristics of their mundane voice.
✦ The Celestialist may begin to meld with all beings within range. This can appear in any number of ways; it may appear to be a spreading network of starry spiderwebs, or a gradually expanding cloud of energy which envelops and welcomes all it touches. This melding begins after a being has remained within range of the caster for [4] emotes.
➣ Over the course of those [4] emotes, a target’s aura will slowly change colour to signify that they are joining the ongoing meld.
➣ Whilst casting, a Celestialist cannot move. They may not cast other spells, and they must hold a casting implement in both hands.
➣ The range of this spell increases as follows:
➣ [T3]: [7] blocks
➣ [T4]: [10] blocks
➣ [T5]: [15] blocks
✦ This form of melding abides by all the regular guidelines of Melding found above. The more effort that is put into a meld, the deeper the experience becomes, for example.
Spoiler〤 Channelling this spell reduces a Celestialist’s movement range per emote to [2] blocks.
〤 It should be made abundantly clear who is and who is not involved in a Greater Meld. Tells should be given to express who has had their aura welcomed into the meld.
〤 Greater Melding cannot be used to mindread. The target must purposefully choose to communicate information.
〤 The Celestialist is not able to send different messages to different recipients. Each emote, the Celestialist must send one, simple message which arrives with all participants. The Celestialist is not able to covertly send messages to certain individuals and not others. A Greater Meld can be likened to a conference call, in which everyone is aware of everything that is being said.
〤 A meld only lasts for as long as the mage remains connected to the Void. Breaking their connection will break the meld. Likewise, breaking line of sight with the target or travelling out of emote range will cause the meld to end.
〤 Melding can be prevented through using Transfiguration to create a ward or counterspell for Celestialism.
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Sanctify [Combat] [T4]
The Celestialist uses their Celestial Arcana to invigorate a Cosmic Seed, using it to purge Voidal corruption from the world around them.
✦ Sanctify requires [6] emotes to cast (1 | Connect > 2 | Generate Arcana > 2 | Guide Roots and Branches > 1 | Release). This spell must include singing in its casting.
➣ The Celestialist’s voice may take on characteristics other than the characteristics of their mundane voice.
✦ The Celestialist uses [1] Celestial Arcana to invigorate a Cosmic Seed, causing it to quickly sprout a great many roots and branches. These will search out sources of non-Celestial Voidal influence, consuming the identified energy and releasing that energy back into the Void.
➣ This process damages the complex magics imbued within a Cosmic Seed. Each time that a Seed is used in this way, it will be degraded by the energies which pass through it. Once a Seed has been used [3] times in the casting of this spell, it will die, the magics which sustain it finally coming undone.
✦ At [T4], this spell can be cast to purify a [5x5] area of Voidal corruption, including the souls of any plants and animals which reside there.
✦ At [T5], this spell is improved in [2] ways. Firstly, the area which it can cleanse is increased to [10x10] blocks. Thirdly, it can now be used to target [1] descendant, cleansing them of Voidal corruption.
➣ Targeting a descendant is mutually exclusive with targeting an area. One cast of the spell will not target both a descendant and an area of land to be cleansed.
✦ The energies which are funnelled into the body of a descendant in order to cleanse them of corruption will linger for the next [3] IRL days, causing the following effects:
➣ Either particularly strange dreams, or utter dreamlessness
➣ A disconnection from reality and events
➣ A draw towards natural places where life is at its fullest and most vibrant
➣ The ability to, with OOC consent, discern if an object has been touched by the Void, or the aura colour of someone nearby
➣ The inability to cast aengudaemonic magic
✦ At [T5], Celestialists may use this spell to target a source of Voidal corruption, such as a Voidal Tear, causing the Seed to lay down its roots firmly within that source and begin commanding its energies to leave the mortal realm. Casting this spell in this way requires [3] Celestialists to gather, each spending [1] Celestial Arcana to empower the Seed.
➣ Only a healthy Seed which has not been used to cast this spell before can be used to cleanse a source of Voidal corruption.
✦ Over the course of [3] IRL days, the Seed will grow into a beautiful tree which quickly withers and dies as the energies running rampant through it unravel its most basic essence. Once the tree perishes, the source of the corruption will unravel and vanish.
➣ The death of the tree will afflict the casting Celestialists with a profound sorrow not dissimilar to the sorrow experienced upon the death of a Celestial Familiar. Though not as extreme, it will bar the casting Celestialists from performing Void magic outside of a Celestial Garden for the [3] IRL days following the death of the tree.
➣ The tree can be destroyed, like any other tree. When destroyed, the spell will cease and the source of Voidal corruption will return to its prior state.
Spoiler〤 This spell cannot be used to purge non-Voidal corruption.
〤 Voidal corruption is not Voidal Poisoning. When targeting a descendant, this spell will not lessen Voidal Poisoning.
〤 The roots and branches grown from a Cosmic Seed in the casting of this spell cannot be used to attack descendants under any circumstances.
〤 Those roots and branches break down quickly following the casting of this spell, falling away from the Seed as Void-touched but otherwise mundane pieces of wood.
〤 What exactly takes place when a source of Voidal corruption has been unravelled is determined by the ST.
〤 The tree which grows from a Seed when it is used to cleanse Voidal corruption will always perish. It cannot be saved, nor can it be used to start a Celestial Garden.
〤 This spell can be used to cleanse any source of Voidal corruption within reason. The ST should always be contacted where there is confusion or uncertainty.
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Grace [Non-Combat] [T5]
This spell is a specialised form of melding that uses a Celestialist’s capacity to reach into the mind of their target to it’s fullest. By calming the mind of the target, a Celestialist can subtly control the energies moving within their body when greatly wounded or ill.
✦ Grace requires [3] emotes to cast, and costs [1] Celestial Arcana. Once cast, it can be channelled indefinitely. The caster must remain in physical contact with their target, and this spell must include singing in its casting.
➣ The Celestialist’s voice may take on characteristics other than the characteristics of their mundane voice.
✦ The caster calls up a great many Celestials who come to perch on the body of the target. They glow with arcana that infiltrates the body of the target, flooding their body and soul with the presence of the Void.
✦ Firstly, this presence numbs the target to whatever pain they might be experiencing. This does not completely negate the experience of that pain, though it does prevent the target from fidgeting, tensing or otherwise moving involuntarily when experiencing that pain.
✦ Secondly, the casting Celestialist is able to subtly manipulate the energy in the targets body and mind. This allows them to:
➣ Regulate the breathing of the target, preventing them from hyperventilating
➣ Stem the flow of blood from open wounds by manipulating the target’s heart
➣ Prevent involuntary cramps
➣ Guide the mind of the target away from traumatic experiences, helping to reduce stress
➣ Improve the time it takes for a target to recover from poisons or illnesses
✦ Some of the Celestials called forth to help in regulating the energies of the targets body remain long after their Grace has passed. The whispers of these Celestials, alongside the targets sudden proximity to the Void, will cause the following effects for the next [3] IRL days:
➣ Either particularly strange dreams, or utter dreamlessness
➣ A disconnection from reality and events
➣ A draw towards natural places where life is at its fullest and most vibrant
➣ The ability to, with OOC consent, discern if an object has been touched by the Void, or the aura colour of someone nearby
➣ The inability to cast aengudaemonic magic
Spoiler〤 This spell cannot be used to puppet the body of the target against their will.
〤 Poisons and diseases cannot be permanently healed by this ability.
〤 Magical and alchemical poisons and diseases are more difficult to effect with this spell. As a rule, they will tend to last longer, even when affected by this spell. An effect that, by written lore, lasts longer than [3] IRL days cannot have its effects shortened past [3] IRL days.
〤 The above does not mean that an ability which lasts a month can be reduced to [3] IRL days. All reductions should be proportional, and should never be more than a ¼’s reduction. An effect which lasts a month might come off a week sooner, but it will never be shortened to only a few days.
〤 Despite reducing the time it takes to recover from a poison or disease, this reduction does not reduce the severity of those effects. They remain as severe as ever whilst the target heals from them.
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Dawn [Combat] [T5]
The Celestialist uses their Celestial Arcana to generate a beacon of merciful light. This light infuses their allies with the protective blessings of Radiance, as outlined in that passive, and amplifies those powers beyond what is normally experienced.
✦ Grace requires [4] emotes to cast, and costs [1] Celestial Arcana. Once cast, the caster begins to emit a powerful light which extends [5] blocks from their person. This light lasts for [4] emotes.
✦ Characters who remain within the light which radiates around the caster are blessed with the following effects.
➣ Those under the effects of this spell glow with a furious light. This light actively destroys the influence of Horrors and the untamed Void within the body. The light also provides some protection from Void magic cast by Horrors, causing it to break down somewhat upon striking the light.
➣ Void mages who cast spells find that their spells glow with the light of the casting Celestialists aura. When striking Horrors and other entities born of the untamed Void, their spells strike with great force, even above what Radiance normally provides.
➣ These effects are entirely up to the discretion of the presiding ST. Exactly what effect these radiant powers may have on a Horror is determined by many factors, such as the strength of the Horror, their particular skills in spellcraft, their body and so on and so forth.
Spoiler〤 Leaving the light surrounding the caster causes the effects of this spell to cease immediately.
〤 The powers of this spell should be considered on a case-by-case, event-by-event basis. The presiding ST is the ultimate authority on how it interacts with the Horror they are currently playing. It is reasonable to completely ignore some of the effects listed above, choosing only to roleplay one or two of them. This spell is not intended to shut down a Horror completely, and so things have been left purposefully vague.
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Constellation Casting [Non-Combat] [T4]
✦ A Celestialist may perform Greater Melding to begin Constellation Casting. Constellation Casting is a unique method for performing Voidal Rituals. These rituals abide by all the standard rules of ritual casting, except that there is no need for a ring of focus crystal dust or an infusion altar. Instead, the casters must offer an item which could be used in the creation of an Arcane Focus. This acts as the so-called “Polestar'' around which their magic solidifies and is brought into being.
➣ The emotions of the casters can affect the powers of the performed spell. This may be used as the basis for an MART, or some other ET/LT supervised effect.
➣ The more rare and exquisite the Polestar used in the Constellation Cast is, the more it will aid in the casting of the mages’ ritual. Focus Crystals are considered the lowest tier of Polestar. The hierarchy is murkier thenceforth, each material providing subtle influences that only the Celestialists who use them to cast their spells can know. These subtleties might be used as justification for a particular effect, so long as overseeing staff can follow the players’ logic.
➣ Constellation Casting is made possible through the powerful melding this form provides. By melding together, the magi participating in the Constellation Cast can pool their powers together, just as focus crystal dust would normally make possible.
➣ Constellation Casting is possible only at night. It is particularly easy on a clear night, when the Moon is visible; the fuller the Moon is, the better.
✦ Whilst those who are not Void Mages cannot partake in a session of Constellation Casting directly, they may offer up their emotions, thoughts and ideas to colour a spell's result. In this way, a group of Celestialists might perform a miracle with the fervent wishes of a supplicant to guide their spellcraft, for instance.
➣ Such supplicants may aid the casting mages by increasing the efficiency of their mana usage, as whilst the supplicant cannot channel their mind towards the powers of the Void, the casting Celestialists can. These wishes may then strengthen their connection.
Spoiler〤 All of the normal rules of a Voidal Ritual apply to these rituals, aside from the fact that the components needed and the setup of the ritual are different, as described above.
〤 All those participating within the ritual must be within the range of the Celestialist’s Greater Melding.
✦ At least [3] Celestialists may Constellation Cast a ritual to create a Cosmic Seed. Other mages, including those who are not Celestialists, may partake in the ritual to ease the burden. A Cosmic Seed is a kind of Voidal flora that grows as any plant would, slowly drawing in arcana infused with the will of the Celestial Host. It is symbiotic in the sense that it is partially Voidal, and partially Material.
➣ This Seed requires an ST sign to certify that it is genuine.
➣ A Cosmic Seed will last [1] IRL month before breaking down, if it is not planted. Therefore, the date of the Seeds creation should be included in its description.
✦ This ritual requires the following components:
➣ [1] unit of a material that could be used to create an Arcane Focus (eg. a Focus Crystal, an Arcanium trinket, etc)
➣ A cutting from the root of a plant which is at least 100 years old (the age of the tree can be fudged)
➣ A written text, which should be a prayer, chant, philosophical treatise or other such piece of literature which expresses devout faith in the Celestials; whilst the medium on which the text is written will survive the ritual, the words written on that medium will not. The medium will instead be covered in “the Truth”, a living, breathing kind of information that wanders across the pages, occasionally forming constellations of strange ideas that pour right into the mind of any who see them
➣ These items must all be brought to the ritual site within a silk cloth, specially marked with alien letters; these are the same letters used in the performance of Synastry
CAN YOU HEAR THE SONG, RUSTLING IN THE LEAVES?
✦ A Cosmic Seed can appear in any number of ways. It can be as large as a fist or as small as an acorn. It can shine brightly or only glimmer occasionally, as if that glimmering were a trick of the light.
➣ A Cosmic Seed, whilst it can appear in any number of ways, should be obviously magical.
✦ A Cosmic Seed will cause the surrounding area to begin melding with the will of the Celestials. This will begin the growth of a Celestial Garden, which is covered below.
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Celestial Garden [T1]
✦ At this tier, a garden extends [10] blocks from its centre. A [T1] garden will progress to a [T2] garden after [1] IRL month.
✦ Once planted, a tree composed partially of Arcana and partially of mundane wood will begin to grow from the Seed. This tree will take the likeness of whichever kind of tree the root cutting was taken from to create the Seed.
➣ This tree will grow as the garden increases in tier. It can grow to be as large or as small as the cultivators of the garden wish.
✦ Touching the cosmic tree at the heart of a garden allows an Exalted Celestialist to receive Celestial Arcana from beyond the Veil. By touching the tree and meditating for [4] emotes, Exalted Celestialist can regenerate their reserves of arcana.
✦ Beings within the garden can passively exude their aura.
➣ The way in which this aura manifests can be very extreme. The density of arcana in the area can cause aura to flow down from trees like rain water, or flit through the air on the wings of a butterfly. With so much raw energy entwining itself with the mana of living creatures, a garden virtually vibrates with the presence of the Void.
✦ Within a garden, night seems to last longer and come upon the area with a deeper darkness that makes the light of the arcane all the more bright. Night falls in a garden several hours sooner than it does in the mundane world beyond. Celestial objects (ie. the moon and stars) also gleam more brightly than might be expected in the mundane world, and take on an array of dazzling colours. Additionally, during this period of time, Void magic, whilst outside of combat, is slightly easier to cast and glows with the aura colour of its caster.
➣ This easing reduces the mana cost of spells very slightly, and helps in imagining complex spells. This might make it easier for an evocationist to fashion complex shapes with their conjured elements, or it might make it easier for a transfigurationist to lay their enchantments.
✦ Celestialists within the garden may behave as if they are constantly casting Greater Melding. They remain able to move, walk, talk and cast spells as normal, unlike a regular cast of the spell. Additionally, the range of the spell is increased to include all those beings within line of sight.
➣ These changes to the spell do not modify the [4] emote period which must elapse before a Celestialist can begin melding with a target.
Spoiler〤 Growing a Celestial Garden requires the consent of the region owner.
〤 A garden can only be planted above ground. That being said, there can be Voidal flora and animals which roam in caverns below the garden. It is simply that the tree and its roots must be above ground.
〤 An Exalted Celestialist cannot replenish their Celestial Arcana more than once an IRL day.
〤 Passive melding ceases immediately when entering combat.
〤 Passive melding does not bypass line of sight. Whilst a Celestialist does not have to be looking directly at those they are passively Melding with, there must be an uninterrupted line between the Celestialist and those they are Melding with.
〤 Passive melding also still requires that a being remain in the garden for at least [4] emotes.
〤 The tree at the heart of a garden should be clearly demarcated with an ST-placed sign.
Celestial Garden [T2]
✦ At this tier, a garden extends [15] blocks from its centre. A [T2] garden progresses to a [T3] garden when it has accrued [6] attached Branches which are suitably balanced with each other. Branches are unique creations within Celestialism produced by the Rite of Growth, outlined below.
✦ As mentioned below, these Branches have their own aura colours. These aura colours interact strongly with one another, cancelling each other out, or creating powerful symbiotic bonds of emotion and experience. These bonds are necessary to progress a garden to [T3].
➣ Red and Pink auras, alongside Yellow and Orange auras are considered energetic and vigorous. These are defined as Astral auras.
➣ Blue and Purple, alongside Green and Brown auras are considered still and supportive. These are defined as Umbral auras.
➣ White and Black auras are neutral, representing the deeper mysteries of the Void.
✦ To achieve balance between the [6] Branches necessary to move a garden to [T3], there must be equal numbers of Astral and Umbral auras within that set of Branches. Neutral auras can count as either for the purposes of this balancing.
➣ For example, a working set of Branches might be; Yellow[A], Pink[A], Green[U], Brown[U], Blue[U] and White[A] (where White counts as Astral).
✦ Wildlife that can be found within a garden begins to experience the effects of a subtle, ever present melding, causing a strange change in the ecosystem. There are times when the wolf will choose not to eat the deer, when a mouse will offer itself up to the owl. A strange wisdom permeates the earth and sings on the wind.
➣ Druids who wander these places will sense the voices of these animals and plants communicating with each other. It is most comparable to feedback, a doubling of voices, or suddenly noticing the drum beat in a complex song.
✦ The memories contained within a Seed’s Branches cause apparitions of those memories to appear within the garden. These apparitions are composed of arcane energy that surges throughout the garden. It might ripple across a pond, causing illusions in the shadowy depths, or it might cause imagined faces and forgotten voices to light up the bark of a tree.
➣ Conjured individuals can be spoken to, to some extent, although their replies are limited and continued conversation will demonstrate them to be obviously robotic. These apparitions cannot answer complicated questions, and will not reveal information pertaining to other player characters unless that player character is present to consent.
➣ Void mages are able to ‘touch’ these apparitions, feeling the energy that comprises them. Non-Void mages find that the energy passes right through them.
➣ Celestialists can cause these apparitions to begin at will.
Spoiler〤 The apparitions which walk the garden are utterly incapable of providing complex information unless there is consent from the parties involved in that information.
〤 The information that an apparition is able to communicate should be clearly described in the description of the Branch from which they originate. If there is ever any doubt as to what an apparition can communicate, the originator of the memory should be contacted.
〤 The apparitions and animals within a garden will not, under any circumstances, engage in combat.
Celestial Garden [T3]
✦ At this tier, a garden extends [20] blocks from its centre.
✦ Celestials now roam the garden, having crossed over from the far side of the Veil. These Celestials can be much larger and more powerful than a Celestial Familiar. So much arcana is infused into a [T3] garden that these older and more mature Celestials can now properly manifest within its confines. However, the larger a Celestial is, the more incorporeal it will become.
➣ Those within the garden are welcome to roleplay seeing these Celestials as part of that roleplay, so long as the Celestials they roleplay do not directly interact with them. Most Celestials are skittish, and behave like regular animals. They are however, more accepting of Celestialists, who they acknowledge as kin. A Celestial might, for example, sup upon the offered mana of a Celestialist, just as a deer might come and eat out of one’s hand.
➣ Celestials within a garden can be roleplayed by ST and these Celestials can become event characters in their own right. They might come to be regarded as guardian deities, each with their own dispositions and magical powers. In certain circumstances, they may even come to the defence of the garden, but this will only occur in event circumstances.
➣ Celestials are able to range beyond the bounds of a garden. Exactly how far they can roam is up to the discretion of the ST playing them. Most will not demanifest when travelling far away; instead, they will feel a need to return to the garden as they travel further and further from what feels to them to be their home.
✦ Creatures with weaker souls gradually and randomly lose their anima, their inner workings replaced with arcane pseudo-souls of the same kind as those which lie at the heart of a Celestial. Creatures that undergo this process are transfigured into otherworldly things; new limbs, organs, ethereal patterns that pulse across fur or feather, branches that droop with crystalline fruits, all these things and infinitely more are possible. Within the confines of this garden, life has been liberated from itself.
➣ Where Celestials walk, these processes increase in speed. It is not uncommon to see a wandering Celestial followed by a trail of newly crystalline flowers, or an entourage of strange creatures that look oddly like itself.
➣ Animals and plants that have been transfigured by the garden can be applied for with an [MART]. Their powers, unique biologies and so on must all be explained within this application. Without this application, no creature will accompany a descendant.
Spoiler〤 More complex interactions with Celestials occur entirely at the discretion of the ST.
〤 Without ST interaction, no Celestial will ever take part in combat. They will always flee as soon as combat begins.
〤 Similarly to the Celestials that wander the garden, no mundane creature or plant from the garden will engage in combat. They may only be roleplayed in a passive capacity.
Destroying a Celestial Garden
✦ The tree at the heart of a Celestial Garden slowly puts out roots as it grows. Each tier that the garden increases produces more of these roots, which spring up at different locations within a garden.
➣ [T1]: [1] root
➣ [T2]: [2] roots
➣ [T3]: [4] roots
✦ A tree’s roots regenerate once destroyed. This regeneration takes [2] IRL weeks to regain [1] root.
➣ For example, a [T3] garden, which has [4] roots loses [2] roots in an attack. After [2] IRL weeks, that tree regrows [1] root, meaning that the tree now has [3] roots. Another [2] weeks must pass for the tree to regain its last root.
✦ These roots are susceptible to Blight Healing, Xan Paladinism (and particularly the spell Purging) and to materials which damage magical constructs such as thanhium, Auric Oil, and Null Arcana. They can also be damaged by mundane weaponry, though this damage is minimal and only comes with great effort.
➣ The root is not normally susceptible to fire. However, when it begins to bleed sap substantially it becomes susceptible to flame, and will burn if ignited.
✦ These roots are particularly strong, similarly to ironwood. They must be hacked continuously to effect any real damage. Cutting them releases a thick sap full of arcana and twinkling aura.
✦ These roots appear within the garden as ST-signed objects. They must each be at least [7] blocks apart.
✦ Destroying [1] root within a roleplay session will cause the tree to scream in pain and gather arcana in its other roots. These roots, for the remainder of that encounter, become slightly more resilient to damage. This does not make them invulnerable. This effect does stack; the more roots killed in a single encounter, the more the tree will attempt to protect itself. This means that the most efficient way to kill a tree is to destroy one or two roots, and then withdraw, to allow the tree to relax and open itself to further attacks.
➣ It takes [2] IRL days for the tree to relax into its normal state of alertness after it has been attacked.
➣ The protection offered to other roots when a tree is attacked is comparable to the arcane shields of old. Arcana is infused into the remaining roots, fortifying them with magical barriers which require extra effort to cut through. They are, as ever, weak to materials and abilities which do particular damage to magical barriers.
✦ Once all of a tree’s roots are destroyed, the tree itself can be assaulted. The tree has all the susceptibilities of its roots, and functions in the same way with regards to being set aflame. Once destroyed, the garden ceases to exist, all its accrued energy returning to the Void.
✦ A Celestial Garden can support [2] rituals every [1] IC year / [1] OOC week.
✦ These rituals must all be performed in a Celestial Garden, and all require at least [3] Celestialists. These do not need to be Exalted Celestialists, although the Celestialist who begins the ritual must be an Exalted Celestialist (since they must be able to cast Greater Melding). These rituals also require that it is currently night.
✦ The tiers ascribed to the rituals below detail not what tier a caster must be to participate, but what tier the garden must have reached to allow for them to be performed. Participants should be at least [T3] Celestialists.
✦ These rituals each take at least [10] emotes to complete. They may take longer if necessary.
✦ Each of these rituals calls forth a particularly old and wise Celestial. These Celestials rank amongst the greatest of their kind, having existed for aeons. This Celestial then performs a work of higher magic, channelled by the Celestialists partaking in the ritual.
➣ This Celestial is incorporeal, and does not remain after the ritual has completed. It cannot directly interact with the mortal realm, and will vanish should the ritual be interrupted.
✦ The rituals below scale in terms of their target; the first ritual targets the body, where the second targets the mind, and the third targets the soul itself. For the Celestials, these divisions of energy and matter are like “Veils upon Veils”, concentric rings of ever more esoteric aspects of our reality which fascinate them. The soul is the greatest of these, being an aspect of living creatures that they do not possess.
Spoiler〤 Whilst the ritual should ideally be started during in-game night it is reasonable to time-lock the RP and behave as if it is still night, even when the Minecraft day has moved on.
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The Rite of Growth [T1]
A great Celestial is called out to, who reaches down into the mortal realm and, with the help of the casting Celestialists, performs a work of great magic. This rite is used to produce a Branch, a work of Celestial magic which uses melding to imbue memories within objects.
✦ Branches must be ST-signed.
✦ This ritual requires the following components:
➣ The item which will be targeted during the ritual, which must be emotionally relevant to the descendant from which the memory will be drawn
➣ The descendant from whom the memory to be implanted into the target item will be drawn
➣ Some incense, which can be of any kind
➣ An open fire
➣ A mask, which may be constructed from any material, but which must be marked with the appropriate signs; these are taught to those who know the ritual
➣ These items must all be brought to the ritual site within a silk cloth, specially marked with alien letters (in the case of this ritual, only a few pieces of kindling need be brought to the ritual site within the cloth, not all of the wood necessary for the fire)
✦ This ritual is used to produce a Branch, an arcane reliquary into which a memory can be placed. These Branches can take any form, so long as they are emotionally related to the target from which the memory is being drawn. They might be a painting of a loved one, a sword once smithed as a novice or a journal.
➣ These items warp the space around them with Arcana, though this is subtle and it can be hard to notice unless the item is carefully inspected.
✦ Touching a Branch and opening one’s mind to it can reveal the memory kept within. This memory plays out as described by the item. Additional information can be requested from the individual who stored the memory within the item, so long as that individual is willing to provide it.
➣ Sleeping beside one of the items can cause the sleeping character to dream their way into the memory, having an even more vivid experience in which they are able to interact with the characters within the memory. These characters will not offer up complex information, or information wholly unrelated to the memory at hand since they are only facsimiles of their real counterparts.
✦ Branches have aura colours derived from the content of the memories stored within them. These aura colours are not necessarily the same as the memory’s originator.
➣ As described in the section on progressing a garden to [T3], Branches’ aura colours are defined as either Astral or Umbral. These aura colours interact with each other to create novel effects.
➣ When two Astral Branches are in the vicinity of one another, they create a bright expanse of energy which rushes between the two. Those within the vicinity of this energy find it easier to remain awake and aware, and experience a heightened sharpness of their senses.
➣ When two Umbral Branches are in the vicinity of one another, a deep shadow is cast upon the space around or between them. This shadow can help with sleep, and distances those within the area from their experiences.
➣ Neutral Branches, when in the vicinity of any other Branch, cause the space around those branches to glitter with tiny, star-like points of light. These points of light zap those who touch them, generating inspiration and novel ideas.
Spoiler〤 A character may provide a memory for only [1] Branch every [2] OOC months.
〤 OOC consent is required when determining what information is provided by default from a Branch. This information should be explained and detailed within the description of the item, as much as possible. If there is any doubt about what information is provided, the individual who provided the memory should be contacted.
〤 Stored memories can be inaccurate, or ‘foggy’ and difficult to interpret, particularly if they are from long ago.
〤 If combat begins whilst an individual is reviewing the memory within an item, that individual may choose to continue viewing the memory, leaving them vulnerable, or they may choose to cease viewing the memory and enter into combat. Until combat has ended, the individual may not begin to view the memory again.
〤 The “novel ideas” generated by Neutral Branches in the vicinity of other Branches cannot be used to gain access to locked knowledge.
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The Rite of Stillness [T2]
With the help of a great Celestial from beyond the Veil, this rite is used to suspend an object outside of time, creating artefacts that never decay and which cannot be damaged by mundane means.
✦ Bestilled objects must be ST-signed.
✦ This ritual requires the following components:
➣ A chime, such as a bell, triangle, or other resonant instrument
➣ Flowers, of any kind, so long as they are pristine and beautiful
➣ An object made from glass, or a gemstone of some kind
➣ These items must all be brought to the ritual site within a silk cloth, specially marked with alien letters
✦ It is the way of all Material things to decay. The Void stands apart from this steady process, for beyond our world there are no flames to devour, no waves that drown, no winds that erode. This rite calls upon a great Celestial to remove a target from the current of time, embracing it within the great stillness of the outer realm.
✦ An affected object may not have alchemy potions applied to it, nor any form of magical enhancement. They may, however, serve as casting implements.
✦ The winds part more slowly for an affected object, making it unwieldy, ill-balanced, and strangely heavy. Weapons would be impossible to wield, and armour would slow the user to the point of immovability.
➣ Likewise, a bestilled casting implement could only ever be used in the slower movements necessary for casting Void magic. It could not easily be used to strike others.
✦ Descendants who frequently spend time around these items find that their perspective on time can warp slightly. These descendants tend to live between ten and twenty years longer than is normal for their race. This effect is more pronounced for shorter lived races.
✦ Being removed from the flow of time, these objects are stillness incarnate. They are effectively invulnerable. They remain eternally clean, sparkling, and do not rust or otherwise wither with the passage of time.
✦ Void mages find that these objects make excellent accompaniments when spellcasting, making it easier to gain access to the Void’s calm. Even when not used as a casting implement, these bestilled objects are prized by magi to furnish their workshops. Such furnishings might include a podium from which to read, an altar, a statue or an ornate bowl into which offerings can be thrown.
✦ The stillness of these items also has an effect on Voidal spells themselves, specifically Evocation spells. Whilst a bestilled log will never burn when touched with mundane fire, it will burst into flame and maintain that flame should it have been brought forth from the Void. Equally, a cauldron once filled with water drawn from the Void might slowly cause more water to well up, or a set of wind chimes might endlessly sing their song in a neverending wind.
➣ Where no mortal hands may ever change their shapes again, bestilled items can still be transfigured using Transfiguration. This process is tremendously difficult, and is only able to be performed by at least a [T3] Transfigurationist. Higher tier transfigurationists can perform more complex changes.
Spoiler〤 These items are ineffective in combat. Using a weapon that has been stilled in combat effectively constitutes a lore infraction.
〤 Stilled armour is impossible to wear. It becomes so rigid as to constrict the breathing of the wearer.
〤 Working with bestilled objects is virtually impossible. For example, a stilled brick would refuse to bond with any mortar applied to it.
〤 Whilst a door can be bestilled, it can still be broken down as other doors can. In roleplay, this simply means that the door is knocked from its hinges, intact as the door might be.
〤 A target object can be no larger than [3x3] blocks in size.
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The Rite of Constellations [T2]
By the power of an ancient Celestial from beyond Creation, this ritual is used to meld the auras of two individuals indefinitely, further linking them by endowing them both with the presence of a material normally used to aid in the casting of Void magic. These materials hone their connection across great distances.
✦ This ritual requires the following components:
➣ Unlike other rituals, this ritual consumes its Polestar; the material is embedded within the bodies of the targets, facilitating the effects of the ritual
➣ A pair of rings, necklaces, circlets or otherwise, made from magegold
➣ Two goblets, which must be filled with wine
➣ Two plants from the homelands of the two individuals who are being targeted
➣ These items must all be brought to the ritual site within a silk cloth, specially marked with alien letters
✦ This ritual targets [2] descendants.
✦ The targeted descendants are linked in an eternal meld. This meld persists across any distance, causing the aura colours of one or other individual to override the aura colour of the other. The individuals may communicate telepathically across any distance at night. To do this, one individual must meditate for [3] emotes under an open sky.
➣ Whilst the two melded individuals meet all of the necessary criteria for a regular casting of Meld, the two individuals may behave as if this spell has been cast on them. They may communicate thoughts and ideas telepathically, for example.
➣ As mentioned in the section on ritual components, the Polestar used in this ritual is broken down and embedded within the bodies of the targets. This may be roleplayed, and can appear however is preferred. It might be that veins of focus crystal now run across the hands of both targets, or arcanium glimmers behind their eyes. The effect can be as subtle or as obvious as is preferred.
✦ Void magic cast by either melded individual cannot harm the other individual under any circumstances.
Spoiler〤 The roleplay surrounding this ritual should be documented, screenshotted or otherwise made available to be checked by ST at a later date, should the validity of this roleplay ever be called into question.
〤 Individuals melded by this ritual cannot have this ritual performed on them again.
〤 Should a Celestialist cast Meld on either individual, that individual cannot use their eternal meld to communicate with their melded partner until the Celestialist’s meld has ended.
〤 This spell cannot be used to communicate across long distances during the day.
〤 An individual should emote a tell whenever they send or receive a message using this ability, at any time. This should be an obviously Voidal tell, including the aura of the individual flaring up.
〤 In combat, this melding can only be used to communicate as a regular meld can. It cannot be used to call for help across vast distances, for example, even if an individual has time to meditate.
〤 The changes bestowed upon the targets of this should not provide any combat enhancements. For example, arcanium absorbed into the body will not form horns, claws or armour any part of the body against damage.
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The Rite of Transcendence [T3]
With the aid of a great Celestial from beyond the Veil, this ritual melds an Exalted Celestialist with their familiar, allowing them to assume a form in which they are able to perform feats of extraordinary Celestial magic.
✦ This ritual requires the following components:
➣ A drum, tambourine, pair of cymbals or other such deep, loud or resonant instrument
➣ A small portion of food, which is normally bread or rice; this is consumed during the ritual
Some incense, which can be of any kind
➣ The pelt or fur or feather of an animal; this should correspond to the shape of the target’s familiar
➣ These items must all be brought to the ritual site within a silk cloth, specially marked with alien letters (the cloth need not contain the food to be used in the ritual)
✦ This ritual targets [1] Exalted Celestialist and their familiar.
✦ This ritual merges the target with their familiar’s Arcana, heightening their state of awareness and generating an avatar which hovers over their unconscious body. Whilst in this form, the target is capable of commanding the arcana which surges within the garden around them.
✦ Once conjured, the avatar may take [1] of the following actions.
✦ By reaching into the energies that pulse at the far edge of the world, the avatar is able to bend starlight and draw down a Celestial which is then merged with an enchanted item. This item is conferred all the effects of Radiance, causing it to manifest a powerful, Horror-abjuring aura that enhances the spells that it casts.
➣ The Celestial merged with an item can also be one which lives within the garden.
➣ These items communicate subtly with those who wield them. The more that an individual wields the item, the more that that individual comes to realise that it is alive and conscious.
➣ These items may cause apparitions of the Celestial bound within to appear in their cast spells. These apparitions have no effect.
✦ The avatar can control the arcana which suffuses the air itself, changing the weather within the garden. Repeated casting of this ritual can even permanently change the weather patterns in an area, causing it to become sunnier more often, or to be more prone to rain.
➣ There are no exact limits for how long generated weather systems can last. It is encouraged to roleplay them chaotically; perhaps the ritual has run right out of control, and the storm intended to power the creation of an artefact, or to sooth the minds of the garden's inhabitants, has gained a life of its own.
➣ Conjured weather systems can extend to gardens within [20] blocks of the garden in which the ritual is being cast.
➣ The arcane energy that is called up as a result of this spell can promote particular moods in those who wander the garden. A storm might promote insight, where rain might promote contemplation and concentration.
➣ The energy that is brought into being by these arcane weather systems can be used as the basis for an [MART]. Rituals conducted in the garden whilst a conjured weather system is in effect are twisted by the energy pulsing through the air.
✦ The avatar can cause elements evoked by evocations to become permanent, so long as they remain within a garden. These evoked items are identical in every way to their mundane counterparts.
➣ These evoked items begin to return to the Void as normal once they leave a garden.
Spoiler〤 The avatar is only capable of performing one of the above actions. Once performed, the Celestialist immediately breaks apart from their familiar, and the two return to their normal states.
〤 The avatar conjured by this ritual cannot attack descendants. When entering combat, the ritual swiftly comes to a close, and the avatar vanishes.
〤 Regular elements evoked in combat still return to the Void. Only those elements targeted by this ritual, which can only be cast outside of combat, are able to remain in our world. This ritual is intended to be used for landscaping, conjuring walls, rivers, endless bonfires and all manner of other things.
〤 An item created by this ritual must receive an ST-sign to certify that the ritual has been properly conducted to bind a Celestial to the enchanted item.
〤 The weather changes caused by this ritual have no effect in combat. Furthermore, the avatar cannot control that weather in any but the most general sense. They cannot, for instance, call down a bolt of lightning.
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The Rite of Exaltation [Non-Combat] [T5]
This ritual endows a Celestialist with a pool of Celestial Arcana, preparing them for the higher mysteries of Celestialism.
✦ The Rite of Exaltation can be performed by a [T5] Exalted Celestialist.
✦ The Rite of Exaltation bestows a Celestialist with a pool of Celestial Arcana, enhancing their Celestial magic and providing them with further powers. Like the Rite of Synastry, it must be performed at night, and has a number of necessary components, listed below.
➣ A cloak, shroud, or other garment with which to cover the target
➣ A source of fire
➣ A mirror, pool of water or other reflective surface
➣ A circlet, ring, necklace or other piece of jewellery smithed from magegold
➣ These items must all be brought to the ritual site within a silk cloth, specially marked with alien letters; some whisper that these letters may in fact be from the Moonspeech that is sung beyond the Veil
✦ Once performed, a Celestialist is considered an Exalted Celestialist, and may apply for their 3rd slot.
Tier Progression
✦ Tier 1: this lasts for [2] OOC weeks.
➣ Radiance [Passive]
➣ Melding
➣ Celestial Familiar
✦ Tier 2: this lasts for [3] OOC weeks.
➣ Bless [Familiar Ability]
➣ Blue and Purple aura blessings
➣ Green and Brown aura blessings
✦ Tier 3: this lasts for [4] OOC weeks.
➣ Partaking in Celestialism rituals
➣ Red and Pink aura blessings
➣ Yellow and Orange aura blessings
➣ Bind [Familiar Ability]
➣ Beacon [Passive][Exalted Celestialism]
➣ Greater Melding [Exalted Celestialism]
✦ Tier 4: this lasts for [5] OOC weeks.
➣ White and Black aura blessings
➣ Shimmer [Familiar Ability]
➣ Sanctify [Exalted Celestialism]
➣ Constellation Casting [Exalted Celestialism]
➣ Leading Celestialism Rituals [Exalted Celestialism]
✦ Tier 5: this is the final tier.
➣ Aurora
➣ The Rite of Synastry
➣ Grace [Exalted Celestialism]
➣ Dawn [Exalted Celestialism]
➣ The Rite of Exaltation [Exalted Celestialism]
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Notes on Enchanting
✦ For now, I think the safest route is for only Melding and Greater Melding to be enchantable. No other spells are enchantable at this time, either because they are familiar specific, or because they require Celestial Arcana to be cast.
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Purpose
✦ I have tried to leave Celestials as recognizably “horrific”; they are otherworldly creatures who, like their hungry brethren who seek to devour our world, have their own plans for making the most of our home. Being the smallest of all Horrors, I have surmised that Celestials are chiefly interested not in devouring our world, but in colonising it as a warren or den in which they can live without fear of being gobbled up by bigger, nastier Horrors. This desire for a home in which they can reside is their chief cause for reaching out to us. Perhaps these Celestials are benevolent in some capacity, and seek to arm us against the hordes which will one day arrive to wage war against us, or perhaps we are simply footsoldiers, allies of convenience for them to persuade to do their bidding.
✦ My hope is that this will both allow for previously established themes surrounding Voidal Horrors to remain intact, whilst creating a new path for Void Mages to walk that allows them to practise Void Magic without damning the world in which they live. That being said, I also hope that this is still an obviously morally grey approach to Void magic; allying yourself with the Celestials does not absolve you of the troubles caused by bringing the powers of the Void into the descendants' world.
✦ This could go in the Credits section, but I wanted to write about this here. Celestials have been in the forefront of my mind for some time now, years I think. They’re a footnote, a niche in Voidal lore that has remained near and dear to my heart no matter what I’ve been involved in. I’ve pitched ideas to people over that period of time from drastically different perspectives, each one seeking to bring out a different side of the image I’ve had in my mind. For example, a previous idea I had was to use the Voidal reagents lore to create a kind of part alchemy, part Voidal hedgecraft that centred on an obviously “witchy” aesthetic. The point being, this has been a real process. I am very, very glad to be where I am with this now. The friends I have spoken to have given this some serious praise and much needed criticism, for which I am incredibly grateful. I hope that the community sees the promise in this that you all have. To everyone who has had any part in helping to steer my ship through this last leg of the journey, thank you.
➣ Now and forever, AELESH
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Credits, Citations and Sources
gingerbread house.2., by smokepaint: [LINK]
Dark Spirits, by Natalia Smirnova: [LINK]
Big Cat Creative, Moon Illustration, used for the dividers: [LINK]
Crescent Moon and Sun / Star, unknown: [LINK]
Walpurgis Night, by lavestalu: [LINK]
Photo by Fefa Koroleva: [LINK]
“Owl”, by Lily Seika Jones: [LINK]
“Wolf”, by Lily Seika Jones: [LINK]
Original Celestialism and Celestial Lore: [LINK] [LINK]
Voidal Connection Lore: [LINK]
Voidal Horror Lore: [LINK] [LINK]
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Thanks to,
Pundimonium, for believing in me, and for Lothlorien
Spoon, for your encouragement and guidance, and your help formatting this beast
Nadiné, for your enthusiasm, and for helping me to believe that this was worth the effort
Zarsies, for giving me the go ahead to pursue this rewrite, and for your encouragement, friend
BrandNewKitten, for writing both the original Arcanism and Celestialism lore, from which I take inspiration
LoTC’s Next Top Model, for critiquing this lore thoroughly
Werew0lf, God of Formatting, Lord of the Forums, who has graced us with His powers
And to all of you, for reading this!
Thank you!
CHANGE LOG:
Spoiler01/02/2023, 15:45-ish, GMT: truly honking enormous changes. Removed Celestialists ability to Arcanify and Bless, rewrote all familiar spells, gave familiars the ability to Bless, rewrote all aura effects, reduced the size of gardens, reduced the number of wounds a familiar has, removed the ability of familiars to melee attack, rewrote Grace, changed numerous redlines and added others, and likely many other things I have already forgotten. Please reread if you have the time, and thank you all for your input! You've put some fire in my heart.
01/02/2023, 19:50-ish, GMT: lots of little changes here and there to redlines and descriptions for clarity. Probably still some glitches where I've forgotten this or that or double pasted or whatever, I'll keep scouring for things!
02/02/2023, 20:00-ish, GMT: few more changes, fixing things, streamlining this and that. Sanctify rewrite on the way!
05/02/2023, 16:30-ish, GMT: lots of changes!
Specified that Celestialists cannot cast spells when their familiar is casting or channeling a spell.
Rewrote Sanctify entirely; a Cosmic Seed is now used to cast the spell, and this Seed degrades over time. Also added a new drawback to the spell in the form of a magic lockout when used to destroy sources of Voidal corruption.
Specified that once the Rite of Constellations has been cast on an individual, that individual cannot have it cast on them again. Further specified that, for partners on whom the Rite of Constellations has been performed, having Meld cast on one of those individuals prevents them from communicating with their melded partner until that meld has concluded.
Reduced the maximum Celestial Arcana to [2], and specified under Celestial Gardens how that arcana is regained and how often it can be regained.
Rewrote Blue and Purple auras entirely. Thoughts on this one would be appreciated, as I've been struggling to come up with something that feels unique whilst still keeping to the theme I have in mind for Blue and Purple.
Added redlines in numerous locations.
Removed Expel. This spell felt like bloat after looking things over, and I've managed to go through the rest of the magic without adding a single projectile, so why ruin it now? :P
Added Aurora, a new spell that Exalted Celestialists can use to bless themselves with aura blessings.
12/02/2023, 11:30-ish, GMT: lots more changes!
Removed the ability to meld in combat; broke off the Radiance extending version of Greater Melding into its own spell called Dawn.
Bless can now channel aura colours from allies within [5] blocks of the familiar. Hopefully this streamlines the blessing and makes it a much simpler system; there's no longer a need to switch aura colours by melding. Now, it's simply a flavourful system through which the familiar channels their powers through and from other characters.
Fixes to tier-ing information to make it clearer when a Celestialist gains access to a spell.
Made Aurora into a regular Celestialist spell, rather than an Exalted Celestialist spell. No longer uses Celestial Arcana, but now has a once per combat stipulation.
Added spoilers to all redlines in an effort to shorten the length post.
17/02/2023, 16:00-ish, GMT: very few changes.
Added a very brief note on which spells are enchantable, which is likely to be ammended following acceptance.
Added a redline concerning when a familiar can suppress its magical appearance, and provided a couple of examples to illustrate what a familiar might look like.
Added a slightly more explicit reminder that familiars must be summoned in combat for a Celestialist to be able to connect to the Void.
19/02/2023, 21:10-ish, GMT: changes!
Semi-rewrote Melding to make it a little more clear, and to put focus on the intent behind it. Also made some changes to Greater Melding.
Added redlines to all blessings to clearly state that they cannot be stacked.
Removed the second ability from Red/Pink auras.
Removed the second ability from Blue/Purple auras.
Rewrote Green/Brown auras to bring them in line with all other blessings, in that they now use charges; this one might be borked, but I've done my best to try and keep it fairly balanced.
Possibly other things I can't remember?
16/03/2023, 13:45-ish, GMT: just a couple of changes!
Fixed tiering information in Sanctify to make it match up with the tier at which the spell is learned.
Removed an incorrect redline from Celestial Gardens which made mention of an old mechanic tied to infusing Celestial Arcana into an ongoing Greater Meld. That mechanic no longer exists in the current version of the ability.
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This isn't really a comment on the lore itself, just that I think it'd be more interesting to create your own system for your chakra rather than copy-pasting IRL esotericism into the lore. I'd be much more intrigued if the chakra were say, placed in the hands, the feet and the heart, and each had different meanings from the IRL system. It's not really a critique, just a thought.
There's a lot of lore on LOTC you could pull from to justify your own, unique system.
Maybe it's believed that this point is "where lifeforce pours into and out of your body", and this one "is where your soul is anchored to your body", and this one is "where a connection is made through to other realms" (and maybe there's a connection to leaving the body whilst dreaming there).
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Spoiler
If you have Leonie's blessing then that's fine. Thank you for letting me know.
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Spoiler
For context, Aelesh and Incandescent are the same person, they are both me. Much of what you have copied is my work; you do not have my permission to use this.
Moreover, other Isilioleth players may still exist. It would make more sense to get in contact with them and ask to play a member of their bloodline. If you have already done this, my apologies.
EDIT: And for further context, I know people don't tend to care all that much about people copying other LOTC'ers work. It's just irritating to me.
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Spoiler
Did you attempt to get in contact to ask if you could re-use this lore?
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Somewhere, in a grove most unlike a grove, a wily forest creature hails gods older than time.
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.~.
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3 minutes ago, Sybbyl0127 said:
You guys make good points, I'll look over the States of Mana page and see if I need to make any clarifications or changes : )
If the two pages are really that connected, I might just do a clarification rewrite on the states of mana page too.Rewrites don't have to actually change things, its only happening here because these pages are so old their writers are no longer here. If for instance the writer of the pages were around, I'd probably just ask them if we can chat and have them edit in the clarifications x3
But thank you for bringing this stuff up o/ I only kept the Expanding on Auras page up while I wrote this, I'll side by side them here in a bit to see if I can make it work out better ^_^
It might be easier to work out what clarifications you'd like to make, if any, run them by the ST, and then just reply to the original post with those clarifications (which I believe you can do as an ST). I remember some posts having clarifications edited in after they were posted, by ST responding with those clarifications in the thread.
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2 minutes ago, Sybbyl0127 said:
I only intended for the time being to rewrite the page "Expanding Auras"
But I could merge the two and write out the states of mana as well, in theory.I just think the States of Mana page has aged rather well all considering and it's quite easy to understand, so it doesnt super need one really.
The page on Auras was quite alright for the time it was written, matched with other stuff at that time, but now its rather vague in comparison to the amount of information we usually get on these things. As an ST I got a loooot of questions about auras, now that housemagery is very popular and thats the aura housemages use. So I wrote this page up to make a bunch of clarifications and expanding on some of the explanations, without actually changing how the Auras work
I agree that the "States of Mana" page has aged well, yet, you have rewritten the section in it on auras. I think you may have missed the section on auras in the "States of Mana" page. Between the aura expansion and the original description in "States of Mana", everything you have written in your post is covered and accepted.
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How does this rewrite expand upon what has already been accepted? So far as I can tell, all this does is fail to mention the time-worn "aura is mana-smoke" analogy, only talking about an "aura of mana" which is much less clear than the section in "States of Mana".
3
Let's Spread Lore: A Modest System Proposal
in Debate
Posted
1. I can see an argument that follows from this that applications needn't be made for a character, but rather, for a player. You don't apply for a TA for your necromancer, you yourself, the player, apply to be interviewed about whether or not you know enough about necromancy to guide people through learning it, yourself or otherwise.
2. Definitely needs checks and balances in the form of limitations. When you start a new character, you can choose [1] magic, or, you can only choose so many slots of magic to have them self-taught. Maybe you're required to make some kind of roleplay application that details how your character learnt the magic, who they are, some ideas of what they plan to do with it.
3. In furtherance to the previous point, I could see an initiative to create roleplay means by which you could justify learning these magics. More altars on the server itself for events, magic books, sure, but also starting locations and wandering event characters or organisations that can be used as justification. Maybe there's a school of wizards somewhere on the map which is run partly by players, but also partly by ET played mages who can pass magics on. This might lead toward a world in which player and staff run stories are brought together into single organisations which make magic stuff happen, not sure.