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Aelesh

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  1. 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.
  2. 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.
  3. 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.
  4. 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.)
  5. @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!
  6. 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.
  7. 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?
  8. 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). ‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒ 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. 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.
  9. 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.
  10. 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.
  11. 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.
  12. 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".
  13. 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.
  14. 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.
  15. "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.
  16. ‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒ THESIS - ANTITHESIS - SYNTHESIS EARTH - SKY - HEAVEN ‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒ 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. ‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒ 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. ‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒ 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] ‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒ 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 ‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒ 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. ‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒ 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. ‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒ 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. 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… ‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒ 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. ‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒ 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. ‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒ 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. ‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒ 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. ‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒ 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. ‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒ 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. ‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒ 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. ‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒ 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. ‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒ 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. ‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒ 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. 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. ‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒ 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. ‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒ 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. ‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒ 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 ‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒ 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. ‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒ 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. ✦ 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. ‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒ 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. 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. 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. 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. ‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒ 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. ‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒ 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. ‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒ 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. ‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒ 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. ‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒ 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] ‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒ 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. ‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒ 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 ‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒ 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] ‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒ 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:
  17. 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).
  18. Somewhere, in a grove most unlike a grove, a wily forest creature hails gods older than time.
  19. 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.
  20. 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.
  21. 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".
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