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  1. “ Ever blessed shall those be that follow the light. Join me, those Arcanists born from my blessing, to guide others down the path and to rebirth our world in light. “ The Celestial Order seeks to bathe the realm in the blessed light of the Arcane Mage’s gift and act as patrons of magic to the realm. The Order seeks prosperity for all regardless of their national affiliation, their mundane worth or their godly practices. There is no monarch within the void but rather a collective seeking its infinite potential for the betterment of all instead of a few. The Order maintains the stance that this potential must be used to support the light rather than allow its abyssal darkness to leak corruption upon the realm. The majority of time spent by those in the Order will be dedicated to identifying key locations of interest before conducting delves or assisting other factions in their own process should they be called upon. ~ * ~ * ~ * ~ * ~ * ~ “ Like the cosmos above, each of us exists as a singularity of light in the expanse of the abyss. " Those dedicated Arcanists who heed my call may find Their way to the Celestial Hall to join with their fellow Magi in the quest for Celestial Light. - Arcane Mage I.E. The Arcane Mage The leader of the Celestial Order, the creator of Arcanism and the Shepherd of the Celestial Light. The Arcane Mage dictates the pursuit of the guild as well as the development of campaigns involving the Order. Also referred to as the Caretaker of the Celestials. The Aeons The Aeons represent those Celestials of extremely high caliber and are held in the highest regard for their devotion to the Celestial Light. The Grand Magus & The Oracle The Grand Magus, whether plural or singular, are tasked with assigning projects within the Order and thus operate closely with the Arcane Mage to ensure the Order retains relevance throughout the realm. The Oracle leads the Grand Magus acting as a liaison between the Arcane Mage and the rest of the Order in his absence. The Magus The general assembly of Arcanists within the Order who are tasked with the discovery of anomalies within the realm as well as acting patrons to the various settlements the descendents have chosen to inhabit. The Acolytes Those newly accepted into the Order. Until they are proven to be of worth to the guild they are tasked with the duty of spreading the Order’s name as well as seeking out prospective members among other various tasks assigned to each individual. The Erudites Those still unlearned. Until they have become proficient those few selected to be trained by a teacher within the Order are done so before they may become Acolytes. They hold no duties within the Order nor are permitted free entrance. The Associates Those allies to the Order that are either non-magi, are not Arcanists or operate outside the context of the Order. “ We are beacons in the abyssal dark. " The Celestial Edict serves as the pillars of a Arcanist’s life. Honor, militance, scholarship, loyalty, balance, the void and the light, seven principles which define the path that each Arcanist follows. Through these, each Arcanist stands apart from other mages, more righteous and devoted to the void and its proper usage. The Edict of Honor The Arcanist wields the arcane with honor and righteousness. To repudiate the amorality of the void and its boons. They shall protect the innocent and aid the needy. Holding true to all their oaths and vows. To uphold their morality in service of creating a better world. To display a high level of respect to both allies and fellow magi. The Edict of Militance The Arcanist must begrudge the use of voidal violence. Yet wield it confidently when their ferocity is just. To deny the powermonger and the upstart. Risking their lives in devotion to their honored arcane probity. To lend aid to our allies in there time of need against unholy corruption. The Edict of Scholarship The Arcanist will go beyond militance and devote themselves to scholarship. Expanding knowledge upon the void and other pursuits. To serve as learned authorities upon various expertise. The Edict of Loyalty The Arcanist gives their life to their Order and its cause. Serving the Arcane Mage dutifully and rightfully. Never shall they harm their brothers and sisters of the Celestial Order. To safeguard the knowledge held within the Order against the greedy. To avoid associations that seek to harm the Order, And to protect its name against those who do it injustice. The Edict of Balance The Arcanist is bestowed with a noble duty. For the noble understand the plague of the tipping scale. That the pendulum swings in either direction, And what is dark may be illuminated For the order preserves this balance. The Edict of the Void The Arcanist shall become a master of voidal practice. To preach its every value and encourage its use within the Order. Indoctrinate others into the path of connection with the arcane. And decry the use of darker arts and their repugnant power. For we are of the void, enlightened by its endless offerings. The Edict of Celestial Light The Arcanist shall hold the light of the void in the highest regard. Those Celestials born from this blessed light as sacred, And seek to be a beacon of light in the Arcane Mage’s image. To be a bastion for the realm and assist in illuminating the dark. OOC: Some important threads: The magic itself: Celestialism Celestialism Addition Opening statement for the Order Current Celestials Guide on how to RP your own Celestial Canon Guide to Arcanism & Celestialism
  2. Disclaimer: I am still sorry for the amount of text and pictures but I hope you enjoy! ~* Celestialism Clarifications: Part Two *~ Accepted Lore Addition: Part One “The Shepherd is servant to all that heed the call .” An Overview Greater Melding Addition: Aura Mimicking Celestial Rite: Purification & Corruption Clarification Teaching: Aura Metamorphosis Clarification Event Creature: Celestial Gods TLDR Closing Statement Greater Melding addition: Aura mimicking As the Celestial Arcanist binds familiars with other mages they are also undergoing the process of greater melding. This bond exists between the grouping that bound the Celestial along with the familiar but it resonates on a completley seperate level for the Celestial Arcanist. The Celestial Arcanist will find that Familiars bound through other magi take on traits from both parties. About half of the traits of a Celestial are influenced by the Arcanist and the other half by those involved. The effect this has for the Celestial Arcanist can be seen when casting spells through their familiar. If the Celestial was bound solely by them their spells would appear normally. However should the Celestial have another bond to it the spells casted can take on the characteristics of that caster. This effect is only applicable to the usage of familiars by Celestial Arcanists. Another trait that becomes apparent is the abilities a Celestial manifests after binding. Celestials have inherent voidal abilities much like any other type of voidal horror and these abilities are directly affected by the casters participating in the binding. A Celestial Arcanist with no other magic will find that their Celestials tend to only possess abilities relating to Arcanism while a person without magic may find that their familiar has a lack of abilities. Curiously even non-voidal users find their magics mimicked in some form albeit these abilities will always remain voidal. A cleric might find that their familiar has the ability to cast bright flaming lights or have the ability to mend other Celestials much like a Celestialist might mend a stone, a parallel to clerical healing that only works on voidal beings. All abilities are catalouged upon discovery and for the most part will tend towards the mundane and non-combat oriented spells. It is through these unqiue voidal feats that the summoned creature mimicks their caster. While the abilities may not match up perfectly they sre usually within the theme of the individual or demonstate a part of their personality. Red LInes: Aura is mimicked only through the Celestial. If one is not directly melded they cannot otherwise take and use anothers aura through this method. Celestial abilties are simplier spells & must be recorded before use. Celestial abilities are only voidal based. Celestial Rite: Purification & Corruption Clarification Celestials are fragile beings even before they are birthed into our realm and thus many will seek to take advantage of them, driving them into mania and slaving them to the darkness. While there is no turning back once a Celestial has become a Voidal Horror they may find salvation through the help of a Celestial Arcanist for a brief window prior to this happening. With the stone in hand the Celestial Arcanist can begin the rite of purification by instilling their greater aura into the stone, gradually renewing the life of the Celestial. This act of benevolence does not come without complication and often poses a higher risk than simply slaying the horror. The Celestialist must be within the vicinity of the corrupted horror and once the rite has begun cannot be stopped. This is due to the trance-like state the Celestial Arcanist must undergo in order to achieve this feat. When the rite begins the horror will frenzy, exerting the full spectrum of its power, as it targets the person (or persons) performing the rite and because the Celestial Arcanist is subdued in the process they are likely to be injured or killed without proper protection. The reward for the completion of the rite is saving the Celestial and purging the heart of horror. If one were to kill a corrupted Celestial turned Voidal Horror that being would never again exist as it once was. If by chance it managed to exist within the void after its coiled death its heart of horror would remain whereas a purified horror will have its Celestial heart restored. The Arcanist Stone bound to the corrupted Celestial will grow blackened as time passes and eventually begin to crumble away allowing the newly corrupted horror to break free. If this occurs the rite of purification cannot happen and the Celestial is lost to its blighted form. This process will occur in no more than one elven month. This same effect and rite will occur for a shade summoned Celestial Familiar as well. Once a Celestial has broken free of its stone it also gains much of the power previously absent setting them back on par with voidal horrors. Red Lines: 1 month to undo corruption and revert a Celestial. The Arcanist Stone must be present and in the hands of the Celestial Arcanist. Celestial Arcanists become stationary and enter a trance. This rite can be interrupted by a variety of things including but not limited to; Mental Magic, physical pain, removal of the stone, etc… In which case the Rite of Purification will slowly degrade rather than completely fail. Rite of Purification does not do anything to actual voidal horrors. There isn’t even a way to attempt it. Teaching: Aura Metamorphosis Clarification One must be a prolific user of Arcanism in order to access the usage of Celestialism. So much so that it is likely only achieved many decades after they have fully mastered the art or by some similar magical ability. In order to begin learning from a teacher the student must endure the metamorphoses of their aura into that of a greater aura. This is down similar to how a Celestial Arcanist imbues an Arcanist Stone in which their energy is encased within the student, allowing their own magic to alter and come to match the state of the Celestial Arcanist. As the process ends the student will be utterly drained and likely lose consciousness finding that when they wake their magics are unavailable to them and will continue to be absent for the next elven week as their body conditions itself to the greater aura. As the days go one more and more sensations will begin to plague the caster. Audible humming, chirps and disembodied noises surround them. Faint traces of aura flutter into view around anything magical, often appearing as a soft haze especially if one finds themselves in a particularly potent environment. As they become more and more accustomed to their new found gift these sensations become dulled and sometimes absent if one abstains from the usage of magic for a time. However they now will hear the calling of beings beyond the veil in the form of worried cries, feelings of immeasurable sadness and brief spurts of fearful wailing followed by expanses of utter silence. This is the process of the calling in which Celestials are drawn out of the abyss in mass hoping for salvation only to be annihilated by predatory horrors. These inescapable events are apart of a cycle and are heightened by excessively large usage of magic by the caster. When the callings begin the student is ready to learn other feats of Celestialism. Red lines: Cannot learn each feat until taught. Cannot use any form of magic for one week after imbuement. Event Creature: Celestial Gods While only Gods in definition these creatures exist not in service to a Celestial Arcanist but as the greatest magical beasts one will come to find in the realm. Each individual Celestial God is so unique they are often mistaken as other beings entirely some of which are capable of speech and binding their own Celestials. Due to their nature these benevolent creatures are revered by Celestials who will disobey their casters if commanded to attack or involve themselves in negative actions against them. The likelihood that even a circle of Celestial Arcanists can gather the resources to summon one of these creatures is slim though not impossible. A vast sum of wealth and collective power would mark the achievement otherwise Celestial Gods are usually found to be spawned via other means. Not to be mistaken for aengudaemons, though many may come to worship them, Celestial Gods are born from extreme conditions and act as the highest beings in the Celestial hierarchy which parallels the Voidal Horror hierarchy within the void.. Requiring unnatural amounts of mana to take form it is likely to see entire biomes of crystal gardens surrounding their domain. Whether or not they stay within their domain or how they act towards intruders varies from creature to creature. Like all Celestials these creatures can be corrupted whether it be from shades, necromantic blight or being sacrificed by a large circle of blood mages. Red Lines: Each Celestial God requires a lore post or lore approval and are reserved purely for event purposes. Celestial Arcanists cannot command a Celestial God but can assist in the creation of one. Likewise it is the LT who will delegate the person playing said God and the feats they might have. Likewise x2 Celestial Gods hold no obligation towards their creators, if they have any, and thus are prone to creating their own agendas. TLDR; Celestial Arcanists can take on another's aura color when casting through a celestial also bound to that person. Rite of Purification allows corrupted Celestials to be reverted if done within an elven month Celestial Gods are event creatures that require individual writeups but are on a separate level of power from other Celestials. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=--=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Part Two is a brief recap of how Celestial Arcanists can play around with and "wear" the aura of another when using celestial familiars bound to multiple people. I also clarified that celestial abilities mimick their caster even if they have non-voidal magics. They will find a way to simulate those spells via badic voidal feats. Teaching this magic needed a bit of clarification as I get ready to accept students and thus I thought it was important to illustrate the daunting task of learning. Rite of Purification allows some give and take with the antagonist and hopefully gives the victim more incentive to actively participate in the villainy RP provided to them. Celestial Gods are a discussion of their own. I went into absolutely no detail concerning anything other than the fact that they exist because each will require their own write-up and are solely event based. In fact I don’t even have to be the one to write these bad boys up and if accepted can be used to justify key lore events in the future without the consequence of adding more aengudaemons to the pantheon. That being said these creatures are no replacement for Aenguls or Daemons and are being introduced to exist on a more tangible scale, perhaps as forms of protagonist or antagonist groups. Who knows! I do know that I would like the opportunity to implement a few in the form of Eastern Dragons. Something we aren’t likely to see on the server otherwise. As always please feel free to discuss and if your feedback is warranted changes may be made. If you see something that you feel could be clarified or you have an additional justification to help my cause I lend you my ears. Likewise I am currently searching for topics for the next addition (always in search, gotta keep it fresh) so if you have a topic you want me to bring up next time in regards to Celestialism either send me a message or post below. Thanks for the support, everyone! BONUS ALBUM
  3. Disclaimer: It is a lot of pictures and text. Spoilers are borked and I couldn't find a fix. ~* Celestialism Clarifications *~ Accepted Lore “Let those who lead the herd do so in grace.” An Overview Greater Melding Clarification and Aura tracking The Untempered Minds of Shades & The Darkened Hearts The Blood of Celestials Greater Celestials or Guardians of the Gardens: Event Lines Tier Restrictions & Sharpness TLDR Greater Melding Clarification and Aura tracking Due to the level of connection achieved through two individuals melding together there forms a lower level of emotional symbiosis. While this does not allow the Celestial Arcanist to read the minds of their circle it does allow attunement to specific individuals. Those with deeply troubled minds will find greater melding to be more difficult than the simplest of spells and those they attempt to meld with will feel the repercussions of their mental afflictions. However those calm of mind will find immense tranquility in their coupling as the emotional state of each individual seeks to find equilibrium. In many of these cases the Celestial Arcanist appears to be the one that is notably more affected. A side effect of greater melding, especially with those who have been melded with numerous times, is that the Celestial Arcanist will begin to differentiate the aura color of others from the menagerie of other voidal energy they might see. Celestial Arcanists come to understand those they have melded with on a uniquely intimate level and can at points pick up on the faint trail of aura left behind by their fellow spellcasters. While Aura Tracking is not used to identify the properties of magical residue or enchanted items it can potentially be used to identify the origin, or at the very least the distinctive color of the caster’s aura will appear more vibrant to them. Red Lines: Telepathy is not formed but rather empathy that has a greater effect flowing towards the Celestial Arcanist. This pertains to mental afflictions both natural and unnatural. Aura Tracking is done purely with OOC permission. Aura Tracking does not work unless the Celestial Arcanist has previously melded with the individual which is usually a voluntary exercise. The Untempered Minds of Shades & The Darkened Hearts Long have shades taken descendants and dragged them from the light into mental depravity. Due to the deeply troubled nature of the afflicted individual and the darkness surrounding their aura Shades will find it impossible to perform a binding ceremony through normal means. It is still plausible albeit must be accomplished via the newest forefather of Shade Magic, Aknu'gul, the Shade Gem. When this transpires it causes an adverse effect to the Celestial magi, instead of Celestials flocking to the Celestial Aura of the mage the shade-inflicted magi will seek to steal or dominate the Celestial. The result of this is unclear at best as the corruption of shade aspires to corrupt it to their whim, thereby creating a demonic-esque familiar akin to other voidal horrors. It is only through the greater aura of the Celestial Arcanist that Celestial Familiars find their way to the binding ceremony. This usually takes place around an altar in a contained room that allows the collective energy to swell with brilliant light. With a shade involved or if the Celestial Arcanist has been afflicted the result would be darkened, hollow and futile which leads to the secondary approach. Along with this alternative binding process a Celestial Arcanist afflicted by the shade still possesses a Celestial Aura but its Radiance is replaced by a further darkening as it is empowered. Akin to normal horrors these demonic-esque Celestials are more volatile versions of themselves and are abnormally enraged and because of this they are often completely barred from the normal existence granted to Celestials and sentenced to live a life of perpetual torment causing them to often frenzy, seeking sources of consumable mana. If chained or detained the horror would come to perish as the frenzy places a severe strain on the arcanist stone they are bound to. Red Lines: Shades can have normal Celestial Familiars but only from before they were a shade. All future familiars are akin to regular horrors Corrupted Celestials and the unique binding thereof are usually left for event purposes. Other instances will be dealt with on a case by case basis. Celestial Arcanists can still be hexed and everything else as this does not affect the relationship between shade and mage. Does not apply to other dark arts. I.e. Necromancers, Soul Puppeteers. Frost Witches, etc... The Blood of Celestials Though they may be docile they still are horrors at their core and thus are ripe with the empowered genus blood mages may use in their rituals. Celestials make adequate sacrifices in many blood rituals but the consequences are critical. If a Celestial is sacrificed by their own magus their Arcanist Stone will be torn asunder and instead of being relieved back to the void they are utterly obliterated, suffering the same fate as many do within the abyssal void. The Celestials of others can be sacrificed as well however they must first be slain, and their blood used within the few minutes it is available for. Additionally the Celestial will recover back to their stone in this case while suffering immense damage to the Arcanist Stone itself. Red Lines: Blood Mages can sacrificed Celestials with OOC consent. Blood Mages sacrificing their own familiar will lose that familiar to a PK. Blood Mages must still follow their red lines. Celestial blood is Voidal Horror blood. Greater Celestials or Guardians of the Gardens: Occasionally a master arcanist stone is forged and when followed by the careful process of binding, sometimes between several individuals, a Celestial appears with a threshold of power largely surpassing those of meager familiars. These Greater Celestials appear only in areas latent with enough magical energy to nourish them. In most cases these areas will be the crystal gardens that the Celestial Arcanist have so closely watched and groomed often giving them the name of Garden Guardian or Crystal Guardians. In certain scenarios Greater Celestials may occur spontaneously within the world, having escaped their voidal containment, around ancient areas that have long been surrounded by higher levels of magical potency. A few differences between a Celestial Familiar and a Greater Celestial are its lack of mobility, its enhanced nesting, added abilities, and territorial nature. If a Greater Celestial is bound to an Arcanist Stone it would have to be of a size too large to transport by most means or at least the Celestial Arcanist would find increased difficulty attempting to use them in combat due to their size. In return for their stone size the Greater Celestial is often many times larger than the biggest of Celestial Familiars and find things such as nesting, where the Arcanist Stone begins to physically root and spread through the adjacent environment via crystal formations, to be effortless. Their ability to draw upon their own pool of mana allows them to shape their surroundings alongside their Celestial Arcanist in a hastened fashion. Greater Celestials also find further potential in their gifts and ability to combat others. While they may be used as a focal point much like a familiar the Greater Celestial will have access to more abilities, many of which are directly influenced by the magics their caster possesses. Where a familiar may have an ability to cast light upon an area a Greater Celestial will cast a light that blinds its foes. Along with this the Greater Celestial is not as docile in comparison and will directly engage opponents like any other feral beast. Due to their size, their power, and their consumption of mana the Greater Celestial that is bound by a Celestial Arcanist is likely to be found only within their domain. They build their territory and will defend it but lack the ability to move their stone. Without allowing the Greater Celestial to root and form a crystal garden around them they are incredibly vulnerable. If by some force of nature they are outside of their territory they will be drained of their mana quicker than a regular familiar and if found in combat outside of their territory the Greater Celestial is likely to be dispelled back to the void altogether. Outside of their territory Greater Celestials also grow much more docile however they will protect their garden until they cease to exist. Red Lines: 10x the amount of materials used. If 5 diamonds are used for a Familiar. 50 are needed for a Greater Celestial of the same grade (grade being an arbitrary rank) OR via the use of cultivated crystal garden stones Must follow red-lines of magics used Follows Celestial Familiar redlines outside of their specific crystal garden Fighting with a Greater Celestial outside of their garden will result in immediate unbinding should they receive higher levels of damage. Greater Celestials cannot learn new magic nor do they cast new spells. Their abilities are listed in their documentation which may be provided to the opponent if requested. Event Lines: Greater Celestials may occur within the realm without a Celestial Arcanist for use of events as a variant of Voidal Horror. These Celestials are found within a specific territory and are up to the discretion of the ET involved. Notable Example of Greater Celestial Event: The White Stag of Fiandria: A mythical white stag could be located within the stag forest of Fiandria during the descendents time in Athera. Those that found the beast often lack the memory of how they arrived home and speak of the visions the White Stag brought to them. Tier Restrictions & Sharpness It isn’t my intention to limit the potential of Arcanists but instead allow better clarification in character design when a player chooses to express their roleplay through the writing I have done on this server through the years. That being said I hope to make Arcanism and Celestialism a tincy bit more appealing (not that it isn’t badass) with the clarification of these two things: Celestial Arcanism can only be taught to a tier 5 Arcanist. When learning Celestialism all other magics other than Transfiguration can no longer reach tier 5. It takes a disportionate amount of roleplay to maintain Celestial Arcanism however because Transfiguration works hand in hand with the magic it may achieve tier 5 as to prevent needless debuffs of the Celestial Arcanist. Truly mastering Arcanist Stones is something only a tier 5 transfigurationist can do. Evoking sharpness into an Arcanism spell is removed from the red lines. Sharpness may achieved with great strain at tier 5 and are strenuous to the caster. Enchanting sharpness is still a viable option with no changes. It made no sense to allow it in enchanting but a master arcanist couldn’t achieve it otherwise. After casting 1-3 sharp spells the Arcanist will find the strain of their depleting mana as I would equate sharpness to the feat of having two complete bubble shields in play. TLDR; Celestial Arcanists are the equivalent of magical hound dogs to those they have melded with. Shades cannot learn or make Celestial Arcanists shades. Blood Mages can sacrifice familiars because blood mages are monstrosities. Greater Familiars are larger and act as guardians for their specific garden but are almost impossible to use outside of that territory making them somewhat stationary. Transfig is an exception to the “no other tier 5” rule Sharpness is no longer a red line but can only be cast 1-3 times at tier 5 before exhuasting a mage. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=--=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- The point of this lore isn't to be sneaky and buff a magic but rather begin exploring how players can shape their environment. Voidal Horrors operate on a hierarchy and thus it fits to mimic it with Celestials. You know me and how I am always looking for the next step and where to expand and improv upon this diverse magic. So if you have an idea shoot me a pm. Coming Soon: Arcanism Guide Update Possible clarifications regarding other beings Possible binding of Event Celestials for Event purposes Celestial Gods BONUS ALBUM
  4. Celestialism - The Masters of Arcanism Arcanism, the beginning of it all. A magic largely undefined by the natural elements and left to the mystery of the void. Through the ages more and more control has been gained with the magic through the efforts of two mages. The first being the original Arcane Mage who gave the descendants the ability to cast the first mundane spells. The second, an elf who would claim the title of Arcane Mage and usher in the age of the Arcanist. Unlike other evocations Arcanism is not bound to the order of the natural world and thus possesses no true structure but rather a constantly evolving whimsy directly correlating to the research and willpower of its casters. Arcanists through the ages have prided themselves on their versatility and diversity, no two Arcanists really ever enabling the magic in the same way. With proficiency came new ideas, new techniques and new specializations within the craft. Sooner or later one was bound to unlock the true potential of the raw magical energy that makes up the magic. However such abilities are rare and only the true Masters of Arcanism may perform them. AN OVERVIEW What is Celestialism? Celestial Aura Greater Melding Celestial Familiars Arcanist Stones Crystal Growing The death of a Celestial Additions and Revisions What is Celestialism? Celestialism largely defines the difference between Master and Adept regarding Arcanism. Though its additions to Arcanism deal with raw magical energy the abilities it provides allows a Master Arcanist to demonstrate their individualized personalities out of battle and tactical skill in battle. It changes how the Arcanist will interact with fellow Arcanists and allows them to contribute an assembly of magical feats in a cultural or societal setting. The goal of Celestialism is to give more depth to the art while rewarding those who take on Arcanism as their mastery. Celestialism itself is the idea that a Master Arcanist may cross the threshold of arcane, their aura metamorphosing into a greater aura that draws in Celestials like moths to a light allowing the Master Arcanist to catalyze rare minerals into Arcanist stones which will house docile familiar beasts. Celestial Aura These Arcanists have broken through the threshold of arcana and thus have become beacons of voidal light amongst the dark emptiness. Regardless of their nature or alignment the Celestial Arcanist now seems to draw magical properties and mysteries to them, having truly mastered their art. Their aura seems more vibrant, more saturated with mana and color and will even manifest easier at certain times or after casting a spell. They seem to constantly resonate the raw magical energy and their aura color may shift towards a whiter, glossier appearance in their spells. Besides aesthetics there are a few practical uses of the mastered aura. The first being the ability to fully take on another being’s aura color when melding with them allowing the Arcanist to explore and understand others without the bias of their own aura. The Celestial Aura of an Arcanist is also more receptive in terms of sensitivity to the void. Disturbances are more likely to be noticed as well as anomalies and even the detection of other magical beings. The final use is in the crafting of Arcanist Stones & binding of Celestial Familiars (see below) RED LINES: You cannot sense what magics a being has. Instead you have a better understanding of what is and what is not magical along with how powerful something might be. (Voidal Only). Aura is not physical but rather ethereal. Manifestations of aura have no effect on the world but are instead purely aesthetic. Greater Melding (see lore on coupling or circles) Melding already exists in several forms and is now more commonly seen throughout the arcane, namely in the use of coupling or circles (see lore thread posted above) and in the use of arcane shielding where multiple Arcanists may fuse together their shields to create a stronger, more united bastion. Greater Melding follows the lines of coupling in this regard and can be seen as a clarification and expansion to that lore sect as well. At its core melding via the use of Arcanism is the act of mingling auras and if one were to participate in a melding via circling it may be assumed that the bounds of what is achievable are clearly outlined in that lore thread. Where Greater Melding differs though is through the use of one’s Celestial Aura. One who has achieved Celestial Aura may now lead Arcanists more fluidly through circling and circling, or coupling, may be achieved with non-mages. Due to the fact that mana drained is proportional to a person’s mana pool a Master is able to meld with anyone’s aura, regardless if they are a mage or not, and take on their aura color. The effect of this on a non-mage would be slightly draining still but so long as the Master Arcanist is not casting large spells in this mutual connection the non-mage is at no risk. Where Greater Melding comes into full effect is between Master Arcanist and a pupil or peer since they may now enact a coupling much easier and during combat or training sessions. This allows for the mana of a single spell to be proportionally divided among the coupling, allowing for greater feats with a bit less drainage, though exhaustion is still evident. Likewise the Master Arcanist may also pass the role of Leader, or rather the one directing the casting of spell, to another person. The effect Greater Melding will have on Arcanists is mainly to benefit multiple Arcanists working together. The spells will take on the aura colors of those involved, demonstrating the unity amongst them. The one drawback to this smaller scale coupling is that physical contact is required or at the very least a shared medium. RED LINES: Follows the lore of coupling/circling (see lore thread above) Mages must RP exhaustion since mana is still drained Telepathy is not formed through this. Only one with a Celestial Aura can begin an Arcanism coupling of this nature i.e. coupling that will involve movement & combat instead of stationary circling. Arcanist Stones (See lore on Obelisks. Requires the use of Celestial Arcanism and Enchanting) Once one’s Celestial Aura is unlocked it becomes possible through the use of combined use of enchanting and Arcanism that an Arcanist Stone may be created. Mundane materials of varied values can be used to create Crude Arcanist Stones, which is the object used to bind a Celestial as a familiar. Stones may vary in size as well, larger stone requiring more attention and mana but housing largely Celestials. The imbuement process requires the Celestial Arcanist and Enchanter to fill the stone with the overly potent magical energy now possessed by the Celestial Arcanist. This causes the stone to glow and crystallize or in case of failure, crack and disintegrate. It is thought that while Crude Arcanist Stones are imperfect vessels for Celestials the rarity of resource used has an effect on the outcome. So greater gems are usually a requirement for any decent stone to be crafted and Greater Arcanist Stones require a different method altogether (see crystal growing), Arcanist Stones are also categorized as a variant of mana obelisk, or rather function in a similar way despite their heavily varied sizes (some being very small) and once bound to a familiar will require the attention of a mage to refuel it with mana however the Celestials held inside tend to be picky or rather incompatible with all forms of mana and require mana from the original binders, be it one person or multiple, in order to remain charged. Due to the requirement of mana if a bound stone is left unattended for too long the Celestial may lose their ability to manifest and if left for longer the obelisk itself will degrade until it crumbles, releasing the Celestial. Stones of higher or lower quality and durability have an affect on how long a stone may go without being recharged. It should also be noted that many minerals can be transmuted together (via the use of Transfiguration) prior to the imbuing process. Stones may also be customized to the caster and either be stationary, held in a bracelet or locket, in a staff or in a piece of armor, etc… Crude Arcanist Stones are imperfect vessels as stated above, but it is possible to create a more suitable obelisk in which to hold a Celestial. (see below) RED LINES: In order to craft a Crude Arcanist Stone you catalogue what you used to create it. Precious resources must be consumed/combined in order to create the best stones. Example Materials: Iron, Lapis, Gold, Emerald, Diamond, etc… The familiar must stay within a 50 block radius of their stone. Stones require maintenance and will eventually crumble if not maintained. Anti-magical feats can drain the stones until they crumble. Celestial Familiars & Binding (See lore on Voidal Horrors) What are Celestials? Celestials are the name given to a unique type of voidal horror. Though they share most of the traits expressed by voidal horrors, Celestials are docile and without assistance take no form other than small lights inside the darkest parts of the void where they fall to predation from greater horrors and voidal anomalies. Like horrors these beings belong to a hierarchy of which they rest at the very bottom. They display basic sentience but tend to have minor to no ability, physical or magical, to defend themselves other than the basic want and need to survive. It is because of this that Celestials are thought to be a rarity within the hierarchy and thus, if given the chance, seek to escape their transcendence into a coiled form. Those that have obtained their Celestial Aura come to realize that they are called Celestial Arcanists not only because they have obtained a certain level of proficiency but are now seen as shepherds for the Celestials. Like moths to a light Celestials are drawn to Master Arcanist and when a binding occurs many will flock towards the stone if given the chance. Through the use of an Arcanist Stone a Celestial Arcanist can draw out a Celestial and bind them to the stone, granting them life in the mortal realm. When this occurs the Celestial clings to the mundane world and because of the casters connection to the binding the form of the Celestial will be directly influenced by them. However though they possess a physical form they are still what they always were and will not directly attack a target but rather assist their Arcanist by allowing certain feats to occur. Celestial Familiars Celestial Familiars are thought to be the manifestations of the heart and soul of a Master Arcanist. They take on a physical form and serve the Arcanist as companions. There are three things to note with Celestial Familiars. Their appearance, their function and binding. The appearance of Celestials on a larger scale is impossible to describe due to their increasingly varied nature though there are common tropes that they abide by. Celestial Familiars are relative to the size of the Arcanist Stone they are bound to (See above). A Celestial Familiar will also take on the color of their casters aura but are not always completely one color. Perhaps the tail, ears, legs or eyes take on the color while the remainder of their form may differ. Celestial Familiars also tend to resemble living creatures that have added magical properties such as an extra tail, or wings or an excess of limbs or lack thereof. It is important to note that familiars are not conjurations and thus cannot be directly manipulated or controlled but rather take on key personality traits from their caster and act on their own accord. The function of the Celestials are relatively simple. Other than being a companion creature to the Arcanist the familiar may act as a focal point for the Arcanist to cast spells from so long as they are within sight-lines. Besides this feat the familiar tends to lack durability and can be dispelled easily through physical or magical means. Due to their ethereal nature Celestials do not attack, but can and will defend themselves if possible. However they largely rely on their caster to defend them. Communication between caster and familiar is essential as the familiar will work on its own in order to help its caster however due to being created in the image of its caster the two tend will familiar will tend to form patterns and behaviors based on its caster. Due to the level of sentience a Celestial has the caster and Celestial may gradually come to understand each other better in order to raise their collective efficiency. Binding The act of gaining a familiar requires an immense amount of meditation from a Master Arcanist as they are beings of whimsy brought to life through the caster's willpower. In order to summon a Celestial to the mortal plane the Arcanist imbues a part of themselves into the process, allowing the Celestial to latch onto ideas, thoughts and characteristics of its caster. Likewise Celestials are given names when brought to this world. Once summoned the Arcanist must bind the Celestial to an Arcanist Stone (see above) in order to allow them to remain in their physical form. It is noted that through Greater Melding an Arcanist may assist another in summoning their familiar. Once bound to an Arcanist Stone a familiar may accompany the individual or individuals who participated in the summoning. Familiars tend to be idle within their bound Arcanist Stone unless their caster draws them out in order to conserve their supply of mana. While active in physical form the Celestial Familiar will constantly draw mana from their stone. This amount is relative to their size but most familiars have the ability to remain in physical form for extended periods of time before requiring recharging. This can be anywhere from a couple days to weeks to months depending on the quality of the bound stone. It should be noted that it does not require mana to summon them their stones but rather simply having the will to summon them and the usage of their given name is sufficient. (This process usually takes 1-2 emotes. Same for withdrawing the Celestial.) RED LINES: Celestial Familiars are magical companions mostly just for aesthetic purposes. They do not attack or cause physical damage in combat. Their function in combat is as personalized focal points for a caster. Familiars must be in line of sight in order to be used in combat. Familiars do not physically attack. They can defend themselves and depending on what the familiar is this may cause different results and effects. Familiars are bound to an Arcanist Stone and cannot be moved away from the stone. Too far away and the familiar will disperse back to the stone. Celestials are types of Voidal Horrors. This mainly pertains to the physiology of that magical creature with the exceptions of not always having rough or dry skin and the inability to manifest their own magical power. Crystal Growing Celestials come to welcome their new homes, and go further by beginning to nest. Due to their relative luxury of no longer being preyed upon they begin to draw upon the same magical energy that led them to their bound stones. Life a seed in fertile ground an Arcanist Stone begins to collect crystalline constructs around them made of what seems to be the raw energy that that makes up the more durable spells of Arcanism, albeit in a more wild, untempered manner. If left unattended these crystals, which will take on the aura color of those involved in the initial binding, encase the Arcanist Stone and surrounding area, aesthetically altering the environment into a warped habitat for the Celestial. Arcanists may either mitigate or enhance the spreading of a crystal garden. When given an abundance of mana or even linked to a steady supply of mana from a greater mana obelisk or an equivalent the Arcanist Stone roots into its surrounding environment like the mother tree. The scale of this can be from very small crystal formations on a necklace that contains an Arcanist Stone to entire Forests that have become overgrown with crystal due to an overabundance of mana. At a certain point these crystals become large enough to begin cultivating. For the most part this type of crystal is extremely fragile and volatile in the use of spell crafting or enchanting however due to its attunement to the Celestials it proves of to be of use in the making of what are called Greater Arcanist Stones which in comparison to Crude Arcanist Stones are more durable and efficient in how they bind a Celestial, often lasting longer without recharge and less likely to crumble if left unattended. It should be noted that a bound stone does not seek out and consume mana on its own but rather requires nurturing and attention in order to grow. These crystal gardens would soon crumble if left uncared for by a mage. The benefit of crystal growing is the production of higher quality Arcanist stones but also bound stones attached to the garden may essentially feed and recharge off the crystal, should there be enough of it in the area. Large amounts of crystals grown from this imbuement process will begin to alter the surrounding environment. The air will grow thick with residual mana, the ground pulsing with energy. Crystal Gardens are depicted as sleepy environments that possess a gloom or rather shroud of magic, giving them an ethereal appearance. Darker hearts The danger of creating a crystal garden is evident though due to the relative worth of crystals in general. Likewise should darker hearts take control of a garden the bound familiar might be overtaken by blight and morphed into some feral abomination from the void (see event clause). It is because of this these gardens are to be kept secret or guarded. Despite their ethereal presence they seem to have no truly negative effect on their environment. Plants and animals may still inhabit the gardens, though whether or not they begin to take on properties of the gardens is yet unknown. Event Clause - Due to the nature of Crystal Gardens it is assumed that the owner of the garden or region in which the garden presides will be contacted for event use. This is mainly to allow the owner to help the event process and describe the nature of whatever familiar is bound to the garden should it become corrupted. This can be the birth of a lesser, greater or arch-horror depending on the situation. RED LINES: Despite allowing the ability to grow crystals you must still mechanically represent them and their products. Corrupted Familiars are event creatures only for use of the ET. They have no specific traits and are instead left up to the jurisdiction of the ET and LT involved. The Death/Dispellment of a Celestial There may come a point where these fragile voidal beasts die or rather are dispelled. In the event that a Celestial is slain in battle their body is dispersed back the Arcanist Stone they are bound to. However if the stone does not have the mana required to keep the Celestial bound it will begin to rapidly crumble and if allowed break, releases the Celestial back to the void. Because Celestials take on physical forms they still possess weaknesses such as having what all voidal horrors have, a “heart of horror.” Though due to their nature are usually referred to as celestial hearts instead. If pierced or destroyed they will instantly die and disperse back to the stone in an attempt to stay within the mortal realm. It should be noted that due to predators, and the level of sentience that Celestials have, dying and being dispelled back to the void is perhaps their greatest fear. Depending on the size of the Celestial and the bound stone they may be completely dispelled after receiving mortal wounds (wounds that cause them to demanifest) anywhere from 1-5 times). Arcanist Stones may be repaired and Celestials may be transferred to new stones to avoid the eventual declination of their present bound stone. If their vessel manages to survive a death the Celestial will become unable to physically manifest for 2 hours (IRL). If dispelled back to the void it may be possible to bind the same Celestial again if drawn out by their name and by someone who they have a strong connection with but the chances are slim and it's more than likely that a different Celestial will take their place or if they do manage to be bound again they may appear changed or morphed in some way. Celestials that have become blighted and turned into other voidal abominations may never again become Celestials, having lost their docile and innocent nature to darker hearts. Instead of depending on their caster for protection and nurturing they will become the abominations they once were hunted by. This is what separates a Celestial heart from a true heart of horrors. RED LINES: Deaths of your Celestial Familiar should be recorded and dealt with accordingly. Not doing so breaks lore and is considered PGing. Additions & Alterations to existing Arcanism All of the above are spells and abilities that are considered “end game” for a Tier 5 Arcanist. The main idea is give Arcanism more connection to how a character behaves and interacts with the story, characters and world around them. Through Celestialism it is hoped that Arcanists will now have a product to use during interactions similar to how enchanting gives a product as well as allowing for better communication between Arcanists and the ability to work together. This major addition is help enhance a shared experience many will get through Arcanism and help players express their characters personalities and the personalities of other players. In addition to this lore I am bringing up two (really it's one) amendment to the original lore that is completely separate from this piece of lore. Trap Shield: A bubble barrier is placed over a target.The Arcanist becomes stationary but can now hold and trap anything within so long as direct line of sight and unbreaking concentration is held. This is effectively a tier 4-5 spell. Chaining: Chains of arcane are cast upon a target, binding a body part or parts so long as direct line of sight and unbreaking concentration is held. This is effectively a tier 4-5 spell. RED LINES: While these spells are cast the Arcanist is immobilized. Meaning they may not move or participate in the casting of additional spells. Basically just a small support buff. Arcanists can create hard shields and objects so there isn’t much reason to bar the ability to better trap or impede movement so long as the drawbacks are upheld. The implementation process will go something like this: - I will likely demonstrate this in-game first as I have always self-taught new Arcanism feats as a way of adding them into the world. - Tier 5 Arcanists who come across this knowledge IG may then make a new MA for Celestial Arcanism if you have tier 5 Arcanism. - Celestial Arcanism does not take up a magic slot but rather fills in your other mastery. So instead of having two tier 5 magics, Celestial Arcanism becomes your only tier 5 magic. Due to this instead of having two tier 4 magics you will now have three tier 4 magics, and the final magic remains at novice. - You may then begin self-teaching each addition. I.E. you don't automatically learn these additions if you are Tier 5. TLDR; I know I know. Super long. Here you go: At Tier 5 Celestialism can be learned. Melding allows shared spells between Tier 5 to lower tier Arcanists. A type of coupling/circling (see lore) Celestial Aura is the mastered Aura and allows the imbuement of Arcanist Stones (w/ the use of enchanting as well) and crystal gardens. Celestial Familiars are a docile type of voidal horror (see lore) that can be bound and given a physical form. Mostly just aesthetics to allow greater customization & interaction via the use of Arcanism. Credits to: BrandNewKitten, because I wrote this lore like 5 times. Charcoal for story-boarding with me through the renditions and being on my two person dream team. Mephistophelian for his assistance on all things arcane.
  5. Celestialism - The augmentation of Arcanism Concept inspired by writing by Charcoal1, Dark Souls 3 & Final Fantasy 12 Arcanism, the beginning of it all. A magic largely undefined by the natural elements and left to the mystery of the void. Through the ages more and more control has been gained with the magic through the efforts of two mages. The first being the original Arcane Mage who gave the descendants the ability to cast the first mundane spells. The second an elf who would claim the title of the 11th Arcane Mage and usher in the age of the Arcanist. With the uncovering of the Prism Stone light itself would become a bounty for magic. The Prism Stone A single stone uncovered, it's power unknown until now has lead to the future of Arcanism. The Prism stone was unearthed from the sands where countless years of hot shifting sands polished it until it was completely translucent, it's angles cut by nature to the level worthy of any legendary smith. However this was only the end of centuries of process. Unknown to man, nor known to gods this prism stone made a pilgrimage four times. The first pilgrimage was its birth, in the depths of the world. The implosion of a voidal node caused volcanic plumes and earthen material to collapse in upon itself. The resounding blast uncovering a multitude of crude prism stones, much larger and more numerous than the current stone, from their bastion of rock, only to exude the brute voidal power for years to come. Here it was imbued with the abyss. It's second pilgrimage came when the oceans filled the abyss. So deep was the trench that swallowed the prism stone that the only light that filtered down came in thin streams of lavender moonlight. The chasm rebounded with the minuscule amount of light like a multi-surface mirror all angled at the prism stone. Here it was imbued with the twilight. It's third pilgrimage came when the oceans that swallowed the abyss finally dried up. It was here that the stone laid dormant for years beyond count. Only to finally be dislodged by a stream of falling meterorite. The withered body of water was compounded by the cosmic rock, the stone being fractured to pieces and flung all around. It all resounded with blue filtered light, the sky-rocks compacting into themselves . Here it was imbued with the crystal. The fourth pilgrimage came when the stones were blown by heat and wind, slowly melting into an ocean of sand. The shifting sands slowly buried the artifacts and allowed time to give its due process. Here it was imbued with radiance and its pilgrimage came to rest. The Stone Today; The Stone itself possesses three qualities. The first of these is that the light that moves in its core reacts to the movement of beings around it. As a Descendants walks past they may note the light following them across the space around it. Powerful mages who has particularly thick auras may even cause a little of the light to leave the gem and arc toward them, almost magnetised by their presence. The second quality, is that noise is incredibly dull when standing near it; a sphere of influence can be seen that causes the light to warp in myriad ways. Stepping into this sphere is similar to being underwater, with all noise coming very slowly and always distorted. The last and most important aspect of the Stone is the fact that an arcanist can reach within, using their own evoked energy, and borrow a little of the power it holds. The kind of power that may be gleaned changes with the state of the sky above; that is not to say the other forms of energy have fled the gem, only that they have been forced deeper into the depths of the stone. When none of the specific times of day are currently passing, the stone exhibits properties of all four energies within or when outside of direct, natural light, will appear muted and mundane. Arcanist Stones Mana gems of varying size can be imbued from with an augment from the Prism stone and thus allow an Arcanist to imbue a single spell with its properties. While the Mage may find finite resources for this spellcasting the results allow them to imbue Arcanism with exotic behaviors. However this comes at the cost of the mana gem which is quickly destroyed by the foreign power within it. Imbuement With the Prism stone placed on an alter so open to the elements that light might always find a way to bend within it a Celestial Arcanist may begin their craft. To imbue a mana gem an Arcanist must channel Arcanism into it while touching the gem to the Prism stone. Depending on the level of light the Prism stone will react differently and imbue it with one of four augments. On the darkest nights when the moon lay cloaked by clouds and the lands covered in a pitch black film the stones imbued will be with the abyssal augment. On nights when the moon is at its peak and the land is illuminated in twilight will the stones imbues will be with the twilight augment. When dawn breaks and the realm gleams with dew the stones imbued will be with the crystalline augment. Lastly when the sun beats down heavily at its peak of the day the stones imbued will be with the radiant augment. Imbuement is something entirely separate from the spells Arcanists have devoted their study to and thus require renewed training. Those few apostle of celestialism find that their imbuement often fail as they focus their craft. Along with training to augment spells the mage must also become acquainted with mana gems, their functions and their requirements during the imbuement process. Most any size of mana gem can be imbued however the size of the gem is directly reflected in the size of the spell cast. A large gem cannot cast a small spell and a small gem cannot be used to cast a large spell as an arcanist stone will always exhaust itself until it is destroyed. Another attribute to note is that the caster’s aura color does not come into play due to the process of imbuement. Instead the color of the spell varies from augment to augment. While imbued gems may be used to augment the Arcanist's spells it is not without cost and should the Arcanist perform spells using celestial augments they will find their mana still used to activate and cast the exotic spellcraft. Greater Imbuement- the acquirement of the highest tier of gem; Experienced users have the ability to create imperfect replicas of the original Stone. Even before this process may be begun, many hours of meditation within the Stone’s power to acquire a higher knowledge of exactly how it functionsl. Once this has been complete, the gems may be set adjacently to the Prism stone on an altar similar in creation to that upon which the Stone itself sits; being open to the sky is incredibly important, in that the gems must receive a similar process of tempering to the original and only the rarest of materials will make adequate stones. Beginning on a night that brings forth the abyssal aspect of the Stone, the arcanist must meditate and summon a large amount of arcane energy. This cloud is then allowed to wash over the stone for hours on end, a crude mimicry of the energy gathered from the voidal node that the original thrives upon; by the end, the arcanist will surely be exhausted. Moving through the same cycle the Stone did (abyssal, twilight, celestial and radiant) the arcanist must complete this process for each of the other aspects. It is likely that this cycle must be repeated at least twice before the new stone is complete. The appearance of the new stone is up to its creator, and it may appear in whatever form they so desire as long as it adheres to the aspects of the original. Usually the stone retains much of its inherit natural state as one cannot take one incredibly precious gem and imbue it to be another however it is in this process that these replicas often turn a shade of the caster's aura color. The imperfection of these replicas lies in the fact that much like the gems from which they were crafted, they only attune themselves to one of the aspects at a time. This may be changed when the stone is brought back upon this mock altar, through another process of meditation and arcane bathing. These mock stones allow for the greatest spells in an arcanists arsenal to be unleashed in a celestial form, and moreover, do not break upon being used. However, much like a mana gem used in enchanting, they must be recharged by again, taking them to their respective altar. Instead of using a high tier spell, many lower tier may be used instead; it should be noted however, that the replica will expend all the power it currently holds no matter what set of spells are used. Much like a fire set to burn, once the energy has been allowed to release, it will continue to do so until it runs dry. Augmentations: Crystalline-augment: Aqua colored Gem: Spells are cast much farther away from the body and always shatter & can pierce. Crystal-clear blue spells. Applies to: Projectile & Shielding & Weaponry Spells crafted from a Crystalline gem form in jagged, broken crystal shapes. Much of their translucency is lost and replaced by a glittering soft blue. All spells formed by this augment are solid but can lack durability when struck against larger blunt weapons such as hammers and maces. Once the arcanist stone’s power is used up either by naturally draining itself through a full duration of a spell or by being broken by an opposing force the spell will always shatter, sending shards of crystal in all directions threatening to harm unarmored friend and foe alike with the sharp piercing crystal. Spells from this gem are not cast from the mage’s focal point but rather from somewhere above them and tend to be called down upon the target like falling stars. Projectiles tending to be smaller shards while barriers erected from this gem fall like giant crystals that fracture upon the ground to block the path but cannot be rearranged or reshaped once cast. Weapons formed are extremely volatile to both parties and can be heavy depending on their actual size, weighing about half as much more than their ferrum counterparts. Abyssal-augment: Onyx colored Gem: Spells are tracked to their target and always travel along the ground. Slower but noxious. Black flame spells. Applies to: Projectile Spells crafted from an Abyssal gem latch onto their targets and slither across the ground in the form of noxious black flames. Though the trail that follows the spell only lasts for a few moments it is enough to cause nausea, dizziness, and general distortion to any who cross its path. Should the slow moving spell hit its mark the target would suffer the full brute force of the noxious fumes as the ebony flames would remain latched on for a duration, depending on the size of the gem used, and likely knock them out should they lack the willpower to repel the fumes. Likewise without an adequate gem the spell could perform meager feats and fall short of the distance required to reach its target. Spells also become incredibly difficult to see in the dark and though a target may be blocked the spell will tend to travel over obstacles to get to them, having no corporeal effect on any object. Radiance-augment: Ivory colored Gem: Spells are blinding, hot and very dispersed/radiant. White orb spells. Applies to: Shielding. Spells crafted from a Radiance gem are never anything beyond intangible motes of light. They are cast off and tend to not only illuminate larger areas but completely obliterate them in pure white hot light. While they lack any type of form they will temporarily blind all those around it as if they shared the energy of the scorching sun. Unlike other gems Radiance gems must be cast and then thrown before else the mage will be threatened by being at the center of its spell effect. Spells emit immense amounts of heat that is goes from being bearably uncomfortable at a farther distance to blistering at the epicenter of the spell. Barriers formed by a Radiance gem do not block physical attacks but rather erupt from an epicenter and expand outwards. The larger the gem the larger the area affected and the stronger the luminosity. Twilight-augment: Amethyst colored Gem: Spells are all completely smooth, solid and reflective like mirrors. Dark metallic gray. Applies to: Weaponry Spells crafted by the Twilight gem are sharp, fast spikes and gleam like metal, suitable only to take the basic shape of mortal instruments. The spell itself cannot be achieved until the fragile gem is crushed causing a weapon to be formed. This weapon is weighted and must be used manually but it can be thrown or used in tandem with other instruments such as bows. Spells have the enhanced ability to pierce through other alloys but tend to be made up of small thin spindly spikes. Likewise this gems can be activated without actually causing the spell to happen. In this active state they may be placed as traps but must be placed in a clear direction. The front face of the stone is where the spell is cast from, thus causing gems that are kicked around to miss their mark. Spells can also take the form of larger spike that can be held much like a rapier or spear would be. Spells crafted by Twilight gems also provide ritualistic use and can be used as chime-like objects that help induce meditation. When activated the spell causes subtle reverberations that induce tranquility and dull surrounding noise, scattering most sounds produced or if struck, no matter how lightly, can produce sound at a magnified echo. It is because of this that smaller gems are often used in the meditation practices and work well when in tandem with magics like cognitism. OOC: Arcanism is a subtype that I am always looking to do more with and I actually miss the required parts of magic RP and the reclusive nature that it sometimes pertained to. This mystical feeling has been largely lost on LOTC’s magic for many so this is aiming to deal with that & set up a ritualistic atmosphere for any current or future Arcanists. First off this takes up a magic slot (though maybe it shouldn’t?) Just like how other subtypes have many different available assets the goal is to give Arcanist’s that same ability without having to break from the mold of being an “Arcanist.” The cost of using these imbued spells is on a one-to-one ratio and each time a spell is cast it requires the use of an imbued mana gem, all of which must be crafted previously with the Prism stone. While mana gems supplement the mana required to cast a spell a mage using celestially imbued gems must use their mana to activate the spell which can vary depending on the gem's size as well as using mana to imbue gems. The Prism stone is a rare artifact that only exists by chance and through an aging process is highly magical in nature. Celestialism deals with learning how to use this stone and all its exotic properties but also the act of imbuing mana gems with its power. Arcanism simply becomes the catalyst for the process and knowledge of it is required to shape spells using celestial gems. Since mana gems are not a craftable item in LOTC it is recommended that rare minerals such as iron, lapis, gold, emeralds and diamonds are used in its place. Their strength going from weakest to strongest in that order. TLDR; Prism stone makes dispensable gems that Arcanists can use for altered, but limited, casting effects. My initial question is should this be apart of Arcanism as a whole, its own subtype like atronach forging or something achieved with the combination of transfiguration and arcanism. I'm mostly looking for feedback regarding this aspect. Written by BrandNewKitten & Charcoal1
  6. -= The Legacy of the Thar Bloodline =- -= Iatrilemar Elervathar =- Basic Information Nicknames: Iat, The Caretaker, The Lynx Age: He was 16 when he left Aegis. He looks to be 18-20 in appearance. Gender: Male Race: High Elf, Mali’aheral Description ( A more natural-looking piece done by a friend and pixel art by me) Height: Just over 6’ Weight: ~140lbs Body Type: Small, wiry Frame & Slim figure but incredibly well toned muscle definition for his petite size. Eyes: A stark aqua blue. Hair: Wavy, curly white hair. Markings/Tattoos: A faint scar of an Ouroboros on his left palm. Indistinct, small scars on his back. Personality: Iat is socially awkward but means well. The times he is abrasive are not out of spite but out of the lack of ability to read social cues. He is narcissistic to a fault and thus is often seen as shallow or even child-like. Apart from this he offers a great amount of wisdom and holds a subtle but enormous power behind his words. He is often quiet and tends to say too much when he does speak. More than anything he yearns for adventure and action in his life. He despises sitting around and often battles with boredom. When tending to his own people, the mali’aheral, he takes on a much more Empirical nature and often chastises them for the little things. He believes that all mali’aheral should be continually striving for progression in all aspects of their lives and thus holds them to a much higher standard than all other races who he comes off as quite nice to. Life Style Alignment: Nuetral. Perhaps neutral good Deity: Iat believes that deities do exist and finds it silly when people deny that fact. However he simply sees deities as beings that have gotten a head start in accruing power and thus should are not figures that should be worshiped. The Creator, on the other hand, is a complete myth in his eyes. Alliance/Nation/Home: Haelun’or. Order of Magi Title(s): Maheral/Malaurir. The Lynx. Archmage of Arcanism. Arcane Mage Special Skill(s): He has two special skills that are non-magical. The first is a skill he has had much longer than he has had any magic. He is an experienced acrobat. His other notable skill is his designing skills, specifically in interior decorating. Flaw(s): He suffers from paranoia but trusts his friends to a fault. He is narcissistic. He can suffer from mental outbreaks and sometimes cannot control his magic. He has never slain any mortal descendant and thus tends to avoid absolute domination in combat. Magic Current Status: Arcane Prodigy. Not only reinventing an entire lost art but simultaneously discovering another. He is described as a true “Void Mage.” Meaning his magic is more connected to the actual concept of the void. Arch-type: Arcane Sub-Type: Arcanism, Voidal Shifting, Voidal Translocation, Warding Rank: #1 Arcanist t5, Voidal Shifting t5, Voidal Translocation t4, Warding t3 Weakness(es): He cannot outright block mental magics or anti-magic. Strength(s): He has two “forms” one is tank-mage where he focuses mainly on supporting himself and his allies with his mastery of shielding. The other is mobility-mage. Iat is rather quick, doesn’t carry much weight and has a combination of quickly casted spells that allow him to lay down impressive firepower while evading oncoming attacks. Along with this he stores a variety of true weaponry that while he is not a master of he can access should he need. Weaponry Fighting Style: With actual weaponry he uses shortswords. Trained Weapon: Shortsword. He is rather bad in other weapons. His Story
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