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  1. ~ Masters of Potential ~ Part 1: Arcanism The Official Canon Guide to; Written and developed by Sir K Andruske Not applicable ICly Overview Ch.0 Introduction Ch.1 Aura Selection & New Acolytes Ch.2 Introductions to the Specializations Ch.3 Further Learning: State of Energy & Casting Example Ch.4 Further Learning: Specializations Ch.5 Further Learning: Combining Magics, Atronachs & Celestialism Ch.6 Roleplay Examples Ch.7 Key Words Ch.8 Red Lines Bonus Album Ch. 0 Introduction Greetings reader and welcome to the codex of Arcanism. Below you will find a plethora of knowledge pertaining to all things Arcanism related. Warning for all viewers; The depths of the abyss offer unlimited potential to its visitors. Proceed with caution. The imagination. For many it is blocked up, clouded by self-made walls serving only to protect the mind from the unseen. To unlock one’s true power one must awaken their imagination. The arte of the unseen refers to the beginning days of Arcanism when but a few users inhabited the realm. The craft of sculpting arcanic energy into limitless forms, birthed from years of study. Arcanism at its core is a free flowing evocation of pure magical energy. Unlike its elemental counterparts it lacks any worldly element and instead mimics shapes and states of being based on the will of the caster and what they have studied. With the heightened level of Arcanists in the realm it has yet to be studied if each user has uniquely crafted spells they specialize in or if they borrow from each other and that most spells are already catalogued somewhere. Through the replication of magical energy the caster can form a wide arsenal of spells, the list growing as the combination of magical subtypes occur. Despite the size of this arsenal a caster is likely to only choose a handful of spells to master and to mark their individuality each caster’s energy they produce will take on a color unique to them. Their aura color is an inherent trait every descendent or similar being has and it is said the life events and experiences shape one’s aura much like it does to their personality so while auras may differ between people with similar personalities it is not uncommon for those of similar upbringing to have similar auras. For the sake of future teaching and organization the arte has developed several specializations distinctly different from each other. Art, Weaponry, Shielding and Projectiles make up the four basic specializations of Arcanism. Arcanic Life, Arcanic Atronach, Arcanic Enchantments and Celestialism make up the gilded specializations; those that require further involvement and multiple subtypes of magic. Ch. 1 Aura Selection and New Acolytes It is important to accept the aura color given to you and be happy with it due to the fact that it is unlikely to alter unless you go through extreme circumstances. Events that tend to shatter and reforge a person. Your color doesn’t have to exist as a single tone but rather on a spectrum. If purple is your selected color it is not uncommon for it to shift from violets to mauves to magenta even. So if you find that you are stuck casting that same shade of blue perhaps it is time to try a shift in tone. Aura is all around us, exuding from all things, only it is more commonly demonstrated in the mystic artes. As we burn the necessary mana to cast our spells aura is generated like smoke from the internal flame our bodies produce. Normally we do not perceive aura yet magi that have gradually mastered their individual arts tend to produce visible traces of it around their bodies even when not casting. Some beings such as Archons and Celestial Arcanists seem to be a step further in this regard. As a new acolyte it is important to find visible representation of this arte in the form of glass working and observing fumes from various sources. To achieve any spell in Arcanism one must first control the basic understanding of energy wisps which are the individual specks, or particles, that make up all your spells. Each day as you connect to the void in order to bring about these spells you will gather a few more specks, a few more wisps, until you have the power to evoke enough to properly manipulate. Ch. 2 Introduction to the specializations The four basic specializations are Art, Weaponry, Shielding and Projectiles. Each serves its own purpose but are not mutually exclusive in that regard. They are instead loose guides to follow and help developing arcanists find their niche. As a growing spellcaster you will soon find that you are drawn to perhaps one or two different classes within Arcanism but do not want to feel restricted. As you mature in this magic your proficiency with a single spell will grow as you use and meditate upon it more. Meaning while it is unlikely that you will master every shape and spell you are able to relearn, reteach and practice any spell to become proficient in it. The first class, Art, has the attribute of flow and focuses on free-formed shapes of energy. Usually reserved for more ritualistic applications of Arcanism that happen outside of battle seen by many as performances, often including dozens to hundreds of intricate shapes and patterns pending the skill level of the caster. Contrary to this the class of Art can be applied to battle in several less direct uses such as hazing, the act of clouding vision with energy wisps, and streams, in which the spell takes the form of fluids used for controlling distance on the battlefield. As an acolyte your spell are likely to be small intricate patterns and mild hazing of an area. Weaponry refers to the act of evoking replicas of weapons in energy form and has the attribute of strike. Any type of weapon can be replicated upon further study of its details yet this does not give the caster the knowledge of how to wield it. An inexperienced weaponeer will likely forget to solidify their spells, causing them to lack the basic durability to withstand even a single blow. Yet as they begin to master their craft their swords become as hard as steel as well as naturally parrying blows. When struck the weapon grows close to shattering but the opposing blade or object will suffer from the concussive force applied through the spell. With even greater mastery can an arcanist forge a magic blade as sharp as steel that never dulls, At least until the spell fails a few hits later. Many spellblade that follow this path find the size of the weapon gradually increases as they gain knowledge and power. As does the length at which they can keep it formed and the amount of strikes it can take and deal. The third class, Shielding, has the attribute of balance and is the most difficult of the four beginning classes. A shielder must not only become acutely aware of how their mana is used to maintain a constant barrier of energy but also how they manipulate this energy all at once in order to form a completely solid, battle-ready shield. A shield that is lopsided with all its energy being dragged to one side leaves its form in a state of fragility. Those aware of how shielding works have come to understand and seek out this function of balancing energy and those who shield gradually become aware of how you may not only spread the field of energy out evenly but move it around to bolster specific spots, given one's reaction time is fast enough. Should an enemy strike another spot instead the efforts backfire and the damage dealt to the shield is increased. A beginner to this class will work on maintaining small disc sized shields before moving onto non-round shapes and barriers that adhere to all gaps. Possessing the attribute of speed is the fourth class, Projectiles, for it is both the easiest and most challenging class to conquer. Arcane Missiles are the basic spell upon which all other spells are built on. A loose ball of wisps forcefully compressed together that will explode and cause concussive damage upon impact. It is not uncommon for even a beginning magi to evoke multiple missiles at once nor should it be taken likely when a master summons a barrage towards your location. Projectiles gain strength as they gain size and take several different forms with similar, yet magnifying, effects. From arcs that travel in a curved line towards a target to a ray called down from the sky projectiles possess the power to obliterate those unprepared. Though for a beginner a few missiles is likely to wear you out. With any class it is important to know your limits. You will grow and grow but to push beyond your growth is to risk death. Patience is just as important as any other attribute. It is also important to discover who you are as a mage and what spells fit well to your style of life. Ch. 3 Further Learning: State of energy & casting example Arcanism can take on any physical form from solid to gas but it is constantly seeking to disperse into tiny fragments or energy wisps. Anything and everything you make is essentially made up of millions of tiny tiny wisps. So if you were to conjure a blade made purely of arcane energy it could take a more gassy form and break easier or it can be made into a solid that matches your finest iron-made sword. If you were to swing the arcane blade and hit something it is likely the arcane blade would shatter back into all those tiny wisps if your spell is beaten back or cannot outweigh the physical force being returned to it. Energy wisps can be concentrated or spread thin to mimic any state of matter whether it is a fluid, gas or solid. The more solid the spell the harder it usually becomes stronger but harder to maintain. The less solid the spell the more able one is to continuously shape it though doing so also expends more mana. The magic wants to be free and unrestricted which is why non-combative use of the magic is often more expansive. When you are shaping the magic keep in mind the density of the object you are forming. Arcanism has a neutral temperature and does not mix with other evocation. Meaning you cannot mix it with fire evocation to make blue/green/rainbow flames. It can surely take the shape of fire though, and will not burn or be hot. The evocation is also neutral room temperature bu one thing it possesses is a glow. It illuminates the area around you and can create bright flashes when large spells explode. When struck against something the evocation might shatter; In the event of this I like to describe it as a visual explosion meaning it looks like an explosion but the temperature doesn't change as the word implies. What it does do is cause a knock-back and blunt force trauma against whatever it hits. This is referred to as the concussive force of the spell. The more solid the evocation the more concentrated blunt force that is applied. Arcanism’s main two attributes are concussive force and ingenuity. The act of exploding can be a brutal tool in the mage’s arsenal but suffers from the lack of any elemental attribute. Smaller spells and spells with lower mana cost also do not cause as much blunt force. Due to the potential of the magic to outclass anything in terms of physical force many casters are quick to take the offensive in battle. In battle where a fire mage casts their fireball to launch and burn you create physical spells to negate or create physical, impact damage. --- Arcanist evokes energy into their hand. -> Energy builds & pulses -> Energy is released into an arc that trails to it's target -> Target is hit and is knocked to the ground -> Target suffers concussive damage. OR --- Arcanist brings both hands together, energy accumulates. -> Energy continues to build. -> Energy begins to be formed into a shape. -> Energy forms sword, its point briefly sharpened. -> Arcanist manipulates sword to fly and stab towards target. -> Target is mage and is run through, the sharpened energy blade piercing the unarmored individual before fading away, having been broken by the impact. The most important thing to remember is the size of the spell. The larger the spell and the more solid it is the more mana that is being consumed. With that we will break Arcanism down into four specializations to better clarify the different things this magic can achieve. Projectiles, Shielding, Weaponry, and Art. As an initial progression I would pick one specialization at a time. Each Arcanist is unique because your proficiency in each specialization are separate from each other. Ch. 4 Further Learning: Specializations Specializations Projectiles, Shielding, Weaponry, Art Arcanism -> Projectiles Projectiles are the main ranged arsenal of arcanism and can be shaped into many different things. Projectiles almost always have a gas-like form which is what allows them to be projected more easily. Smaller spells create less force, explosion and knockback while larger spells create more. Arcanism spells are rarely one-hit KO and often require repeating spells to incapacitate your foe however they are seen as concussive spells that deal concussive damage. Here are some examples of projectiles; Missiles: Small. Most basic spell. They can be shot off but are weak. Casting a multitude can be effective. They are also easy to control and require little mana to cast and manipulate. Orb: Small. Orbs are a step above Missiles. They are shot slower but give a much greater impact. These are not perfectly round and give off a misty-wisp aura. Tend to shatter like shields. Bolt: Small. This is a quickshot. Expends more mana, is singular but is stronger than other small spells. Disc: Medium. Discs are semi-solid. They are essentially small thrown barriers. They have less explosion but more impact if they hit their target. They do not shatter like shields but can be thrown at angles. These are not quite barrier discs and offer no protection. Arc: Medium. Arcs are trails of energy that curve through the air to their target’s initial location. They are hard to track and look like a line of energy as they travel through the air. Speed matches the bolt, causes an impact equal to an orb but does not seek out its target if it moves and cannot be swayed from its path once fired. Beam: Large: Strongest knockback spell. Creates larger explosion field and will likely hit multiple targets. Longer charge time and fires only in a straight line. The spell will keep going until the mana expended is used up. The farther the beam goes the more mana is used and the less impact it has. Ray: Large: This is a closer range skill. The caster evokes a large amount of mana in the air and calls it down like a pillar onto it’s target. This has longer casting time and requires the most focus to use. Arcanism -> Shielding Shielding is much like ice in water evocation, only much stronger. It is possible to evoke solids, sometimes taking on the shape of barriers and shields. These shields are all translucent which means you can see clearly through them. These barriers are based off the balance of a character. It is quite the feat to be able to hold a solid, let alone watch in amazement as the translucent barrier of magic rebounds incoming physical attacks. Sometimes Arcanists will only use shielding as their form of combat. These barriers can be cast as entire bubbles around individuals and can be used to bash much like a material shield. However it goes further! With this specialization an evoked shield will actually stand toe-to-toe to a real shield and in many cases dominate a clash of shields. Sometimes if the shield shatters it will momentarily remain to send glass shards which can cut those adjacent. Shields take up mana per second for as long as they are cast. The larger the shield the more mana that is being drained. Here is the tier of balanced based on initial mana consumption; Disc: The disc is the most balanced and simple way to keep a solid from degrading back into gassy wisps of magic. It can be expanded to cover a wider field of defense. Flat Shield: Usually used to cover a small area of space. For example it can block a doorway or passageway. It costs more mana because melding to surfaces requires more concentration. Bubble Shield: A full shield around the caster and possibly allies depending on the size. Bash Shield: Requires shield to be already cast. Shield is flexed or moved to physically hit another object. This creates drastic stress on the shield but imposes a large knockback effect. Pulse Shield: This is the only exception in this specialization in terms of solidity. The caster evokes a field of energy directly around them and shoots it out like a shockwave. It can knockback but is not solid. Less effective than a bash but costs less to cast and does not require a shield to be evoked. Trap Shield: A bubble shield that is placed over another person. Caster may decrease the size of the shield to compress onto the target. Shield will cause medium amounts of pain from compression but will eventually break, leaving the target largely unharmed. If the target presses back the shield may shatter. This is used to hold someone but it cannot be used to kill someone. ie- you can't put a shield over someone's head to crush their skull. Your shield loses in this regard. Dual-Shielding: A caster may cast up to two full bubble shields, splitting the entirety of their concentration in half. They became more stationary and the shields have issues moving. Likewise the same effect can be used on a larger multitude of smaller shields. Colossal Shield: This is a spell saved for events and is usually a key moment that comes from specific instances. The Colossal Shield is a shield that expands to cover a wide area. Sometimes a single home and sometimes an entire city. Likewise a Colossal Shield can be created and fueled by more than just one Arcanist. Two or Three Arcanists who have specialized in Arcane Shielding could hold an entire city from conquest for much longer than one could alone. The mage becomes completely stationary and usually will enter a deep meditative state in order to channel the spell. The large amount of mana expunged to fuel the Colossal Shield could leave the mage incapacitated for hours if not days if they allow their entire supply of mana to be used Arcanism -> Weaponry Arcane Weaponry are spells to take on a replica of a regular weapon but with the added benefit to cast weapons as projectiles at the cost of lack of durability and mana cost. A mage can either hold the weapon or shoot it at their foes. They are described as ethereal and are surrounded by a thin veil of wisps, small traces of excess wisps. Weaponry is easier to move around with than other spells and an evoked weapon is weightless to the mage (but equal to an iron sword to others) due to it being made of pure magical energy. Weapons cannot be incredibly detailed and their form is in between the projectile and shielding specializations in terms of density and because of this they are dull and are highly ineffective cutting weapons unless casted by a master to maintain sharpness for a few hits. Impalement is still a possibility though no arcane weapon will be better than an iron weapon. Multiple weapons at once is also possible but the mana consumed is multiplied and like shielding it costs mana to maintain the spell. If a weapon breaks it does not explode or shatter. It simply dissipates. It is important to note that this list can be much more expansive than the other combat oriented specializations. Larger weapons or ones that have a less static form cost more mana. All weapons have up to five hits which means they are no substitute for a real weapon. It is important to note that while a weapon can be cast away from it's caster it can only be done so by throwing it like a projectile. It does not act as a summoned pet that can attack like a conjured summon. All weaponry can be sharpened upon greater feats of focus but only maintained for a handful of hits. Here is a list of weaponry; Tools: The only spell from this specialization that breaks the form is Arcane Tools. Examples being plates, pots, tongs, cups, umbrellas, etc… The tools take on a more solid form that can capture liquid if necessary. If hit they break back into their fluid form. They fade away after use. Sword: Small-to-Large. This includes daggers to greatswords. Not sharp on its own but can be used in multitude to attempt to overwhelm an enemy. Bow: Small-Medium. From shortbow to Longbow the bow shoots Arcane Bolts at a faster rate. Shooting from an arcane bow does not damage it like other weapons. Staff: Small - Medium. From spears to bo staffs. Cannot be sharp but can be thrown. Like any object it has a chance to impale or cause concussive damage to it's target depending on their level of armor (Iron iron would never be pierced by an arcane evo spell). Hammer: Medium-Large. You are granted more impact achieved but the weapons weight is accounted for in terms of mana cost and has even less durability. You can only summon one hammer at a time if it is a two-handed one and an arcane hammer can break in 1-2 hits do to the force needed to swing it adding onto it's already fragile frame. Whip: Medium-Large. A whip is an example of fluid weapon. It costs more to keep cast due to it’s ability to more freely move. Cannot bind target. Chain: Medium-Large. Similar in utility to a trap shield a chain can be used to disable enemies. While not as powerful as a trap shield a chain is faster to cast and can bind a target to a specific location rather than encasing them in a barrier. Arcanism -> Art The most fluid form of the magic and the most open to new creation. Arcane Art is largely used out of battle as the creations are largely non-harmful. The caster for all instances of Arcane Art enter a deep meditative state in the central location of their piece. Due to the lack of any solidity and the mage’s full concentration the piece can become expansive without spending too much mana. Here are some examples; Shroud: Due to the relative nature of Arcanism, it being different levels of condensed mana in the form of mist and wisps, it is possible for the caster to evoke a shroud around themselves to obscure vision. This cannot be incredibly expansive and works less effectively in open spaces where the magic has the opportunity to spread out. The caster can control this shroud but it is unable to cause harm to opponents. This is a specific use of a free-form spell. Installations: This involves casting patterns of energy that stem from them. These streams, rivers, streaks, and other formations can move along any surface without disturbing it’s placement. This spell is unharmful and is the main focus of the specialization. Imagination: Any other non-harmful freeform thing you can think of! Can’t effect anything with it but this specialization gives a lot of leeway so long as you abide by server rules. Ch. 5 Further Learning: Combining magics Further Learning: Conjuration --- Arcane Life & Primordials Arcane Life can both be used for combat and creative arts. It is not conjuration and the evoked forms of energy take on a shell of what it’s replicating. The form varies and depends on the mage to gather research about their imitation of life before they can cast the spell successfully. The imitation also lacks much of the specifics of original and is cloaked in a mist of wisps that can be described as ethereal. The imitation also takes on a very rough form of the imitation so where a conjurationist can give exact details an Arcanist can create a rough outline. The caster can fuel the spell and make the imitation like an arcane projectile but Arcane Life spells do not normally explode when broken unless you cast them to do so which causes them to act like a projectile. They dissipate like weaponry. Here are some examples; Sprites (Animal shapes): Any type of animal, though they lack any sort of detail of the animal they are mimicking. Instead they take on indistinct blob-shapes that are rather unique to this type of magic alone. They are dolls to be puppeted by the caster. They are mainly distractions but can also be flung like projectiles to explode. Using them in combat is more taxing in terms of mana consumption. Primordial conjurations are creatures of any form that take on the properties of energy wisps. These creatures appear as ethereal beings of energy. A cat made from scarlett energy, a minotaur made from azure blue, these puppets serve their casters. Guide: Conjuration Further Learning: Transfiguration --- Enchantments, Arcanist’s Blade & Atronach Forging. All spells may be bound to an enchantment if one is also an avid user of transfiguration. From making a blade expel a charge of energy to having a barrier maintained through a mana gem, transfigurationists give longevity to spells that constantly seek to be unwoven. Two specific iterations are The Arcanist’s Blade & Atronach Forging. Guide: Atronach Forging/Binding Guide: Transfiguration Further Learning: Celestialism --- Masters of Arcanism Celestialism is the act of gaining an aura that appears brighter, more visible and more intense to all but especially those attuned with the void, including voidal inhabitants known as Celestials. With this new found power Celestialists become the summoners of the realm existing to bring forth great magical beasts. While similar in structure to voidal horrors, celestials are docile in nature and are gifted corporeal bodies allowing them to exist within the realm so long as they are bound to their Arcanist stone. More reading on the Masters of Arcanism can be done here; Lore Submission 1: Greater Melding, Celestial Aura, Celestial Familiars, Crystal Gardens Lore Submission 2: Aura tracking, Shade and Blood magic effects, Celestial Guardians Guide: Celestial Familiars [More to be added] Ch. 6 Roleplay examples EX.1 Iatrilemar lifts his right hand, facing his palm out while taking a firm stance. Iatrilemar's palm begins to glow with a bright violet light which pulsates. His cheek twitches up, both eyes wincing. Soon the pulse quickens, more of the violet light gathering towards his palm. Iatrilemar reels back his arm and thrusts forward, expelling a beam of energy outwardly. The beam shoots out with tremendous force, becoming shallower and shallower as it travels through the open air until there is nothing left of it. Iatrilemar smirks as he lowers his hand, the light fading from his palm. EX.2 Iatrilemar sits in the center of a large circular room, taking a meditative position and closing his eyes. His breath drifts into a slight hum as he places both palms flat on the ground. Anyone watching would notice the soft light pounding into the ground. Iatrilemar opens his eyes and at once streams of violet energy spill from his palm onto the floor, flowing like open waterways across the stone. Iatrilemar turns his head the the right; The streams meander to the right before beginning to spiral. The same process is repeated by Iatrilemar turning his head to his left, the spirals now concaving into themselves. Soon the streams of energy fill the entire floor with mosaic patterns that seem to swirl with life. The room; an ocean of intricate twists and concaving swirls. Iatrilemar's palms slowly lift off the ground, his eyes closing once more. Almost as if in rewind the streams rapidly recede, snaking back to Iatrilemar before disappearing into his palm. EX. 3 Iatrilemar’s arm twitches, his arm raised. Iatrilemar narrows his eyes on the area just in front of his hand, adjusting his footing. Iatrilemar takes in a deep breath before a faint purple light emits from his palm. Iatrilemar exhales the breath as a small solid flat circle appears in front of his palm. Iatrilemar clenches his other hand into a tight fist as the circle begins to spread outward in all directions. The substance suddenly disperses as Iatrilemar falls over, incapacitated from fatigue. EX. 4 Iatrilemar holds up his hand flexing his fingers, glancing around to two adjacent trees. A glass-like shield sprouts from the epicenter of his palm rapidly expanding outwards in all directions. The shield continues to expand until it meets the ground and the two trees. The shield shakes violently as it melds to the flat surfaces. Iatrilemar smirks, his shield covering the entirety of the opening between the trees. --- Non-round shapes are usually harder to cast. Shields expand outwards from an epicenter and can meld to any surface to create a perfect seal. The rougher the surface the harder it is to maintain. EX. 5 (Starting off with the shield already evoked) The bandit brings his sword down against the shield. Iatrilemar’s shield shudders as the sword collides with it however the shield withstands the hit causing the sword to recoil off it’s surface. The bandit staggers back due to the recoil of his hit before charging once again swinging his sword down onto the shield. A small crack appears on the shield as Iatrilemar winces however once again the shield withstands the hit with the same outcome. The sword recoils. --- In this example the bandit hits the shield with a sword causing the sword to recoil. This is the concussive effect of Arcanism. The same effect can be applied to shield-bashing, weapon strikes and projectiles. Iatrilemar is also RPing his shield’s status so the other player can see. Example by spell list: Ch. 7 Key Words Arcanist - Practitioner of Arcanism Aura - The residue from exhuasted mana. Usually unnoticeable except in larger quantities, greater feats and special circumstances. Aura Color - Unique color designated to each individual's aura that affects spell color as well. Balance - Each spell has balance over its form. If part of it is struck the rest of the spell is affected as well, meaning a hole cannot be stabbed into a barrier without first breaking the barrier and the focus of the strongest part of the spell is directly influenced by the balance of the spell. Celestial - Docile voidal horrors that seek out Celestialists in order to be bound to the realm. Celestialist - A master Arcanist who has learned the advanced technique to summon Celestials. Concussive - Spells generate strong kinetic force beyond what is considered natural. Strikes from or against spells cause increasing levels of knockback depending on the size and magnitude of the spell. Energy Wisp - Each individual particle that makes up the spells in Arcanism. The unique magical element of this arte. Each exists as a speck barely visible that when collected together form a nearly-infinite variety of spells. Flow - The ability to change shape with ease. Shatter - Spells that possess solid attributes can shatter on impact. When they shatter sharp shards of the spell scatter in the immediate area, lasting only a few seconds before dispersing altogether. Speed - The ability to cast spells, usually smaller ones, in a hastened period of time or the storing of energy for bigger volumes to be unleashed. Strike - Spells specifically designed to hit targets directly and precisely. Voidal Horror - A voidal anomaly that enters the mortal realm. Ch. 8 Red Lines: Mental Magics still go through barriers. You cannot evoke armor. Roleplay Fatigue. No underwater capabilities. No stairs or elevation gained. Line-of-sight required. You roleplay your spells and their effects. Not your opponent. Bonus Album: I realize a few things may be missing from the new guide. Wording may change as well. Enjoy some pictures in the meantime. Link to your friends! If you find something you would like to discuss or you think is important to place on this guide let me know below.
  2. “ 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
  3. 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
  4. 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
  5. 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.
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