Celestialism
(The contents of this page are NOT common knowledge)
"If he does nae shut his geggy mah hammer wull fall nae ainlie oan his heid bit oan his hame."
History
Introduction
Celestial Magic has an interesting history, caused by an unhealthy obsession. Humans are naturally fairly charmed by the beautiful, angelic-looking species that are the Empyreans but one apprentice blacksmith found their beauty so infatuating she wanted to become one. Born and raised near an Empyrean enclave, Milva Jicasqen often watched groups of Empyreans coming and going from their zone. Their beauty was so striking to her that she eventually concluded that all things should look so angelic and she would find and guide the world onto that path. Old fool Ophelius and his journal was found Ages ago, its secrets brought into the light by those who wished for a fraction of the power he displayed, she would try her hand at delving for such a power.I wish for nothing more than a world filled with such beauty.
Milva meditated until she could leap into the Primordial Dream at her own will, swimming through the shifting images and ideas. To this day the main belief of how she found the Pillar of Matter in the vastness of the Dream is due to her mania for all things Celestial affiliated though some believe it was a simple chance. Regardless of how she found one of the Pillars of Creation, the young woman was taken in by its beauty and before long bound herself to the majestic-looking Pillar before her. When she returned to reality the first thing she did was ignore her smithing duties and try to experiment with her newfound connection, to see if it was the power she needed to make a world that would take the breath away from any being. She first tried to alter her appearance, concentrating on her hair and visualizing a new form but found that nothing happened. She then tried to alter her eyes, glancing at her reflection in a lake but again nothing happened.
Why? Was all that time and energy for naught?
The young Forger did not have much time to be frustrated by the lack of results before her name was called by the blacksmith training her. Quickly, she made her way from the water to begin her chores, the first of which was the smithing of a simple belt buckle. As she began the forging process Milva concentrated on the task, on the sound of her hammer hitting the anvil. She visualized the finished dagger in her hands and suddenly, next to her, made of bright celestial essence was a belt buckle. The appearance of the object reminded her that she had not left the Waking Dream but more importantly that her effort was not for nothing. Tossing her hammer aside, the human woman connected some loose points in her head and tried to create a boot. Concentrate and visualize. A singular boot made of the same celestial essence appeared, this time in her hand.
Creation at my fingertips…but this is not what I wanted.
The blacksmith grew in power as she did in age, eventually becoming a smith for the Demi-Celestials near her. She aided them on their ventures, utilizing the magic she had nurtured over the years. When asked by the Empyreans how she achieved the powers she had, Milva willingly explained her foray into the Primordial Dream. The reasons why she initially did, are secret. Ultimately, she died never having achieved her dream. The battle was hard-fought and in her final moments, she summoned thousands of weapons before launching them at the Cult of Kindred before her.
In these final moments, I fill the world with the beauty of my creations.
The Pillar of Matter
The Fourth Pillar of Nine rests at the highest of the planes, sitting near the plane that sits atop the World Tree- the Lawful Celestial Conclave. As one draws from the Lawful Pillar, they will start to harness celestial essence. Manipulation of the pillar requires three things: Connection to the Pillar of Matter, visualization, practice and concentration.- Celestial Essence, a slow mass of raw unformed matter within the Pillar of Matter that allows for the production of creation-based spells.
- Connection to the Pillar requires a character to be familiar with a crafting process.
- If a student is being taught, the Teacher must be the one to perform the Roleplay of one’s initial connection to the Pillar of Matter.
- If a student is being self-taught, a Senior Lore/Event Team Member must be the one to perform the Roleplay of one’s initial connection to the Pillar of Matter.
- The initial connection can be any sort of vision/dream, so long as it relates to the Pillar and Magic sought. This roleplay should be meaningful in some degree to the one being taught.
- It is entirely possible for one to fail their attempt at connecting to the Matter, infact, without a teacher the success rate is often considered insanely low. It is very common for people to leave the trial within their mind with egregious tear damages, memory loss, or in some causes heart failure. One does not trifle with the Primordial Dream, and one can't bring anyone with them besides possibly their teacher.
Waking Dream
In order to actually cast any spells, a Spellcaster must enter a Waking Dream. This takes the form of a ‘Connection’ Emote, where the Spellcaster must remain stationary and focus upon their connection to the Pillar of Matter. Their connection will strengthen and their mind will drift partway to this Pillar, causing them to enter a trancelike state where their eyes begin to glow. They remain in full control of themselves in this state, but will become numbed to fatigue and emotion until they leave it. This numbness to fatigue does not mean it doesn’t exist however, from time to time causing the unaware Spellcaster to cast beyond their limitations without being aware of it, tearing themselves apart. -=-Mechanics
Physical Limitations
A connection to the Pillar of Matter is what allows an Enigma Mage to practice the magic of a Celestalist. This Pillar of Creation places as much stress upon the body of the Enigma Mage as some others may, as a result allowing them to forgo any degradation of their physical bodies. This does not mean, however, that they are entirely without limitations in the use of their magic and combative prowess - For the act of connection does place enough stress upon the body that the weight of wearing armour strains the Spellcaster’s use of magic, limited in the following ways:- The wearing of No Armor allows an Enigma Mage to cast Master level spells.
- The wearing of Light Armor limits an Enigma Mage to Expert level spells.
- The wearing of Medium Armor limits an Enigma Mage to Adept level spells.
- The wearing of Heavy Armor limits an Enigma Mage to Basic level spells.
Matter Burn
Matter Burn is what the illness on a Celestalist’s body is referred to, a growing burn scar that eats up from their fingertips along with reducing body strength. These burn scars are what many use to determine if someone is a celestial mage or not while the rest of the body remains the same in appearance. However, as a Forger grows they find that utilizing properly made objects does not feel right as well as Essential tremors when holding one. This does not happen with objects that use Celestial magic.- The exact negative effects of the Pillar's burn are left up to be aesthetically RP'd however the Magi wants. HOWEVER, these effects cannot have any form of positive effects, and they MUST follow the proper guidelines which are specified below no matter what. The explanations IRP as to why one's character cannot preform such is up to the Magi themselves to freeform and decide. LT may step in and enforce downsides if it looks as though one is trying to skirt the negatives.
- A Basic Spellcaster suffer the least from Matter Burn. Their suffering comes from burn scars along with their hand. These are generally minor in severity and hardly ever noticeable.
- An Adept Spellcaster have been practicing the magic for a longer period of time than a Basic Mage, though this comes with a cost. At this point in the magic, the caster’s hand and body shake slightly when using normal objects alongside properly burn-scarred fingers.
- An Expert Spellcaster now deal with the true problems of the Matter Burn as their hands shake so much while using things not made by the magic that they use Conjure Tool constantly to live a normal life. The burn scars cover most of their hands at this stage.
- An Master Spellcaster have it the worst of all as the Pillar saps the last of their body strength, adding a -1 blockspeed to any armour worn not of the magics making. The burn scars cover all of their hands. Burn no longer gets any worse or any better unless the magic was to disappear from the mage.
The Four Ranks
To judge the progression of an Celestialist Spellcaster, four Ranks are given in accordance with the base magic rules. Basic, Adept, Expert, and Master spellcasters. A Spellcaster must abide by their Rank for a minimum of Two Months, allowing them to become a Master Spellcaster at six. If they are being self-taught, this instead turns to a minimum of Three Months per rank, nine until they are a Master. Each Rank achieved grants the Spellcaster access to a new use of their magic: (T1)Basic Spellcaster | Conjure Apparel, Conjure Tool, Change Quality (T2)Adept Spellcaster | Conjure Weapon, Repair Object (T3)Expert Spellcaster | Conjure Armor, Change Rarity (T4)Master Spellcaster | Larger/Group Conjuration -=-Magical Abilities
This magic of the Fourth Pillar is one of concentration and visualization. It requires both extensively to properly utilize and efficiently expel their Tear. To create an object takes the ability to visualize what will appear and practice. It should be noted that a Basic Forger will conjure objects of pure Celestial Essence, appearing as shaped gold light. As a Forger grows the appearance of their creations can change to appear as they wish.[ Conjure Apparel ]
Rank: 1 | Emotes: 1 | Tear: 0Desc: The most basic of creation magics a Forger will learn, is the ability to create cloaks, boots, hats, rings, plates, forks, etc. Mechanics:
- A Forger can focus and with a flick of their hand conjure an object to their hands or within (Tier + 2) blocks of themselves. They must emote the size of this object (and therefore who it is made for) as well as its design.
- The object remains in existence for as long as they require.
[ Conjure Tool ]
Rank: 1 | Emotes: 1 | Tear: 5Desc: Another basic creation magic. A Forger can conjure useful tools or miscellaneous objects to aid in their circumstances. Cages, ammunition, and floating platforms are among its uses. Mechanics:
[ Change Quality ]
Rank: 1 | Emotes: ~ | Tear: 2+Desc: As a Forger conjures more and more they will slowly be able to start carefully increasing the qualities of their creations. Every time these objects are used or harmed they lose their overall quality. Mechanics:
[ Conjure Weapon ]
Rank: 2 | Emotes: 1 | Tear: 10Desc: Upon reaching a higher skill level Forger may create light, medium or even heavy weapons. From bows to swords or crossbows. Mechanics:
[ Repair Object ]
Rank: 2 | Emotes: 1 | Tear: 10Desc: By weaving the strands of matter around their body and into a broken object or creature a Celestial Mage can temporarily repair it. Mechanics:
[ Conjure Armor ]
Rank: 3 | Emotes: 1 | Tear: 10Desc: After learning how to create their offence Celestial mages learn how to conjure their defense.They may create light, medium or even heavy armor as well as shields. Mechanics:
[ Change Material ]
Rank: 3 | Emotes: ~ | Tear: 10+Desc: A Master Celestial Mage reaches a stage at which they can shift the material in their conjurations from simple celestial essence. This however requires a piece of the material in its refined form on them or nearby for reference. Mechanics:
[ Larger/Group Conjuration ]
Rank: 4 | Emotes: 5 | Tear: 15Desc: After mastering the abilities that came before it a large Expert Celestialst can begin creating bigger things. The most common of large conjurations are large spikes, swords or hammers. Close seconds are cannons or ballista. Mechanics:
Forbidden Spells
The following spells are accessible by those who practice this magic, though are not included within self-teaching or normal-teaching guidelines, as they are not considered a required piece of the magic. These spells may be learned through events, and in theory through teachers as well, though by no means is it expected that a user of this magic is aware of even their existence. These are the ‘Forbidden’ Spells, acts of magic incredibly powerful and potent in nature, but all at once consuming all 100 Tear a Caster may have, and ripping them into the Primordial Dream. These spells are devastating to both the environment and the user, for to cast one is to die. As a final note, these spells are rumored to grow more powerful from time to time, if used in the right circumstances. Exactly why is unsure, but a popular rumor foretells that the gods will gaze down onto these self-sacrificing Mortals in their time of need, and turn their fading embers into a roaring inferno should they deem the Mortal to be worthy. In practice, this allows ET’s to emote the Spell Effects as they please.[ Shen Long’s Gate ]
Rank: 4 | Emotes: 10 | Tear: ~Desc: Named after the god of worship in Tiandiren lands, this forbidden spell on appearance seems to summon a legion of spears, swords, halberds and arrows from somewhere. In reality, the Celestial Mage is conjuring all of these objects at once. To those who witness the independent flash of creation on every object, a shiver of fear is almost sure to run down their spine. Mechanics:
[ The Giant’s Armament ]
Rank: 4 | Emotes: 10 | Tear: ~Desc: In contrast to Ryujin’s Gate, Giant Weapon is 1 giant object. It could be a sword, spear, hammer or arrow but it always falls from the sky to pierce or crush the ground beneath them. Alternatively one could conjure a shield to protect from devastating effects. Mechanics:
Summary
Celestial Magic exists as an attempt to give forth a form of combat magic that allows for the creation of equipment best suited to the current task. The culture of Celestial Magi lies within their ability to visualize the crafting process of the object and concentrate. In terms of general summarized redlines and other tidbits they go as follows:General Redlines
Artwork by Jessica Prando
Type: Magic
Rarity: Rare
Danger Level: Medium
Related System
Primordial Dream
Rarity: Rare
Danger Level: Medium
Related System
Primordial Dream
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