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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."
— Sundut Steelbuster; The 2nd Combatsmith
   

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.
  Forming a connection to the Pillar of Matter, however, is not an easy task. The prospective Spellcaster must not only begin with daily meditation, focusing each day upon the Primordial Dream until they find themselves capable of sending out their mind to it but also requires a background in some sort of craft, most commonly a smith but also carpenters, weavers, leatherworkers and even alchemist. On doing this intentionally they find themselves conscious of their dreamlike state, the world around them manipulating itself to each action they perform. This provides no benefit to the would-be spellcaster at this point, and is merely used to practice for what is to come.   At the same time, while conscious this future caster must study various objects, and their makeup. Once this is accomplished, they may meditate once again and project their mind into the Primordial Dream, and begin to search for this Pillar. The exact method of finding it varies from person to person; One individual may undergo a trial within their mind, testing their knowledge of the crafting before suddenly finding themselves connected to the Pillar. Another may travel through their memories to do the same. It could be anything, so long as it bears relation to consciousness. Upon completing this ritual, the now-Spellcaster may enter a Waking Dream.
  • 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.
Any and all spells cast by a Celestalist require at least one hand to be free or in exchange standing still. As such, if the Enigma Mage chooses to wield a sword, they must not wield anything requiring more than one hand, including a shield. A shield counts as Light Armor if worn by itself. Lastly, an Enigma Mage can be interrupted in their casting if the spell they seek is any more than 1 Emote in length, having to reply to any attacks on them more than a light slap before their spell could fully activate, be it taking the blow or dodging. If the spell fails to complete, it grants half of its Tear value rounded down, rather than the full.   -=-  

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: 0
Desc: 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.
  Redlines :
  • This spell is intended to be used for roleplay purposes and therefore these items should carry no uses for combat. Failure to abide by this can result in being blacklisted.
  • Objects can be conjured in someone else’s hand with OOC consent or hanging in the air.
  • If conjured in the air they either hang their immoveable or fall. This is decided by the mage at casting.
  • Objects made are by default Failure quality.
  • Objects made are by default Very Common rarity.
  • Multiple objects can be in effect at the same time but require their Tear expenditure to maintain and create.
  • [ Conjure Tool ]

    Rank: 1 | Emotes: 1 | Tear: 5
    Desc: 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:
  • 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 (Tier +1) emotes before requiring another 5 Tear to maintain for another (Tier +1) emotes. If not, it turns into sparkles and fades away.
  • Every time an item is used or harmed it goes down by 1 in quality. For example, an Artisan pickaxe swung or a Moderate ladder used will drop to Fine and Adept respectively. Then if done again down to Moderate and Cheap respectively.
  • Demi-Celestials/Celestials who practice Celestialism have the quality of their objects unaffected on their first use. After which they degrade like normal.
  • This is used to conjure ammunition and gunpowder.
  • Floating platforms can be a max 2x2 or 4x1 in size.
  • A Celestial mage can expend 6 Tear instead of 5 to create platforms as they move, 2 Tear for every 1 block they make. This creation and Tear cost lasts until the magi wishes for it to be stopped.
  • Redlines :
  • Objects can be conjured in someone else’s hand with OOC consent or hanging in the air.
  • If conjured in the air they either hang their immoveable or fall. This is decided by the mage at casting.
  • Objects made are by default Failure quality.
  • Objects made are by default Very Common rarity.
  • If an object is used at Failure quality it crumbles after another use and fades away.
  • Multiple objects can be in effect at the same time but require their individual Tear expenditure to maintain and create.
  • Platforms follow the same rules as regular objects i.e by default they are Failure quality and Very Common rarity.
  • Attempting to loophole the use of platforms can result in being blacklisted.
  • [ 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:
  • While conjuring an object Forger, can increase its quality at the expense of more essence, bringing on more Tear.
  • Cheap: +2 Tear
  • Adept: +5 Tear
  • Moderate: +10 Tear
  • Fine: +15 Tear
  • Artisan: +20 Tear
  • Every time an item is used or harmed it goes down by 1 in quality. For example, an Artisan sword swung or a Moderate shield used to block will drop to Fine and Adept respectively. Then if done again down to Moderate and Cheap respectively.
  • Demi-Celestials/Celestials who practice Celestialism have the quality of their objects unaffected on their first use. After which they degrade like normal.
  • This is used to conjure ammunition and gunpowder.
  • Floating platforms can be a max 2x2 or 4x1 in size.
  • A Celestial mage can expend 6 Tear instead of 5 to create platforms as they move, 2 Tear for every 1 block they make. This creation and Tear cost lasts until the magi wishes for it to be stopped.
  • Redlines :
  • If an object is used at Failure quality it crumbles after another use and fades away.
  • [ Conjure Weapon ]

    Rank: 2 | Emotes: 1 | Tear: 10
    Desc: Upon reaching a higher skill level Forger may create light, medium or even heavy weapons. From bows to swords or crossbows.   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 (Tier -1) emotes before requiring another 5 Tear to maintain for another (Tier -1) emotes. If not, it turns into sparkles and fades away.
  • Redlines :
  • Objects can be conjured in someone else’s hand with OOC consent or hanging in the air.
  • If conjured in the air they either hang their immoveable or fall. This is decided by the mage at casting.
  • Objects made are by default Failure quality.
  • Objects made are by default Very Common rarity.
  • If an object is used at Failure quality it crumbles after another use and fades away.
  • Multiple objects can be in effect at the same time but require their Tear expenditure to maintain and create.
  • Weapons conjured must follow their respective rules.
  • [ Repair Object ]

    Rank: 2 | Emotes: 1 | Tear: 10
    Desc: By weaving the strands of matter around their body and into a broken object or creature a Celestial Mage can temporarily repair it.   Mechanics:
  • A Forger can focus and with a flick of their hand repair an object in their hand(s) or within (Tier + 2) blocks of themselves using celestial essence.
  • Using the spell on an injury temporarily heals it.
  • The object remains repaired for (Tier -1) emotes before requiring another 10 Tear to maintain for another (Tier -1) emotes. If not, the celestial essence used to repair will turn into sparkles and fade away.
  • Redlines :
  • Cannot work on creatures that would instantly die from an injury.
  • Can create temporary limbs to replace severed ones but must still abide by the mechanics of how long it lasts for.
  • [ Conjure Armor ]

    Rank: 3 | Emotes: 1 | Tear: 10
    Desc: 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:
  • 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 (Tier -1) emotes before requiring another 5 Tear to maintain for another (Tier -1) emotes. If not, it turns into sparkles and fades away.
  • Redlines :
  • Objects can be conjured in someone else’s hand with OOC consent or hanging in the air.
  • If conjured in the air they either hang their immoveable or fall. This is decided by the mage at casting.
  • Objects made are by default Failure quality.
  • Objects made are by default Very Common rarity.
  • If an object is used at Failure quality it crumbles after another use and fades away.
  • Multiple objects can be in effect at the same time but require their individual Tear expenditure to maintain and create.
  • Armour or shields conjured must follow their respective rules. For example, a Heavy Shield or Heavy Armor reduces block speed.
  • [ 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:
  • While conjuring an object Forger can change its material at the expense of more essence, bringing on more Tear.
  • Common: +10 Tear
  • Uncommon: +15 Tear
  • Rare: +20 Tear
  • A Celestial mage must have a piece of the material in its refined form if a metal/alloy or raw form if wood, in their possession or within (Tier + 2) blocks of themselves.
  • Redlines :
  • The material can be a nugget, ingot or forged equipment.
  • If an object is used at Failure quality it crumbles after another use and fades away.
  • [ Larger/Group Conjuration ]

    Rank: 4 | Emotes: 5 | Tear: 15
    Desc: 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:
  • A Forger can focus and with a flick of their hand conjure an object to their hands or within 6 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 4 emotes before requiring another 5 Tear to maintain for another 4 emotes. If not, it turns into sparkles and fades away.
  • A forger can conjure multiple objects at once from above, below or from the sides and launch them in an area of effect attack. These objects are all of Failure quality and cannot be changed but are still sharp and may have their rarity altered normally. The size of this area of effect is 2x2.
  • Redlines :
  • Large objects cannot fit in the hands of normal-sized beings and thus require space to create and place.
  • Exceptions to this redline are creatures the size of Rehk-Ogri.
  • Objects can be conjured in someone else’s hand with OOC consent or hanging in the air.
  • If conjured in the air they either hang their immoveable or fall. This is decided by the mage at casting.
  • Objects made are by default Failure quality.
  • Objects made are by default Very Common rarity.
  • If an object is used at Failure quality it crumbles after another use and fades away.
  • Multiple objects can be in effect at the same time but require their individual Tear expenditure to maintain and create.
  • -=-

    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:
  • One of the ultimate spells a Forger can cast, 8 emotes are spent where Essence branches out beyond the Caster’s body and is sent into the sky to form a rainfall of weapons or behind them to mimic a group of soldiers throwing their weapons. At the 9th emote the gathered Essence flashes into the form of swords, spears, halberds and arrows. Finally, on the tenth emote each object erupts downwards/forwards lasting for an additional four emotes. At the start of each turn of anyone not beneath a form of solid cover, they must roll a d20 dice, considered to be struck by a point if they do not roll a 6 or higher. One strike will give a severe wound. A second will leave them pierced in the leg or arm. A third will kill. After the four emotes the objects will turn into sparkles and fade away.
  • Redlines :
  • After having cast the Shen Long’s Gate spell, the Magi’s form would break apart and be torn into the Primordial Dream. This PK is considered irreversible, as not even the gods themselves could gather the raptured soul after it has been torn.
  • All within the landscape the spell is cast must roll a D20 at the start of each of their emotes, being struck if they roll a 1-5. This lasts four emotes.
  • If struck once, the target is severely wounded. If struck twice, the target is pierced in the leg or arm. If struck thrice, the target is killed.
  • You are considered safe from this spell if you have a proper solid roof over your head; an umbrella does not count.
  • Each projectile no matter if launched from behind or above travels with the force of a spear thrown by a human but the speed of an arrow.
  • The upper bound of what a 'landscape' could be considered is somewhere around 100x100 blocks.
  • The process of this spell requires the Caster to stay still and is excruciatingly painful as ripples and cracks of tear break all along the caster’s body.
  • If the caster is interrupted amid their spell and loses connection, their tear is set to 99 and they’d be rendered unconscious.
  • This spell does not distinguish friend from foe.
  • [ 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:
  • Another of the ultimate spells a Forger can cast, 8 emotes are spent where Essence branches out beyond the Caster’s body and is sent into the sky, amassing. At the 9th emote the gathered Essence flashes into the form of a singular sword, spear, hammer or arrow. Finally, on the tenth emote the object falls downward, lasting for an additional two emotes before it touches the ground. Those directly beneath the weapon (9x9) as it touches the ground will die, those a little further as it touches the ground will be severely injured by the breaking terrain and force (13x13). Lastly, those further than that as it touches the ground will be knocked onto their knees from the force (17x17). After the four emotes the object will turn into sparkles and fade away.
  • Alternatively, for the same amount of emotes a Celestialist can conjure a gigantic shield that hangs in the air or falls to the ground gently. This shield blocks any kind of normal ranged weaponry and spells. The shield lasts for 3 rounds and can be up to 20 blocks wide and 30 blocks tall.
  • Redlines :
  • After having cast the Giant Weapon spell, the Magi’s form would break apart and be torn into the Primordial Dream. This PK is considered irreversible, as not even the gods themselves could gather the raptured soul after it has been torn.
  • All within the 9x9 square centered on the point called by the mage will die as the object hits the ground, those outside the 9x9 but in the 13x13 as it touches the ground will be severely injured, and those further than 13x13 but within 17x17 as it touches ground will be knocked onto their knees.
  • You are considered safe from this spell if you are outside the range. If levitating or off the ground, a character will receive an injury from the force of the falling object pushing them.
  • The sword takes two emotes to hit the ground after the tenth.
  • The process of this spell requires the Caster to stay still and is excruciatingly painful as ripples and cracks of tear break all along the caster’s body.
  • If the caster is interrupted amid their spell and loses connection, their tear is set to 99 and they’d be rendered unconscious.
  • This spell does not distinguish friend from foe.
  • -=-

    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

  • Aesthetic actions, done in good faith in which no parties are hurt, and done in a way which makes proper sense, are completely fine.
  • The durability and sharpness of weapons and/or objects depends on the quality.
  • Objects cannot be too small to see or too hard to see.
  • Objects conjured have no increased or diminished effects on Blooded or Demonic creatures unless specified elsewhere.
  • A Celestial Magi may learn Celestial. This technique must be taught and involves placing the Essence within their throat. It cost 0 Tear to speak the magical language once learned.
  • Any spells that greatly affect the landscape, such as every single Forbidden Spell, require RO Consent if used on a region tile.
  • A Celestial Magi must properly abide by the physical limitations that come from wearing armour respectably.
  • By attaining Celestial Magic, you are no longer able to gain any other magics. The only exception would be Feats which may apply to one’s race (E.q. Enchanting/Golemancy).
  • You may not cast a spell without properly practicing and researching said spell through RP means, whether this is via lessons from a teacher or going out into the world to study how the mechanics of such a spell could be easily executed.
  • For the sake of moderation tracking, ease of access, and for one’s benefit, it is highly suggested that the player keeps their persona’s Tear Value in their persona prefix.
  • Attempts to maliciously and knowingly powergame, loophole, or generally provide a low standard of RP with this and any other magic may lead to one’s MA being revoked.
  • This Magic IS SELF-TEACHABLE, following self-teach rules.
  • Artwork by Jessica Prando
    Type: Magic
    Rarity: Rare
    Danger Level: Medium
    Related System
    Primordial Dream

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