Celestialism

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This lore has been shelved and is not used on the server anymore. This page exists purely for archival reasons.


“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.



Refueling Bound Arcanist Stones

What it was:

Only a practitioner of transfiguration can refuel an arcanist stone. Additionally the mage must be one of the individuals bound to the specific stone.


What it will be:

Only a practitioner of transfiguration can refuel an arcanist stone. If the mage is not one of the individuals bound to the stone they must exert double the mana to refuel the stone.


Why:

Life is hard sometimes and people are sometimes forced away or need to take breaks from the server. This is my case and I had to halt my LOTC activities for awhile. It is unfair to those attached to the roleplay of the Celestialist since Arcanist Stones currently crumble away if you don't refuel them every month.





Teaching:


What it was:

A tier 5 Arcanist can undergo the imbuement ritual done by a Celestialist with a TA. The Celestialist will then be instructed in each of the feats.


What it will be:

A tier 5 Arcanist can undergo the imbuement ritual done by a Celestialist with a TA suffering from a drought of mana for one elven week before either being taught each feat or self-teaching.

OR

A tier 5 Arcanist who is also a tier 5 transfigurationist may apply for a self-teaching app with proof of knowledge to undergo the imbuement process but also suffer from an extended drought of mana lasting 2 elven weeks.


Why:

All Arcanists who want access should get access and if you have chosen the two necessary magics used in Celestialism you should have the right to continue on. If you don't have a teacher then you can take some extra time being magicless as compensation. You still require all the necessary evidence to justify being self-taught but may use the "Shepherd's Calling" as your initial spark of motivation. The "Shepherd" basically let all other Arcanists know what was going on and it is up to each individual to figure it out from there.


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.



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

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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.