School of Celestial Magic

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School of Celestial Magic
Celestiakff2.png
Magic Schools
Alignment Exist
Origins Mostly Elven

The School of Celestial Magic is a largely Exist Planar Essence based Magic School which contains mostly defensive, supporting and healing spells. The Celestial School enjoys a great deal of Magical freedom, while being the most commonly accepted and most widely used form of Magic in the Regalian Empire. A mage that is trained in Celestial Magic is often called a Celestial Mage, or a Light Mage (often confused with White Mage), though most Light Mages are also White Mages. Celestial Magic is generally considered a very Elven inspired form of Magic as the current iteration of this form of Magic has mostly been created by the Cielothar Nelfin with old tomes from the Elven Empire.

Spell One Aeleiv: Mending Light

Magic Rules Aeleiv
Casting Time 10 seconds, channeling after
Reagents Required None
Items Required None
Counters
  • Interrupting casting
  • Interrupting Physical Contact

Mending Light is a purely utilitarian Celestial Spell used to magically heal a person from wounds, sometimes as grievous as even mortal wounds. The Mending Light spell is often compared with traditional medicine, and the most noticeable difference is how much cleaner Mending Light is. It can take up to ten minutes to fully seal a wound, yet a second process is required afterward. After the wound has been initially sealed, the magic leaves a nasty warped scar behind, almost as if someone melted the skin and then swirled it around. In order to remove that scar, another 15 minute healing session is required at least 48 hours after the original procedure to correct the scar tissue. That being said, Mending Light tends to heal better with no risk of infection after the second session has been completed. When attempting to cast a Mending Light spell, a mage would cast Aeleiv, requiring ten seconds of pure channeled concentration after which the caster’s hands light up with a brilliant glow. The hands are then applied to a wound, which will then begin slowly fixing itself. The target and hands must remain stationary, as disrupting the mage or the subject by moving them too much will break concentration and violently rip open the wound once more, often worse than it was before (even if it was just a scar). That being said, Mending Light is painless, and in fact numbs pain from an open wound effectively instantly.

Spell Two Ehtima : Starlight Blast

Magic Rules Ehtima
Casting Time 3 seconds, 3 second delayed effect
Reagents Required None
Items Required None
Counters
  • Interrupting casting

Starlight Blast is arguably the only offensive Celestial Spell, despite it inflicting little to no harm at all. Starlight Blast is used by mages to create some space between themselves and others. It can best be compared to a strong gust of wind hitting an object and repulsing it away from the source, though the process itself is a bit more complex. When attempting to cast a Starlight Blast spell, a mage would cast Ehtima requiring three seconds of pure channeled concentration. After this, a small hand sized orb of light that rapidly flickers is produced. This can then be thrown in the direction of any person or object, after which it will burst into a shower of tiny little star-shaped flecks of light. Whatever these stars touch, which is usually a cone of up to ten feet away from the caster, has its gravity and momentum rapidly affected. Anything either standing still or speeding towards the caster will be stopped and gently levitate off the ground. A mere three seconds later, the flow of light sparkles automatically detonates in the direction of the throw, producing the shock wave along its path. This shock wave propels objects and people caught in the initial starlight shower backward, but it does not violently throw them into walls or objects, as the gravity reduction still affects them, gently bouncing them off objects or the ground a few times before they return to normal.

Spell Three Verdai: Truth Clarity

Magic Rules Verdai
Casting Time No casting time, 10 seconds channeling
Reagents Required None
Items Required None
Counters
  • Interrupting channeling

Truth Clarity is a very situational utility spell that can be used to counter certain mind numbing or affecting spells and substances, combating even the effects of alcohol and other opiates. Truth Clarity can be seen as a temporary mind clearing spell, or in the case of Mind Magic, a counter to cleanse a mind of the effects of Mind Magic. When attempting to cast Truth Clarity, a mage will cast the Verdai spell which merely needs to be spoken. After this, their fingertips will light up with a faint glow. These fingertips must then be applied to each temple of the person who it is being cast on, where they must be kept for ten seconds. After this time duration, any Mind Magic affecting a mind will be permanently cleared while a temporary clearance of the mind can be created for about an hour if the person is either drunk or high on opium or other alchemical substances.

Spell Four Aveyle: Blinding Flash

Magic Rules Aveyle
Casting Time Variable casting time
Reagents Required None
Items Required None
Counters
  • Interrupting channeling
  • Shielding eyes from the flash

Blinding Flash is another useful escape spell that mages can use to put some distance between themselves and an enemy. Blinding Flash is very similar to certain alchemical bombs such as fire bite, that produce a bright flash causing anyone not shielding their eyes to go temporarily blind. When attempting to cast a Blinding Flash spell, a mage would invoke an Aveyle spell, which has situational casting times.The strength of the spell depends on how much time is spent preparing. For every second spent casting, anyone caught in the blast will be blinded for twice as long. For example, if the spell is channeled for a minute, it will cause anyone near the explosion to be blind for two minutes, or four minutes for two minutes of casting time and so forth. After the casting is broken, the caster will be left with a perfectly spherical light that gently levitates about a foot length above their hand. Curiously enough, the mage can choose not to throw it (as the light ball will detonate on impact and cause the flash to occur) and keep it in their hand. While in their hand, it shines a bright light, often enough to completely light up a dark room at night. As such, this spell can also be used to simply provide light where the mage needs it, but the mage should always be careful not to accidentally knock the light ball into any objects for a premature detonation. These light balls can remain floating above the caster’s hand for about ten minutes before they dissolve and need to be cast again. This limit is from start of casting, meaning that if such a sphere were cast for five minutes, it would have five minutes left to exist before it disappears.

Spell Five Kaitis: Barrier Light

Magic Rules Kaitis
Casting Time Instant casting
Reagents Required None
Items Required None
Counters
  • Inflicting damage on the shield
  • Larger shields are weaker

Barrier Light is a purely protective spell that a mage can use to create a protective bubble around themselves and potentially others. Barrier light produces a half sphere (or sphere like if cast underwater or in mid-air) shield that can be anywhere between 6 to 30 feet in diameter depending on casting time. This barrier denies entry from any and all objects and harmful gasses, including people except for those individuals that the caster permits to enter. While the shield is cast, the mage must hold it up with their arms up, and can essentially keep it up for a matter of hours. That being said, these barriers are not indestructible. Repeated bashing from either a weapon or some other form of magic weakens the shield by weakening the caster. Each hard hit against the shield weakens the mage equivalent to being forced to run up a flight of stairs. About ten hits into it, the mage will already be seriously weakened, in physical exhaustion, causing them collapse at any point after that. If the mage is too weak to hold their hands up, the shield breaks. That being said, Barrier Light is fast and easy to cast. The mage simply whips their hands up in the air and invokes a Kaitis spell, after which the shield will instantly appear. The larger the shield is, the fewer hits it takes to weaken the caster. Barrier Light can also be used to create a temporary air bubble underwater, though the oxygen in the bubble itself does not replenish after the first casting, and the air inside it will eventually run out. Additionally, the bubble can be moved, as it will always be centered on the mage themselves, allowing mages to walk around with it with their hands up. Finally, but perhaps also most curiously enough, upon breaking, the bubble will gently halt any momentum inside it. What this means is that while inside a bubble, if one were to fall from a high place, the bubble would break instantly but cushion the drop of the people inside, allowing them to gently land on any surface. When a Barrier Light breaks, it does so quite violently like a large window breaking and splintering into thousands of tiny little sparkling pieces.

Spell Six Pervei: Cleanse Form

Magic Rules Pervei
Casting Time Instant casting, 1 hour channel after
Reagents Required None
Items Required None
Counters
  • Interrupting physical contact
  • Interrupting channeling

Cleanse Form is a utilitarian spell that can be used to temporarily cleanse bloodborne illnesses, afflictions, and other magical curses. This can be done for most bloodborne diseases and some effects of Magic, like the Demon spell Blood Curse, though not Vampirism. When cast, the caster must invoke a Pervei spell which causes one of their index fingers to brightly lit up. After this, the caster must put their finger on any opening that has direct access to the bloodstream, usually a cut or puncture wound created specifically for this purpose. This process takes roughly up to an hour and may have to be repeated several times over the course of several days. In the case of Blood Curse, however, the cleansing is instant. The cleansing process is not inherently painful, but some affliction like Demon or Death Magic may feel sick to the stomach or intense feelings of anxiety from being cleansed of their affliction as it attempts to fight back.

Spell Seven Meylaan: Cleansed Body

Magic Rules Meylaan
Casting Time Instant casting
Reagents Required None
Items Required None
Counters
  • None

Cleansed Body is a very straightforward spell with niche yet useful applications. Meylaan as a spell is used by Celestial Mages to clean up either their own work, or provide essential Hygiene for a patient or person. It is an exceptionally popular spell used by Celestial Mages in the Slums of Regalia. At its core, Meylaan is an instant cast spell that requires merely the word Meylaan to be spoken, after which the caster must touch the person upon who they are casting for up to five seconds. In these five seconds, the person will be magically cleaned. Any dirt, grime, grease, blood stains, food stains, mud or other foreign substance that makes them look dirty simply disappears. Cleansed Body is as such often also called a dry bath spell, since it mimicks the effects of having a lengthy bath, but without the water and far quicker. Meylaan also cleans the nails and hair, though does not for example remove split hairs or frizzy hair, it merely cleans foreign substances from the body. This spell can be cast three times a day, and can also be cast by the mage on themselves. It has resulted in some Celestial Mages simply never taking a bath, though has also proven very useful to clean up a patient before they proceed into surgery to gain a clear understanding of where the doctors have to apply their medical assistance.

Spell Eight Serena: Great Peace

Magic Rules Serena
Casting Time 20 seconds
Reagents Required None
Items Required None
Counters
  • Interrupting casting

Great Peace is the ultimate spell of the Celestial Spells, capable of ending any fight in almost an instant. The Great Peace Spell causes a shockwave of light to emanate from the caster, after which all cast within the blast are unable to hurt or be hurt by anyone. When any of these individuals either attempt to strike someone or get struck themselves with any weapon, magic or other harmful action, those objects or things will just bounce back without actually hitting them. This effect will last for up to ten minutes after which a flash of light around the people affected will signal that it is over. When attempting to cast Great Peace, the mage will invoke a Serena spell which takes twenty seconds to cast fully. When finished casting, the mage will aim their arms up to the sky, forming a large sphere of light which will erupt and send forth a lightwave up to 30 feet away from the caster at its center. Anyone caught in this blast will be affected by Great Peace, and will even be protected from arrows shot or weapons swung by people who were not inside the shock wave. Great Peace can, curiously enough, also be used to protect individuals from environmental damage. For example, a collapsing building or a raging fire will not hurt those caught in the light blast, giving them critical time to escape. That being said, more abstract harm such as that caused by toxins, drowning, or smoke inhalation will not be prevented, as the spell purely protects the body from being scraped, punctured, slashed, crushed or destroyed from the outside.


Accreditation
Writers MonMarty
Artists MonMarty
Processors Eccetra, Hydralana, Doc_Cantankerous
Last Editor MonMarty on 07/17/2018.

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