Celestial Mages
Those whose primary function is using celestial or popular magic.
Lineagiere
Type: Sanguinist
Lineagieri are wielders of blood magic who draw upon it to bond themselves to those they consider their family. They do this via blood rituals involving blood sharing, spilling, circles, and/or sigils.
Every lineagiere is taught to wield this magic by someone who is part of their family, whether related by blood or some kind of found or adopted family. They are initiated via a blood sharing ritual, and over the course of many years, they are taught how to perform the blood rites, the importance of family, the duties of the lineagiere in protecting the family - especially the young - and the family’s history and rolls. A lineagiere must be able to recite the family’s history down to its recognized founding via a special blood rite.
After initiation, they must perform their duties of protection and service to the family, however they define it. They cannot be a family of one, nor can they be estranged from their family (the one they are magically bonded to - any other family in their history may be estranged if the player pleases). If they end up in conflict with their family, the bonds may end up broken.
A lineagiere gains different spells over the course of their service to their family:
- Rite of Protection: protection of a specific family member
- Rite of Sensing: the ability to sense a family member
- Rite of Healing: healing a family member
- Rite of Innocence: special protection for children
- Rite of Respect: a rite that shows respect to elders and enhances their abilities
- Rite of Calling: a spell to call the family
- Rite of Empowering: strength to family members
A player who chooses to be a lineagiere must also help design their character’s family, blood or found. It may be the other PCs with permission, but they would be a found/chosen family.
PRO / ATH +1 STR +1 AWA +2 WIL +2 PRS +1 STH -1 ESS +1
Otkupitelj
Type: Puzzler
Otkupitelj are bearers of special magical puzzles called Kutija Uskrslog (“Box of the Arisen”), a complex box that was designed by ancient celestial magic users to aid people seeking to redeem themselves after committing a terrible crime. These boxes were chained to the wrists of the bearer, and every action they undertook to redeem themselves would alter the box. When they were redeemed, depending on their past actions, the box would be released and the person marked.
These boxes cause no pain and are not punishments. If one leaves the path of the redemption, the box simply falls off and the person is left unredeemed. There would be social consequences for this in the communities in which they were used, but the boxes themselves would cause no harm. Instead, the boxes rewarded acts of redemption by empowering and enabling them. For every act the person did that was penitent, redemptive, reparative, or otherwise a balance or balm for the harms they previously caused, the box would grant them magic to help in the acts they sought to do next.
The boxes were pacifistic (not out of principle, but practicality, to avoid misuse). They could not harm or hinder someone. But they could give the bearer aid in any action that would be good for the people, the oppressed, the exploited, the abused. These bonuses would vary greatly. What the otkupitelj needed to do was determined by their crime. A thief might need to repay what was stolen and then some. A person who engaged in unwarranted violence might need to make amends via acts of healing. A person who was a tyrant might have to free the enslaved. The box would accommodate with magical support.
There are some rare otkupitelj who completed the box, but kept them, using them as vessels of greater magic for redeeming others. These were very rare, and they required continued practice of their former redeeming work.
PRO / ATH / STR +1 AWA +2 WIL +3 PRS / STH -1
Prismatic Mage
Type: Esotericist
Users of celestial light who carry prisms that can split celestial light into its seven component parts. These energies can then be redirected to empower others or create other radiant energies. Though anyone can use prisms on celestial light, few understand how to control the results or how it works. Only those deemed worthy by rainbow serpents learn those secrets.
Anyone who uses celestial light often enough will begin dreaming of rainbow serpents. If they are deemed worthy, the rainbow serpent will teach them the arts of the prismatic mage. If they are not deemed worthy, they will have to find other ways to learn. Those taught by rainbow serpents are often required to render services to the serpents, going on long journeys to help others in the world. A prismatic mage proves themselves worthy by helping others. A rainbow serpent will never teach those who harm others (or wish to) how to wield their powers.
Raw celestial light is more versatile and powerful than any of its single component parts, but it is much more difficult to control and can often overwhelm its targets. It also hits everything in its range, including targets you might want to avoid empowering. Because of this, prismatic mages tend to use the components instead. In order to find raw celestial light, a prismatic mage must either seek out natural rainbows, find objects that contain it, or generate it by helping others and receiving it from the rainbow serpents when they dream (they will awaken with celestial light around them that follows them until they use it).
Much as light splits into an infinite number of colors collected into seven categories, so too does celestial light split into an infinite number of variations split into seven categories of “radiance”:
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Radiant body: Scarlet radiance, the energy of empowering bodies and physical matter.
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Radiant action: Fulvous radiance, the energy of empowering actions, behaviors, and skills.
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Radiant thought: Yellow or saffron radiance, the energy of empowering thoughts, knowledges, and learning.
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Radiant movement: Emerald radiance, the energy of empowering movement, kinetics, energies and gaseous matter and sound.
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Radiant identity: Sapphire radiance, the energy of empowering Names, the whole of one's being.
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Radiant emotion: Lavender radiance, the energy of empowering emotions, as well as liquid matter.
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Radiant soul: White radiance, the energy of empowering souls, identity, self, as well as light.
There is also a theoretical eighth component, known as black radiance, celestial absence, or empowering shadow, which is the explanation for the existence of celestial shadow, though others just claim this is an entirely separate energy.
Once split, celestial light can be filtered such that the only component present is the one(s) the prismatic mage wishes to use. This is done either by using colored prisms or by use of colored materials (cloth, paint, etc.) that absorbs components the mage does not wish to use and only releases the celestial light the mage wishes to use. These colored materials are draped over or applied to the prism when it is in use in order to direct and refine the celestial light.
Refining is done through use of complementary colors:
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Scarlet (red) is refined by use of emerald (green) filters and vice versa.
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Yellow is refined by use of lavender (violet) filters and vice versa.
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Fulvous (orange) is refined by use of sapphire (blue) filters and vice versa.
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White is refined by use of black filters and vice versa.
Magenta will neutralize a prism.
In other words, if you want a beam of red, drape green cloth over your prism, and so on. Use of in-between colors may result in more subtle or complicated results.
One may direct celestial light via the prism that breaks it up. Once it is refined, it can be pointed at a target. If it is held on a target for three seconds, the target will become empowered. This means that bonuses apply on the subsequent round to the one the prism is used in.
What can be empowered by a component is determined by its characteristics. Substance, color, and energy all come into play.
| Component | State | Form | Stat | Skill / Power | Color | Element |
| Scarlet Radiance | Solid | Body | Strength | Craft skills and manual labor / Inherent physical powers | Reds | Metal |
| Fulvous Radiance | Plasma | Action | Prowess / Stealth / Athleticism | Fine motor control / Acts of resistance | Oranges | Fire |
| Yellow Radiance | Gas | Thought | Awareness | Lores and knowledges / Hard-learned skills | Yellows | Earth |
| Emerald Radiance | Gas | Sound | Awareness / Presence | Music, communication, language / Team activities | Greens | Wood |
| Sapphire Radiance | Solid | Identity | Presence / Athleticism | Skills to help others / Relationship skills / Sex / Empathy | Blues | Water |
| Lavender Radiance | Liquid | Emotion | Presence | Alleviating pains / Medical skills / Cooking / Mixing | Violets | Wind |
| White Radiance | Plasma | Soul | Willpower | Inherent non-physcial powers / Artistic skills | Whites | Light |
| Black Radiance | Liquid | Shadow | All (esp. Stealth) | Unexpected skills | Blacks/greys | Darkness |
| Full Radiance | All | Name | Any (esp. Prowess) | Any | All | All |
As per the spectrum above, browns are somewhere between oranges and yellows and thus can be empowered by both. Magenta is an unreal color and does not get empowered. Indigo is a violet. Anything on the edge between colors gets empowered by both, and lighter or darker versions thereof can tap into white or black radiance at weaker ranges than full white or black.
Some things may not be the color they are associated or perceived to be - many "grey" steel armors are in fact blue, for instance. Or mostly blue.
Anything with multiple colors within it will be empowered by any color present, but at a rate equal to the proportion the target is the specified color. For instance, a ship's sail that has a red stripe down the middle will be more strongly affected by white radiance than scarlet radiance.
No one has ever figured out how to create celestial shadow with radiance, hence why it is usually classified as a non-radiant energy. It is theoretically possible only.
Most naturally occurring rainbows contain celestial light, at least in trace amounts. To be specific, a rainbow is not merely the eruption of light into its spectrum, but such a phenomenon created by atmospheric conditions, especially in association with rain. In order to reach such a rainbow, a prismatic mage usually has to be able to fly; most acquire this (if they do not already have it) via use of yellow radiance. A prismatic mage will absorb celestial light by wearing clothing dyed with radiant dye.
Prismatic mages who absorb enough celestial light from rainbows into their clothing can unleash it and shape it into beautiful light sculptures and sometimes coherent images. They do this by rending the fabric and using prisms to catch the radiance as it escapes, then willing it to shape.
PRO -1 ATH -1 STR -2 AWA +3 WIL +2 PRS +3 STH -2 ESS +1
Sencazaplet
Type: Channeler
Sencazapleti are channelers of celestial shadow.
Celestial shadow is the essence of hope and the place miracles are born, the place grace lives, the place where aspiration, optimism, positivity are found. It is the reserve beneath the scouring imperial lights where they cannot reach, where the reserve of last resort is. It is strength where you forgot strength lives.
Sencazaplets live there. They maintain optimism in the face of despair, hope in the face of disaster, aspiration in the face of catastrophe. They have confidence when others would be torn down. They do not let the world get them down; they rise up and fight back. They achieve this through incredible training and hard work, spending years delving into the dark - all forms of the dark - and succeeding, sometimes barely. And eventually, this training, this life, brings them into the depths of celestial shadow in a time and place where no one should still have hope.
In this moment, it fills them. They become vessels of pure hope. They become channelers of the power of celestial shadow:
- Aura of last resort: as a last resort, the sencazaplet may invoke this to empower every ally nearby with +6 to all base stats temporarily, but it will burn out their magic for a year and a day.
- Rising dark: in the dark, everyone near them is uplifted in heart and one base stat of the sencazaplet’s choice.
- Shadowing: enter someone’s shadow to give them support
- Ebon hope: the sencazaplet may infuse someone’s heart with darkness and fill them with hope and resistance against emotional attacks.
- Blackvision: the sencazaplet can see the best in others if they look into their shadows.
- Dimmed form: the sencazaplet can fade into the shadows and be unseen by enemies temporarily.
- Tenebrous triumph: the sencazaplet can invoke this if they are about to die, blasting any enemies and allies with celestial shadow, harming enemies and uplifting allies.
Sencazaplets are very rare, and they are usually hunted to death by imperials if they let themselves be known. Many are convinced they are evil.
PRO / ATH +1 STR / AWA +3 WIL +2 PRS +1 STH +2 ESS +2
Zmajevit
Type: Bondsmage
Zmajeviti are followers of celestial spirits or dragons who protect communities on their behalf. They are called when they come of age to serve, and if they accept, they are trained, tested, and given magical abilities. Those who are called always have qualities that make them good protectors, such as kindness of heart, deep compassion, a loyalty to their community, an understanding of their strength, and the wisdom to know their foes.
A zmajevit will have a territory they defend. If they serve a dragon, it will be the dragon's territory, but if it is another spirit, it will be defined by the power and nature of the spirit. They will always have a place within the territory that is their own special sanctuary, often a hollow trunk of a beech tree, a mountain cave, a forest spring, or the side of stream where they come to be alone and contemplate.
This spot will also be where they were first called and visited by the celestial spirit. Often, it will be somewhere they felt compelled to go, and then when they arrived, they met the spirit or dragon. After learning of what they are called to do, they are given a year and a day to decide, though they may decide sooner. If they choose to become a zmajeviti, they are trained, tested, and granted their magic:
- Fiery wings: they can create fiery wings around themselves to fly or fight with very briefly.
- Snake strike: they can fill their mouths with a rapidstrike that poisons infernal beings
- Benevolence: they can give help and succor to another via touch
- Adjust rainfall: they can moderate how much rain falls to help the community
- Lightning arrow: they can shoot a celestial lightning in the form of arrows from their hands, but only to harm demons or undead
- Thunder stone: they can summon celestial thunder thrown via stone, but only to harm demons or undead
- Return to sanctuary: they can return to their sanctuary once a week at will
- Eagle form: they can take the form of an eagle once per day for an hour
Zmajeviti are forbidden by imperial law, but welcome in other lands. Their enemies are the ale (
sing. ala), demons of disaster and famine who are common in Ranu.
PRO +1 ATH +2 STR +1 AWA +3 WIL +2 PRS +1 STH +1 ESS +1