Celestial Calkers

Those who use celestial magic.

Dialytis

Type: Puzzler

A dialytis uses the wisdom of the Long Path to ponder and solve esoteric puzzles, which unlock special abilities.

They are walkers of the Long Path, a philosophy that states that the more difficult path is the one that teaches the most lessons. By intentionally seeking this out - with discernment of what is a difficult path and what is an impossible one, what is a worthwhile path and what is unnecessarily difficult or dangerous - they generate deep wisdom and celestial mental powers.

To become a dialytis, one must have walked the Long Path for a third of their life. There are no young dialytises, for being a dialytis is an achievement defined by converting long life experiences into celestial magic. They are people who have attained at least 20 notable goals on the Long Path and gained magic and specific abilities from it. This means the player must develop an extensive backstory to justify this with notable life events and difficulties, including pivotal moments where they made crucial and difficult decisions, and the latter times when the knowledge gained from this was applied to improve the lives of those around them.

As a dialytis, they have learned hard lessons and shared deep wisdom with people for years. They spend much time meditating on it and seeking the wisdom and magic within themselves. They learn to draw it out and use it to understand special celestial puzzles called anapodal triskadekahedrons. These thirteen-sided boxes move, distort, and shift in response to the psionic power generated by the wisdom of the dialytis, and as they do this, it unlocks different abilities, bonus, and insights:

Configuration Difficulty Ability Bonus Insight
1 8 Telepathy +1 endurance Speed reading
2 10 Sense thoughts +1 precision Quick learning
3 12 Mind reading +1 read people Eidetic memory
4 14 Mental soothing +1 primary skill Unexpected epiphanies
5 16 Mental shielding +1 WIL Extrapolation
6 18 Sharpen awareness +1 AWA Lateral thinking
7 20 Expanded awareness +2 endurance Understand animals
8 22 Transfer insight +2 precision Deep insight
9 24 Unlock memory +2 read people Understand languages
10 26 Unlock understanding +2 primary skill Clear memory
11 28 Instill wisdom +2 WIL Multiperspective understanding
12 30 Defiltering +2 AWA Expansive skills
13 32 Collective subconscious +3 of any of the above (player's choice) Expansive wisdom

It is said there are 13 to the 13th configurations, but no mortal has ever gone past the first thirteen.

All abilities are psionic. Players would choose to have completed three or four configurations, choosing one ability, bonus, or insight for them. Bonuses stack. Consult the GM for details on the insights.

PRO +1 ATH +1 STR +1 AWA +3 WIL +1 PRS +1 STH -2


Goodwife

Type: Witch

Note: witches do not have to be women, despite the word "wife".

The winds of fortune are fickle and powerful, but some rare witches who use their keen senses to attune to those winds use their abilities to help others. These witches become attuned to the cycles of fortune and use that attunement to grant good luck to others, never using it for themselves.

Goodwives gain the power to sense the winds of fortune by watching when random events benefit the less fortunate in the world. They learned to distinguish between random chance and problems brought on by oppression, exploitation, abuse, manipulation, and cheating. They learn to distinguish between chaos and order. They are often guided by their coven or mentor witches who teach them these lessons, often from a young age.

Once they are ready, they must then seek the source of the winds of fortune, of chaos. To do this, they must find a moment of it, then intentionally focus and bear witness, carrying it in their mind and soul for seven days and six. Upon the end of the thirteenth day, they must look to where the winds blow, and they must follow them until they stop, walking against the current. When they reach the place where it stops, they must burn something, anything they own that represents order, oppression, exploitation, manipulation, cheating, or abuse. Something that represents their place in those systems, whether victim or perpetrator, and then burn themself in the resultant fire.

If their intentions are sincere, the fire will not harm them, but instead, fill their eyes, ears, mouth, and nose. For a moment, they will feel lighter than air, lifted by the winds of fortune, and they will come to seven miles and six away, aware now of the constant flow of serendipity in the world.

A true user of serendipity will only use it for others. They must never use it for their own personal gain, using no gains from it for anything more than a meal or a roof over their head. If they ever do, their own luck will turn to doom, misfortune, and calamity.

All witchcraft spells are rituals that have a delayed effect. Some spells they may have include the following:
  • Dance of happy coincidences: the goodwife dances with someone; within seven days, six happy coincidences will occur.
  • Mark of reversal: the goodwife marks someone physically with ash or soap, and so long as the mark does not wash away, the bad luck plaguing them will be reversed.
  • Improbable peripheries: a ritual that causes the target to experience unknown good luck - just beyond the perception of the target, good things happen, protecting them from misfortune or trouble, like a police officer tripping around the corner, thus not arresting them.
  • Gust of good fortune: a strong gust of good fortune hits the target, allowing them to take the high die for a certain amount of time, after the goodwife casts the ritual.
  • Instant justice: something bad happens to a bad person immediately after they do a bad thing, something good happens to a good person immediately after they do a good thing.
  • Unexpected delivery: an unexpected delivery of something useful occurs after the goodwife places something the target owns on an unhatched egg in her house.
  • Fortune smiles: something very good suddenly happens to the target after the goodwife smiles at them; this must be prepared via ritual the night before.
  • The stumble-upon spell: the goodwife casts a ritual spell at the right time, and the target stumbles upon exactly what they need to get out of a bad situation within the next six days.
  • Just-in-case spell: a protective charm given to someone just in case something bad might happen; resistance to misfortune for a day.
  • Blessing of charmed life: a baby may be granted an entire charmed life if the goodwife gives up her own good luck for the child.
  • Rite of misfortune's bane: a six-day rite that will prevent disasters, calamities, or dooms for six weeks; the goodwife will then experience a personal doom instead.
  • Spell of true serendipity: a ritual of extreme power requiring a potent sacrifice, the target will experience true serendipity six days from the time of casting.
  • Rite of seven fortunes: seven people will experience seven good fortunes as specified by the goodwife after a rite that lasts thirteen days; the rite has a tremendous cost as determined by GM based on the specified fortunes.
So long as these spells are used to help others (not the goodwife nor party members), the goodwife will enjoy good luck themselves. They may choose one or two of these, depending on their experience:
  • Returned fortune: the goodwife will experience good luck, taking high die on all non-witchcraft-related rolls, for three days after every spell used on someone else.
  • Casual provision: basic needs for the goodwife are met because they turn up in unexpected but casual ways, like food being delivered mistakenly to them rather than some rich oppressor, messes being cleaned by serendipitous spills, and so on.
  • Right place, right time: the goodwife will have a knack for being where they are needed or should be.
  • Narrow misses: attacks on the goodwife narrowly miss, sometimes hitting a foe instead, on normal failure, tie, or normal success; anything above normal success is not a narrow miss but still might hit a foe; special failures and worse are reduced hits by one level.
  • Armor of good works: any effect of misfortune, doom, fate, fortune, or Eldritch power will take -1 to -9, depending on rolls, against the goodwife.
  • Companions of good fortune: allies to the goodwife receive good luck if they are within 33' of them; this will last a brief period of time and must be recharged with kindly spells.
  • Catastrophe repellant: immunity to instant death, coma, maiming, or a terrible thing of the player's choosing for a certain period of time.
PRO -1 ATH / STR -1 AWA +3 WIL +2 PRS +1 STH /

Hearth Mage

Type: Esotericist

An esotericist who draws from the laws of hospitality and the warmth of the hearth.

One's home may be anything from a mat on the ground to a sprawling town, but hearth mages need one with a hearth or other safe place for fire to wield their magic. They must identify it as their home consciously or subconsciously. Whether this is yearning to be there when times are hard, feeling safe there, or simply wanting to be there when you sleep, it is home. Any home with a safe placefor fire can generate hearth magic, but the most potent hearth magic is generated when the four qualities of home that are met:

  • Sanctuary: a home may not be truly safe, but one must feel safer there than elsewhere.

  • Comfort: a home must bring one comfort when one is there.

  • Identity: a home must feel part of oneself. This can be as simple as an association with one's personal space or as much as a part of the person's culture or personal self-identification.

  • Control: a home must be at least in part under one's control. This could be as simple as their ability to choose where to lie their head or in what decor to use or as much as full ownership.

Once they are living somewhere where hearth magic can develop, the hearth magic can be invoked and grown by keeping the laws of hospitality, making the home a place of comfort, relief, and sanctuary, and keeping it safe from infernal powers.

Hearth mages always have magic so long as their hearth (or equivalent) has a flame in it. Their magic comes in two categories: those centered on their home, and those they can use outside of it.

Home magic:

  • Ritual of hospitality: a ritual taking an hour’s time, any time a guest arrives, the hearth mage may perform this ritual to give them protection from instant death, disease, and poison for the night. This can be repeated each morning at dawn.

  • Comforting blanket: the hearth mage may enchant a blanket to give emotional comfort to anyone it is draped over, releasing them from any emotional magicks.

  • Light of relief: the hearth mage may direct a cone of light onto anyone within 30’ that relieves them of curses, hexes, geases, or infernal effects while they are in the house.

  • Circle of sanctuary: the hearth mage may create a magical circle 30’ in diameter that protects anyone in it from at least three of the following (hearth mage’s choice) - disease, poison, instant death, nightmares, fear, charm effects, paralysis, transfiguration, undeath, trauma, pain, domination, manipulation, control, despair, entropy, enslavement, misfortune, dismemberment, disabling, malnourishment, filth, loss of mind, body, heart, or soul, consumption, void, blasphemy, or weariness.

  • Cleansing salt: the hearth mage may sprinkle salt on a target and cleanse its body, heart, mind, or soul, depending on how much magic they use.

  • Sealing mark: the hearth mage may mark with soot from their hearth a target and seal it in a single room of the house.

  • Hearthfire: the hearth mage may draw fire from their hearth and direct it at a target, hitting them with celestial fire, damage rating 16/22/28/34.

  • Welcoming gesture: the hearth mage may perform this when a guest enters the house to release them from any anxieties of being in the space.

  • Prepared space: the hearth mage may magically prepare a room for a guest.

  • Home advantage: the hearth mage takes the high die after invoking this in their home.

Outside magic:

  • Rebuilding spell: the hearth mage can rebuild their entire home if they can rescue a single object from it after it has been destroyed.

  • Returning step: if the hearth mage can take a step, they can instantly return to their home, so long as it still stands.

  • Cleansing salt: the hearth mage may sprinkle salt on a target and cleanse its body, heart, mind, or soul, depending on how much magic they use.

  • Sealing mark: the hearth mage may mark with soot from their hearth a target and seal it in a single room of the house.

  • Hearthfire: the hearth mage may draw fire from their hearth and direct it at a target, hitting them with celestial fire, damage rating 16/22/28/34.

  • Circle of sanctuary: the hearth mage may create a magical circle 30’ in diameter that protects anyone in it from one of the following (hearth mage’s choice) - disease, poison, instant death, nightmares, fear, charm effects, paralysis, transfiguration, undeath, trauma, pain, domination, manipulation, control, despair, entropy, enslavement, misfortune, dismemberment, disabling, malnourishment, filth, loss of mind, body, heart, or soul, consumption, void, blasphemy, or weariness.

Other abilities may be possible. Consult the GM.

PRO / ATH / STR +1 AWA +2 WIL +3 PRS +1 STH /


Mirabilian

Type: Esotericist

A worker of wonders.

Mirabilians are mages who create illusions and effects that instill wonder by drawing from their own sense of wonder. They themselves must be overtaken by wonder at the world around them, the people, the art works, the goodness and sense and wield the emotional resonance of their own wonder.

To do this, they must first learn to sense emotional resonance (often taught to them by a mentor) and capture it, sometimes in a jewel called a dumaqu, in a crystal, or in a work of art. The method they use is determined mostly by who taught them. This object becomes the focus of their power, and they must have it present when they use their magic. To generate wonder, they must create works of art that instill wonder in others. That feeling will make their own wonder resonance amplify, and they can capture it in their jewel, crystal, or work. This becomes their fuel for magical abilities:

  • Wondrous image: they can create an illusion that is full of light and power that instills wonder in those who see it. If they roll well enough, it attains solidity.

  • Rainbow wall: they can create a wall of rainbow light around them that repels anything infernal.

  • Heron’s call: they can send out a beacon that calls wondrous birds to them to assist them for a short while.

  • Amazing formation: they can shape metal, stone, wood, or other solid materials into a statue that permanently instills wonder in an area. The statue can move and act if they roll well enough, but it will not have consciousness.

  • Crystalline beam: they can emit a beam of splintered, rainbow light that opens minds and inspires people, causing those who serve imperial powers to temporarily or permanently renounce their roles.

Other abilities are possible. Consult the GM.

PRO +1 ATH / STR +1 AWA +3 WIL +2 PRS +2 STH -1


Venefict

Type: Witch

Veneficts are witches who are attuned to the cycles of chaos. They are anarchistic witches who obey no mortal law, provide support and aid to their communities, and seek alternative forms of power and structure. They have their own codes, and they refuse to be bound by patriarchal or oppressive values, codes, or chains. To maintain their powers, they defy consistency and change something about themselves every single day.

To become a venefict, someone (often a woman or someone who is not a man, but not always) must be mentored by another venefict. They taught basic skills of witchcraft, community support, and soft power. They are taught political philosophies. And they are intiated via rites of passage and power involving special substances, visions, and special arts using magical objects like tarot cards, mystic incense, or powerful symbols. After years of study, rituals, and training, they develop a library (literal or not) of spells, powers, and insights, and they engage in a potent ritual that sends them on a dream journey into the heart of celestial chaos. During this, they are tested, scoured of any connections to mortal, patriarchal laws, and released with their full powers.

Their powers defy and disrupt the laws of men. They have spells that can provide support outside of existing systems, protect those who are cast out of the protedction of mortal laws, and empower people to care for themselves. As witches, they have a wide variety of spells at their disposal. Witchcraft is ritual magic that creates a delayed effect. Any effect they want to happen instantly must be prepared beforehand and attached to some triggering object - if they wish to hex someone, they need to have a focus they can store it in to release later when they have a target, for example.

Because witchcraft comes with so many potential spells, player and GM will develop the list together if this occupation is chosen. All spells will revolve around chaos, and therefore, they will have an element of unpredictability. For every critical or exceptional success or failure, they roll a d100 and risk one of the following effects:
Roll EffectSorted ascending
97-99 +9 to the lowest stat of everyone within 33', ally or enemy, but not the venefict
81 A celestial storms sweeps over the area for 3 miles around
72 A rainbow bridge appears allowing the venefict, allies, and any oppressed or exploited to cross it to a safe location of their choosing
96 A rainbow serpent appears
37-43 A wave of bluest water washes over everyone withinn 33', harming the infernal and helping everyone else
3 All allies within 33' and the venefict gain +6 to any stat that they choose for 5 minutes
52-54 All documents of mortal law within a mile are mixed up and altered at random
44 All enemies within 33' take -6 to a stat, skill, or power of the venefict's choosing for the next round
8-10 All enslaved or imprisoned people within 1 mile are teleported 10 miles away to a safe place
87-91 All illnesses of everyone within 1 mile are healed
76-77 All plants within 33' release soothing scents or a foul stink
85-86 All wounds of everyone within 33' are healed
33 An angel appears
65-71 Beautiful music plays within 33' of the venefict
48-51 Bright lights shine on the venefict and her allies, revealing them to everyone nearby
100 Celestial chaos reigns for a day and a night
64 Every door within 33' is unlocked if it is locked and locked if it is unlocked
92-95 Everyone within 33' can sense each other's emotions and thoughts for 1 round
24 Everyone within 33' has their gender presentation altered for an hou
36 Everyone within 33' is stripped nude
29-32 Everyone within 33', including the venefict, is soothed of any stomach ailments
45-47 Everyone, including the venefict, within 33' hallucinates for 5 minutes
78-80 Folie a deu for everyone within 1 mile
4-7 Food fills the larders of every house within 1 mile
58-63 Impenetrable darkness surrounds the venefict and allies for five minutes
57 The fifth person to the right, no matter how far, of the venefict is polymorphed into an apex predator mammal for the next hour
16 The third person to the left of the venefict, no matter how far, is polymorphed into a songbird for an hour
17-23 The venefict and allies are teleported 10 miles away to a random location
75 The venefict communes with celestial chaos, gaining one piece of ancient wisdom
14-15 The venefict falls asleep
82-83 The venefict falls ill for the next hour
1-2 The venefict is stunned
34-35 The venefict loses next action
25-26 The venefict loses on of their five primary senses for 5 minutes
73-74 The venefict suffers a deep wound
55-56 The venefict suffers a normal wound
84 The venefict's favorite non-sentient animal appears
27-28 The venefict's next spell is an automatic normal failure
12-13 The venefict's next spell is an automatic normal success
11 The venefict's next spell is an automatic special success
The power of each roll is determined by a roll of 3d10 against which unwilling targets roll a relevant base stat, usually WIL.

PRO / ATH / STR / AWA +3 WIL +3 PRS +2 STH +1

Visardeur

Type: Masker

An esotericist who wears masks that are empowered by different forms of love.

A visardeur is someone who at some point in their life experienced love and loss. Their loss resonates with them deeply, and they gain the ability to sense and understand their own emotional resonance when it comes to love. This can take many forms - being taught by a mentor, learning it through trial and error (often weaker if no one helps them), or being guided by a celestial being. However they learn, eventually, they fashion the loss they feel into a blue jewel dumaqu mask.

The mask allows them to sense emotions, initially, but it also lets them understand their own better. As they do, they begin to sense when they feel different kinds of love, and if they act when these different forms of love are felt and resonate with them, they can empower their mask for new abilities:

  • Acceptance: acceptance as a form of love means taking someone as they are without judgment. This form of love grants the mask the ability to absorb inferally charged emotions and convert them to love.

  • Admiration: admiration is looking up to someone. This form of love grants the mask the ability to take on one feature or characteristic of those they admire if they are within 50’.

  • Communal love: communal love is love of one’s nation or group, community, etc. This form of love grants the mask the ability to speak without words to other members of their community.

  • Compassion: compassion is understanding the pain and suffering of others and wanting to help regardless of how much they are like you. This form of love grants the mask the ability to heal psychological damage to someone with their touch at a power of 13.

  • Crush or puppy love: the affection and desire of inexperienced or new love. This form of love grants the mask the ability to have an aura of joy once per day.

  • Desire: desire for people, places, or things. This form of love grants the mask the +3 seduction/PRS.

  • Divine love: love of the Divine or semi-Divine beings, worship of something greater. This form of love grants the mask the ability to roll PRS to gain favor with the Divine if they are a sincere worshiper thereof.

  • Familial love: love of family, blood or chosen. This can be between siblings, parent to child, child to parent, grandparent love, etc. This form of love grants the mask the ability to create an aura of protection around any children within 50’.

  • Friendship: love of one’s friends and acquaintances. This form of love grants the mask the ability to extend protection to anyone they call friend within 100’, giving them +3 vs. infernal attacks.

  • Grief: love of someone or something lost. This is the love that starts a visardeurs journey. This form of love grants the mask empathic senses and the ability to see the visardeur’s emotional resonance.

  • Kindness: generosity and altruistic love, love for strangers. This form of love grants the mask the ability to give one point of any stat to another person within 50’.

  • Passion: love for something like a hobby, pursuit, job, or action. This form of love grants the mask the ability to _

  • Pet love: love for a pet, usually an animal. This form of love grants the mask the ability to call their pet from anywhere within 5 miles.

  • Romantic love: love for a life partner or intimate partner. This form of love grants the mask the ability to sense their romantic partner anywhere and go to them instantly, within 1,000 miles.

  • Self love: love of one’s self. This form of love grants the mask the ability to alter one aspect of themselves once per year to better match their inner sense of self. These incongruities must be predetermined.

  • Sexual attraction: physical attraction to others. This form of love grants the mask the ability to heal physical injuries with a touch at a power of 10.

  • True love: probably mythical, or perhaps only supernatural. This form of love grants the mask the ability to destroy anyone who harmed their true love with a wave of blue flame 50’ in radius at a power of 19/28/37/46.

  • Unconditional love: love not only without judgment but without chance of losing it. This form of love grants the mask the ability to trade their life for someone else’s.

To wield any of these, they must be listed in the character’s motivations.

Other forms of love are possible, including more specific versions of the above. Consult the GM.

PRO / ATH +1 STR / AWA +2 WIL +1 PRS +3 STH -1

Topic revision: r6 - 14 Oct 2025, SallyJaneBlack
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