I finally finished fleshing out thoroughly the Celestial Sol and Luna magicks. Eclipse I am still working on and I made add to this at a later date but I thought I should get this up for the GM and Co-GMs to take a look at and tell me if it's acceptable.
If I'm being honest I think I made this magic too powerful so if the GM/Co-GMs have suggestions for possible weaknesses I'm all ears. Just bear in mind that what I've written is all that this magic is capable of doing not what the twins are able to do with it at present.
Overview: Celestial Magic is extremely volatile. While Luna and Sol are the literal opposites of one another they are also complimentary. There cannot be a day without a night and likewise there cannot be Luna without Sol. When pitted against one another they are both weakened by the other.
I had to make it myself so it doesn't look brilliant but you get the idea.
Celestial Sol Magic
Dawn's magic embodies the power of the sun. It allows him to summon both fire and light magic often used in tandem. When the more intensive functions of this magic are used the eyes of a Sol mage turns a brilliant shade of gold that almost seems to glow.Sun's Protection - Sol users are immune to fire and heat as well having perfect vision in impossibly bright environments. The flip side to this is that they have virtually no night vision being almost blind in dark areas. The exception to a Sol's immunity to fire is when facing another Sol user. Their flames burn hot enough that the Sol's fire immunity only buys them time before immolation.
Morning Light - Sol users gain energy from the sun, passively they absorb solar radiation as long as they're exposed. This means that their magic is more powerful in times of daylight when the sun is strongest and at times when the sun is not present there magic can be depleted as there is no sunlight to recharge from.
Sol Sanctum - A dome of fire burning at several thousand degrees is erected around a location set by the user. The size is determined by the mage but the larger the dome the more effort it takes to maintain it. Holding Sol Sanctum in place takes all the concentration of the mage in question and as such acts as a safe zone rather than a battle technique. Up to the point where it reaches critical failure Sol Sanctum is near impervious burning anything that tries to enter, even other fire or Sol mages. Ninety Nine percent of the heat from Sol Sanctum is directed outwards so the inside is only five or ten degrees hotter than the environment before the Sanctum was erected.
Heat Wave - Sol mage sends out a wave of magical energy in the form of heat drastically increasing the temperature of the area around him. While not monumentally destructive it makes fighting much more difficult to the opposition depending on what type of magic they use.
Flare - A torrent of fire shot out from the mage at his intended target.
Light of the Sun - User glows with the brilliance of the sun making him almost impossible to look at without being temporarily blinded.
God's Wrath - User summons a giant pillar of flame and light from the sky that will pursue a single target for twenty fours hours. This ability costs the Sol user all of their magical power and leaves them in a severely weakened state unable to recoup their lost magic or summon anything else until the pillar of flame has dissipated.
Sunspots - A beam of light honed to such a fine point that it can cut through almost anything. The user can actively control the path it moves along through if they lose focus the beam may target something they hadn't intended.
Helios Descending - Sol mage channels the power of the dying sun, this is marked by a the use of harsh blue flames which are hot enough to boil water and melt steel. This shift is far more powerful than regular Sol magic and also much more difficult to contain. Helios flames seek to consume and if the Sol mage loses control of them they will continue to do just that until they are put out or there is nothing left to feed on.
Apollo's Bow - Sol mage summons a bow made out of pure light who's shots almost never miss. The bolt emits light that is blinding to the eye and often disorients the intended target.
Sol's Avatar - A mage summons the Akasha or Quintessence of the sun, channeling into themselves the raw power of the sun. In this form a Sol mage is almost impossible to stop with a very large magical reserve and resistance to many forms of arcana. The unfortunate side effect of using this magic is that unless the summoner has a very strong sense of self or ties to the mortal world his consciousness will be consumed by the persona of Sol, the spirit of the sun. Whatever task the mage had intended to complete when summoning Sol will be accomplished but afterwards Sol is very difficult to banish from the mage's body. Sol's persona is confrontational and warlike. Once in existence it will continue on a path of destruction till the mage it possesses is consumed. There are only two ways to banish Sol without killing the mage. Once beaten in a fight another mage can draw the Akasha out of Sol's Avatar, if they are another Sol mage the cycle will simply repeat but if they are not the power will burn through them, killing them and the Akasha will be harmlessly released. The other means of banishing them is far more dangerous. If a Celestial Luna mage summons Luna's Avatar they would be capable of banishing Sol.
Morning Light - Sol users gain energy from the sun, passively they absorb solar radiation as long as they're exposed. This means that their magic is more powerful in times of daylight when the sun is strongest and at times when the sun is not present there magic can be depleted as there is no sunlight to recharge from.
Sol Sanctum - A dome of fire burning at several thousand degrees is erected around a location set by the user. The size is determined by the mage but the larger the dome the more effort it takes to maintain it. Holding Sol Sanctum in place takes all the concentration of the mage in question and as such acts as a safe zone rather than a battle technique. Up to the point where it reaches critical failure Sol Sanctum is near impervious burning anything that tries to enter, even other fire or Sol mages. Ninety Nine percent of the heat from Sol Sanctum is directed outwards so the inside is only five or ten degrees hotter than the environment before the Sanctum was erected.
Heat Wave - Sol mage sends out a wave of magical energy in the form of heat drastically increasing the temperature of the area around him. While not monumentally destructive it makes fighting much more difficult to the opposition depending on what type of magic they use.
Flare - A torrent of fire shot out from the mage at his intended target.
Light of the Sun - User glows with the brilliance of the sun making him almost impossible to look at without being temporarily blinded.
God's Wrath - User summons a giant pillar of flame and light from the sky that will pursue a single target for twenty fours hours. This ability costs the Sol user all of their magical power and leaves them in a severely weakened state unable to recoup their lost magic or summon anything else until the pillar of flame has dissipated.
Sunspots - A beam of light honed to such a fine point that it can cut through almost anything. The user can actively control the path it moves along through if they lose focus the beam may target something they hadn't intended.
Helios Descending - Sol mage channels the power of the dying sun, this is marked by a the use of harsh blue flames which are hot enough to boil water and melt steel. This shift is far more powerful than regular Sol magic and also much more difficult to contain. Helios flames seek to consume and if the Sol mage loses control of them they will continue to do just that until they are put out or there is nothing left to feed on.
Apollo's Bow - Sol mage summons a bow made out of pure light who's shots almost never miss. The bolt emits light that is blinding to the eye and often disorients the intended target.
Sol's Avatar - A mage summons the Akasha or Quintessence of the sun, channeling into themselves the raw power of the sun. In this form a Sol mage is almost impossible to stop with a very large magical reserve and resistance to many forms of arcana. The unfortunate side effect of using this magic is that unless the summoner has a very strong sense of self or ties to the mortal world his consciousness will be consumed by the persona of Sol, the spirit of the sun. Whatever task the mage had intended to complete when summoning Sol will be accomplished but afterwards Sol is very difficult to banish from the mage's body. Sol's persona is confrontational and warlike. Once in existence it will continue on a path of destruction till the mage it possesses is consumed. There are only two ways to banish Sol without killing the mage. Once beaten in a fight another mage can draw the Akasha out of Sol's Avatar, if they are another Sol mage the cycle will simply repeat but if they are not the power will burn through them, killing them and the Akasha will be harmlessly released. The other means of banishing them is far more dangerous. If a Celestial Luna mage summons Luna's Avatar they would be capable of banishing Sol.
I bring you the Light; I am the new day begun
I bring you the morning, I bring you the sun
I hold back the night and I open the skies
I give light to the world; I give sight to your eyes
From the first of all time, until time is undone
Forever and ever and ever and ever
For I am the light bringer, the sky and the sun
I am one with the Stars, and I am the Dawn
I bring you the morning, I bring you the sun
I hold back the night and I open the skies
I give light to the world; I give sight to your eyes
From the first of all time, until time is undone
Forever and ever and ever and ever
For I am the light bringer, the sky and the sun
I am one with the Stars, and I am the Dawn
Celestial Luna Magic
These magic users are capable of harnessing the energies of the moon. Some effects are only possible while the moon is in the sky while others are internal and accessible anytime. In contrast to its brother Luna magic is far less directly confrontational, instead using a number of misdirections and telling signs to put an opponent off guard before coming in with one of the few powerful attacks this magic possesses. When used intensively the eyes of the Luna mage turn a brillaint color of silver while the whites become a deep almost black blue like the night sky. Luna's Sight - The moon's phases are often thought to effect the emotions of humans down on earth. Because of this a Luna mage is able to channel a directive of this into being able to sense strong emotions and sometimes magics of those surrounding them. It can often be disorientating as this is a passive ability that has to be learned to shut off. Though in its initial stages this power if fairly rudimentary it can be expanded to more advanced forms of empathic abilities.
Luna's Light - The moon's light is revealing, many ordinary things take on a new meaning under the silver glow of the moon. As such when a Luna mage shines moonlight over things it can reveal secrets about them including such things as magical trails left by specific types of magic or more mundane thing hidden from sight. However it takes time and practice to learn how to read Luna's Light correctly. It causing an object to glow in a certain way could mean a hundred different things about the object, only with study does a Luna mage learn how to differentiate what those meanings might be.
Midnight Glow - Luna users gain energy from the moon, passively they absorb moonlight as long as they're exposed. This means that their magic is more powerful in the night when the moon is shining strongest. It may also take on different forms during certain lunar events such as a blue moon or a blood moon. Certain phases of the moon give more energy to the Luna user than others. It also means that if they use their magic too heavily in the day time it may expire leaving them defenseless.
Glacius - Luna mages command something like ice magic however rather than expending energy into a physical space to create frost the mage actually absorbs energy that is already there creating ice as a byproduct to the complete removal of heat from water in the surrounding air. Because of the difference in functionality Glacius is far more unpredictable and harder to master. If used too extensively the Luna mage will start to overheat from the amount of energy she is taking in.
Crystal Genesis - With a great deal of training Glacius can be forged into a rudimentary form of Ice Mold Magic. Though not as elaborate as true Ice-Make the user will be able to make basic shapes such as shelters or coat the floor in ice. This cannot be used to create any kind of animated ice form. Because of the way that Glacius functions each created object has to be made from the ground up. A mage would be capable of making something such as a sword but wouldn't be able to simply have it appear, instead it must be created layer by layer from ice on a solid surface before being picked up. With a lot of training a Luna mage can learn to do this very quickly.
Permafrost - Heat is removed from an object in contact with the mage to the point where it hits subzero temperatures extreme enough that any amount of force will shatter it. This is not instantaneous and so doesn't make a good weapon in battle.
Apparition - User leaves a decoy of themselves made entirely out of moonlight. It appears absolutely real until touched as the moonlight has no elasticity or heat and so the person will feel cold and hard. It is possible for the user to animate it though this takes more effort and concentration making it easier to simply create a double to take an attack or act as a decoy.
Lunar Blast - Moonlight absorbed by the mage during the night time is expelled with great force at a specific target.
Artemis's Bow - Luna mages summon a bow made of pure moonlight who's arrow almost never misses its target.
Luna's Avatar - A mage summons the Akasha or Quintessence of the moon, channeling the spirit and power of the moon. Much like Luna magic Luna's Avatar is unpredictable while it is far more stable than Sol's and easier to dispel it is also unstable. The form that Luna's Avatar will take depends greatly on the time of year, month and day that it is summoned. Just as the moon goes through phases so does Luna's persona, when summoning Luna's Avatar the mage may only experience an increase in magical power, on the other hand they may become cold and stern or be prone to fits of madness. This magic is a complete wild card that should only ever be used in emergencies.
Luna's Light - The moon's light is revealing, many ordinary things take on a new meaning under the silver glow of the moon. As such when a Luna mage shines moonlight over things it can reveal secrets about them including such things as magical trails left by specific types of magic or more mundane thing hidden from sight. However it takes time and practice to learn how to read Luna's Light correctly. It causing an object to glow in a certain way could mean a hundred different things about the object, only with study does a Luna mage learn how to differentiate what those meanings might be.
Midnight Glow - Luna users gain energy from the moon, passively they absorb moonlight as long as they're exposed. This means that their magic is more powerful in the night when the moon is shining strongest. It may also take on different forms during certain lunar events such as a blue moon or a blood moon. Certain phases of the moon give more energy to the Luna user than others. It also means that if they use their magic too heavily in the day time it may expire leaving them defenseless.
Glacius - Luna mages command something like ice magic however rather than expending energy into a physical space to create frost the mage actually absorbs energy that is already there creating ice as a byproduct to the complete removal of heat from water in the surrounding air. Because of the difference in functionality Glacius is far more unpredictable and harder to master. If used too extensively the Luna mage will start to overheat from the amount of energy she is taking in.
Crystal Genesis - With a great deal of training Glacius can be forged into a rudimentary form of Ice Mold Magic. Though not as elaborate as true Ice-Make the user will be able to make basic shapes such as shelters or coat the floor in ice. This cannot be used to create any kind of animated ice form. Because of the way that Glacius functions each created object has to be made from the ground up. A mage would be capable of making something such as a sword but wouldn't be able to simply have it appear, instead it must be created layer by layer from ice on a solid surface before being picked up. With a lot of training a Luna mage can learn to do this very quickly.
Permafrost - Heat is removed from an object in contact with the mage to the point where it hits subzero temperatures extreme enough that any amount of force will shatter it. This is not instantaneous and so doesn't make a good weapon in battle.
Apparition - User leaves a decoy of themselves made entirely out of moonlight. It appears absolutely real until touched as the moonlight has no elasticity or heat and so the person will feel cold and hard. It is possible for the user to animate it though this takes more effort and concentration making it easier to simply create a double to take an attack or act as a decoy.
Lunar Blast - Moonlight absorbed by the mage during the night time is expelled with great force at a specific target.
Artemis's Bow - Luna mages summon a bow made of pure moonlight who's arrow almost never misses its target.
Luna's Avatar - A mage summons the Akasha or Quintessence of the moon, channeling the spirit and power of the moon. Much like Luna magic Luna's Avatar is unpredictable while it is far more stable than Sol's and easier to dispel it is also unstable. The form that Luna's Avatar will take depends greatly on the time of year, month and day that it is summoned. Just as the moon goes through phases so does Luna's persona, when summoning Luna's Avatar the mage may only experience an increase in magical power, on the other hand they may become cold and stern or be prone to fits of madness. This magic is a complete wild card that should only ever be used in emergencies.
Darksome lady, blackest night
I call on thee by magic rite
Come to me this eve tonight
Sweep me up in your dark flight
By your grace and by your might
May all who wander see Luna's light.
I call on thee by magic rite
Come to me this eve tonight
Sweep me up in your dark flight
By your grace and by your might
May all who wander see Luna's light.
Celestial Eclipse
When involved in a successful Unison Raid Dawn and Elizabeth's magicks combine to form Celestial Eclipse. An inherent danger with Eclipse magic is that the magic itself seeks to continue working even against the will of the mages summoning it. To this extent it will bind those using it together as best as it can often doing harm to them in the process to ensure that it continues to be. A type of opposing magic is needed to separate the mages without injuring them. When they use Eclipse Dawn and Elizabeth's eyes turn a color of black that light seems to fall into tinged very faintly at the edges by a dark warm red.I had to make it myself so it doesn't look brilliant but you get the idea.
Ecliptic Beam - A beam of highly saturated magical energy that can destroy nearly anything in its path. Its use is extremely dangerous as once initiated it is difficult to shut the beam down.
Eclipse Cascade - Though not directly Eclipse magic it falls under the category because it comes of Luna and Sol magic mixing together. Unlike standard Eclipse, Cascade is caused not by the unity of the two Celestial magics but by their clashing violently together. When both Luna and Sol's Avatars are summoned to earth at the same time the vast magical potential they command ripples through the astral plane causing a complete and total eclipse of both the sun and moon. The effects of the Cascade cannot be undone until either of the Avatars are banished from the mortal world. Because of its nature Eclipse Cascade usually culminates in a battle between the two Avatars.
Eclipse Cascade - Though not directly Eclipse magic it falls under the category because it comes of Luna and Sol magic mixing together. Unlike standard Eclipse, Cascade is caused not by the unity of the two Celestial magics but by their clashing violently together. When both Luna and Sol's Avatars are summoned to earth at the same time the vast magical potential they command ripples through the astral plane causing a complete and total eclipse of both the sun and moon. The effects of the Cascade cannot be undone until either of the Avatars are banished from the mortal world. Because of its nature Eclipse Cascade usually culminates in a battle between the two Avatars.
Twin Souls
As twins Dawn and Elizabeth share a special kind of magic. Though separate people their souls are joined at a mystical level. In times of great need each is capable of drawing on the other's magical reserves for energy. Once developed to a greater extent this will allow them the ability to feel pain and strong emotions from the other. Depending on severity and need this could also result in transferring of injuries from one to the other. In times of great stress one of the twins would be able to use the other as a magical conduit to allow them to cast there own magic from the location of there twin. Because of the unpredictable nature of Sol and Luna interacting on such a level this is a very dangerous feet to attempt accomplishing. At its highest level they may even be able to communicate telepathically over great distances. At present they are only able to sense the discomfort of the other subconsciously.If I'm being honest I think I made this magic too powerful so if the GM/Co-GMs have suggestions for possible weaknesses I'm all ears. Just bear in mind that what I've written is all that this magic is capable of doing not what the twins are able to do with it at present.