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Astral

A light-based magic whose powers derive themselves from the stars. It’s likely these users intend for good, but are often and easily misguided.

Novice (0 - 60)

Blue Bloods of this element use light-based magic derived from the stars. During these early levels, magic is best attempted at night. Due to the nature and source of their power, they are unable to use their magic in places where natural light cannot pass through. The range to which they can work with begins at 5 feet/1.5 meter.

lvl1

Level 1 (Requires 0 medals)

Blue Bloods of this level can manipulate light in a way that allows them to either dim or brighten a room. This ability is not to be mistaken with electricity-based powers that affect light fixtures. The light an Astral user can bend must be derived from natural sources.

lvl2

Level 2 (Requires 30 medals)

Illumination – Blue Bloods of this level can cause minor objects to either glow or light up temporarily.

Intermediate (60 - 140)

At this tier, an Astral Blue Blood begins to learn how to use their magic to alter the perception of things around them and others through their ability to bend light and manipulate solar energy. The range of their magic now extends itself to 10 feet/3 meters.

lvl3

Level 3 (Requires 60 medals)

Chromakinesis – With this ability, users can bend light to create an illusion that changes the color of anything so long as it’s within the visible color spectrum. However, they are limited to non-living things.


Hologram – Using similar magic like Chromakinesis, Blue Bloods of this level can create fully-three dimensional holographic images that are limited to a spectrum of three colors.

lvl4

Level 4 (Requires 100 medals)

Cosmic Veil – A defensive ability that shrouds the dragon or allies in stardust, temporarily rendering them invisible and masking their magical signatures from detection.


Solar Manipulation – The ability to manipulate minor aspects of the sun’s rays such as heat and luminosity. These temperatures cannot exceed an additional temperature of 15°F / 8°C.


Blinding Lights – Blue Bloods of this level can concentrate enough luminosity to create a flash of light that can either daze or blind individuals. (The caster is prone to these effects as well)

Advanced (140 - 240)

At this tier, Astral Blue Bloods can draw upon additional magic from the stars, allowing them to use their ability to manipulate light and cause more tangible effects. The range to which they can work is now extended to 15 feet/4.5 meters.

lvl5

Level 5 (Requires 140 medals)

At this level of mastery, Blue Bloods can draw power from the stars to help navigate themselves through any area so long at they’re outdoors. They can perceive stars even in the brightest of environments due to their inherent connection. With this ability, Blue Bloods can recognize familiar stars and pinpoint their locations.

lvl6

Level 6 (Requires 190 medals)

Prismatic Refraction – At this level, Astral Blue Bloods can split natural light into its component colors and manipulate each color separately. They can create colorful beams that have minor, temporary effects on targets based on the color spectrum used. These effects are non-harmful and last for a short duration:

  • Red beam: Generates intense heat, causing minor burns or discomfort to targets and overheating small objects.

  • Blue beam: Numbs an area, reducing pain sensation or temporarily freezing a surface with frost.

  • Green beam: Accelerates regeneration in living organisms, allowing minor wounds or injuries to heal more rapidly.

Expert (240 - 360)

At this tier, the user gains the ability to physically manipulate light as if it were a solid substance. By bending and shaping light at will, they can generate beams or form tangible spheres, allowing for direct interaction with their surroundings. The range to which they can work is now extended to 20 feet/6 meters.

lvl7

Level 7 (Requires 240 medals)

At this level, an Astral Blue Blood can physically touch light and treat it as though it were a solid object. However, these effects on others function more like a heat beam.


Star Magic – The ability to create little spheres of pure astral energy that glow brightly and pop when touched. When these stars pop, it causes one of three temporary side effects. Short term memory loss, severe disorientation, or any form of agnosia. These effects typically wear off after thirty minutes

lvl8

Level 8 (Requires 300 medals)

Light Barrier – Astral Blue Bloods can create a shroud of light around themselves that can shield them from energy-based projectiles. This ability does not work against physical impact or tangible material.

Master (360 - 500)

At this final tier of mastery, Blue Bloods of this element will learn to manipulate their magic in a way that will allow more offensive magic to assist in combat. The range to which they can work is now extended to 30 feet/9 meters.

lvl9

Level 9 (Requires 360 medals)

Binding Light – At this level, Astral Blue Bloods can summon chains of solid light to bind and restrain targets. These radiant chains are incredibly strong and can hold even large or powerful foes, without affecting their magical abilities. The chains last for up to 10 minutes, though maintaining them gradually drains the user’s energy. If the chains are subjected to too much force, they will dissipate.


Light Weapons Create weapons such as swords, shields, and bows made entirely of solidified light, which are both durable and effective in combat

lvl10

Level 10 (Requires 500 medals)

Warding – Through this form of magic, an Astral user can create a light-based warding that extends to the max of their range to ward off non-sentient creatures. These wardings last one day and drain a significant amount of energy from the user. Typically, when Blue Bloods are using this form of magic, they are to remain stationary as to not exert too much energy. Overexerting oneself will cause heart complications.


Astral Cleanse – The ability to cleanse cursed or magically plagued items.

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