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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. 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.

lvl4

Level 4 (Requires 100 medals)

Using similar magic like Chromakinesis, Blue Bloods of this level can create fully-three dimensional holographic images that are limited to one color.

Advanced (140 - 240)

At this tier, Astral Blue Bloods can draw upon more magic from the stars, allowing them to use abilities beyond just the manipulation of light. The range to which they can work with 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)

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)


Expert (240 - 360)

At this tier, the ability to physically interact with light as if they were tangible becomes possible for the user. With their ability to bend light, they can form either beams of light or even spheres to interact with. The range to which they can work with 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 only work for the user as they cannot make light tangible for others.


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 additional protections not only for them, but others as well. The range to which they can work with is now extended to 30 feet/9 meters.

lvl9

Level 9 (Requires 360 medals)

Camouflage – The ability camouflage themselves and others through their ability to bend light and colors.

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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