The Siderealist of Aetolia

The Siderealist is Aetolia’s untethered cosmic mage, the newest class in the game, channelling Astranomia (stellar magic), Ostension (constellation-summoned regalia from the twelve Mejevsavelnel), and Crystalism (celestial-vibration crystal magic) from the Vashnar Mountains.
| At a glance | |
|---|---|
| Tether | Untethered |
| City | None (origin: Vashnar Mountains) |
| Guild | None; apprentice from Heiress Rashemi in the Vashnar Mountains |
| Skill sets | Astranomia, Ostension, Crystalism |
| Mirror class | None (untethered) |
| Sister class in guild | None |
| Signature mechanic | Sidereal regalia drawn from the 12 Mejevsavelnel constellations |
| Best for | Players who want cosmic-scale magic and an outsider’s roleplay frame |
Following the Creator’s Monomachy and the Eschaton’s unprecedented act of Creation, a vast well of power blossomed from newly forged stars and planets, its unseen radiation suffusing existence entire. The Siderealists are the mortals who learned to seize this energy and shape it into magic. They are the newest class in Aetolia and the first to draw their power from beyond the world itself.
If you want a mage class with a fresh power source and no centuries of guild politics behind it, the Siderealist is built for that. The craft is still being mapped.
Origin and lore
The first Siderealists awakened to their talents shortly after the True Creator’s planetary genesis. Some are born with the capacity for cosmic magic. Others train into it. A rare few possess wild talent that reveals itself in trance-like states during childhood. In serious cases, an untrained child can pose a danger to themselves or others without meaning to, with extreme stress catalysing unintentional expressions of power that look very much like psychosis or trauma to the uninformed.
Modern training runs through Heiress Rashemi in the Vashnar Mountains, where the apprenticeship costs 40 credits. Rashemi is the only known instructor, and the craft is young enough that the field is still being mapped. The Empyreal Vault, the vast cosmic gulf around Aetolia, hosts six additional planets beyond Aetolia itself, plus stars, nebulae, comets, and asteroids that provide limitless sources of the energy a Siderealist channels.
The class sits outside city politics and outside the Spirit-Shadow tether. A Siderealist draws on the stars, not on a side.
Skill sets
The Siderealist skill sets are Astranomia, Ostension, and Crystalism.
Astranomia is the raw stellar magic. The Siderealist channels cosmic energy from beyond Aetolia’s bounds. Accomplished practitioners manifest miniature moons, rings of stellar dust, and entire systems of tiny stars. From dying stars to the forces that set planets oscillating on their courses, the art covers the broad spectrum of celestial sorcery.
Ostension is the constellation school. The twelve major constellations of Sapience’s skies make up a legendarium called the Mejevsavelnel. Each carries a myth of origin. Ostension summons sidereal regalia drawn from these legends, imbued with the essence of the figures they represent. A diverse gallery of heroes, horrors, wizards, and tormented souls source these regalia, and each manifests a different power on the wearer.
Crystalism is the resonance and vibration school. Originally studied by the Magi of old, then the Ascendril and Sciomancers, it fell out of practice when the Master Crystals lost tonal purity. The Eschaton’s act of Creation breathed new celestial life into crystals throughout the world, and Siderealists revived the field. Different crystal shapes conduct invisible energies at different frequencies, influencing both mind and matter.
Skill abilities
Astranomia
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Luminesce
DescriptionSyntax: ASTRA LUMINESCE
Collect cosmic power through your sight and become a living conduit of cosmic will. With this energy gathered within you, you will be capable of casting cosmic spells that emulate the Empyreal. Your sight is the crux of your power: if you lose your vision completely, then you will lose sight of the cosmos and will thus be unable to utilize it as a tool.
Cosmic power also requires steady arms in order to cast its grand acts - as such, you will often need both arms to be free of harm, although you may wield equipment in them. Some exceptions exist to this rule, which are as follows: Replicate (Absorb), Foresight, Centrum, and Gleam (Inflict).
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Ray
DescriptionSyntax: ASTRA RAY <target>
This basic but powerful attack will harm your opponent with magic-type damage by blasting them with a ray of cosmic energy.
If used upon an adventurer, it will also leave them with a lingering magic weakness - reducing their ability to endure such attacks by 10% for the next 8 seconds. This can be further improved if the target is affected by an anomaly, reducing their defences by a further 10% and increasing the duration by 3 seconds for each one.
For more information on each anomaly that can enhance this effect, see AB ASTRANOMIA DUSTRING, ASTERISM, and MOONLET.
DetailsTarget Location Same location
Damage Type Magic
Damage Source Arcane
Damage 300 + 14%
Damage (Denizen) 1044
Base Magic Weakness Effect 10%
Added Magic Weakness Effect +10% per anomaly
Base Magic Weakness Duration 8 seconds
Added Magic Weakness Duration +3 seconds per anomaly
Equilibrium Recovery 4.00 seconds
Equilibrium Recovery (Denizen) 3.50 seconds
RequirementsRequires balance and equilibrium.
Costs 120 mana to use.
Costs 30 willpower to use.
Requires at least one arm functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
(Denizen) Considered a basic attack against denizens.
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Seer
DescriptionSyntax: ASTRA GAZE <STARS|MOON>
Your luminescent eyes will allow you to see the stars or moon regardless of whatever your surrounding conditions might be. Whether indoors, underground, cloudy, or day time, you will be able to see bodies of cosmos and feel their touch.
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Coruscation
DescriptionSyntax: ASTRA CORUSCATION
Form a lazily drifting band of green light around you, then send it outwards, healing yourself and your allies for some of their health.
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Blueshift
DescriptionSyntax: ASTRA BLUESHIFT
Draw the gaze of the stars closer to you, allowing their potent cosmic forces to enhance your vitality. Your max health and mana will be boosted by 3 points per level you have obtained.
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Erode
DescriptionSyntax: ASTRA ERODE <target>
Direct a current of cosmic power at your target, destroying their defences.
It will erode the following defence types in order:
- Magical shields
- Resistance defences
- Random defences -
Rotate
DescriptionSyntax: ASTRA ROTATE
Extend the life of your Crystalism vibrations embedded in the same location as you, ensuring that they continue to last by refreshing their spin. Inert vibrations will additionally be restored, bringing their effects back to life.
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Enigma
DescriptionSyntax: ASTRA ENIGMA
ORDER GLIMMERCREST ATTACK <target>
CALL GLIMMERCRESTCall forth an enigmatic glimmercrest from the depths of the cosmos to join your side. This creature will attack your opponent when asked, periodically dealing magic damage to your target and lacing their mind with maddening echoes of cosmic wonder.
After some time, the glimmercrest will no longer able to maintain its form and it will dissipate.
You may not summon both a glimmercrest and a cosmic sprite at the same time - doing so will cause the other to dissipate.
Please read HELP LOYALS for more information on commanding and controlling your glimmercrest.
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Dustring
DescriptionSyntax: ASTRA DUSTRING <target>
This effect is considered an anomaly.Should your target be below 60% of their max health, you may form together a ring of astral dust around them. The dustring will disrupt the creation of protective fields, increasing the recovery cost of any magical shield forming ability by 1 second.
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Gleam
DescriptionSyntax: ASTRA GLEAM [OFF]
ASTRA INFLICT <target> <colour>Form together seven stars from cosmic energy, each one coloured after the rainbow. Trapped within is the might of certain primordial forces that can be found within the realm of Aetolia. You can then destroy a star and utilise its cosmic energy to inflict an opponent with a debilitating affliction related to the colour star you used.
Red (burning): Causes crosswiring.
Orange (crushing): Causes gnawing.
Yellow (radiant): Causes dizziness.
Green (noxious): Causes clumsiness.
Blue (frigid): Causes shivering.
Indigo (temporal): Causes paresis.
Violet (twisted): Causes paranoia.When a star is consumed, a new one will eventually regenerate after 12 seconds have passed.
Maintaining your gleam will drain you of your willpower while it is in effect.
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Nebula
DescriptionSyntax: ASTRA NEBULA
Create a nebula within your location. Once anyone within the nebula takes over 2000 damage, they will be healed for 20% of their health, but only the one time for that specific person.
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Adumbrate
DescriptionSyntax: ASTRA ADUMBRATE
Release a field of stardust into your location that will help you sense when incorporeal adventurers pass through your location. This action is channeled, will slowly drain your mana, and requires your focus to maintain.
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Parallax
DescriptionSyntax: ASTRA PARALLAX [3-15] <spell> [spell details]
You may freely activate a temporal stall, causing your chosen Astranomia spell to be cast into the cosmos and reappear a specified amount of seconds later between 3 and 15. You may only have one spell stalled at a time.
Any damage dealt as a result of this ability is reduced by 40% and cannot interact with the Cataclysm vibration.
Example: ASTRA PARALLAX 3 ERODE ELIADON
This will cast the Erode skill on Eliadon after 3 seconds have passed. -
Capture
DescriptionSyntax: ASTRA CAPTURE
Capture the spin of your Crystalism vibrations, leaving them inert. While they will no longer have any effect while inert, the lack of spin on your vibrations will stop them from decaying.
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Asterism
DescriptionSyntax: ASTRA ASTERISM <target>
This effect is considered an anomaly.Provided your target has at least four or more curable afflictions, you may form a pattern of stars around them that will relapse those same afflictions upon your target periodically.
Broken/mangled limbs and all levels of bruising are excluded from selection.
Please see HELP CURE ORDER for afflictions that are considered curable.
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Foresight
DescriptionSyntax: ASTRA FORESIGHT
Glimpse the future through a cosmic vision, granting you the ability to dodge the next physical attack aimed your way if possible. Your dodge cooldown will be reset when you gain the foresight defence.
Please read HELP AVOIDANCE for more information on dodging.
Cooldown: 30 seconds
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Embody
DescriptionSyntax: ASTRA EMBODY
ORDER SPRITE ATTACK <target>
CALL SPRITEDraw forth a personification of the cosmos in the form of a cosmic sprite. This sprite will attack your opponent when asked, dealing magic damage to your target, and its cosmic nature will afflict them with sparkling phosphenes that will linger on the lens of their vision.
After some time, the sprite will no longer able to maintain its form and it will dissipate.
You may not summon both a cosmic sprite and a glimmercrest at the same time. Doing so will cause the other to dissipate.
Please read HELP LOYALS for more information on commanding and controlling your sprite.
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Centrum
DescriptionSyntax: ASTRA CENTRUM
By aligning yourself with the fundamental forces that guide celestial bodies through the cosmos, you can channel raw sidereal energy directly through your arms. Through such an action, you will be capable of performing any action or skill that you wouldn't be able to normally if one arm were crippled.
However, this power is not sustainable and subjects the body and mind to immense fatigue. As such, your ability to maintain this state will be limited before you must release it for your own safety.
Using this skill requires equilibrium and balance, but it does not consume it.
Cooldown: 30 seconds
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Moonlet
DescriptionSyntax: ASTRA MOONLET <target>
This effect is considered an anomaly.After a short channel, you may conjure forth a small moonlet to orbit around your target. Once fully conjured, the tidal forces from the moonlet will disrupt the target's mana reserves, draining their health for 30% of any mana lost or used.
The channel time can be sped up by 0.5 seconds for every broken limb the opponent suffers from.
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Equinox
DescriptionSyntax: ASTRA EQUINOX [target]
Summon forth equal parts of solar and lunar cosmic energy to engulf your form. As the two different energies meet in the middle of your body, you will be healed of a random affliction.
If you choose a target in the same location as you, you will dispel a second affliction that exists within the curable trees of the last affliction they cured themselves.
Please see HELP CURE ORDER for more information on the curable trees.
Cooldown: 20 seconds
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Stillness
DescriptionSyntax: ASTRA STILLNESS <target>
Inflict the stillness of naught upon your target who is haunted by enigmatic echoes, crushing their lungs and driving them mad. It will deal asphyxiation-type damage and will inflict them with two afflictions. If they have all the afflictions, then it will form the Moonlet anomaly upon them.
Afflictions will be given in the following order:
Stupidity, confusion, dementia, hallucinations. -
Alteration
DescriptionSyntax: ASTRA ALTERATION <target> <aff> INTO <new aff>
Through a powerful cosmic spell, you can alter one affliction your opponent has into another. This transformation will happen 2.4 seconds after you cast this ability, and if the targeted affliction is cured before then, it will fail.
You may only target easily curable afflictions with this ability, and the transformed affliction must match the curing method of the new one. For example, if you were wanting to give someone paresis, the target affliction to transform it from must be cured by the opiate pill.
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Redshift
DescriptionSyntax: ASTRA REDSHIFT <target>
Surround your target in hostile cosmic energy that will, after a delay, deal magic-type damage to them depending on how far away they are from the original location this skill was cast upon them.
It will increase in damage until they are twenty rooms away from the original location, at which point it will reach the maximum amount of damage possible.
If there is no direct path to the original location, then it will deal full damage as well.
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Replicate
DescriptionSyntax: ASTRA ABSORB <target>
ASTRA REPLICATE
ASTRA FORGETBy ABSORBing the ambient cosmic knowledge left behind by the act of an intelligent, sapient being, you can gain the power to replicate the last aggressive attack that targeted you and turn it into a usable spell with two uses.
You may then REPLICATE that ability as though it were your own, consuming a use, and it will automatically target the person whom you replicated the ability from. Use of the replicated ability will act as though you were Transcended in that art form.
If you wish to, you may FORGET a replicated ability and release your knowledge upon it. You may only absorb one ability at a time.
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While the scope of what you can absorb is quite large, keep in mind that temporal knowledge can be at times limited to reality, and some abilities may be outside of your reach to perform in full. If you are unable to perform an ability successfully when replicating it, you will still be taxed by attempting to cast it.
The act of absorbing an ability has very few restrictions on it, and will be accessible nearly any time that you desire.
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Chromaflare
DescriptionSyntax: ASTRA CHROMAFLARE <target>
This potent ability allows you to compel all your miniature stars into a chain reaction of supernovae, expending them all at once. While it will not inflict your opponent with afflictions, it will deal a small amount of damage for each star that you hold in reserve.
The damage type dealt for each star will depend upon the colour of the star that strikes them.
Red: Fire damage.
Orange: Asphyxiation damage.
Yellow: Electric damage.
Green: Poison damage.
Blue: Cold damage.
Indigo: Magic damage.
Violet: Psychic damage.This act will consume all your colourful stars for 20 seconds, at which point they will be resummoned.
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Superbolide
DescriptionSyntax: ASTRA SUPERBOLIDE
In a truly terrifying display of power, you can call down a comet from the Empyreal Vault to strike the very battlefield you stand upon. Once the comet is on a direct collision path, it will take 12 seconds to collide with the clouds. Upon arrival, it will explode into a shower of heavy metals and frozen rock, injuring everyone who remains in the same location and isn't underground.
The falling meteors will deal cutting, blunt, and cold damage all at once and tear apart anyone in the way, causing a variety of afflictions to the unfortunate.
It will cause one to three hidden afflictions at random from the following:
One freeze level, any crippled limb, fallen, stun, stupidity, dizziness, paresis, blindness, or deafness. -
Syzygy
DescriptionSyntax: ASTRA SYZYGY <target>
A powerful spell that will tear at your opponent with cosmic forces by aligning the anomalies of the Moonlet, the Dustring, and the Asterism that surround them.
Upon casting, it will deal a large amount of magic, spirit, and shadow damage on them all at once, while destroying all three anomalies in the process.
The victim will leave no corpse behind if they are slain by this ability.
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Ekpyrosis
DescriptionSyntax: ASTRA EKPYROSIS
Let forth a plea into the cosmos so that you might turn the tides of battle in your favour. This burning wish will intensify the power of stars upon your body, bringing it to burning heights as all your stats reach their maximum potential and you become immune to instant kill methods from adventurers for a limited time.
This act does not come without a fatal price however. Once the power of the stars expires, your body will burn apart into a haze of stellar dust, destroying your life and body completely with no chance of survival.
Cooldown (on death): 1 hour
Ostension
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Reenactment
DescriptionSyntax: REENACT <constellation>
Additional syntax: POWERS
Beseech one of the constellations of Sapience for intercession by re-enacting an aspect of their legend. After a brief delay, the constellation will answer your plea and deliver a legendary piece of regalia closely associated with it into your hands. With this piece of regalia, you may tap into special powers related to its origin.
You may only reenact one legend at a time for now.
To learn more about the powers available to you, you may use POWERS while you hold a piece of regalia.
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Forfeit
DescriptionSyntax: FORFEIT <item> or FORFEIT ALL
Once you have obtained regalia from the constellations, if you wish to return it to them, you can forfeit it back to the legends they came from.
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Empyreal
DescriptionThis ability is passive.
The regalia that is gifted to you by the stars possesses empyreal qualities that place them a step above the common armaments found within the realm. Each regalia that you call upon is unique to you and you alone. As such, you will not be able to pass along your regalia to others, ensuring only you can tap into their mythical powers.
In addition to this, all weapons summoned forth by the stars will be classified as a Legendary weapon and, if it can be wielded, it will be unyielding to attempts to disarm you of them in much the same way a fist-sigil could.
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Artos
DescriptionArtos, the Sage
Regalia given: glassesViewed as a pair of bright stars twinkling in unison, representing the two piercing eyes of Artos.
Powers granted by the given regalia:
Spy Obtain useful information from a distance.
Diagnose Diagnose yourself or others.
Wounds Determine the limb trauma you or another has.Type AB OSTENSION <power> to gain more information on a bestowed power.
Sub‑abilities-
Spy
DescriptionSyntax: SPY <target>
Using your sagacious glasses, you may spy upon individuals over a vast distance. This will reveal the class of the target that you choose to spy upon, along with how many defences they have and what their current stats are.
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Diagnose
DescriptionSyntax: DIAGNOSE [target]
Your glasses allow you to diagnose yourself or another of any afflictions they may have at a glance.
When used on someone not yourself, it will be free of equilibrium cost.
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Wounds
DescriptionSyntax: WOUNDS [target]
This ability will allow you to determine how badly damaged the limbs of your opponent are. If you specify no target, you will check your own limbs.
When used on someone not yourself, it will be free of equilibrium cost.
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Cthalut
DescriptionCthalut, the Archer
Regalia given: bowCan be seen as seven stars in a loose group, the brightest three in a vertical crescent, representing the shape of an archer.
Powers granted by the given regalia:
Archery The bow of the archer Cthalut.
Aiming Take aim for extra precision.
Starshot An arrow made from starlight.
Arcing Let your arrows take an arc through the sky.Type AB OSTENSION <power> to gain more information on a bestowed power.
Sub‑abilities-
Archery
DescriptionUsing Cthalut's bow:
SHOOT <target> [type/venom]
SHOOT <denizen> <direction>
SWITCH <type>Using a quiver:
INSPECT QUIVER or IQ
INQ <amount> <type> ARROWS
OUTQ <amount> <type> ARROWSUse your bestowed bow to shoot someone in a line-of-sight location from you. Although the bow has been given to you by the stars, you still need a quiver. Place the arrows you wish to use within your quiver using INQ and then, while wielding your bow, you can SHOOT a target within line-of-sight of you. You can use SWITCH to choose which of your arrows you will shoot by default.
In addition to the regular venoms, you may also use the sumac and loki venoms with a bow.
Against denizens, you must also supply the direction that you wish to shoot in. You may only use normal or starshot arrows and no venoms when targeting a denizen.
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Aiming
DescriptionSyntax: AIM <target>
AIM <denizen> <direction>Increase the accuracy of your bow by aiming at your target first. As long as they remain within the trajectory of the arrow, it will always hit them, even if they move from their original location.
Against denizens, you must specify the direction to aim in.
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Starshot
DescriptionSyntax: SHOOT <target> STARSHOT
SHOOT <denizen> <direction> STARSHOTIf you have no quiver of arrows on hand, or simply don't wish to use them, you can form an arrow out of starlight and shoot it at your target instead. Such an arrow will deal magic-type damage to your target immediately and a small amount of time afterward.
When shooting a denizen, you must specify the direction to shoot in.
Both instances of damage will be arcane-sourced.
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Arcing
DescriptionThis ability is passive.
Unlike other bows, the bow of Cthalut has the unique property of being able to lightly arc its arrows with deadly precision. This feature will let you shoot people at a different elevation to you from a distance, providing they still remain within a direct line from your location.
The arc of the elevation change will additionally allow you to shoot over walls and obstacles in the process.
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Treyes
DescriptionTreyes, the Candles
Regalia given: candleAppears as three blazing stars, topping three parallel columns of two dull stars each, representing the three sacred candles of the Luminary fellowship and the Triad.
Powers granted by the given regalia:
Light The candle will provide light.
Blaze Set the skies ablaze.
Heat Keep yourself warm in cold climates.Type AB OSTENSION <power> to gain more information on a bestowed power.
Sub‑abilities-
Light
DescriptionThis ability is passive.
You may use your candle for any purpose that requires a source of fire, such as lighting a campfire. It will also act as a light source, making it easier to see in the darkness.
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Blaze
DescriptionSyntax: BLAZE
Raise your candle aloft, summoning jets of flame that will surge in from every direction available in your location. Upon converging in your room, they will rush skyward and burn anyone in the trees or skies above, as well as set them ablaze.
The damage dealt is multiplied by the amount of exits within your location.
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Heat
DescriptionThis ability is passive.
Your candle will keep you warmer while exploring into places that have low temperatures.
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Izu-Ari
DescriptionIzu-Ari, the Gambler
Regalia given: coinCan be seen as a single golden star, representing Izu-Ari's last gold sovereign.
Powers granted by the given regalia:
Luck Increase your luck against harm.
Fortune Fortune favours you.
Chance A chance to see through subterfuge.Type AB OSTENSION <power> to gain more information on a bestowed power.
Sub‑abilities-
Luck
DescriptionThis ability is passive.
If you're lucky, there is a 5% chance any damage you take is cut in half.
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Fortune
DescriptionThis ability is passive.
While holding the coin, any gold dropped from a slain denizen will be naturally increased by 5%. Additionally, denizens will give you 5% more gold during charity persuasions.
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Chance
DescriptionThis ability is passive.
There is a 1 in 6 chance that you will see through a hidden affliction for what it is.
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Vayua
DescriptionVayua, the Hero
Regalia given: swordVisible in the sky as five stars in a straight line with a sixth and seventh flanking the second star of the five, representing a sword.
Powers granted by the given regalia:
Sword The sword of the hero Vayua.
Sublime Slash through the aura of rebounding.
Edged The sharp edge of this blade causes extra bleeding.
Starlit Flowing starlight runs through this sword.Type AB OSTENSION <power> to gain more information on a bestowed power.
Sub‑abilities-
Sword
DescriptionThis ability is passive.
The sword of Vayua is a formidible weapon of myth, once held by the Hero himself. You can use it like an ordinary weapon, however its effectiveness will scale with your skill rank in Ostension instead of Weaponry.
You can PROBE the weapon to see what kind of attacks you can use with the sword.
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Sublime
DescriptionThis ability is passive.
With the stars granting Vayua's sword such deadly grace, you will be able to bypass the aura of rebounding when striking a target with it.
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Edged
DescriptionThis ability is passive.
The edge on the sword of Vayua is so fine that it will cause triple the usual amount of bleeding when attacking with it.
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Starlit
DescriptionThis ability is passive.
Wrapped in the star's love for the Hero, this sword is enveloped in flowing starlight. Each time you make a second attack against the same target, it will flare brilliantly and deliver paresis upon them - a deadly boon given to the Hero so that he might complete his purpose.
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Loskiou
DescriptionLoskiou, the Selfless
Regalia given: robeSeen as a single bright star of simple, pure white hue, representing the soul of Loskiou, shining selflessly over all mortals.
Powers granted by the given regalia:
Martyr Keep others alive for the cause.
Softhands A gift for healing.
Hymn Protect your ally against damage.Type AB OSTENSION <power> to gain more information on a bestowed power.
Sub‑abilities-
Martyr
DescriptionThis ability is passive.
Your death will cause all your allies to be healed for 25% of their health while the robe is worn, no matter where they are in the realm.
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Softhands
DescriptionThis ability is passive.
Any non-natural healing that you perform upon either health or mana will be boosted by 15%, whether it be yourself or someone else.
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Hymn
DescriptionSyntax: HYMN <target>
Wanting to see none come to harm, you can call upon Loskiou's hymn to protect your target in a potent energy shield that will absorb 2000 damage and prevent them from needing to feel any pain.
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Peripleko
DescriptionPeripleko, the Navigator
Regalia given: shoesAppears as a triangle of brightly glowing stars, shining as an arrow, which points eternally towards the north.
Powers granted by the given regalia:
Navigate Cross great distances at once.
Footprint See where others are without prior knowledge.
Farlands Expand your influence outward.Type AB OSTENSION <power> to gain more information on a bestowed power.
Sub‑abilities-
Navigate
DescriptionSyntax: NAVIGATE <location>
Instantly appear at any major civilisation across the realm in a single step. If you are an enemy of the civilisation in question, then you will be unable to travel there.
Possible location choices include:
Enorian, Duiran, Bloodloch, Spinesreach, or Esterport.There is a minor exception to this rule, and that is that you can also travel to the Pool of Stars using the keyword 'stars'.
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Footprint
DescriptionThis ability is passive.
When making use of the WHO list with the thirdeye defence, you will be able to see the room 'vnum' of anyone upon it, even if you have not explored the location before.
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Farlands
DescriptionThis ability is passive.
While you wear his shoes, the radius and effects of your Crystalism vibrations will be expanded to adjacent locations, exerting the Navigator's presence to the furthest reaches as Peripleko often sought.
Does not affect the Reverberation, Adduction, or Retrogradation vibrations.
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Edamil
DescriptionEdamil, the Trickster
Regalia given: gloveThis constellation is seen as a semicircle of four stars, enclosing a single, bright star, which represents the hand of Edamil, as he reaches out to try to grasp a star.
Powers granted by the given regalia:
Trickster Call upon the trickery of the stars.
Pinch An extra helping never hurt.
Gravitas The best tricks require a deep selection.Type AB OSTENSION <power> to gain more information on a bestowed power.
Sub‑abilities-
Trickster
DescriptionSyntax: TRICKERY <target>
With a snap of Edamil's glove, you can cause tricksome starlight to wrap itself around your target, placing them into a state of celestial stasis where they will find it difficult to escape from you until they writhe free.
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Pinch
DescriptionThis ability is passive.
Edamil was well known for his many tricks, always ready for any opportunity. When you grasp a spell with Replicate, you will find that you can utilise it an extra time before the memory becomes too distorted to use any further.
Please see AB ASTRANOMIA REPLICATE for more information on this skill.
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Gravitas
DescriptionSyntax: ASTRA ABSORB <target> [1|2|3]
Much like how Edamil attempted to grasp the stars, you too can now reach for more. When you try and absorb a spell for Replicate, you can now specify which spell you want to take for yourself.
Choosing the first spell will give you the most recent attack used against you. Choosing the second will give you the second most recent, and the third is the third most recent.
If you do not specify which numeric attack to absorb, then it will default to the most recent attack.
Please see AB ASTRANOMIA REPLICATE for more information on this skill.
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Umbrael
DescriptionUmbrael, the Cloak
Regalia given: cloakSeen as a square of four stars, with darkness inside it obscuring any stars behind, representing the shape of a four-cornered cloak, which conceals all behind it.
Powers granted by the given regalia:
Shadowgaze Suppress your presence when sensing others.
Displacement Displace your location to those who seek you.
Cloak Prevent yourself from being summoned.Type AB OSTENSION <power> to gain more information on a bestowed power.
Sub‑abilities-
Shadowgaze
DescriptionThis ability is passive.
When sensing out other adventurers, your cloak will grant you the power to suppress any abilities that might alert them that you are doing so.
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Displacement
DescriptionThis ability is passive.
Become difficult to locate by displacing your location against abilities that try to sense you. As such, when your location is sensed, they will be shown a random location within a three room radius around you.
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Cloak
DescriptionThis ability is passive.
Your cloak will grant you protection against summoning attempts from the brazier tattoo while it is worn.
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Melot
DescriptionMelot, the Champion
Regalia given: axeThis constellation can be seen as seven stars in an inverted T-shape, representing the form of Melot, standing victorious over her foes.
Powers granted by the given regalia:
Axe The axe of the champion Melot.
Merciless Bite deep into flesh and bone.
Undercut Cut their legs from under them.Type AB OSTENSION <power> to gain more information on a bestowed power.
Sub‑abilities-
Axe
DescriptionThis ability is passive.
The battleaxe of Melot was said to be the vaunted weapon she held in her legendary final battle. You can use it like an ordinary weapon, however its effectiveness will scale with your skill rank in Ostension instead of Weaponry.
You can PROBE the weapon to see what kind of attacks you can use with the axe.
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Merciless
DescriptionThis ability is passive.
The perfect balance and weight of Melot's axe was said to give it such a merciless quality, that it would bite through armour and flesh and directly to the bone. As such, unlike other cutting weapons, this will will deal twice the trauma when striking the various body parts of your opponent.
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Undercut
DescriptionSyntax: UNDERCUT <target>
Utilise the Champion's favourite technique with her battleaxe, swinging it low to cut through both legs of your opponent. While it cannot deliver any venoms, it will deal a bit more total trauma than a single hit would.
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Ontesme
DescriptionOntesme, the Tormented
Regalia given: maskAppears as six pale stars, running generally in a horizontal line, representing the body of Ontesme at rest.
Powers granted by the given regalia:
Occlusion Prevent venom from attacking your eyes
Illgrasp Grasp them within a aura of torment.Type AB OSTENSION <power> to gain more information on a bestowed power.
Sub‑abilities-
Occlusion
DescriptionThis ability is passive.
Your mask will provide you with immunity to the oleander venom, preventing you from going blind from its effects.
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Illgrasp
DescriptionSyntax: ILLGRASP <target>
Converge an aura of torment upon your opponent with your mask's gaze. Such an effect will lie dormant in the opponent until they are struck by an active source of magic-type damage. Upon receiving damage, they'll be given a hidden random affliction.
One of the following afflictions can be given as a result:
Anorexia, indifference, or manablight.This effect will last for six strikes, or until sufficient time has passed that the effect wears off on its own.
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Ulgar
DescriptionUlgar, the First Troll
Regalia given: hammer & chiselAppears in the night sky as five pale, greenish stars in a wide swath, forming up the hulking form of Ulgar, the first troll.
Powers granted by the given regalia:
Hammer The favourite hammer of Ulgar.
Construct Build an earthen wall with your tools.
Deconstruct Tear down the creations of others.Type AB OSTENSION <power> to gain more information on a bestowed power.
Sub‑abilities-
Hammer
DescriptionThis ability is passive.
The hammer and chisel is the favoured tools of Ulgar, the First Troll. You can use them like an ordinary weapon, however its effectiveness will scale with your skill rank in Ostension instead of Weaponry.
You can PROBE the weapon to see what kind of attacks you can use with the tools.
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Construct
DescriptionSyntax: CONSTRUCT WALL <direction>
Construct a wall of stone to prevent escape across an exit. It can only be destroyed by attacking it, or by use of the Crashing skill in Survival.
You may only construct up to two stonewalls at a time.
Please see AB SURVIVAL CRASHING for more information on this ability.
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Deconstruct
DescriptionSyntax: DECONSTRUCT <item>
Destroy an adventurer-made attackable item in a single blow.
If it is not something that you have made, then this ability will be placed on cooldown. You will still be able to deconstruct your own made items while the cooldown is in effect.
Cooldown (not self-made): 480 seconds
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Drobia
DescriptionDrobia, the Gears
Regalia given: gearThis constellation shows itself as fourteen stars, grouped into three rough circles touching one another, forming the shape of three turning gears.
Powers granted by the given regalia:
Shield The gear of Drobia can serve as a shield.
Wind Wind up your gear.
Unleash Unleash the tension built up in your gear.Type AB OSTENSION <power> to gain more information on a bestowed power.
Sub‑abilities-
Shield
DescriptionThis ability is passive.
The gear of Drobia is a unique regalia in that it is large and sturdy enough to serve as a shield when wielded. It offers some protection against blunt and cutting damage, but can be increased further by winding its gear.
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Wind
DescriptionSyntax: WIND GEAR
Wind up your gear, preparing it to unleash it in a hefty strike. Each time it is wound, it will increase the armour stats upon your gear by 5.
You may wind it up to a maximum of five times.
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Unleash
DescriptionSyntax: UNLEASH GEAR
Unleash your wound up gear, dealing cutting-type damage and some bleeding to all adventurers in the location. Each winding of the gear will cause it to strike again in succession, however it will lose any benefits gained from winding until it is rewound once more.
If they are protected by either a magical shield or a prismatic barrier, the teeth of Drobia's gear will shatter them.
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Gulbedim
DescriptionGulbedim, the Hexer
Regalia given: mantleCan be viewed as eight dim stars, forming a misshapen oval, and representing the scowling countenance of Gulbedim.
Powers granted by the given regalia:
Hextouch Hex those who dare escape from you.
Despair Fill your enemies with despair.
Murk Drive them into hopelessness.Type AB OSTENSION <power> to gain more information on a bestowed power.
Sub‑abilities-
Hextouch
DescriptionSyntax: HEXTOUCH <target>
Draw forth the dark fires of Gulbedim and bestow a hateful hex upon your opponent. It will deliver two afflictions upon them, chosen at random.
It can choose from:
Confusion, weariness, superstition, vomiting, recklessness, epilepsy, paresis, and anorexia. -
Despair
DescriptionSyntax: DESPAIR <target>
Throw your opponent into despair, making it more difficult for them to dodge.
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Murk
DescriptionSyntax: MURK <target>
Channel the woe and desolation of Gulbedim, forcing its murky darkness upon your target. Bleak insanity will overwhelm them, causing their knees to buckle as they drop to the ground fallen and driving them into a state of loneliness.
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Averroes
DescriptionAverroes, the Wise
Regalia given: staffVisible as a collection of twelve stars arranged in outward spirals, representing the endless wisdom of Averroes, the Wise, as it spreads outwards to all.
Powers granted by the given regalia:
Staff The trusty staff of Averroes.
Bolt Release a bolt of magical light to sear limbs.
Upsurge Deal massive trauma to an irradiated limb.
Tap Turn irradiated limbs into ash.Type AB OSTENSION <power> to gain more information on a bestowed power.
Sub‑abilities-
Staff
DescriptionThis ability is passive.
The staff of Averroes was a treasured legendary item by the wiseman. You can use it like an ordinary weapon, however its effectiveness will scale with your skill rank in Ostension instead of Weaponry.
You can PROBE the weapon to see what kind of attacks you can use with the staff.
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Bolt
DescriptionSyntax: BOLT <target> <limb>
Release forth a bolt of magical light from your staff, dealing magical damage to your opponent and dealing limb trauma to a limb of choice in the process.
This effect will also irradiate the limb that you strike. The next bolt you cast from your staff that strikes successfully will cause that irradiated limb to take additional limb trauma, then wear off.
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Upsurge
DescriptionSyntax: UPSURGE <target>
While your target has an irradiated limb from the Bolt ability, you can cause this left over arcane energy to surge in strength and deal heavy trauma to that limb, while also dealing magic damage.
This effect cannot be parried, but as a downside, it also cannot break a limb.
Cooldown: 25 seconds
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Tap
DescriptionSyntax: TAP <staff>
Utilise Averroes' wisdom in a swift, quick action to tap the end of your staff into the ground. Anyone who is suffering from an irradiated limb that was given through Bolt will find that limb will burst into burning starlight, crippling it as it is turned into ashes, no matter how far away they might be.
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EjaKodosa
DescriptionEja Kodosa, the Tome of Ages
Regalia given: tomeThis constellation appears as six stars in three vertically-aligned pairs, the center pair lower than the others, forming the shape of an open book.
Powers granted by the given regalia:
Wave A word that will create a wave of force.
Mend Mend together a crippled limb with a word.
Kill A single word that will bring about the end.
Pain Deliver a curse of pain through spoken word.Type AB OSTENSION <power> to gain more information on a bestowed power.
Sub‑abilities-
Wave
DescriptionSyntax: SPEAK WAVE
Read the word 'wave' from the Tome of Ages, generating a wave of force that will knock everyone in your location to the ground and upset their balance in the process.
If an opponent has density in a method that isn't from the salve of mass, they will resist the wave.
Cooldown: 25 seconds
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Mend
DescriptionSyntax: SPEAK MEND [ME|target]
Read the word 'mend' from the Tome of Ages, healing a crippled limb from the chosen target. It will first try and heal the left arm, then the right arm. After that, it will attempt the left leg, and lastly the right leg.
If you specify no target, it will heal a crippled limb from yourself.
Cooldown (self only): 30 seconds
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Kill
DescriptionSyntax: SPEAK KILL <target>
Read the word 'kill' from the Tome of Ages towards a target, instantly slaying them if they are below 1000 health. If successful, the death given to them is absolute. They will not be able to protect themselves with second life abilities nor be revived afterward.
The tome will glow with celestial energy when you strike an opponent and it reduces their health below the threshold.
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Pain
DescriptionSyntax: SPEAK PAIN <target>
Flip the Eja'Kodosa open to the word of pain, and bestow a curse of pain upon your target. Should they not be in the same location as you or are prone, they will feel the malice of the word of pain and be dealt periodic magical damage. The pain will additionally strip any courage from them that they might have.
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Monomyth
DescriptionThis ability is passive.
All stories of myth can be drawn back to a single circular idea. Through this knowledge, you can request aid from one extra legend of the stars without overburdening your mind and body, allowing you to utilise the power of two regalia instead of just one.
Crystalism
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Spinning
DescriptionSyntax: SPIN <shape>
EMBED <vibration>Most skills within Crystalism involve the art of embedding spinning crystals into the earth below, causing them to emit tonal vibrations that elicit various effects based upon the shapes used. This is done by first spinning the required crystals before you, and then embedding them. These vibrations are generally passive periodic effects bound to the location they are embedded, however it is not always the case.
For the specifics of how each vibration will work and what crystal shapes are required, please refer to AB CRYSTALISM <vibration>.
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Hew
DescriptionSyntax: HEW <shape>
Draw upon the eternal reach within the Pool of Stars and condense raw cosmic energy into a crystal shape of your choosing. This newly crystallised form of cosmic power can then be stored in your cache and serves as the cornerstone for the Crystalism skillset.
Possible shapes are:
Pyramid Torus Pentagon Octahedron
Cylinder Cube Diamond
Sphere Polyhedron Spiral
Egg Disc RhombusOne can find the Pool of Stars at within the Vashnar Mountains, at v14045.
This is a channelled action, and will allow you to create crystals for as long as your focus can be maintained.
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Vibrations
DescriptionSyntax: VIBES [MINE|target] or VIBRATIONS [MINE|target]
This ability will show you what vibrations have been embedded within your current location. Using a target will only show vibrations belonging to that person.
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Dampen
DescriptionSyntax: DAMPEN <vibration> [owner]
This ability gives you the power to destroy a vibration in a room. If you do not specify an owner, it will default to your own embedded vibrations.
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Tactility
DescriptionSyntax: VIBEALERTS
VIBEALERT <vibration> <ON|OFF>This command will allow you to be alerted when your vibrations affect someone, along with any effects caused if it can cause more than one.
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Dissipate
DescriptionSyntax: EMBED DISSIPATE
Required crystal shapes: PentagonThis vibration will attack the mana of your enemies. Should they be dizzy it will drain them of double the amount.
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Palpitation
DescriptionSyntax: EMBED PALPITATION
Required crystal shapes: CylinderThis vibration will cause small heart attacks in your enemies, dealing magic-type damage to them. If they are suffering from paralysis, it will deal double the damage to them.
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Alarm
DescriptionSyntax: EMBED ALARM
Required crystal shapes: SpiralThis vibration will notify you whenever one of your enemies leaves or enters the location it is in.
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Tremors
DescriptionSyntax: EMBED TREMORS
Required crystal shapes: Egg, DiscA low, rumbling vibration, this is powerful enough to knock your non-levitating enemies off of their feet.
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Reverberation
DescriptionSyntax: EMBED REVERBERATION
Required crystal shapes: Pentagon, DiscThis vibration will protect other vibrations in the room against abilities that might destroy your vibrations, providing you are in the same location and elevation as it.
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Revelation
DescriptionSyntax: EMBED REVELATION
Required crystal shapes: Diamond, CubeThis vibration will cause all concealed adventurers nearby to be revealed.
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Adduction
DescriptionSyntax: EMBED ADDUCTION
Required crystal shapes: Disc, PolyhedronThe adduction vibration will attempt to pull in your enemies from adjacent locations should they be without the density defence.
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Harmony
DescriptionSyntax: EMBED HARMONY
Required crystal shapes: Sphere, EggThis benevolent vibration will heal you and your allies regularly of both health and mana.
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Creeps
DescriptionSyntax: EMBED CREEPS
Required crystal shapes: TorusThis unnerving vibration will cause either shyness, agoraphobia, or claustrophobia in your enemies.
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Din
DescriptionSyntax: EMBED DIN
Required crystal shapes: EggThis vibration emits a high-pitched din that makes it impossible to speak audible words out loud in the same location as it.
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Skyfall
DescriptionSyntax: EMPOWER ICE
TRACE CONSTELLATIONS
INFUSE CONSTELLATIONS
STRIKE TONE SKYFALL
The ritual of skyfall allows you to call down mass amounts of crystallized fragments of cosmic matter from the Empyreal Vault itself. By empowering an elemental ice focus with cosmic energy and tracing the sacred constellations of the Mejevsavelnel, you create a resonance that draws forth sidereal matter in the form of a crystalline meteorite.The ritual must be performed outdoors in mountainous or hilly terrain. Begin by empowering an elemental ice focus with EMPOWER ICE, imbuing it with cosmic potential. Then TRACE CONSTELLATIONS to establish the ritual space. You and any additional participants must then INFUSE CONSTELLATIONS with cosmic energy. Once sufficiently charged, STRIKE TONE to create the final resonance that will call down crystallized fragments in random shapes. The meteorites will fall down into an adjacent area from where you are, scattering in a 1-room radius around their landing spot.
While this ritual can be performed alone, up to four additional participants may join to strengthen the effect. The ritual is far more effective at night time, and more potent again if performed precisely at midnight. Should you amass the full complement of participants, this ritual will attract global notice and be even more effective though it will incur a cooldown.
Participants wearing or wielding certain constellar regalia during this ritual will modify the outcome:
* Cthalut: Increases the effectiveness of the ritual.
* Izu-Ari: All or nothing, the meteorites have a chance of either burning up in the atmosphere to grant you nothing, or greatly increasing the effectiveness of the ritual.
* Ulgar: Before striking tone, the wielder of Ulgar's chisel can CHISEL ICE <shape>, and all fragments will be of that shape. You must keep Ulgar's tools equipped until the completion of the ritual for this to work.
* Umbrael: A full complement ritual will no longer attract global notice.
* Artos: Allows you to see the precise location the meteorites will fall.The effects of the same regalia throughout your group will not stack.
Cooldown (five infusers): 10 minutes
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Oscillate
DescriptionSyntax: EMBED OSCILLATE
Required crystal shapes: DiamondBy creating neurologically disruptive sound, this vibration will periodically interfere with your enemies and increase any ability already on cooldown by 1 second.
Cooldowns not counted in seconds will not be affected by this ability.
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Altering
DescriptionSyntax: EMBED ALTERING
Required crystal shapes: RhombusAdditional syntax: ALTER <FIRE|COLD|ELECTRIC|MAGIC>
The altering vibration may be attuned to a specific element, enhancing an elemental defense of choice for all allies. This effect is doubled on the owner of the vibration. Only one altering vibration can affect an adventurer at a time.
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Focus
DescriptionSyntax: EMBED FOCUS
Required crystal shapes: PyramidThis vibration will bring one of each kind of vibration that you have active to you, but it will destroy all others. Inert vibrations will additionally be restored, bringing their effects back to life.
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Disorientation
DescriptionSyntax: EMBED DISORIENTATION
Required crystal shapes: SpiralBy disrupting the inner ear, this vibration will cause periodic dizziness in your enemies.
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Energize
DescriptionSyntax: EMBED ENERGIZE
Required crystal shapes: PolyhedronAdditional syntax: ABSORB ENERGY
This vibration will drain the health of your enemies as magic-type damage, storing a portion of the damage dealt into itself that you can use later. When you are in need, you can then absorb this health into yourself.
Additionally, you will be notified when you reach certain thresholds of energy, up to three times, with the last notification letting you know you have reached the maximum possible amount of energy stored.
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Stridulation
DescriptionSyntax: EMBED STRIDULATION
Required crystal shapes: Cylinder, PolyhedronThis vibration will cause enemies who lack courage to lose their equilibrium.
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Cavitation
DescriptionSyntax: EMBED CAVITATION
Required crystal shapes: Torus, EggThe oscillations of this vibration cause empty spaces to form within the various limbs of your enemies. These bubbles will then quickly collapse, causing a small amount of limb trauma.
If the enemy has an irradiated limb, then this vibration will affect that limb instead of at random.
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Crystalforest
DescriptionSyntax: EMBED CRYSTALFOREST
Required crystal shapes: Pyramid, DiamondThis vibration causes a forest of small, very sharp crystals to arise, causing cutting-type damage to anyone who is knocked to the ground without the levitation defence.
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Dissension
DescriptionSyntax: EMBED DISSENSION
Required crystal shapes: Sphere, Cylinder, SpiralEvery person vibrates with a certain fundamental frequency. This vibration will disrupt that frequency, causing magic-type damage, while having a 25% chance to make them vibrate dissonantly. This chance to cause dissonance is greatly increased, up to 95%, depending on how much mana the affected party is missing.
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Plague
DescriptionSyntax: EMBED PLAGUE
Required crystal shapes: Spiral, Cube, PyramidA powerful vibration that instills a plague upon nearby enemies, afflicting them with an assortment of potential effects.
It can give one of the following affliction(s) at a time:
Confusion, weariness, superstition, vomiting, recklessness, epilepsy, paresis, anorexia, cripple both legs & fallen, or cripple both arms. -
Lullaby
DescriptionSyntax: EMBED LULLABY
Required crystal shapes: PyramidThe powerful lullaby vibration will try to put your enemies to sleep.
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Retrogradation
DescriptionSyntax: EMBED RETROGRADATION
Required crystal shapes: DiscThe retrogradation vibration will slow time in the location, delaying all commands that are not basic curing or basic actions made by those under its effect.
Unlike other vibrations, its life time is 30 seconds, and cannot be refreshed by any means.
Cooldown: 60 seconds
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Cataclysm
DescriptionSyntax: EMBED CATACLYSM
Required crystal shapes: All shapesAdditional syntax: IMBUE CATACLYSM [owner]
The most powerful vibration in a Siderealist's arsenal, this property altering spell-focus will allow you to modify the Ray spell within Astranomia and expand its reach to targets normally outside of its casting range. Keep in mind that doing so will tax your reserves more than normal, costing double the mana and willpower.
Anyone with the ability to embed the Cataclysm vibration can make use of its Ray modifying effect or imbue it.
With one imbuement, you will be able to reach an outdoors target that is within line-of-sight of you.
With two imbuements, you will be able to reach anyone in the local area that is outside.
With three imbuements, you will be able to reach into adjacent areas so long as they are outdoors.Embedding this vibration within the Nexus of Transport or other portal-like locations will disable the effect until it is moved.
Please see AB ASTRANOMIA RAY for more information on this ability.
Additional syntax: CATACLYSM <target>
You may also use this vibration to destructive effect by commanding its powers to teleport yourself and any allies present with you location to any target in the realm that resides outdoors after a very short delay.
Upon arrival, you will deal magic damage to everyone in that target's location and stun them. It cannot be prevented by the monolith sigil. This effect will also bring any vibrations you have already embedded along with you and will draw along anything following you or your allies.
Performing this action requires at least three imbuers, otherwise it will be unavailable and will destroy the cataclysm vibration in the process.
Visual style and identity
Because there is no formal guild, order, or other organisation, Siderealists possess no distinct uniform. The talent strikes individuals from all walks of life, so a Siderealist is just as likely to be in a leather jerkin as a ball gown. Many eventually adopt iconography of the Mejevsavelnel as accessories or spell foci, which lets commonfolk pick them out in a crowd. Those focusing on Crystalism tend toward durable clothing that survives geological work, while learned arcanists and forest-dwelling ritualists trend in other directions.
Without exception, Siderealists exhibit a cosmic glow in their eyes whenever they embrace their power. Simply holding the power triggers it, with the brilliance intensifying during active spellcraft. Scars, tattoos, and other bodily markings adopt a similar glow when filled with astral essence, revealing how thoroughly the energy permeates the body. Many practitioners emulate the graceful motions of the Eschaton, which lends them an otherworldly calm even when not casting.
Side effects of the work
The scale of what a Siderealist works with is hard to overstate, and it warps their relationship with the everyday world. Many users eventually grow detached from the physical. Some become hermits or recluses if they survive the dissociating trances that come with working raw astral force. Forced to view the big picture, Siderealists sometimes lose sight of reality and life’s complexities, viewing them beneath their notice compared to the wide wonder of the cosmos.
Wielders of Ostension grow disenchanted with childhood tales and casual interpretations of the Mejevsavelnel, as proximity to sidereal regalia drains the fantasy out of speculative stories and burdens them with a truthful understanding of constellation powers. Those who devote themselves to Crystalism exhibit bruises, scrapes, or cuts from geological pursuits, and those who frequently experiment with new vibrations complain of a perpetual ringing in their ears.
Who plays this class
The Siderealist suits players who want cosmic-scale magic with a strong outsider frame. The kit is broad: stellar offense, constellation buffs, crystal-vibration tricks. None of the three skills are simple, and the class rewards investment.
Roleplay-wise, the class is unusual because it lacks the centuries of established lore that frame, say, the Templars or the Sciomancers. Siderealists share very little in the form of belief systems. Some are practical and rigid in their study. Others claim to have communed with the cosmos and speak to wild conclusions drawn from their visions. The grace they emulate from the Eschaton gives most of them an otherworldly demeanour in day-to-day life.
If you want established guild politics and millennium-old lore, look at a tethered class. If you want a magic style that feels new in Aetolia and a roleplay frame you can shape yourself, this is the class.
Origin and apprenticeship
The Siderealist has no city affiliation and no guild. Apprenticeship runs through Heiress Rashemi in the Vashnar Mountains for 40 credits. She is the only path into the class.
Because the Siderealist is untethered, you can multiclass freely with either Spirit or Shadow classes and move between cities without losing the class. Race choice is independent of class, so you can play a Siderealist of any Aetolia race.
Frequently asked questions
Other classes to consider
Three classes worth a look if you like the Siderealist profile. Or see the complete class roster for the rest of the roster.
Voidseer
Spirit-tethered Sentaari mage who draws power from the Void between planes. Pick Voidseer if you like the cosmic-scope magic and the planar-philosophy roleplay frame but want a guild structure, Duiran setting, and the Sentaari’s chakra-based stability mechanics.
Archivist
Shadow-tethered Spinesreach scholar who treats reality as a numerological problem. Pick Archivist if you like the academic, knowledge-seeking roleplay frame of a Siderealist but want a guild and the Spinesreach Republic’s research culture, plus the Numerology/Geometrics/Bioessence kit.
Ascendril
Spirit-tethered Enorian mage who channels the four elemental planes through a fulcrum. Pick Ascendril if you want a guild-anchored mage class with elemental focus and a clear lore tradition, set against the Sciomancers as a mage-rivalry frame.
Back to all 32 Aetolia classes | Aetolia beginner’s guide | Create your Siderealist and play free
