Subject: Art
Alignment: Melancholy
Orientation: Academic
Position: Seraphim

Raelyn is the soft-spoken and thoughtful Art teacher. Aside from just teaching drawing, sculpting and painting, Raelyn teaches calligraphy used in Grimoire Magic casting and collage used in both Grimoire and Tribal Magic. Raelyn is a talented Seraphim, and specializes in protections for the city. She is kind-hearted, but shy, and often keeps to herself. Occassionally she can be seen in the company of Nehna, Dameron or Elias...but most of the time she stays in her studio and works on her projects. If an Empyrean were to wander into Raelyn's Studio when no one else was there they might see the subjects of her paintings moving, whispering to each other, the canvases glowing, and a soft hum like that of butterfly wings emanating from each piece. Raelyn is one professor that brings light to the phrase "more than meets the eye"...
Lesson One: Spectrum
The spectrum includes not only the visible colours (red, orange, yellow, green, blue, indigo, violet0 and all the possible combinations thereof, but also the infrared, the ultraviolet and the shades of black and white.
The Visible Spectrum
For any colour applied to another skill, it imbues the following qualities to the project. It increases the difficulty of the skill by 2% for each colour, but can offer certain bonuses as listed below. For Bonuses, there are often options. One use of a colour can be applied to produce one bonus. To have multiple bonuses from the same colour, multiple applications must be applied to the project, and the raised difficult applies to each application.
Red - Red is a colour of warding, and is said to protect wearers from Jinn and some other monsters. It symbolizes vitality, life, fire and passion. Bonuses: Increases difficulty to block Fire/Bone magic by 4%; Instills a Passion status effect that requires a Will Check of 20% or better to break;
Orange - Orange is a colour of autumn, of ripeness, fruition, warmth, the sun, and the meld of earth and fire. Bonuses: Increases difficulty to block Mind magic by 4%;
Yellow - Yellow is a colour of friendship, cheerfulness and allegiance, but also of cowardice, meekness, and weakness. It is a colour associated with both light and air, and is often used for flower-based magics. Bonuses: Instills a Fear status effect that requires a Will Check of 20% or better to break; Increases difficulty to block Time/Ether magic by 4%;
Green - Green is a colour of invitation, used to attract monsters and other wild beasts. Though it is used for trappig purposes, it also weakens the user to the strengths of the one being tricked. It is also associated with rejuvination, envy, avarice, jealousy, and health of the natural world. Bonuses: Causes healing potions/skills/magics to heal 2 more Points than normal; Increases the efficacy of Snares by 4%; Increases difficulty to block Poison magic by 4%.
Blue - Blue is the colour of sorrow, sadness, coldness, cruelty, intellect, and is related to ice and water magics and is abhored by creatures of fire. Bonuses: Increases damage to fire type creatures/magics by 2 points; increases difficulty to block water or ice magic by 4%; lowers the initiative of the target by 1.
Indigo - Indigo is the colour of strength, intellect, wisdom, the subconscious or hidden mind, dreaming, the lines between reality and fantasy and is a powerful magic colour. Bonuses: Increases difficulty to block/cast magic by 4%; Decreases the difficulty on Will Checks or Essence Exposure Checks by 5%; lowers the difficulty on the second of two combined actions (i.e. a double punch) by 4%.
Violet - Violet is a colour of happiness, innocence, and has been associated with feminity, the wind, the Goddess or mother-figure, love of a non-sexual nature and comfort. Bonuses: Increases difficulty to block Air magic by 4%;
White - White is a colour of virginity, purity, sterility, light, goodness, and the wholeness of all the other colours combined. Bonuses: increases difficulty to block Light/Electric magic by 4%; increases the effects of other colours by 2%; decreases the difficulty to subdue Poison Status effect/Essence Exposure by 2%.
Black - Black is a colour of protection, mostly against hexes but also against ill-luck. It represents complexity, darkness, solidarity, difficulty, and evil, though black is usually used to mark the presence of evil as opposed to beig an evil colour in its own right. Black is the absence of the other colours. Bonuses: (If used without other colours, increase each of the following percentages by 2%) increases difficulty to block Dark magic by 4%; decreases physical damage by 1 point; increases actions against monsters by 2 points.
Grey - Grey is the colour of indecision, half-way, shadow, the undead, the presence of ill-luck. A grey sky is said to be the worst under which to plant, read the stars, cast magic or interact with monsters. Grey is a colour of warning and indeed of rot and stagnation. Bonuses: increases difficulty to block Shadow magic by 4%; increases difficulty to perform astronomy/botany/animal care/magical theory skills by 4%; for a turn in which the user takes no action (offensive or defensive) but uses Grey upon themselves, they gain 1 HP for that fight.
Brown - Brown is a colour of earth, stability, strength, honesty and beginning. Bonuses: increases difficulty to block earth magic by 4%; increases physical damage dealt by 1 point; increases initiative by 2 points.
Gold - Gold represents value, masculinity, the sun, power, prestige, the day, authority, the sky and wealth. Bonuses: Increases the Karma gained from male deities by 1 Karma point; increases the effects of Animal Care/Crafting/Science/Cooking by 5%;
Silver - Silver represents the moon, femininity, secret power, intuition, the night, the tides, the ocean, health and secrecy. Bonuses: Increases the Karma gained from female deities by 1 Karma point; increases effects of Astronomy/Rhetoric/Botany/Philosophy by 5%;
Mandalas:
These are intricate pattersn of colour that work colours, shapes and channelling into powerful symbols. These applied to design or worked into a project can give permanent bonuses. They can also be drawn in battle, such as in Circle magic or Grimoire magic to take effect. Cast on their own, 40% difficulty to draw.
Radiance - Imbues sunny optimism, self-confidence, magnetism. Enables your joy and good spirits to reach and effect others you connect with. Effects: Removes status effects.

Intellect - Imbues good judgment, equilibrium, balance. Calms the nervous system and invites the mind towards equanimity. Effects:

Organization - Imbues order, discipline, a quiet mind. Patience and endurance are maximized. Effects: Enables one to take full Actions without penalty.

Nourishment - Imbues Nurturance, sustenance, compassion. Cultivates the feminine and receptive attributes. Effects: Regains 1 additional HP for each healing technique applied to the wearer of Nourishment.

Expansion - Imbues growth and opulence, luck, generosity of spirit and creating community. Opens your heart to opportunities for charity and sharing and suggests new horizons. Effects: Lowered difficulty on all actions of 5%.

Uniqueness - Imbues independance, originality, exploration. Awareness of your authentic voice and ideas. Effects: Increases Initiative by 3 points/lowers the difficulty on any self-created skills/spells/bardic by 5%.

Passion - Imbues direction, purpose, enthusiasm and independance. Allows you to realize your dreams and achieve great feats with desire, meaning and joy. Effects: lowers the difficulty on targeting by 5%.

Bliss - Imbues sensuality, an appreciation of beauty, art and refinement. Gives you access to the positive aspects of your 5 senses. Effects: heightens 5 senses, decreasing difficulty on speed/agility/reaction by 5%.

Spirituality - Imbues mystical experiences, solitude, purification. Instills peace within. Effects: increases Karma points gained by 1 point per prayer/lowers difficulty on prophecy/fortune telling by 5%.

Lesson Two: Golem Crafting
Golem Crafting is a difficult Art. Golems have three stages, through which the Golem must be cared for, nurtured and sculpted so that it can grow. Golem Technicians have the facilities for you to grow a Golem project, called Kilns.
Currently the only registered Golem Incubation Technicians are Raelyn and Euphrasia.
The first stage of a Golem is selecting or finding an appropriate Golem Shard. Golem Shards are manifest pieces of Essence that hold a memory of something long since lost, such as extinct monsters and creatures, metaphysical concepts and sources of power. The apprearance of your Golem will be based on the qualities of the Golem Shard you grow it from. The first stage looks merely like the Shard you have selected.
The second stage is when your Shard is incubating in the Kiln. During this stage the essences and inherant properties of your Shard begin to manifest and grow. Light, shadow, smoke, ice, steam, poison, gas, metal, rock, dew, webs, threads, spines, or other qualities may begin to appear. This is the most tempermental stage, as negleor lack of care during this stage can result in the death of your Golem before it has even hatched. During this second stage, the Empyrean must attend to their Golem Shard three times. Talk to it, explain who you are, tell it why you growing it, the qualities you wish it to develope. Such things can be, strength for battle, clarity of mind, whether or not you wish to teach it to speak, and other such communications. Keep in mind, Golems cannot learn Magic, only Abberations can. When you feel you've given your Golem sufficient love and teaching, return to the Kiln where you initiated the ncubation, and the Golem Incubation Tecian will perform the final task, and your Golem will be born.
The third, and final stage, is the birth of Golem. At this point, your Golem will be hatched and to begin to serve you in battle or other assistances. We recommend you wait at least two days before srging off into battle with it, but this is out of courtesy to your Golem. It has just been born after all. his stage, you need to name your Golem, and teach it its name. If you wish to have it Certed to a Technoring, you'll need to go to Metro to do so.
Lesson Three: Spell Composition
So how does one put all these many lessons together to make a cohesive action?
Every class an Empyrean Stage Zero is required to take has the ability to augment and alter any spell or skill performed. Something as simple as doubling the damage of an attack to bringing you immunity to certain types of magic casting...these are the benefits of Spell Composition.
Spell Composition can make your spells last longer, you targeting easier, your magic extremely difficult to break or counter, and a number of other things.
So here's a quick guide on how to begin a Composite Spell.
1) Select the Spell or Skill you wish to improve.
2) Carefully study the requirements, ie. in Alchemy some tools are more affective than others for making a potent batch, or in Circle Magic, certain positions of the stars can affect the meanings of the spells, or in Botany, the planting cycles follow the moon.
3) Choose any of the requirements of information about what affects the spell, or what the spell is inteded to do.
4) Choose an appropriate augmentor, such as a Mudra for concentration, a certain colour of ink to write the spell in, geometries to magnify the Circle Magic, or vocal projection to aid your tribal dances.
5) When performing or casting with intent to use the skill/spell against another, be sure to mention the augmented acts along side your spell casting (whether simultaneous or prior to casting depends of the augment and on the spell requirements). If you do not mention it, the extra values of the augmentor will not be counted.
6) please try to work in to your posts the affect you ought to achieve from a certain set of augments as others may not have stufied the same augments as you, and be unaware of whats happening.
Key Elements required - 5% per ingredient
Method - 2% per tool used, 10% for one of the Styles.
Augments - 2% per augment used (such as additional plants, colours required, active/passive words to be spoken, etc)
Bonuses - 10% per bonus effect it will have on top of end goal (ie, stun, lowering difficulty on targeting, etc).