Magical Spells

A spell, also called a Sigil, is a discrete magical effect; a change, a shaping of the way that the Pale and Primae interact into a single, specific, limited expression. Spells can be incredible, but they are always dangerous, and the greatest spells are those which have the greatest danger not only to others, but to the caster.

In casting a spell, a character mentally draws up their Cipher, imprints it with Glyphs, fills it with mana, and causes a desired effect to happen. To achieve this, they must have intense focus and maintain a strong degree of concentration, for all spells are part of and discrete from the fullness of the sentience that is The Pale. In a way, they are communicating, but it is not a request or a query, it is a demand and an enforcing of will.

Spells are very much living things. A sigil is a constraint on spells, a kind of cage and for it. They wriggle, they struggle, they seek to have their way and be free – magic is aware and has desire and sentience. As they are abstract, they dwell in the mind of a person, wriggling, struggle, poking, prodding, pestering to distraction. And once distracted, it is free.

An important point for Incarnates who have come from a place that has magic other than Wyrlde is that here, while you still have to learn a spell each day, it does not vanish simply because you have cast it. You can memorize fireball once each day, then cast it a dozen times. The management of resources then comes into being able to estimate what spells you might need or that are useful, and also ensuring that you keep your mana at a point that allows you to keep going.

However, being knocked unconscious does knock out spells you have held in your mind, and having a spell be interrupted can still drain your mana.

Sigils, Ciphers, & Glyphs

Each Affinity starts its Sigils with a set Cipher, that is then filled in with Glyphs and magrams in a complex pattern. When inscribed, these can be incredibly complex, and often may seem much like each other in pattern at more complex workings – but this is how all of them start.

A Cipher is basic form, the foundation of the complex spells that are used. A cipher is a base, an outline, and into it are placed glyphs. A Cipher is determined by the Affinity a caster has; the kind of magic used.

A Sigil is a complex pattern, starting with a Cipher and magrams, then filled with glyphs, and triggered with a command that releases it, usually a combination of drawing the trigger glyph and uttering the spell’s purpose, name, or working.

A Glyph is a symbol, an ideogram with a multitude of context-based meaning. Each affinity tends to develop its own set of glyphs – and often those without training create their own, sometimes using mental images that the magic translates into a glyph, such as a thought of fire.

These glyphs and ciphers are complicated and twisting things, requiring intense concentration and focus to fully grasp, like memorizing an unsolvable maze or complex mandala.

A Magram is an expansion of a cipher, an addition or extension, — a secondary form or shape that is not limited to the Affinity. Magrams are often attached to a spell when it is empowered.

Sigilcraft is the designing of spells, in and of itself.

Spellcraft is the art and craft of casting of spells.

Learning to read these deeply complex and liminal forms takes years of effort, grasping how they work and what makes for the best and most useful combinations takes years of solitude and study, and there is always a constant struggle to keep them held within the head, ready to use.

Complexity Degrees

The more complex and challenging a spell is, the more difficult it is to form, to hold, to use. This is reflected in the way that spells are structured according to Spell Levels. The higher the Spell Level, the more difficult and the more knowledge and artistry is required.

Spell complexity reflects the difficulty of a spell to cast or to use, and there are five Degrees of Complexity, each with a certain number of Spell Levels within it. These levels describe the complexity of the spells, with said complexity increasing with each level. Within the differences of difficulty is the cost of the spells in mana.

The five degrees of complexity are Simple, Rudimentary, Intermediate, Advanced, and Expert.

Degrees

Simple

Rudimentary

Intermediate

Advanced

Expert

Spell Levels

0 and 1st

2nd to 3rd

4th to 5th

6th to 7th

8th to 9th

Within each Degree of Complexity are the Myseries, Lesser and Greater.

Simple

Simple complexity spells can be memorized and visualized almost on the fly. Anyone with a capacity for magic can learn this. Some may take a bit less – perhaps a second or three.

Rudiments

Rudimentary spells, Level 2 to Level 3, are more challenging but enable capacity to grasp and tend to have the most core responses. Most people never move beyond this degree of influence or control except in limited ways. As a result, they will never be able to use Intermediate or Advanced spells – but do not discount their overall abilities beyond that.

Intermediates

Intermediate spells, Level 4 to Level 5, are a way of combining and layering and redeveloping the interfaces and exchanges learned from lower order spells, to create greater effects and more stunning impacts. This seems to be the sweet spot for many, the balanced space between giving too much over to the study of magic and not enough to the other things of value and importance. As a result, they will never be able to use Advanced spells – but do not discount their overall abilities beyond that.

Advanced

Advanced spells, Level 6 to Level 7, are the most potent, most complex, most difficult spells, described by someone as having a four-year-old Therian living in your brain and wanting to go outside. Only some can reach these levels of spells. The amount of effort and training that goes into this tends to preclude other activities, in much the same way that someone looking at a complex chemical composition diagram will not be able to understand it without significant study, which will likely leave them struggling to deal with other things – notably weapons and armor.

Expert

Expert spells, Level 8 to Level 9, are the most potent, most complex, most difficult spells, described by someone as having a four-year-old Therian living in your brain and wanting to go outside. Only some can reach these levels of spells. The amount of effort and training that goes into this tends to preclude other activities, in much the same way that someone looking at a complex chemical composition diagram will not be able to understand it without significant study, which will likely leave them struggling to deal with other things – notably weapons and armor.

Once a Spell is cast, the effect is instant, though in some cases, and depending on the spell, the Mage may need to maintain Concentration (the chanting and somatics) to cause the effect to persist. It is important to note that spell effects do not start until a spell is finished being cast, and then they have a duration that can vary according to many criteria.

Myseries

Within each Degree of Complexity there is both a Lesser Myserie and a Greater Myserie. If you were to walk up to a Mage and ask to see their “3rd Level Spells” they would mock you for talking nonsense, since what they have is called a Rudimentary Greater Myserie. And after laughing they would probably hand you some Simple Lesser Myserie and smirk.

Lesser Myseries are always the lower level, and Greater Myseries are always the higher level.

The name is not accidental. While for here our translator has chosen to use a common convention of zero to nine, the difference between a Lesser and a greater is one of increased variance and difficulty, and the ten Myseries are so named as an expression of both the misery of learning them and the misery of holding them in one’s head.

Consecration

An individual, a place, or a thing can be consecrated. When used on denizens of the Lower planes, consecration is a devastating attack, but for the most part it has insignificant effect except one important one: it defines ground as Holy, and so sacrosanct from those on the Prime Material Plane from who are not followers that have been consecrated from stepping foot on it.

It is, essentially, counting coup for the Powers That Be. If one is consecrated in the Name of a specific Power, that Power then could act in these simple manners. If you are not consecrated to a Power, you cannot receive a blessing from them, nor can you enter their holy ground (or disturb their Shrine). A person can be consecrated for one God from each pantheon.

Clerics may be consecrated by one Power from each of the three groups of Hosts. That is, you can be consecrated to a Bright Power, a Shadow Power, and a Dread Power. However, you are still and always only a cleric for one of them. This rule about consecration applies to others as well – anyone can be consecrated in the name of one deity in each of the groups. Shamans can be consecrated or consecrate either the Powers of the World, The Ancestral Spirits, or The Old Ones (calling on specific Gods within that group as needed).

The Shadow Host are not all that picky, like the Dread Host or the Bright Host are, and so they allow someone to receive the boons they have so long as at least one of them is involved. This can be important: it sucks to not be able to Bless a fighter’s weapon in the heat of battle because the Warrior is a follower of a different Power.

Consecrated Spells

The following list of spells are those which are consecrated – that is, they will only work on people, places, and things which are consecrated to that Deity. Note that these spells are only available to Shrinewards and Clerics. Paladins are not charged with consecration, with the exception oof Holy Weapon, which they have inherently as Paladins.

PHB

Aid

Augury

Beacon of Hope

Bless

Enhance Ability

Freedom of Movement

Greater Restoration

Guardian of Faith

Guidance

Heroes’ Feast

Lesser Restoration

Protection from Evil and Good

Purify Food and Drink

Remove Curse

Resistance

Sanctuary

Shield of Faith

Warding Bond

   

XGE

Ceremony

Holy Weapon

Temple of the Gods

Malediction

Those things that seek to cause harm or woe are maledictions. Sometimes called curses, the operation of a malediction is always based in some sort of sin or disapproved act, and is a punishment inflicted.

Benediction

Those things which seek to provide weal or help are called benedictions. Sometimes called blessings, the operation of a benediction is always based in some sort of virtue or highly approved act, and is a benefit granted.

Memorizing Spells:

Spells are increasingly complex patterns that must be visualized, all of them starting from a specific base, or cipher, that is more or less complex based on the knowledge, skill, and efficiency of the caster. Into that base, the caster must wrestle assorted symbols, glyphs, and ciphers into the form, and then memorize it and hold onto it. In order to cast a spell, you must first memorize it. The following chart shows how many spells a caster is able to memorize, based on degree of Mastery.

Complexity ->

Simple

Rudimentary

Intermediate

Advanced

Expert

Mastery

Level

Cantrip

1st Level

2nd Level

3rd Level

4th Level

5th Level

6th Level

7th Level

8th Level

9th Level

Novice

1

3

         

2

4

1

        

3

4

1

        

4

4

2

1

       

Yeoman

5

5

2

1

       

6

5

3

2

1

      

7

5

3

2

1

      

8

6

4

3

2

1

     

Adept

9

6

4

3

2

1

     

10

6

5

4

3

2

1

    

11

7

5

4

3

2

1

    

12

7

6

5

4

3

2

1

   

Master

13

7

6

5

4

3

2

1

   

14

8

7

6

5

4

3

2

1

  

15

8

7

6

5

4

3

2

1

  

16

8

8

7

6

5

4

3

2

1

 

Grand Master

17

9

8

7

6

5

4

3

2

1

 

18

9

9

8

7

6

5

4

3

2

1

19

10

9

8

7

6

5

4

3

2

1

20

10

10

9

8

7

6

5

4

3

2

A Mage will usually have several spells memorized each day but may never use that spell. Memorizing a spell need only be done once each day, regardless of the number of times the caster uses that spell.

Spells take a certain amount of time to memorize. Spells which are memorized frequently (each day, minimum of 7 consecutive days) take less time to mentally set up, and so can be memorized in half the time.

All Mages are bound by this, but some professions have bonus spells they are able to add to this number, based on the particulars of that profession. Also, this is the number of different spells one can memorize in a given day; there is no limit to the number of different spells one can have in the spell book from which they are drawn.

  • Cantrips take ½ minute to memorize, and often are done on the fly, since many of them are simple spells and make great practice. It is said the original purpose of cantrips was to help very young mages learn.
  • Disciple Axiom: intense focus to memorize spells requires 2 minutes per degree of complexity for each spell (2 to 10 minutes per spell).
  • Sensate Axiom: harnessing will to memorize spells takes 3 minutes per degree of complexity for each spell (3 to 15 minutes).
  • Servant Axiom: being granted a spell takes 1 minute per degree of complexity for each spell (1 to 9 minutes per spell). The Powers That Be call this “dounloding” and complain often about the speed.

For many, memorizing means consulting a source for the spells they have encountered and locked within. In general parlance, that source is called a Spell Book. A spell book is a unique item, containing information on spells, rituals, the preparation of magical tools, and lists of ingredients and their magical correspondences. They are specific to each caster and are described under Learning Spells.

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