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World Magic : Enchantment/Scribing

Posted: Thu Oct 27, 2022 2:57 pm
by kayleth
Enchantment or Scribing

Glyph's and Warding (world magic) Use Runic Scripting as a base

Introduction


Origin - someone thought to combine artifings runic scripting with fragmentings ability to conduct magic through energized brass and POOF made the tools needed. It only affects other magics and cannot create its own effects. Not wise to take alone and is usually done after Raw magic is studied to some degree of competency. Others may donate their ether from their own marks of control to channel into a focus, however.


Tools

Enchanter's Vessel: A crystal cut vial that comes in various shapes, sizes, and colors. Much like its sibling the Author's crucible, it will not spill, tip, or run dry. Only an Enchanter's plume may be dipped in to produce Enchanter's compound; a brass-colored ink-like fluid that contains particles of energized brass running through it with which an Enchanter can create Runic Scripts governing ether and how it flows. The vessel does not need to be refilled and never seems to run dry. The artifact does not work if even the tiniest of damage is done to its structure.

Enchanter's plume: A brassed nibbed golden feather used to write arcane scripts using Enchanter's compound. When dipped into the Enchanter's vessel the brass-colored ink glows a warm yellow and can easily illuminate a small room with just a few characters.

Enchanter's Eye Glass: Glass that has been cut and treated with Lightwater affixed to a ring of brass. Often worn like a monocle although other variations do exist. While looking through it allows one to see the runic script that would normally not be visible. Allowing them to understand how it works if they have sufficient knowledge or alter it.

Arcanit's Chalk: A bit of a misnomer but, in fact a small stone that when placed over runic script summons it to the surface. This chalk is crucial to budding scribes as it allows them to edit and erase already completed runic scripts. Altering old projects or sabotaging would be traps.

MYTHIC ITEM RARE: a Pen pr Quiill or wand? That lets you write scripts in the air or from far away?


Process

Any Runic script wanting to alter or control the forces of Ether follows a few basics to create their arcane sigils. Some can be made quickly and others can take days or weeks. In general, they all have a few of the same basic principles in them. The most common profession of Enchanters is making magical tombs and scrolls. Usually containing a single magic effect that is triggered upon its activation, like saying "fireball". Runic scripts can be written on all surfaces though and are not limited to paper. An enchanter's ability to create a successful script is directly related to their skill in Enchantment/Scribing and the Raw magic they are trying to contain. As such, an Enchanter can only store magical effects up to one competency level below their current level of Enchantment. For example, an apprentice-level Scribe can only store novice class magic in any of their created Hubs.

A script does not contain all of these but at the very least will contain a Hub, a Barrier, and a condition. The runes can accomplish any of the following.

Keep magic in objects
Release magic upon a "trigger"
confined magic into a predefined space
Channel ether into an area, target, or channel (much like routing)
Split the effects of raw magic
Combine the effects of magic
place restrictions on ether consumption

Hub - The primary glyph in any symbol and as such is often the largest and contains the ether. When magic flows into the hub it is stored within it and does not disappear until release. It acts like a reflection of what was stored in it before. If a Flame lance from Sigilic Pyromancy is thrown into it, it will be expelled from it with the same speed and force when released. Additionally, it can also store magical stratigem; for example, Malformity's Integrate could be copied into the focus and the next person to enact the sigil would activate the focus performing the same thing to them. Physical objects can also be stored in the focus depending on the skill of the Enchanter.

Barrier - A series of symbols and rules, usually arranged in a circle, that surrounds another part of the sigil as a whole. These symbols block and restrict the magic inside, typically the focus. It is possible to block a spell coming towards you with barrier runes alone but only highly skilled practitioners are capable.

Conditions - An Enchanter's fluency in Runic Scripting directly correlates to the complexity of conditions an Arcane script can have. Conditions specify to another part of the code to release the barrier and allow the sigil to be activated or deactivated. Most commonly a condition will deactivate the barrier and release the Ether stored in the hub.

Broken - This tier of conditions is limited to basic things like. Upon saying a certain word or touching an area.

Conversational - At this tier, more complex and specific conditions can be set such as circumstances like, when wounded, or asleep when a male or female speaks.

Fluent - Here is when conditions can truly be as complicated as one's skill and imagination can be. Like when the
lamb of a firstborn son is sacrificed at a specific location with an heirloom knife on the fourth moon of Ash.

Path or Channel - Paths are formed by placing two barriers in a matrix of lines acting as channels for the magic to flow. They are used to channel magic where desired or connect different sigils. Just like barriers they can transport magic stored in a focus as well as contain it but it requires a master user to channel hostile magics.


Switch - Switches are symbols glyphs or symbols in an arcane script almost always in a different format than the rest of the code. It is used to manipulate or split magical effects into multiple parts or merge multiple effects. The division is either power-wise, splitting a large effort into many small ones, or function by splitting two effects of the same magic. Almost always used in tandem with channels.

*Ty's Notes*
Wants to make it a part of Fragmenting... Ideas to interlace them...
My intention was to give it the ability to interact with Raw magic and maybe it very well can. Maybe the ink is "lightwell water" and that is what allows for the interaction with Magic. As its water/ink can already be laced with the "radiation" from the purification process... This, much like the arcanacrags" could create a tier system of "concentration of magithermal residue" or something like that within the water..... based on the level of radiation that was sapped out in line with the purification level of the arcanacrag...... food for thought. That way it can elicit raw magic abilities. This also gives more use to Lightwater.... now a more sinister version of this or varition... not sure.... could use the blood of the mages themselves.... but I'd prefer not to go down that route. Perhaps these enchantments could be single use and gone forever... or depending on conditions ect.... could also be recharged by applying more lightwater or just ether into the script as before.... or by redrawing the sigils. Some type of lasting permanence that increases with skill level?

Also had a thought of "crystal seeding" where you let arcanacrags... pure not pure IDK.... sit in lightwater for a season and that generates crystals from it at lower power than the orginal but a sustainable way to generate them. Like they take a season to grow into x ammount or w/e.... just an after thought.