Magic from Simon Physical / Metaphysical Law in Sartova | World Anvil

Magic from Simon

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In progression of modern discovery.

  Charms:
Charms were unheard of until the Simonian magicks were discovered. They have a more specific effect, and much more diluted than the other two forms. They however are tangible, physical, and surprisingly, can be replicated. A single Charm can be deconstructed and reconstructed by a Wizard with sufficient knowledge of the Runes that bind all things together. Charms are rather difficult to destroy however, and rather small, leading over time to a massive black market trade of valuble charms, and common Street Mages possessing dozens. Even children trade luck charms, prosperity charms, and attraction charms during the breaks between classes. Charms began small and slowly more and more powerful Charms could be replicated. While in the past only Certified Wielders from the Conservatory could use Simonian Magicks, now the smaller forms were exploding through the streets.
Charms of Class 3 and above will be confiscated with no recompense by the city guards.
    Class 1 nicknamed children charms   Ex: +1 to a skill, saving throw, attack, or the like. always passive never active. charm always lightly tugging northward.   Class 2 nicknamed problem charms, guards cannot take them, but they're problematic   Ex. casting spells 0-2nd level. (few targets little aoe if any at all) effects on others instead of just self, can do damage. charm that puts a target to sleep. charm that lets you go invisible when rubbed.   Class 3 nicknamed power charms   Ex. +2 to an attribute, doesnt stack. powerful effects, like always going active spells, or the like, usually not noticeable, but can be. spells level 3+. charm that makes people like you with a dc10 save, like charm person, always going.   Class 4 nicknamed black market charms   Ex. spells level 3+. charms with large active effects, like one that explodes in a fireball when thrown, or when placed on a wall, cast passwall. Charm that allows you to change your face to whoever you're thinking of when it is placed in mouth and swallowed, and lasts until it passes.   Class 5 (cannot be replicated) nicknamed artifacts   Ex. spells that would be impossible to have in a minor magic item. powers that are unique or intelligent or too strong to be anything but singluar ever. These are where all artifacts and permenant magic items lie. Charm enlaid in the hilt of a sword, gives it the ability to sense an enemy's hostile intent. Charm that points towards the holders best course of action. Charm that allows you to teleport across the Bay to your desired location. etc.    
    Runes:
Runes are spells, they're effectively letters in the script of destiny, which allows one to alter the natural form of the world to adapt to that Rune. Each Rune is a spell. When one finds a rune it is seared itself in the finder's mind in a kaleidoscopic fashion, because of its meaning and its power underlying all reality.
Runes can also be UMD'd if one has an inscription of one, but to inscribe one is to understand it's every facet and essence, and pour your own destiny into writing it. Basically writing scrolls.
Wizards have always existed however, but now Runes, formerly nearly impossible to find and very coveted, only one record of Runes in existence (Meneval), are in the Conservatory as well, and those who prove their ability can attune to them.
  Observing Runes is done in different ways.   In a 'First Tier' observation, which are incredibly rare, the Observer sees the Rune imprinted on a large immobile structure or ancient tablet, which then sears it into their mind permenantly, changing the way they see the world and opening new secrets and knowledge to them. This is how masters of the Runes are formed, and how Runes are first found.   In a 'Second Tier' observation, which are rather rare, the Observer sees a Rune imprinted by mortal hand on something, usually to copy or transcribe it. It is possible to look away and suffer no ill effects other than momentary tunnel vision and a headache, but if the sensation is upheld as they stare into it over a few minutes, the Rune imparts it's knowledge as before, however it gives no understanding of it, unlike the bits and pieces that the First Tier will. This is how spellcasters share knowledge and spells. However, if the Observer looks away before the full knowledge is imparted, the Runes eldritch complexities vanish from the mind quickly, and the learning and knowledge slips from their grasp completely. It also cannot be transcribed successfully without first gaining full knowledge and letting it's power enter the Observers mind.   In a 'Third Tier' observation, which are moderately uncommon, but becoming much more common as magic spreads, incredibly so due to The Sorcerer's Crusade, a Wielder of the Runes invokes them, and their iconic visage emblazons itself in the air, invisible to all but those that know of Runes. In this event, the Observer must be a Wielder of Runes as well, or some form of spellcaster that knows Runes, and they can see the Rune. The effect is similar to the Second Tier, in that the tunneling vision effect happens, but the Rune is not present long enough to impart it's knowledge, and cannot be held there for that long, due to the nature of spells. Therefore, the Rune is forgotten completely, and cannot be transcribed successfully at all.   In a 'Fourth Tier' observation, which are common, and can hardly be called Observations, a Wielder or form of spellcaster invokes Runes, and those around understand that the manipulator of Runes used the Script. They can feel in a sort of unnatural sixth sense that all beings of Sartova have innately, and they know that the fabric of reality is being toyed with. The Rune resonates within them the particles that hold the same Rune as the one being invoked. This happens usually when people are focused upon a magic user for the spellcasting, but rarely affects passerby's. The effect quickly passes, and only the superstitious hold ill will for it... however mages in the past have been hanged for this effect alone. No knowledge is gained from this Observation, but it may contribute to the multiplication of that Rune's presence and/or effect in the surrounding vicinity, i.e., casting many Chaos Rune spells will help the surrounding area descend into Chaos.    
    Ink:
Ink is the most coveted of the forms of Simonion magicks. It, with the right instruction, can turn any plebeian into a Sorcerer. Inscriptions of Runes upon the flesh with the Ink will fuse the Ink not only with the body, but with the Soul. The Sorcerer will be imprinted with the Rune, and it's every facet will not be known to them, but they can unleash it with devastating effect. Each of the two Darkwater Chests had a bottle of Void Ink, which allowed this tattooing ritual to be conducted.
This is the last of the forms of Simonian Magic that was found in the Darkwater Chest, however, there have been more ancient forms discovered since, with their secrets now unlocked with the knowledge of the Runes.   Those that wield and control such magics are referred to by many different monikers, as defined by the Arcane Conservatory.
An individual may possess Charms and Runestones and has no special title, but is referred to by the commonfolk who mock them as Spellslingers. Sorcerers with Runes, known as a
Wielder.
These require licenses by the Conservatory. Those with the AC who study runes enough to know their workings and read them, and can dismantle and reassemble Charms to duplicate are known as Thaumatergists.
Thaumatergistswho learn to do more than simple charms become Artificers, these are the ones that can embody the Runes into constructions, to create amazing practical magical effects.
Arcanists are the wizards. They are part of the Arcane Conservatory and grow to understand the Runes through a monklike contemplation on their metaphysical implications.
The High Arcanist is the leader of the Arcane Conservatory, and has seen and understood every Rune through the First or Second Tier observation, and controls them all to a great degree.
 
    Runestones:   Runestones are an example of Class 2-4 Charms, that are expendable. To use them, the Wielder must rub it in the palm until it breaks apart, or purposely break it themselves. Some require to be thrown, or swallowed, or stepped on to produce their effects. They then invoke a single Runic spell and are consumed. (They are basically scrolls in other systems).  

"Balanar sits at a small oak desk in his room above the local tavern. Rain patters against the window as dim candlelight illuminates his work area. Upon his desk sits an ashwood box holding several small chisels and files. A piece of parchment sits towards the back of the desk holding a small mound of guano next to a pinch of sulfur. In the center of the desk is a palm-sized grey stone. The candlelight reflecting off of its surface. The remainder of his night spent chiseling tiny intricate sigils into the dark grey stone. As the sun rises, he holds in his hands a runestone pulsing with a warm energy."

   
    There are greater forms of magic, each and every civilization that has formed on Sartova has influenced the Arcanosciences somewhat, and Golryon's Runestones are simply the latest in this progression. Perhaps there are more to be discovered.

Comments

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May 8, 2020 20:45

Is it the Wielders that require licenses by the Conservatory or the Thaumatergists?