Spell Writing
Introduction
Magic, within the Aethermaric Terminus, is both a radiant energy that flows freely throughout the Universe and a current of energy one can tap into within most of the inhabited realms. Used by all Tonallitecameh, Magic is the lifeblood of the current advancement of civilized society. Like all natural things, it has several properties that constrain it and control its impact on the rest of the natural world. Despite these rules, the Tonallitecameh have found ways to master this primal force and seize its power for their own.
Repeated Definitions
The following terms will be used repeatedly and are not defined elsewhere in the setting due to a lack of need or detail, or out of simply not finding more detail required:
Impact of the Rules of Magic on Written Forms
While there are two different Magic systems within the Aethermaric Terminus, Arcanic Magic and Leviant Magic, the two systems similarity allows spells of both systems to be written in the same formats. There is no instance when a spell would need its written form modified to account for the Magic System its caster is capable of using.
Defining Spell Types
There are several different types of spells within the Aethermaric Terminus, and while the spells are functionally the same, they have slightly different properties and a few changes that make mentioning them separately here before digging into the system and how it is applied important. The basics for the system at large will apply to all.
Standard
Standard Spells are the most common Spell Type, consisting of every spell contained within Sourcebooks and the vast majority of Homebrewed additions. Standard Spells are all self contained, and are subdivided into two types within the setting:
- Cantrips: Cantrips are the equivalent of a "Level Zero" spell. Within the setting, these spells are considered "First Tier".
- Leveled Spells: - Leveled Spells are all other Standard Spells that are not Cantrips. Anything that takes 'Spell Slots' or 'Mana' or a similar resource to cast would fit in this grouping. Spells with areas of greater than 75u (explained here) will usually have additional Stabilization Cantrips contained within it, but this does not make them Combined Spells.
Combined Spells
Combined Spells are what they sound like, taking two Standard Spells and putting them together for a conjoined or changed effect. Combined Spells always consist of a "Base" or "Prime" spell and one or more "Addendums" or "Modifiers" (not including the Stabilize Cantrip). The Base Spell is what guides the initial form the spell takes and dictates the initial properties of the overall spell. The Addendums then build upon that base, adding more effects that can alter the final result in the directional flow the spell is constructed in. Combined spells are additive in properties and changing the order of addition for them will provide different final results.
Rare Spell Variants
Rare Spell Variants are a type of Combined Spell that have additional requires for attaining, however their existence does not add additional restrictions or information to be encoded to the written version. All Combined Spells, when initially created, are considered Rare Spell Variants.
Glossary of Variables
The remainder of the description on writing spells will be technical, and to make it easier to read while also allowing some form of consistency I will be assigning various values that I (the creator of this setting, this is a meta page mind you) find reasonable to help myself and others in creating the written form of spells. The variables selected are:
The Size of a Spell
The size of a spell is denoted by the value
With this process, we assume that Cantrips are treated as "Zeroth Level" Spells. Simply adding one to the Spell Level aligns the spell level with the Tier System and also allows for consistency between Leveled Spells and Cantrips. A Spells
Spells are inherently unstable, as Magic as a primal energy does not want to be manipulated and constrained artificially. Slight manipulations are stable enough to be cast, however larger manipulations require a stabilizing force, most commonly through the use of the Stabilize Cantrip, to be applied to the spell for it to maintain itself. Spell stability drops off as the area increases. The Stabilization required for a spell is:
The
This creates the following distribution of
Spell Encodement
Nodes
Spell Theory treats most spells as the assignment of specified properties onto the energy comprising Magic, and uses those properties as the base of explaining the spell's function. Spells, whether encoded within a Standard Circle, a Sheet of Music, Movements in a Dance, or a Series of Squiggles in a Painting, require several distinct points to identify the properties being called out. These points, referred to as
In any Spell, you must have enough nodes to encode the required properties to cast it. The simplest of Magics from an encodement perspective, Rune magic, only requires 5
Smaller
What is viability? Viable combinations have to have a few restrictions so that as Magic flows through the spell, the instruction is actually able to be decoded and understood regardless of the formatting used to cast it. This means, that Viable Spells must be both non-isomorphic (have different form) and must have enough
Larger
Distance Between Nodes and Curvature
The length between any two nodes,
Subscribed Circles
For each value of
As each
Base Spell Circle for the Fireball Spell, with
Subscribed circles (
An example of the
Base Properties
The base properties described are the 6 differences in encodement that create all spell variation. No spell is defined in any other method than outside of these 6 properties, or
Guiding Rule Basis
Guiding rule basis is what we describe as the variant schools of Magic. While known as schools or generalized classifications, each is actually a guiding mantra for how a spell operates at a fundamental level. It builds the foundation for how the other properties, when defined, interact to create the end result. In addition, it outlines how the spell pulls upon universal forces to derive the resulting spell.
- "Universal" describes forces that consummate other forces and reality
- "Abjuration" describes protective forces
- "Conjuration" describes movement related forces
- "Divination" describes the collection of information
- "Enchantment" describes forces that change impression
- "Evocation" describes bringing forth energy
- "Illusion" describes distorting reality
- "Necromancy" describes the force of life
- "Transmutation" describes forces that change physicality
Spell Affinity
Spell affinity lists what specific manifestation of the energy involved that the spell is attempting to pull forth. The base dictates how, the affinity dictates what. The simplest, being no attribute, is the first possible writing, with more refined energy or forces being more complex to encode. spell affinity usually is linked to how a spell can damage another entity, but can also pull into how it effects objects or the world.
- "None" describes no affinity being pulled upon
- "Aetheric" describes an affinity towards the universal fabric being pulled upon
- "Arcanic" describes an affinity toward Arcanic Energy being pulled upon
- "Leviant" describes an affinity towards Leviant Energy being pulled upon
- "Force" describes an affinity towards a primal pushing energy being pulled upon
- "Fire" describes an affinity towards increasing energy being pulled upon
- "Lightning" describes an affinity towards electromagnetic discharge being pulled upon
- "Radiant" describes an affinity towards healing and divine forces being pulled upon
- "Necrotic" describes an affinity towards healing and forces dictating life being pulled upon
- "Psychic" describes an affinity towards forces controlling stability of the mind being pulled upon
- "Cold" describes an affinity towards decreasing energy being pulled upon
- "Thunder" describes an affinity towards the energy of noise being pulled upon
- "Acid" describes an affinity towards corrosion and decay being pulled upon
- "Poison" describes an affinity towards the unnatural being pulled upon
- "Physical" describes an affinity towards physical interaction being pulled upon
Sustainment Displacement
The Sustainment Displacement is how the energy displaces following its casting. Bound this property, spells can take on various shapes and forms.
- "Object" displaces over a singular non-living object, usually the location the spell is inscribed into
- "Target" displaces over a singular target, living or non-living, some distance from the inscribed location
- "Line" displaces over a line from the inscribing location to another point
- "Wall" displaces in a way that creates a barrier from the inscribing location to another point, or from two points to each other
- "Circle" displaces in a way that fills a circle
- "Cone" displaces in a way that forms a conical structure
- "Cylinder" displaces in a way that forms a cylindrical structure
- "Sphere" displaces in a way that forms a spherical structure
- "Square" displaces in a way that fills a square
- "Cube" displaces in a way that forms a cubic structure
Sustainment Range
Sustainment Range dictates how far the energy of the spell travels before it would dissipate during its casting, i.e. to the point of finality or resolution. While some casters find novel ways to increase this, those interactions are not reflected within the spell circle through traditional means and are often the result of custom addendums and modifications, or by means of artifact amplification.
- "Self" describes the energy of the spell remaining within or upon the caster through finality
- "Touch" describes the energy of the spell remaining within or upon the caster until contact with a target dictated by
is made and the energy moves there for finality - "Feet" describes the energy moving a set number of feet to reach finality
- "Miles" describes the energy moving a ser number of miles to reach finality
- "Sight" describes the energy as moving through a point that the caster directs via their sight and having finality occur there. While usually around 20 miles, this can vary due to weather or racial traits
- "Unlimited" describes the energy being moved through a point that the cast directs it to, regardless of distance, so long as the location is known, to reach finality
- "Self (Eminating)" describes the energy moving outward a set distance from the cast to reach finality
- "Self (Radius)" describes the energy moving within a set distance from the caster to reach finality
- "Self (Cube)" describes the energy forming a cubic shape surrounding the caster and reaching finality within that space
- "Self (Cone)" describes the energy forming a conical shape surrounding the caster and reaching finality within that space
- "Self (Sphere)" describes the energy forming a Spherical shape surrounding the caster and reaching finality within that space
- "Self (Line)" describes the energy moving through an arc from the caster to a point to reach finality
Sustainment Duration
Sustainment Duration dictates how long the energy lingers following reaching finality; essentially, it describes how potent the energy drawn forth is.
- "Instant" describes spells that dissipate immediately after reaching finality, releasing the energy back a moment after being used.
- "Minutes" describes spells that dissipate immediately after reaching finality, holding onto the energy for a short but non-miniscule duration.
- "Seconds" describes spells that dissipate seconds after reaching finality, holding onto the energy for a miniscule duration.
- "Hours" describes spells that dissipate hours after reaching finality, holding the energy within the spell for that period.
- "Days" describes spells that dissipate days after reaching finality, holding the energy within the spell for that period.
- "Weeks" describes spells that dissipate weeks after reaching finality, holding the energy within the spell for that period.
- "Months" describes spells that dissipate months after reaching finality, holding the energy within the spell for that period.
- "Years" describes spells that dissipate years after reaching finality, holding the energy within the spell for that period.
- "Indefinite" describes spells never dissipate once reaching finality. Perpetuating the energy for infinity.
Faculty Usage
Faculty usage is a simplified way of describing additional needs for the spell's casting, or a variation allowing for casting without draining energy from the caster.
- "No Usage" No usage.
- "Concentration" describes an additional tax on the caster's mental state to sustain the energy of the spell.
- "Ritualistic" describes a method to draw out the casting in such a way that draws energy from the surroundings rather than the caster to reach finality.
Determining Property Values for Spells
Determining Property Values for Spells means, directly, identifying which property you are trying to encode and identify how to connect its equivalent start and end nodes. These node connections, defined by length
These arrays, or matrix rows, are contained within the following tables:
Encoding Arrays for Spell Attributes
Guiding Rule Basis Designations ( )
Standard and Runic Spell Writing
| Basis |
||
|---|---|---|
| Universal | ||
| Abjuration | ||
| Conjuration | ||
| Divination | ||
| Enchantment | ||
| Evocation | ||
| Illusion | ||
| Necromancy | ||
| Transmutation |
Spell Affinity Designations ( )
Standard and Runic Spell Writing
| Affinity |
||
|---|---|---|
| None | ||
| Aetheric | ||
| Arcanic | ||
| Leviant | ||
| Force | ||
| Fire | ||
| Lightning | ||
| Radiant | ||
| Necrotic | ||
| Psychic | ||
| Cold | ||
| Thunder | ||
| Acid | ||
| Poison | ||
| Physical |
Sustainment Displacement Designations ( )
Standard and Runic Spell Writing
| Sustainment Displacement |
||
|---|---|---|
| Object | ||
| Target | ||
| Line | ||
| Wall | ||
| Circle | ||
| Cone | ||
| Cylinder | ||
| Sphere | ||
| Square | ||
| Cube | ||
| Multiple of "X" |
Sustainment Range Designations ( )
Standard Spell Writing
| Sustainment Range |
|
|---|---|
| Self | |
| Touch | |
| 5ft | |
| 10ft | |
| 15ft | |
| 20ft | |
| 20ft | |
| 30ft | |
| 60ft | |
| 90ft | |
| 100ft | |
| 120ft | |
| 150ft | |
| 300ft | |
| 500ft | |
| 1 Mile | |
| 5 Miles | |
| Sight | |
| 500 Miles | |
| 1000 Miles | |
| Unlimited | |
| Self (5ft Emanation) | |
| Self (10ft Emanation) | |
| Self (15ft Emanation) | |
| Self (20ft Emanation) | |
| Self (30ft Emanation) | |
| Self (5ft Radius) | |
| Self (10ft Radius) | |
| Self (15ft Radius) | |
| Self (30ft Radius) | |
| Self (1 Mile Radius) | |
| Self (5 Mile Radius) | |
| Self (10ft Cube) | |
| Self (15ft Cube) | |
| Self (20ft Cube) | |
| Self (15ft Cone) | |
| Self (20ft Cone) | |
| Self (30ft Cone) | |
| Self (60ft Cone) | |
| Self (30ft Sphere) | |
| Self (20ft Line) | |
| Self (30ft Line) | |
| Self (60ft Line) | |
| Self (100ft Line) |
Sustainment Duration Designations ( )
Standard Spell Writing
| Sustainment Duration |
|
|---|---|
| Instant | |
| 1 Minute | |
| <1 Minute | |
| 5 Minutes | |
| 10 Minutes | |
| 1 Hour | |
| 2 Hours | |
| 4 Hours | |
| 8 Hours | |
| 12 Hours | |
| 16 Hours | |
| 24 Hours | |
| 1 Day | |
| 2 Days | |
| 5 Days | |
| 1 Week | |
| 10 Days | |
| 1 Tenday | |
| 20 Days | |
| 40 Days | |
| 1 Month | |
| 2 Months | |
| 5 Months | |
| 100 Days | |
| 382 Days | |
| 1 Year | |
| 10 Years | |
| 100 Years | |
| Indefinite |
Faculty Usage Designations ( )
Standard Spell Writing
| Faculty Usage |
|
|---|---|
| No Usage | |
| Concentration | |
| Ritual | |
| Ritual and Concentration | |
| Material Cost | |
| Material Cost and Concentration | |
| Material Cost and Ritual | |
| Material Cost, Ritual, and Concentration |
The areas of the matrices that have "
An Upcast Spell Circle for the Fireball Spell, from
Ornation
Spell 'Encryption'
Some
Spell 'Upcasting/Upchanneling/Empowerment'
Upcasting spells is converting it from a
Combining Spells
Adding additional circles also applies for combined spells when spells are being merged, where
If the prime spell is being upcast within a combined spell, lines at each
Application to Create Unencrypted Written Forms
For application, we will be using the Freedom of Movement spell. Will will be upcasting it one level however, there will be no encryption, as that is covered later.
Matrix Form
The Matrix form is simply an expression of the spells properties through their
For Freedom of Movement, we know that:
- It is a 4th level spell, so Tier 5. Therefore,
- We are upcasting the spell once, making
- We are upcasting the spell once, making
- It is an Abjuration Spell. Therefore,
- It deals no damage, and thus has no energy affinity. Therefore,
- It has a displacement of a single target. Therefore,
- It has a range of Touch. Therefore,
- It lasts 1 Hour. Therefore,
- It does not require any additional faculty usage. Therefore,
And when combined they will be conveyed as the following:
"Standard" Form
The Standard Form of Spell writing is in a Spell Circle, an is an expression of the properties from the Matrices representing the spell. The typical direction is clockwise, however, this does not matter and spells can also be written counter-clockwise or with the priming
Freedom of Movement, upcast one level without any encryption, is written as such:
"Non-Standard" Forms
Combining Spells
Building upon Freedom of Movement, we can combine it with the Blur spell to get "Freedom of Blurred Movement", a variant of Freedom of Movement that also imparts a blurred effect on the targets allowing both a removal of impact of rough terrain and making it harder to be hit by attackers.
Matrix Form
The Matrix form for combined spells is the Matrix of the Prime Spell followed by all subsequent spells in descending
For Freedom of Movement, we know that:
- It is a 4th level spell, so Tier 5. Therefore,
- We are upcasting the spell once, making
- We are upcasting the spell once, making
- It is an Abjuration Spell. Therefore,
- It deals no damage, and thus has no energy affinity. Therefore,
- It has a displacement of a single target. Therefore,
- It has a range of Touch. Therefore,
- It lasts 1 Hour. Therefore,
- It does not require any additional faculty usage. Therefore,
For Blur, we know that:
- It is a 2th level spell, so Tier 3. Therefore,
- It is an Illusion Spell. Therefore,
- It deals no damage, and thus has no energy affinity. Therefore,
- It has a displacement of a single target. Therefore,
- It has a range of self. Therefore,
- It lasts 1 Minute. Therefore,
- It does require concentration. Therefore,
Calculating the required outermost circle, go
Combining all of these into a singular array, we get
"Standard" Form
The standard for of this combined variant is similar to other standard forms, except that the spell for Blur is contained within the spell for Freedom of Movement. The size of the outermost
"Non-Standard" Forms
Line/Arc
Ribbon Fan (3D Form)
Music
Poetic
Dance
Encryption of Spells
Encryption of Standard Spells
Encryption of Combined Spells
Mentions
| Type2 | Name |
|---|---|
| Meta | |
| Nature |



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