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 , which dictates the amount of magical energy that a caster must expend or channel from their respective magic system to weave magic into the effect defined by the spell. The Value of is defined by:

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 value, increasing with size, is directly associated with how much the spell costs the player in resources and how much it impacts the character in setting from casting it. This also ties into the spell area. Spell Area, regardless of how a spell is written, is based off the 'Standard Form' being that of a circle, and the assumption the spell is cast at its base level, and is thus the standard area of a circle calculation, with r being equal to the value of the spell.

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Spell Area

Simplified Spell Area

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 value result is rounded down to the previous whole number to determine the amount of Stabilization required.
This creates the following distribution of values to the corresponding and Spell Level:

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Mortal Power Spells
Divine Power Spells
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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 and represented by , are the basis for spell encodement. have no care for directionality, as the properties being defined only draw from their relative position and the direction set by the 'priming' of the properties.

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 , or to encode all potential possibilities. While you could encode Spells of Classical Magic in this way, using would prevent some spells from being written, as can be seen later .

Smaller amounts than exasperate this issue. Looking upwards at , while it improves these these issues, the actual number of viable spells able to be written is rather small. Rune magic is able to use due to only needing 15 max variations within a single property to account for spell affinity. Using does allow for a maximum of 537824 variations across every single combination, but not all of these combinations are "viable", thus and for the same reason of viability, even and are unusable.

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 to account for the amount of information that needs to be encoded within them. This occurs first at , and is the standard amount used. At , each property able to be included has over 60 possible variations, well more than needed. This not only makes each option non-isomorphic when encoded and allows for each variation to be accounted for, but also gives the opportunity for encryption to occur. At less than , encryption becomes increasingly impossible, showcasing why is the standard over . For , the total variations can be estimated by the below formula; however for non-prime values of x it underestimates slightly. For prime numbers, the result is rounded directly except for which will overestimate by %.

Larger values become increasingly distorted below their actual variations, although past the variations begins to balloon to such massive amounts that it becomes excessive. is the sweet spot between complexity and fulfilling the minimum requirement.

Distance Between Nodes and Curvature

The length between any two nodes, , is determined by the relative that defines the property to be encoded. Connections also move about the origin, or center, of a spell. Within , this means that of lengths 1 through 4 can be straight or outward curving, while of 5 or 6 must be inward curving, when encoded within the "Standard Format".


Subscribed Circles

For each value of , we need to represent the energy being used at that level. The way that this is done within the Aethermaric Terminus is by including all smaller within the largest circle required to cast the spell (this does not include upcasting, which is discussed in the Ornation section later). The largest circle ( or arc or guiding line or etc) is equal to the value . Each smaller value circle is represented within it as circles of relative size, with being one less than , being two less than , etc.
As each is written within the spell, it is written smaller than the due to the entire spell being defined and contained within , however the relative size is specific and defined by a ratio that scales the diameter of the to the radius of . For non circles structures this can be done through lengths or arcs and for artistic writings this can be done through exasperating length, which will be discussed within the Non-Standard Form Application section.

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Spell Art - Spell Writing - Circle Placement.png
Base Spell Circle for the Fireball Spell, with lines visible and no properties defined

Subscribed circles () are placed tangentially along the perimeter of the interior of with relative sizes to of in such a matter so that they overlap with each subscribed circle of and remain at least distance from each adjacent subscribed circle's center. Furthermore, subscribed circles are placed in the direction of flow starting from the smallest such that it lies tangent to a line perpendicular to the circumference of at moving through the center of . For lower tier spells, , the typical placement after is to align each with the next or between .

An example of the in effect for the spell "Fireball" is as follows:


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 values. Each value has a of the same length as the value when escribed, so that . The properties defined within spells are the Guiding Rule Base, Affinity, Displacement, Range, Duration, and Faculty Usage. Thinking of these as the "How", "What", "Where after", "Where to", "How Long", and "Anything else" of a spell would be the simplest way to think of them. All magical derivations require , , and , however the later , , and can be removed with their first blank value being encoded by default. While this is used within Runic magic, using this technique in Classical magic or Standard magic is heavily de-incentivized.

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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
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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
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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
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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
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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.
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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 and connecting node to , are classically arranged in a matrix to show placement at the position. These matrices are typically in for traditional spells with the variation being used for Rune magic. You can condense standard spells to the version, however in you lose the ability to separate range types, making anything cast and centered from oneself impossible, in addition to being unable to have certain properties expressed in , being unable to cast spells that linger in effect for 1 year or longer or utilize alternate encodings of shorter periods. Furthermore, you lose the ability to encrypt any spells, making them easy to identify and easier to counter by other mages.

These arrays, or matrix rows, are contained within the following tables:

Encoding Arrays for Spell Attributes

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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"
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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)
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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
Things to Note

The areas of the matrices that have "" of any length are representing the areas that may be utilized in encrypting said when used. The also uses an at one point, and that is used to signify any of the other combinations that were listed above can be modified to fit that characteristic variation.
through all have the position filled, this is to create the priming point within the spell and allow for the caster to dictate the directionality the spell takes. When adding encryption to a spell, any of the through attributes cannot have the same position filled across all them, as doing so may force a change in priming point and cause the spell to be altered or fail. Furthermore, the directionality must remain clear with the encryption used. This fact with encryption will be discussed further within the Encryption of Spells section below.


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Spell Art - Spell Writing - Upcast Fireball Circle.png
An Upcast Spell Circle for the Fireball Spell, from to

Ornation

Spell 'Encryption'

Some properties have series of "" within their respective matrices. These each represent values that encode for nothing, and so long as the priming is linear and/or clear, their value changes nothing within the given spell. Some casters use these to create confusion and extra difficulty in others being able to read their spells. The only requirement for encryption is that it cant interfere with the base spell, so having through having values in encryption within the same spot can cause the spell to be read incorrectly and fail due to not finding the correcting priming location.

Spell 'Upcasting/Upchanneling/Empowerment'

Upcasting spells is converting it from a to via , usually or but occasionally higher. Each level upcast adds an additional circle above , leading . This increase in power can require additional stabilization, as the area of the spell is determined by the outermost circle in addition to the distance from the outermost circle to the prime circle. Strictly upcasting spells does not add much stabilization requirement compared to a spell where the for that upcast spell .



Combining Spells

Adding additional circles also applies for combined spells when spells are being merged, where wraps around to aid in sustaining it. You can determine the needed value for through

Non-Upcasted
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Upcasted
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If the prime spell is being upcast within a combined spell, lines at each will connect the circle(s) added from the combined spell down to the added circles from upcasting.



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.

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Matrix Form

The Matrix form is simply an expression of the spells properties through their values in a combined grid.
For Freedom of Movement, we know that:

  • It is a 4th level spell, so Tier 5. Therefore,
    • 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:

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"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 at any rotation.
Freedom of Movement, upcast one level without any encryption, is written as such:
Spell Art - Spell Writing - Upcast 1 Freedom of Movement Complete.png

"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 value.

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For Freedom of Movement, we know that:

  • It is a 4th level spell, so Tier 5. Therefore,
    • 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,
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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,
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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 of Blur is equal to the size of the same within Freedom of Movement. Additionally, because of the spell being both upcast and having the increased energy draw from being a combined spell, the stabilization required is increased accordingly per the table in the above section or via the calculation
This gives a result equal to the calculated in the Matrix Form section for this same spell, giving us a stabilization of . Thus, the combined spell looks like such

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center

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"Non-Standard" Forms

Line/Arc
Ribbon Fan (3D Form)
Music
Poetic
Dance



Encryption of Spells

Encryption of Standard Spells

Encryption of Combined Spells



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