Based on the idea of a language made up by interconnected circles with stems as well as an arrow denoting which way to read the stems (clockwise or anti-clockwise). That way, the entire language can be crafted to form a pointillist picture and ‘activated’ through the node network to connect all the points.

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Assume top ‘node’ is first node. Follow the arrows to ‘read’ the word, and use the linkages to jump to the next word. This shows how you can write a linear language in a 2d-expanding way. Imagine such a language being used to make pointillist pictures.

 

A magic system like this is technically accessible to everyone, but requires years of mastery and dedication to get the semantic structure & the image depicted correctly. A mixture of Logic & Art to the point where a huge amount of time and patience is required to cast a single spell.

Classes are built in such a way that the students first learn to express the language linearly before ‘painting’ it.

Inspired by the Witness – the truth is to see the entire World as a node structure. The highest level spells are ‘worldbuilding spells’. They cannot be completed by a single person, and uncompleted projects have to be studied by a person who can understand the past creator’s unique expression of language. Progress on a worldbuilding spell occurs in small percentage leaps that are harder and harder to grasp as the structure becomes more complex.

Actually, all God-mode or high level spells can be said to have the same level of difficulty.

Primary Rules

  • Chain of Logic: Spells must follow the rules of the structure, but their eventual forms are unique.
  • Aura of Uniqueness: Spells cannot be copied over or reproduced in non-human ways
  • Rule of Novelty: The closer a spell is to a previously cast spell made by another mage, the less of an effect it has (although it will eventually fall to a minimum point). This occurs both in the sense of its ‘logic’ and its ‘form’. This is why every mage is taught to have his own ‘variant’ of popular spells.
  • The Eternal Code: There is no spell that can be sustained, or can sustain anything eternally. Nothing lasts forever other than the script – the blank slate.
  • Divided Consequence: The effects of the spell are based solely on the logic of the spell, and they are separate from the intentions of the caster.
  • Primordial Chain: Any spell can be created, but there are basic archetypes to be based upon. It’s hard to find a method that works and is linguistically sound if you don’t have grasp of the previous spells.

Creation Process

  • A mage begins a spell on a ‘script’. This is a piece of paper that is drawn from his skin through a process called ‘peeling’. The maximum size for one sheet is A4, but a huge spell is built by combining a ‘folio’ of pictures together.
    • The peeling process doesn’t hurt unless it’s done too quickly. If not it merely relinquishes the top layer and will grow back in a matter of hours
  • A script is indestructible by any external process. It is only destroyed if it ‘decays’ or if its logic is violated
    • Decay occurs when a script remains untouched for too long. A mage can reverse script decay by dripping a drop of blood onto the unscripted side.
    • Logic is violated when a symbol is written onto the script that makes no sense to its grammar. The script crumbles apart when that happens.
  • Spells are written in blood, with an instrument called an ‘iron pen’. This is a specially crafted pen that will make sure the blood doesn’t scatter on the paper and create accidental symbols. Blood (ink) is inserted through a catheter.
    • This is a recent invention. In the past, people used to work cautiously with any sharp implement and a bowl of blood.
    • There is a special variant known as a ‘metal arm’ that allows for instant spell-creation. This is a device that is attached to the mage’s arm and is connected to the blood vessels. A mage can use a point at the end of his finger to write a spell.
  • Casting
    • The entire spell must be laid out into a space where all the nodes are connected.
    • The starting node is activated by a special incantation as well as ‘deep intention’

Spell Types

  • Effect: fastest easily consumable spells
    • Event: One time spells that have wide-ranging large-scale effects
  • Summon: can range from small familiars to large creatures to ‘God-Servants’
    • Sentience: A rare spell. Can be used to create intelligent human beings like Mages.
  • Artifact: A spell that can be used to reinforce a certain item
    • Legendary: An artifact that expresses the certain personality of a bearer. It is ‘soul-bound’ in that it cannot be wielded by anyone other than the bearer.
  • Narrative/Destiny: A spell that enforces a certain type of fate onto a person or history,
  • World: A spell that creates a world into itself
    • Abode: A lesser version of a World spell that creates a temporary place.

Traits of Magi

  • Logical Speed: Speed that symbols can be strung together in nodes.
  • Innovation: Abundance of creativity in creating novel structures for spells

Difficulty of Learning

  • An eclectic mix of Logic & Art is necessary to be even a decent mage. Most people don’t even manage to grasp the logical structure of anything beyond a few simple spells, much less put it into a tangible form. Out of a population, it is generally expected that only 1-2% are proper mages, although everyone has the capacity to achieve it.
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