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.


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.