fbpx

Basic Map of Gilbratha

People-Coming soon

coming soon

Terms

Aberrant

Thaumaturges who have lost control of the magic they channel, but instead of dying, have been changed. They are usually much more magically powerful than they were in life, and almost always have physical mutations. Some Aberrants merely mutate into a dangerous beast-like being, rabid for death and destruction. Some mutate into grotesque or phantasmagorical forms, and have esoteric magical effects. Uniformly, an Aberrant is no longer human, having lost their previous thoughts and desires. Almost all Aberrants are malicious, even those with seemingly benign effects. It is believed one is more likely to break and become an Aberrant with a corrupted Will from casting immoral magics.

Adhel juice

Mixed with honey, it creates a strong sticky substance. It can be cleared through applying oil.

Alchemy

A ritual form of spellcasting that uses organic and inorganic components to create magical concoctions. The most common method of performing alchemy is through the use of a cauldron to create potions, philtres, draughts, and tinctures. It is the least expensive way to save a particular magic for instant use at a later time, but not the most efficient way. As with all ritual spells, the magic woven into alchemical concoctions is semi-permanent.

Arcanum

A magical institution, teaching “secrets” of magic and the arcane.

Artificery

A craft of magic that embeds a pre-cast spell in an object for later release. Battle wands, light crystals, and self-cleaning chamberpots are examples of artifacts. Enchantments and Wards are both sub-sets of Artificery.

Banshee

A humanoid magical creature that is dangerous to humans, and attacks with their voice through incapacitating screams and songs with a soporific effect.

Battle wand

A wand-shaped artifact charged with offensive spells.

Beast king

A figure shrouded in mystery and fear, the beast king is sleeping in Silva Erde, deep below the ground. While details about him are vague, diviners consistently find that if he wakes from his long sleep, calamity will follow.

Blood clotting potion

Poured on a wound, this potion clots blood and can stop excessive blood loss.

Blood Emperor

The Blood Emperor was the leader of the Third Empire, also known as the Blood Empire. His invading forces, from an unknown land beyond the northern ice oceans, conquered the continent about three hundred years before the story starts. His empire was eventually overthrown, but his policies shaped much of modern society even after the Third Empire’s downfall. However, atrocities committed in the name of learning and power caused a severe backlash against all forms of blood magic and its practitioners.

Blood print vow

A spell that binds two or more parties to an agreement spoken while casting, bound by a thumbprint of blood. If at least one of the vowers cannot cast magic, a third party binder must be present to do so.

Blood-regeneration potion

Boosts blood regeneration, but takes time and places strain on the body.

Brillig

A powerful race with strong affinity to magic. Now extinct, or close to it.

Calming spell

Forces calm and docility on the target.

Cat’s cough

An herb. Commonly smoked, it is addictive and gives a raspy, deep voice over time.

Cataclysm

An apocalyptic event that destroyed civilization over ten thousand years ago, and which is still shrouded in mystery.

Chameleon spell

Allows a non-living object to partially blend in with its surroundings.

Charybdis Gulf

The eastern sea inlet that bisects the main area of Gilbratha from the Lilies—the rich area where many of the nobles and socialites live. The Charybdis Gulf is dangerous, containing magical water beasts that will drown a swimmer and even capsize small fishing boats, yet despite this remains a large source of income and food, especially for the poorer citizens.

Circle

Facilitates the three main elements of magic. It places a physical boundary around a spherical domain controlled by the thaumaturge, signifying that the things within are theirs to trade away and change as they wish.

Cockatrice

Two-legged dragon-like creature with a rooster’s head. (And more or less the shape of a chicken.) Weasels are their natural enemy. Can be the familiar of a witch.

Concussive blast spell

Shoots a ball of force which expands and weakens with distance, but can cause severe damage to a human (particularly their internal organs) or even break through walls at close range. It is often visible as a waver or fogginess in the air, but much less conspicuous than a fireball or stunning spell.

Conduit

Channels the thaumaturgic energy being converted as a spell is cast. For most sorcerers, this is a celerium crystal, which is resistant to the destructive effects of channeling magic.

Coppers

Law enforcement, named for the copper nails in the soles of their boots, the distinctive sound of which announces their approach wherever they go.

Craft

Specific path of magic. Sorcerer, Artificer, Witch, Magician, Shaman, Animist, Gestura, etc.

Deafening hex

Causes deafness, usually temporary, though some variations will persist for a period of time after the caster stops focusing on the hex. Some variations can be used to some effect against a banshee in place of a vibration-canceler.

Diviner’s sight

Special magical sight of the divination realm, which reveals that which might not be seen with the normal eye. It is a catch-all term that includes any ocular enhancements, such as the ability to see in the dark.

Drake

A miniature dragon-like creature. Not as intelligent or powerful as a true dragon. Can be the familiar of a witch.

Dreamless sleep spell

Keeps one from dreaming. Cast as a transient spell with artificery principles, using liquid herbal extracts rather than being embedded into durable object, its slow-release magic peters out after some time and the spell breaks.

Dryad

A creature of living wood, shaped like a humanoid woman. They come in different sub-species of trees, and can be very small when young. Sometimes they disguise themselves as trees before the unwary or unobservant, and short bursts of activity are often followed by long periods of “sleep.”

Dueling board

A game where the pieces shoot fake spells at each other and dodge attacks under the control of the players.

Dysentery sustaining potion

Diluted in large amounts of water, will keep a patient hydrated with a small amount of calories and the immediately necessary electrolytes and minerals, and slightly slows the rate of expulsion, allowing absorption.

Earth-aspected weta

Magical beast with a very tough hide.

Elcan irises

A deadly, flesh-eating plant with purple-streaked flowers whose long, tapered petals open and turn to follow prey as it passes, releasing sweet-smelling pollen into the air. They lure their prey with their beauty and the soporific properties of their pollen.

Elemental Planes

The five known Elemental Planes are accessible through planar portal spells from the mundane plane, where humans and other mundane races live. Each Elemental Plane corresponds to an element: Radiance, Fire, Air, Water, and Earth. Creatures, plants, and even the water and soil from the Elemental Planes will be imbued with the energy of their plane, and are powerful spellcasting components. Each Elemental Plane has sapient creatures, some of which are humanoid and can even cross breed with humans.

Elementals

Beings from the Elemental Planes. On the mundane plane (Earth), they are most often encountered as the familiars of witches, who use them as a Conduit to channel magic. When sapient and humanoid, they have specific labels.

Radiance—Angels

Fire—Demons

Air—Sylphides

Water—Undine

Earth—Erdgeist

Elixir of euphoria

An alchemical concoction which, in low doses, combats depression, but is more often sold recreationally for the eponymous euphoria.

Elixir of peace

Imparts a sense of well-being, and can be used in small doses to combat depression and anxiety, or for its recreational effects in larger doses. It is used in war to give soldiers who are dying some peace in their last moments.

Energy-reflecting spell

A general-purpose ward. A more expensive and inefficient defense than setting wards against more specific spells or incidents.

Erythrean horse

Horse with partial magical lineage. They are extremely expensive, but don’t look much different from a normal horse.

Fever Reducing potion/balm

Cools the head, with some cooling to the body as well, along with pain relief. Encourages comfort, allows sleep, and should be given in conjunction with a sustaining draught.

Fey

A powerful race with strong affinity to magic, now close to extinct. They were supposedly so agile they could dance between raindrops without ever being hit.

Fireball spell

Shoots a ball of fire at about 12 meters per second.

Flicker-feather

Small birds that blink in and out of visibility with every flap of their wings.

Fortner’s

A high class, bespoke clothing shop.

Free-casting

Casting magic at will, without the stabilizing external Word of a physical spell array, a ritual, or special movements. The Word, and sometimes the Circle as well, is instead held solely in the mind. This feat is extremely difficult, and only a few are proficient in it.

Garden of wonders

An element of a children’s tale, which the University Menagerie seems to match.

Gasping-tentacles spell

A spell which creates temporary tentacles growing from a solid, nonliving surface. Used to bind or obstruct movement from a distance, and often employed as a nonlethal method of detainment. Gone wrong, can strangle a victim to death.

Gregorian snail

Magical animal. Mucus can be used as a thickening agent in most salves and lotions, especially those meant for the face.

Gryphon

Creature with the head and wings of an eagle, with the body, legs, and tail of a lion. Can be domesticated and flown.

Guld fish

Minnow-sized fish that glint as if they are made of precious metals polished to a high sheen.

Gust spell

Creates a simple gust of wind, with the size and speed depending on the size of the Circle and the amount of power fed to it.

Hag

A magical humanoid. They have a natural predilection to the dark, and good night vision. They have some facility with hexagon/hexagram spells, dealing with balance. Hags who integrate with society may sell good luck talismans (or cursed objects.)

Harrow Hill Penitentiary

Gilbratha’s jail, a stout stone building in the shape of a cross, within a circular wall that encloses the grounds.

Headache-relieving salve

Minty. An alchemical concoction that relieves headache pain and helps to rejuvenate the senses.

Hellfire

Is sometimes bright neon green.

Henrik-Thompson

A measure of scale for maximum Will capacity. It is measured by a crystal ball in an array that filters incoming energy and outputs a portion of it as light through the glowing crystal. It’s the most widely-used metric, likely due to the fact that Will-capacity is the easiest to test, and often shows correlation to the overall caliber of a thaumaturge’s Will. The brighter the light, the more power (thaums) is being channeled per second.

Humphries’ adapting solution

An alchemical concoction that can be spelled directly into the veins to take the place of blood in a blood-loss emergency. Expensive, and the shelf-life isn’t particularly long, so it may not always be on hand. Can also be used to keep creatures from the Plane of Water alive on the mundane plane, which was its original purpose.

Hydra

Multi-headed snake. The number of heads ranges from two to nine, with more heads generally indicating a more powerful, intelligent creature, as information processing and bodily processes are divided among the heads based on their individual priorities and specialties.

Ignore pain spell

Muffles pain slightly, allows mind to detach from the focus pain draws. Esoteric magic.

Injury-protection ward

Makes physical damage less likely over a set diameter. Very expensive, but nebulous and thus not very powerful. Still can make a difference, either over time, or in dangerous circumstances.

Jentil

Giants, who are known for building megalithic monuments.

Kitsune

A sometimes fox, sometimes woman. In human form, the kitsune will still have her tails, more depending on how old and powerful she is, up to nine. They often use their tails to cover their bodies, wrapping around it in place of clothing, and are considered seductively attractive, though they do not appear often in Siobhan’s part of the world.

Kreidae spider

A magical creature known for stealth and ambushes. Its silk is highly coveted for its transparency and use in camouflage or invisibility cloaks.

Kuthian frog

Has sedative saliva, which is dried, powdered, and used as a component in stunning spells. Upon release from the spell, the treated saliva quickly degrades and becomes inert.

Landrum’s Nourishing draught

As with many spells, there are multiple variations of the nourishing draught.

Should be diluted in large amounts of water, which will thicken with the concoction. It contains vitamins, minerals, and electrolytes, as well as some complex sugars/starches. When given frequently, will keep the patient hydrated and with the resources their body needs to continue fighting. The nourishing draught should be created over low heat, to avoid killing the vitamins. Sometimes, it is then dehydrated for long-term storage.

Light crystal

A non-celerium crystal made into an artifact spelled to release sunlight on command. The rich use them in place of candles or lamps, as they are much brighter and require less maintenance.

Lino-Wharton messenger spell

A power spell with several pre-requisites. It binds a raven to a controller, allowing the controller to speak through the raven at a distance to transmit messages, or to complete simple tasks.

Liquid fire potion

When exposed to air, this potion catches fire.

Liquid stone potion

Expands like an aerosol foam and hardens quickly upon contact with air. Can be used as a barrier or a splint for broken bones, among other things. Not permeable to air, or malleable once hardened, so it can suffocate someone if it lands on their face. Softer than normal stone, similar hardness to a soft sandstone.

Loomis anti-awareness field

Dissuades people from noticing or remembering a small object.

Magician

A person who uses magical artifacts rather than cast spells themselves. Often derided as scammers, charlatans, and unworthy by “true” thaumaturges. An artificer who uses their own artifacts is not considered a magician.

Mirrored healing spell/Flesh-mirroring spell

Using blood of the injured person as a Sacrifice, can mold flesh and bone to match the mirrored side of the body, and thus heal injuries without the need for rare and expensive components.

Mnemonic-link tracking spell

Creates a sympathetic link between an object and the target, but depends on the caster’s extreme familiarity with the target, and best augmented by an item that has a direct connection to the target.

Moonbeams & fairy wings

Both these items have mind-altering (recreational drug) effects, and are best harvested at night.

Myrddin

An extraordinarily powerful sorcerer who lived over a thousand years before the start of this story. He has many incredible feats to his name, some based in reality and others in fiction, and has become enough of a household name that he’s occasionally used in curses, E.G., “Myrddin’s crusty black butthole.”

Orbs and Amulets

The Conduit shop at the north end of Waterside Market.

Osher tree

Young sapling that can uproot itself and move short distances. Sometimes confused for a dryad, but an osher has no humanoid form and is not considered to be intelligent.

Paired Movement Ward

Cast on items that are as close to identical as possible and then set for trigger, this sympathetic spell causes one item to move when its pair is moved, lasting for a few seconds.

Paper bird spell

Used to send letters or messages. The folded paper birds are spelled to take flight and deliver themselves to set destination or recipients. Unsuitable to fly in heavy winds or rain. They are created from special ingredients and require pre-set beacons or landmarks to find their target.

Pendragon Palace

The home of the High Crown, the head of the Thirteen Crown Families and leader of the country of Lenore. It is built atop the white cliffs, to the northeast of Gilbratha.

Perimeter alarm ward

Alerts the caster when a perimeter has been breached.

Philtre of darkness

After brewing, when this concoction is suddenly exposed to air (e.g. when the bottle is smashed) the roiling liquid within bursts into clouds of magical darkness, which cannot be penetrated by even powerful night-vision, and requires a dispelling spell specifically targeted to this philtre.

Pixie

Humanoid creature with very delicate, multi-petaled flesh wings that constantly regenerate, dropping dandruff and little peels of dry skin. This “pixie dust” is an expensive magical component, and many humans keep and raise them to harvest it. They are semi-intelligent and mischievous, even sometimes malicious, prone to irritation and insults.

Planar Divination-Diverting Ward

Protects against divination. The recipient will feel pressure under any type of divination/scrying attempt, and can add their Will to the artifact’s inherent shielding capabilities to divert stronger and more determined attempts. The ward does not directly oppose a scrying spell, but turns aside, deflects, and hides instead, using its connection to the five Elemental Planes. The effects may also spill into the physical world, making it harder for people to notice and focus on the user.

When actively diverting, the disks may be painful as they consume the user’s blood for power.

Planar portal

A portal to one of the Elemental Planes.

Plane of Radiance

One of the five known Elemental Planes, the Plane of Radiance hosts the element of Light in its many forms and connotations. Creatures and plants of the radiant element are very valuable spell components, and the most powerful, sentient Elementals from the Plane of Radiance are often called angels. The Plane of Radiance has sympathetic connections to the ideas of light, cleanliness, knowledge, strict justice, and healing.

Planes-damned

A curse word, referring to the Elemental Planes.

Portable office

A wooden block that unfolds into a chair and desk made out of hundreds of smaller segments, created by Liza. She sells them for ninety gold.

Potion of feather-fall

It uses a (preferably white) feather as a main component, and seems to reduce the effects of gravity on the imbiber, allowing them to jump from a high place without injury.

Potion of moonlight sizzle

A potion that lets off a soft blue, bright glow that mimics the light of a full moon from its sizzling bubbles when the bottle is shaken. It’s powerful enough to illuminate a small room on its own, and when sold at a reasonable price, much more affordable than light crystals or candles.

Prognos

Skilled in divination, prognos have a single large eye in the middle of their head. It’s said the best prognos diviners can see into the past to discover the identity of a criminal, but that’s a myth. They are simply perceptive.

Puzzle band rings

A wedding ring, historically used to keep women from cheating on their husbands, with the thought that if they removed the ring for their infidelities, they would be unable to figure out how to fit the ring back together in time to keep their misdeeds secret.

Quintessence of quicksilver

The powder of a potion boiled down into a solid and then crushed. It temporarily frenzies the mind, making you smarter and granting a liquid creativity. Gives the illusion of power and lowers inhibitions. The effects of a single dose last about six hours on those who haven’t built up a tolerance, and the come-down crash lasts a day or two. Long-term users lose their ability to focus and display various memory problems, becoming dependent on quintessence of quicksilver to function normally.

Radiant Maiden

The progenitor of the Order of the Radiant Maiden. She is a powerful Elemental from the Plane of Radiance. These humanoid, often-winged beings have been referred to as angels.

Revealing spell

Uncovers non-physical illusions and can see through non-magical darkness. Usually cast via a wand which is issued to some coppers. A revealing spell shoots vibrational and magic waves, which penetrate and bounce back to the wand.

Revivifying potion

Boosts organ function and energy levels. Can be used for many different illnesses, but is expensive due to its high magical load.

Sacrifice

What you give up for the effect of a spell. It can be an object, like a blob of mud used to create a brick, or energy, like the heat from a flame. Components can have either a natural or a sympathetic link to the effects of the spell.

Selby-Forman binding

A historical variation on conjuration and elemental binding used in the Second Empire.

Self-cleaning chamber pot artifact

Cleans and dries the nether regions, then processes the waste, removing the liquid from fecal matter and dehydrating urine into a thick paste, which it stores in a sealed container for later removal. An auxiliary spell keeps the smell from filtering out away from the chamber pot.

Shadow-familiar

An esoteric ritual spell that gives the user control of their own shadow, allowing it to move, stretch, and take unnatural shapes.

Shaman

A thaumaturge who specializes in contacting the spirit realm for the purpose of divination, as well as certain types of mental healing and wards. They often use mind-altering or hallucinogenic substances to facilitate contact.

Shipp Evidence box

Metal cube meant to put evidence in stasis. Has a transparent setting to allow examination of the contents within.

Simple locking spell

Learned from one of the warding books Katerin bought Siobhan, this spell locks a container that can be opened and closed, without need of a key or even a physical locking apparatus. Does not stop one from breaking in physically or magically, but will require some extra effort.

Sinus-clearing spell

An esoteric variation on the water falling spell, used to draw off liquid and thus clear the airways.

Skin-knitting salve

An alchemical concoction that mends small cuts over the course of about an hour. It can heal a deep scratch, cut, or a second-degree burn, but not a serious wound, and most (less expensive) versions will leave minor scarring.

Skinjacker

A creature used in cautionary tales to children, which can take over a person’s form and replace them.

Slingshot spell

Created by Siobhan based on a Practical Casting exercise, it uses the glyphs “line,” “movement,” and “circle” to send a projectile revolving around a central axis. When it is released, the projectile shoots out, similar to a stone out of a shepherd’s slingshot.

Smoke cloud philtre

A battle philtre that creates a sudden and thick smoke cloud when released from its container. Considered a battle potion.

Space-bending spells

This type of magic bend, and even fold space. They are extremely difficult and expensive. If a smaller area is filled with more space than it could normally hold, that space must come from somewhere, which will in turn be smaller than it normally is. There are usually visually-disorienting signs of the spell when you try to gain perspective or mentally measure the space.

Spark-shooting wand

An artifact charged with firework-like sparks of light. Can start a fire, with the right tinder, be used as a distraction, a signal, or a threat, though the spark-shooting spell is a non-combat spell.

Speer’s philtre of stench

A powerful, physically painful stench that causes tears, mucus buildup, and vomiting, like a combination of a stink bomb and pepper spray. Used as crowd control to non-lethally incapacitate a large number of people. It has magical as well as physical properties.

Sprites

Tiny, insect-winged humanoids. They have some measure of intelligence, but are not considered sapient “people,” rather more akin to interesting bugs.

Stunning spell

Red projectile spell. When high-powered, can leave scorch marks and a little steam or smoke at the point of impact. Uses a combination of low-current electricity and sedative material (the powdered saliva from a Kuthian frog), contained within a field of force, to incapacitate the target.

Tataroc Desert

Known for its dryness, a line of standing stones through this desert signifies Lenore’s border to the east.

The Bitter Phoenix

A tavern with a private back area where people partake of the illegal quintessence of quicksilver, and a powerful diviner will sell you information or make connections for the right price.

The Black Wastes

An area where dangerous magic has infected the land itself. The environment shifts rapidly, with deadly and mutated land, flora, fauna. Time spent in the Black Wastes causes paranoia, hallucinations, and makes it difficult to find your way.

The Charmed Highlands

An area where celerium is mined.

The Citadel

The main University building, where the classes are held, and which also contains the supervised casting rooms. It looks like a coliseum made of white stone, with shimmering spelled windows and tall columns. It is huge and towering, and laid out in rings, like a cross-cut of a tree stump.

The Elementary

A shop in the Night Market which secretly sells, in the back room, items from the Elemental Planes. Their supplier, Harvester, is a half-troll.

The Gervin Family

The Fourth Crown Family. They control much of the textile industry, as well as the high-end fashion industry.

The Mires

Gilbratha’s slums, which get worse further toward the south of the city. The Mires are named for the sticky, stinking waste that lines the streets and wafts from the canals. They spread beyond the bounds of the white cliffs, which have been sunk, broken, or taken apart for use as building materials on that side of the city.

The Red Guard

A special, semi-autonomous branch of law enforcement which handles rogue magic beyond the abilities of the normal coppers. Their operations are confidential.

The Surior Mountains

An area where celerium is mined.

The Thaumaturgic University of Lenore

The most prominent and prestigious arcanum in the country, and the only one that can give a Mastery certification. It is matched in status only by Pendragon Palace, and looks down upon the city from atop the northern side of the white cliffs. Its grounds are extensive, and its structures include areas dug into the white cliffs themselves.

Every year, thousands of students, both new to magic and who have come from other arcanums to achieve their Mastery certification, take the entrance exam.

The Westbay Family

The Second Crown Family. They control the Gilbrathan coppers, and often have influence in the army as high-ranking commanders.

Timed alarm spell

Cast on a time-keeper such as a pocket watch, goes off at a set time to alert anyone nearby to the conditions of the spell being reached.

Titan

A gargantuan, powerful humanoid being prevalent in the early days of recorded human history, who survived the Cataclysm. Historically, a Titan might simply walk by and decide to crush half a human city like child kicking an anthill. They had enormous appetites and were entirely omnivorous, in the true meaning of the word. Extremely magically powerful. Now extinct.

Tome

A large, expensive book created with high-quality material meant for channeling magic. It has very thick pages, with a spell array drawn on each page. This allows the holder to carry portable spell arrays, open to any particular page, and cast the spell as quickly as they can place any necessary Sacrifices. Each tome usually carries between 12-20 spell pages.

Under-bed dust bunnies

A magical creature that is spontaneously generated from the fluffy dust under a bed in a magical environment. Supposedly.

Unicorn/Pegasus

A magical, horse-like beast with a valuable horn on its head. The pegasus is the progressed form of a unicorn, the wings growing after an intense accumulation of magical energy.

Utility wand

A wand artifact with multi-purpose spells meant to be widely useful for a variety of emergency situations, not simply battle.

Vampire

A sapient, magical, humanoid being. Vampires often prey on humans for their blood. They often have blood-red hair, pale skin, and a mouth full of canine teeth. They are weak to things from the Plane of Radiance, and a common weapon against them is water imbued with energy from the Plane of Radiance. They have a natural predilection to the dark, and good night vision.

Vibrational Self-calming spell

Esoteric, rather than using a written spell array, it uses the hands over the chest to form the Circle, and the vibration of the voice as a sympathetic component for forcibly calming the body.

Wakefulness brew

A pseudo-alchemical concoction, but more commonly classified as “kitchen magic,” this spell marginally boosts the rejuvenating effects of caffeinated beverages. Better quality base materials take the wakefulness magic more smoothly, just as in standard alchemy.

Ward against untruth

The strongest legal wards against lies create little more than a vague compulsion, and thus utterly useless against someone who knows they are there and is determined to lie.

Wardbreaker

A specialist in diverting, subverting, and breaking wards.

Waterside Market

A sprawling market within Gilbratha proper that has a lot of shops in the streets around. People of all ages and races can be seen, as well as thaumaturges who practice many different crafts, a testament to Gilbratha’s diversity. Sells everything from food to magical animals. There are stalls as well as shops, with stalls being cheaper, but shops having a better selection.

White cliffs

Gilbratha is built within a gargantuan circle of white stone cliffs that have been drawn up from the ground in what is undoubtedly a legendary feat of magic. These cliffs are intact to the north, but have sunk, crumbled, and been demolished for other purposes toward the poorer south.

The Thaumaturgic University of Lenore as well as many Crown Family houses have been built into and atop the cliffs, and nearer the bottom are many buildings placed on the staggered plateaus. Tubes run down from the University to transport people and goods, powered by magic.

Will

The Will makes magic possible. The stronger a thaumaturge’s Will, the more power they can channel, the less defined the Word needs to be, and the less power will be lost in conversion from input to effect. There are different facets to a strong Will.

Will-strain

Caused by over-exertion when casting magic. It starts with headaches, dizziness, and inability to concentrate. With more moderate strain, judgment is impaired. Sometimes thaumaturges display difficulty modulating emotions, with rapid swings from one to the other. Then hallucinations, with the more severe ones resulting in paranoia and even accidental harm to oneself or others. Beyond this, Will-strain damage is irreversible, and results in complete insanity and at times, the loss of higher brain functions. In extreme circumstances, loss of control while casting will lead directly to a “break” and the creation of an Aberrant.

Witch

A thaumaturge who uses a summoned contracted creature, often from one of the Elemental Planes, to cast spells, rather than using an inanimate Conduit like a sorcerer.

Word

The Word guides the transformation of energy or matter, steering the effects of a spell. It can be any type of instruction, though with sorcery it is most often written into the Circle as an array of glyphs and numerically-significant symbols. These are often supplemented with speech or written instructions, especially for complex effects.

Wortcunning

Magical herbalism, the study of plants and herbs, specifically for their healing and magical properties.

Wound cleansing potion

There are many different versions of this potion, and they come in different strengths and act in different ways. Uniformily, however, they work to clear the wound of dirt and debris, as well as kill any infectious agents such as viruses or bacteria. Formerly, this was understood to be overwhelming the “bad humors,” and so, wound-cleansing potions often have strong scents due to components like distilled alcohol and herbal oil extracts.

Close Menu