Overview
From the sun comes life. The other gift the sun grants its children is magic - the ability to focus power through glyphs, turning an elegantly calligraphed phrase into a spell. If it can be framed in language, it can be turned into a spell, even though these glyphs are not the common alphabet. They are a language of their own with no spoken counterpart, in which bad grammar can have disastrous consequences.
Children with the mage talent are usually identified around the ages of 12 to 15, through a test held on midsummer of every year. After this, they are taken into the mage academy and taught the intricacies of glyphs - the six elemental glyphs and their many derivatives, the precise order in which each glyph must be drawn, the embellishments that alter a glyph's meaning. They learn that each glyph works best when drawn with a specific medium - perhaps green ink instead of blue, tar, their own blood, chalk, or maybe ground jewel beetle carapaces. The substrate it is drawn upon is yet another factor which affects a spell's success (or failure).
Most of the time, a glyph spell executes itself as soon as it is drawn; it cannot be delayed. Nor can a glyph be used more than once (in most circumstances). However, a mage of sufficient skill can inscribe a glyph within a crystal, creating something that can be activated at a later date - and, if the spell is set up accordingly, could be activated by a non-mage. Just as with writing the glyph, different spells work best with different crystals, and so this is another set of relationships which must be memorized by the student.
Spellcasting is an art which takes a lifetime to master; even then, it remains an art and never a science.
Glyphs can also be drawn as inert, powerless designs; these glyphs are often used for official seals and badges, and like any other symbol may be written by anyone. Such glyphs, when embedded in a crystal and worn as medallions or jewelry, serve as official identification of mages, guards, nobles, and other such positions.
See this page for an explanation of how mage talent is inherited, and how it interacts with the tainting force.
See this page for more specifics on casting glyphic spells.
Details
The following level definitions are not IC terms; they are provided for OOC reference, as an easy and quick method of determining what is within a character's capability and how powerful they are relative to others.
Level 0
- The lowest level of magery isn't really magery at all. Termed 'glyph-readers', people at this level are able to touch a crystal with an embedded glyph and project an image of the glyph for all to see. Every village has at least one glyph-reader, who can bring out the seals on official documents and verify the identity of governmental agents. They don't have to know what the glyph means to make this work, although just about everyone can identify the symbols used on official business.
Level 1
- A level 1 mage is a student, someone who is still learning the theory behind spellcasting in all its exhausting detail. They have some knowledge of very basic glyphs and their use, but their success rate in casting spells is rather low, with failed spells either backfiring or having no result.
Level 2
- This is the first practicing mage level, with a working knowledge of simple glyphs and how to implement them. Casting a glyph properly takes some time due to the necessary attention to detail; everything must be 'just so' or the spell will not work. It also requires they have the correct materials; level 2 is not able to 'make do' with subsitutes. Spells come into effect as soon as they are completely inscribed; they cannot be delayed, nor used more than once.
Level 3
- By level 3, mages have learned more glyphs. More importantly, they've begun to grasp the syntax and structure of glyphic sentences, allowing them to create more complex spells with specific effects. Rather than the simple 'burn this', a fire spell can (in theory) be targeted to burn something other than what it is written on, or perhaps to burn for a set length of time. For written spells, they are better able to 'fudge' the casting with less than ideal ingredients. In addition, level 3 mages are able to etch a glyph within a crystal by force of will, transferring the pattern they imagine into the stone's microscopic structure.
Level 4
- If it's higher than level 3, it's a level 4. This rank encompasses everything on the upper end of the magic scale. Level 4 mages may be able to create very complex and intricate spells; they can delay a written spell's activation either for a length of time or until a condition is met; they may erase a glyph from within a crystal, restoring its natural state. If a level 4 mage has sufficient mental discipline, they may cast some spells simply by concentrating on the glyphs, without need for inscription or crystal.





