Magical Codex

Everyone has their own approach to roleplay in game, and especially so when it comes to magic. I’ve been continually developing my own for a number of years; I figured I might as well share it out for anyone who has interest in it, though this is of course, in no way, something I’d expect people to run with if they didn’t want to. I’m always open to chatting about it, lore, or any other parts of the game.

Think about the following in the context of a buffet table. You pick your main dish, then your sides. You’ll be selecting something from some (but not necessarily all) of the charts down below.

The Four Fragments

  • The School of Magic
  • The Shape of the Spell
  • The Intensity and Power of the Spell
  • The Fourth Rune/Word, and it’s Conditional Placement

Introduction to Runic/Power Word Spell Casting

Much like typical spell casting, Runic/Word Spell Casting is the projection of magics based within one of several schools of magic:

  • Arcane: Arcane Magics, Conjuration, Abjuration (Wards and Protective Magics), Enchanting, Transmutation (Telemancy, Alteration), Illusion, Evocation, Pyromancy (Fire Magics), Cryomancy (Frost Magics), Chronomancy (Time Magics)
  • Felmancy: Demonic Magics
  • Holy: Holy Magics, Protection (Wards and Protective Magics), Discipline (Offensive Magics)
  • Astromancy: Celestial/Astrological Magics, Divination
  • Shadowmancy: Shadow/Void Magics, Necromancy (Death Magics)
  • Naturalism: Druidism/Shamanism.

Runic/Power Word based spell casting is based on the use of sigils, power words, or runic figures, to channel, shape, and empower spells.

The spellcaster focuses on building upon modular components, instead of memorizing every spell or string of spells as their own individual set; for example, a spellcaster would not memorize the spell for fireball, and frostbolt, and teleport, individually - but instead would learn the base components for each and be able to mix and match. The practice of Runic/Power Word spell casting is broken into several sections, each one responsible for a fraction of the end result.

Runic/Power Word Fragment One:

The School of Magic

The first runic shape/power word that is forged, or crafted, is the school of magic. Each of the schools has its own identifying runic shape. In imagining, or framing that runic shape, a caster has the first component of their spell figured out. Each fraction of the whole spell is laid on top of that first shape, which becomes more and more complex with its formation.

E.G: Nux (Fel), Nox (Arcane)

Arcane Magic (Arcane Spellcasting)

School Spell Word Notes
Arcane Nox Offensive arcane based magics.
Conjuration Cons Creation and arcane schools of summoning.
Abjuration Defos Protective and warding magics.
Enchanting Divis Imbuing of power and essences.
Transmutation Noxus, Navus, Divos Telemancy/teleportation (arcane based), Alteration and changing magics.
Illusion Noxus, Resux Replication, shaping/reshaping/vanishing magics.
Evocation Evos Replenishment, focusing of magical energy.
Pyromancy Frus Offensive fire based magics.
Cryomancy Drus Offensive frost based magics.
Chronomancy Contrus Time based magics.

Fel Magic (Demonic Spellcasting)

School Spell Word Notes
Fel Nux Offensive Fel based magics.
Transmutation Nuxus Telemancy/teleportation (Fel based)
Abjuration Vefos Protective and warding magics.

Holy Magic (Holy Spellcasting)

School Spell Word Notes
Healing (Holy) Aux Offensive Fel based magics.
Healing (Nature) Auras Telemancy/teleportation (Fel based)
Protection Defus Protective and warding magics.
Discipline Arus Offensive holy based magics.

Astromancy (Celestial/Astrological Spellcasting)

School Spell Word Notes
Divination Scryus Sight and prophetic/scrying magics.
Astromancy Asrus Celestial/astrological magics.

Shadowmancy (Shadow/Void Spellcasting)

School Spell Word Notes
Shadowmancy Vux Shadow/void magic (offense based).
Shadowmancy Vufus Shadow/void magic (defense based).
Necromancy Neux Death based magics, including reanimation.

Naturalism (Druidism/Shamanism)

School Spell Word Notes
Balance Asrus Arcane/celestial based magics.
Restoration (Druid) Auras Natural healing magics.
Restoration (Shaman) Kuras Natural healing magics.
Elemental/Natural Kuran Elemental/natural magics.

Runic/Power Word Fragment Two:

The Shape of the Spell

The first rune or power word defines the school of magic, but the second fragment shapes the spell - giving it direction and form. This word is added after the first fragment.

E.G: Nux-sas (Felbolt). Nox-unwrash (Arcane Blast)

Spell Shaping and Form

Shape/Form Spell Word Notes
Bolt Sas A jagged shard; projectile.
Ball Sus A spherical projectile.
Modular Splash Add “un”. (E.G. Susun) A spherical projectile that splashes magic across its target after impact.
Modular Explosion Add “ug”. (E.G. Susug) A spherical projectile that explodes upon impact.
Gout (Burst) Garash An upwards burst from the point of origin.
Blast/Explosion Unwrash An explosion, or blast effect.
Rain Fauld A downfall, or showering effect.
Endure Waus An enduring effect, like a burn or slow.
Passage Thranas The magical rift or connection between two designated points. (Used for teleportation and portals.)
Cone Balas A conical burst targeted outwards from the point of origin.
Projection/Form Conag A projection or mirror image of a source.
Essence/Substance Valsun Used when conjuring items (non-entities).
Control Mordas Used when taking control of a subject.
Essence/Control Mordvalsun Used when summoning, and (or) taking control of a conjured or summoned entity.
Vision/Farsight/Scry Shalas Used when using magic to grant sight across distance (or time).
Draw Cregas Siphons energy/magic/essence from a target or source.
Imbue Vregas Transfers energy/magic/essence to a target or source. Notably used for enchanting.
Rune Kesh A sigil or rune set in one place.
Ward-Self Kand Shields the caster.
Ward-Other Kans Shields a subject or focus.
Ward-Item Kan Shields an item/object or focus.
Transform/Transmute Thrudas Shifts an object from one form to another.

Runic/Power Word Fragment Three:

The Strength of the Spell

The first two runes or power words define the school of magic and shape/form, but the third fragment is what grants a spell its power. This word is added after the second fragment.

E.G: Nux-sus-wrex (Massive Felbolt). Nox-unwrash-shula (Minor Arcane Blast).

Spell Power

Strength Spell Word Notes
Massive/Exquisite Wrex Massive amounts of energy in spells/enchants.
Strong/Greater Vash Strong amounts of energy in spells/enchants.
Medium Kash Medium powered spells.
Weak/Minor Shula Weaker amounts of energy in spells/enchants.
Overpowered Wrexamul Spells that are overloaded with power.
Power drawn from an item Pawnas For power items and scrolls.
Power drawn from a realm Pawnar For power drawn from realms.
Power drawn from a source Pawnam For power drawn from less tangible sources.
Power drawn from a plane Pawnthu For power drawn from planes (shamans, primarily).
Drain Vunarl For drawing from living beings/elementals/conjured or summoned entities. Used with Shape Word Draw.

Runic/Power Word Fragment Four:

Conditional Placement

The fourth rune/word of power is one that is not necessarily required, but dramatically impacts the formation of a spell. For teleportation (portals/teleports/summons) a location may be required at the end. For certain teleportation spells that don’t have an anchor at the far side (like a city or mage tower would have) the spell will need to be directed to a more specific location.

E.G: Noxus-thranas-vash-kanturn-Stormwind. (Teleport an entity to Stormwind with arcane magic). Nuxus-thranas-vash-kuzax (Summon an entity using fel magic).

Conditional Runes/Words of Power

Function Spell Word Notes
Portal (Lasting) Kayarn Anchors a portal, which can be kept open.
Teleport Entity (Temporary) Kanturn Teleports an entity.
Teleport Object (Temporary) Kantern Teleports an object.
Summon Entity Kuzax Summons an entity.
Summon Object Kuzas Summons an object.
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