Difference between revisions of "Sigil magic"

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(Created page with "* Ancient magic used in antiquity by the Titans, Great Old Ones, Elemental Emperors, Sparfolk, Dragons and the original elder races. Sigil Masters are rare among latter day r...")
 
 
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* Ancient magic used in antiquity by the Titans, Great Old Ones, Elemental Emperors, Sparfolk, Dragons and the original elder races.  Sigil Masters are rare among latter day races.
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Ancient magic used in antiquity by the Titans, Great Old Ones, Elemental Emperors, Sparfolk, Dragons and the original elder races.  Sigil Masters are rare in modern days.
* Sigils are crafted and created by users to be called upon when required like the way runes are crafted by their creators to be released later and possess a number of [[properties]].
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* There are gigantic sigils bursting with equivalent power [[left behind on the world]] by the Elder Gods, Destroyers, Titans and Great Old Ones from early elder days.
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Sigils are crafted and created by users to be called upon when required like the way runes are crafted by their creators to be released later and possess a number of properties.
* A number of [[different sigils]] have been observed being used by the SRG and BMG
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There are gigantic sigils bursting with equivalent power left behind on the world by the Elder Gods, Destroyers, Titans and Great Old Ones from early elder days.
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Locations of these great elder day sigils include:
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*One beneath each of Hecate’s footsteps
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*An interlocking of 13 beneath the great caldera of Blasted Erg
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*2 orbitally locked moving beneath the ruined Moranth City in the Witch Woods
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A number of different sigils have been observed being used by the SRG and BMG and include:
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*Disjunction (by the Marid)
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*Counterspell (by the Marid)
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*Machine (by the Marid, in the Otherwhere)
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*Elemental Water (by the Marid)
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*Power (by the Marid)
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*Exile (attached to the Marid)
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*Wasting (by Mama Tet)
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*Truth (by Mama Tet)
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*Obfusication (by Mama Tet)
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* Revelation (in the Otherwhere)
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* The Unrevealed (in the Otherwhere)
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* Dream (in the Otherwhere)
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Properties of Sigils include:
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*Can be loosely tied to a creature, area or object
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*Can detach and float freely from the creature, area or object
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*Can be used and manipulated by other users who understand how to capture, tame or tempt them
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*Will fade over time
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*Strength is dependent upon how they were crafted e.g. the same fire sigil will have different strength and flexibility depending on who/what crafted it, how it was crafted how it was brought into existence
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*Have great flexibility
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*Have great fragility
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*Must be nearby to access
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*Are mostly invisible, rarely appearing ghost-like and always flare when used
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*Take a toll on the wielder
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*Take a toll on the creator

Latest revision as of 04:09, 9 July 2019

Ancient magic used in antiquity by the Titans, Great Old Ones, Elemental Emperors, Sparfolk, Dragons and the original elder races. Sigil Masters are rare in modern days.

Sigils are crafted and created by users to be called upon when required like the way runes are crafted by their creators to be released later and possess a number of properties.

There are gigantic sigils bursting with equivalent power left behind on the world by the Elder Gods, Destroyers, Titans and Great Old Ones from early elder days.

Locations of these great elder day sigils include:

  • One beneath each of Hecate’s footsteps
  • An interlocking of 13 beneath the great caldera of Blasted Erg
  • 2 orbitally locked moving beneath the ruined Moranth City in the Witch Woods

A number of different sigils have been observed being used by the SRG and BMG and include:

  • Disjunction (by the Marid)
  • Counterspell (by the Marid)
  • Machine (by the Marid, in the Otherwhere)
  • Elemental Water (by the Marid)
  • Power (by the Marid)
  • Exile (attached to the Marid)
  • Wasting (by Mama Tet)
  • Truth (by Mama Tet)
  • Obfusication (by Mama Tet)
  • Revelation (in the Otherwhere)
  • The Unrevealed (in the Otherwhere)
  • Dream (in the Otherwhere)

Properties of Sigils include:

  • Can be loosely tied to a creature, area or object
  • Can detach and float freely from the creature, area or object
  • Can be used and manipulated by other users who understand how to capture, tame or tempt them
  • Will fade over time
  • Strength is dependent upon how they were crafted e.g. the same fire sigil will have different strength and flexibility depending on who/what crafted it, how it was crafted how it was brought into existence
  • Have great flexibility
  • Have great fragility
  • Must be nearby to access
  • Are mostly invisible, rarely appearing ghost-like and always flare when used
  • Take a toll on the wielder
  • Take a toll on the creator