The Secrets of Runic Magic: Techniques for Harnessing and Manipulating its Power

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Runic magic is a form of ancient mystical practice that utilizes symbolic alphabets known as runes to harness and manipulate mystical energies. In the world of runic magic, the outward manipulation of these energies is a crucial aspect of its proper utilization. To begin with, the manipulation of runic magic often involves the creation of intricate symbols known as runestones. These runestones are typically inscribed with various runic symbols and are used as focal points for directing magical energies. Through careful arrangement and positioning, runic practitioners are able to harness specific forces and channel them for various purposes. For instance, a runestone inscribed with the symbol for protection can be utilized during rituals aimed at enhancing personal safety or warding off malevolent entities.


Digression: When a person is filled with magical talent but never given the opportunity to exercise it, the magic sometimes overflows, burning out their ability to control what spells they can cast. This is what a sorcerer is. Pure sorcerers can only cast a single spell (determined at random), but they can cast it many times per day. They may eventually learn to cast many variations of that spell, but they will never be able learn the variety of spells that wizards go. For them, it is not a cerebral event, but an organic, gut-churning, orgasmic experience.

Digression When a person is filled with magical talent but never given the opportunity to exercise it, the magic sometimes overflows, burning out their ability to control what spells they can cast. However, wizardry is very different over there, since it is wedded tightly with religion, and is seen as only a small part of the religious powers of the temples.

Goblin assassin witch

For instance, a runestone inscribed with the symbol for protection can be utilized during rituals aimed at enhancing personal safety or warding off malevolent entities. Furthermore, the outward manipulation of runic magic also involves the active integration of bodily movements and gestures. Runic practitioners often incorporate hand movements, body postures, and even specific breathing techniques to facilitate the proper flow and control of magical energies.

Goblin assassin witch

In Centerra, men and women are equally adept at magic. However, attitudes towards women and magic use vary across the continent (most of which is dominated by the Church). These attitudes usually take one or more of the following forms:

Danger: Magic is dangerous and women will incompetently endanger themselves and/or others. Immoral: Magic is corrupting and women will all become evil thralls to demons. Burn the witch!

In truth, magic is dangerous and corrupting, and male wizards explode their heads, unleash horrible psychoplasmic plagues, and become skin-cars for demons with alarming frequency. Just the same, these prejudices are enacted against women with both communal shunning (in the east) and state-ordained executions (parts of the west).

A few wizards are aware that women are just as capable as men. So, men are called wizards, and this is a term of prestige, power, and respect. And women are called witches, and this is a term of fear and loathing.

A few women take to calling themselves wizards, with varying degrees of success. This usually involves lying about where they were trained. In a few rare cases, women have successfully gotten educations in wizard colleges or monasteries, always by disguising their gender. Wizards hate being tricked and will usually invest a lot of effort into making sure the witch is discredited, exiled, imprisoned, or executed for crimes against magic.

Digression: lots of people suffer under the tyranny of wizard institutions, not just the women who dare pay for an education there (wizarding colleges require shit-fuck-tons of money, wizarding monasteries usually require familial links and/or years of service).

So, wizards have rich traditions with rich, old institutions. Portraits of the last 50 headmasters hang in the halls. That sort of shit. They have libraries with thousands of spells (mostly variations).

Monastic wizard enclaves function pretty much the same way, except that they retreat from the world instead of entangling themselves in it.

And witches struggle to get any sort of tradition going. They have no libraries, small repertoires of spells, and only oral histories.

However, there is a lot of evidence that show that the most powerful spellcasters in the world have been women. Zandara the Magnificent disappeared the city of Bastoc, a feat that has never been replicated or even approached (although her detractors will point out that she studied at the College of the August Star in the middle of her illustrious career). And Ozur the Unscarred dueled every wizard she came across, and never lost a single one (although she was a pretty amoral character, and is pretty directly responsible for a lot of the evil witch stereotypes). And Yalys the Shaper created over a dozen life forms during her life, in a time when that was thought to be impossible. Even now, teams of wizards labor for years to create a single, viable organism.

Because of the way that magical talent is sought after and recognized in boys, girls are more likely to become sorceresses.

Digression: When a person is filled with magical talent but never given the opportunity to exercise it, the magic sometimes overflows, burning out their ability to control what spells they can cast. This is what a sorcerer is. Pure sorcerers can only cast a single spell (determined at random), but they can cast it many times per day. They may eventually learn to cast many variations of that spell, but they will never be able learn the variety of spells that wizards go. For them, it is not a cerebral event, but an organic, gut-churning, orgasmic experience.

Digression, cont.: Wizards don't like sorcerers because they are consistently overpowered by them. (Sorcerers get a bonus to caster level.) The only humanoids with more spellcasting power are the elves (let's not even get started on them). Because of the way sorcerous talents emerge, nearly all sorcerers are young people with mild brain damage, usually manifesting as poor impulse control. They tend to go mad. Some of them kill a lot of people. Very few live very long.

possibly a wizard
Covens and Stuff

Covens are partly social things. They're a secret community, and if a coven sticks around long enough, they usually end up being based on either (a) family or group of families, or (b) a bunch of women in a singular profession. Aside from a bunch of old ladies teaching their granddaughters how to turn snakes into rabbits (or curse people), there's also just a bunch of women hanging out, eating food, and shooting the shit.

Digression: For comparison, a big chunk of colleges are just young men experimenting with drugs and alternative sexualities, and a big chunk of wizard monasteries is sweeping floors and fasting.

In the countryside, towns who discover a coven in their midst usually try to disband it using social pressures. Neighborly surveillance, friendly interventions, loss of the meeting place, husbands pleading with their wives “You've got to stop meeting with those. . . witches! What if the paladins found out? I don't want anything to happen to you. I love you.”

Small towns might have more understanding views of witches, though. Sure, you're surprised when your 17-year old daughter fires off a magic missile, but if she did it to stop the guy who was robbing your shop, bully for her!

Townsfolk are very rarely stupid/cruel enough to do the whole torches and pitchforks thing. If things escalate, they'd rather just go to a city and contact a college or the Church.

Major cities have colleges, and when they find out about about witch covens, this is what usually happens: A bunch of wizards and guards show up at the witch's house during dinnertime. They round them up, see if the witches have developed any spells that they don't already have in their files (they often do), throw the ringleaders in jail, and fine the rest.

Darker colleges will have a heremancer or two among their ranks, and these scary dudes will perform a barancation (drilling holes in the crown of the head, pouring some stuff inside, casting some spells) and burn out a witch's ability to cast spells forever.

Then they do the jail thing.

Monastic wizard enclaves will usually do pretty much the same thing, but minus the city guard and with a few more shaven-headed acolytes.

Witch Hunters (The Third Lantern of the Church of Hesaya, mostly paladins but also other types of specialists) like to catch the witches in the act. Kick down the door. Witches who make a fuss are killed. The other ones are rounded up and put on trial. The worst offenders are burnt at the stake. The others are also burnt at the stake unless their families can pay their fail/fee (most of which goes to the Church), and then the surviving witches go to Angelmar where they can atone for their sins in person, in front of the Godhead. Then they go on probation for the rest of their lives.

Lots of people don't like the witch hunters, because they've killed a lot of people's grandmas, mothers, and sisters. This often extends to paladins, who are often met with distrust. No one likes a cop at the reunion when grandma is smoking weed out back without a license.

Digression: If these paladins sound like assholes to you, remember that their unswerving morales are also their greatest virtue. These are the same guys who charge into fight demons when normal men shit their pants and go mad. These are the paladins who unhesitatingly throw themselves into the jaws of death to protect their part of the world. (Don't fuck with them.) They're probably too uncompromising to make good PCs in most games (but there are other orders of more reasonable paladins if a player still wants to play a holy knight).

Also don't forget that there are plenty of evil witches, plague covens, corrupt colleges, and diabolical wizard towers. Everyone has a right to be evil! Huzzah!

the snake is also a wizard
Gender and Roleplaying in Centerra

It's no fun to play a woman in a game if the DM uses fantasy prejudices to shit all over you. That sucks.

But I believe that gender issues should not be excluded in a setting, because (a) your group can just choose to ignore them, (b) sexism is interesting, and fantasy sexism potentially much more so, (c) it brings up questions of morality, which can lead to interesting discussions (although your group may prefer black and white morality (“all orcs are evil”) which can be great because it allows your group to go straight to the part with the unambiguous heroism)

So if a player wants to play a witch, it shouldn't be a big deal. Adventurers are already sketchy people who smell like blood and carry too many weapons. No one trusts then anyway. Only after they save the town will they go from “those murderers, thieves, and witches who probably want to steal our gold and bugger our horses” to “those murderers, thieves, and witches who might be sort of okay”.

this is actually probably tokyo. unrelated to wizards
Perspective

The terms “college” and “university” are synonymous with schools of wizardry (a university is a collection of colleges), but these huge institutions usually exert their tentacles into all sorts of other worldly affairs, from politics to finance to warfare. So “military college” = “military college of wizardry”. The idea of going to college and learning non-magic stuff is unheard-of.

The wizards of Shar are also experimenting with allowing a few women into their wizarding colleges (which teach non-wizarding topics, too! Like mathematics! How insane!) But everyone knows that Shar is pretty batshit anyway, and is probably going to be overrun by sexual deviants and orcs any day now.

At the edge of the map, on the next continent over, the women of Basharna and Abasinia suffer no such prejudices, and learn magic freely alongside the men. (However, wizardry is very different over there, since it is wedded tightly with religion, and is seen as only a small part of the religious powers of the temples.)


even you are a wizard
Outward manipulation of runic magic

These outward actions are believed to serve as conduits, allowing the practitioner to establish a direct connection with the intended magical forces. By aligning their physical movements with the inherent properties of specific runes, runic practitioners can effectively attune themselves to the desired energies and amplify their magical intentions. In addition, the manipulation of rune magic also encompasses vocalization and chanting. Runic practitioners utilize specific incantations and intonations to articulate the power held within the runes. This vocal manipulation is considered essential for activating and directing the energies associated with the particular runic symbol being utilized. By uttering the runic names and chanting spells with intent and focus, practitioners can enhance the potency of their magical workings. Ultimately, the outward manipulation of runic magic plays a pivotal role in the practice and effectiveness of runic spells and rituals. Through the use of runestones, bodily movements, and vocalization, runic practitioners are able to tap into the mystical realms and channel the inherent energies within the runes. By understanding and honing these techniques, runic practitioners can wield the power of runic magic to manifest their desires and bring about positive change in their lives..

Reviews for "Harnessing the Energy of Runes: Techniques for Outward Manipulation"

1. John - 2 stars - I found "Outward manipulation of runic magic" to be quite disappointing. The story lacked depth and the characters were underdeveloped. The concept of runic magic was interesting, but the execution fell flat. The pacing was slow and the plot felt scattered and unfocused. Overall, I didn't find this book engaging or enjoyable.
2. Sarah - 1 star - I couldn't get into "Outward manipulation of runic magic" at all. The writing style was dry and monotonous, making it difficult to connect with the story or the characters. The worldbuilding was poorly explained, leaving me confused about the rules and limitations of the runic magic system. The dialogue was stiff and unnatural, further distancing me from the narrative. I was really disappointed with this book and wouldn't recommend it.
3. Alex - 2 stars - While the concept of runic magic in "Outward manipulation of runic magic" intrigued me, the execution was lacking. The pacing was slow and the story never quite seemed to find its footing. The characters felt one-dimensional and their actions often didn't make sense. I struggled to stay engaged throughout the book and ultimately felt unsatisfied with the overall reading experience. It's a shame because the potential was there, but it wasn't realized in this novel.

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