Magic of Terra Rynn

In Terra Rynn, magic exists in several dimensions. At the most fundamental level, magic is the ability to draw on an external dimensional energy to influence one’s own. This dimension is often known as the weave.

Form is found in the mind. Not the brain, but the volumes of consciousness, one that extends beyond the individual.

The two requirements needed to draw upon the weave are form and energy. Energy is found in the body, and mirrors the elemental chaos. This energy is found in life, and is stored in water and earth, often in the blood.


In order to draw out the spell energy, a spell user must be able to communicate the idea to the weave. Not in some vague abstract notion, one must be able to describe the effect in all its clarity. This type of communication can be very taxing, and may or may not be intuitive.

In order to develop this communication, mages have developed several techniques to formulate their mind and alter reality in such a way that matches their conscious desire. This is a stage in casting a spell referred to by academics as mapping.

Wizards perform mapping through rote memorization, using advanced mental heuristics and recessed memories to store a wide variety of possible scenarios and ideas, and using mnemonic triggers to pull those memories to the front when needed.

Sorcerers, in contrast, are born with the memories and visualizations. The first sorcerers were descended from immortal creatures, whose morphology allowed their memories to become part of their body and heritage. As sorcerers tap into these genetic and latent memories, they unlock the capabilities to cast magic.

Bards are closer to wizards in that they learn their power, however they use emotions to organize and recall their visualizations. The power of song and story are immensely powerful, able bring a powerful or specific memory to mind.

Warlocks gain their mapping powers from their patron, gifted through ritual. Once gained, they work similar to to a sorcerer. However, the patrons limit the ability of the warlock to continually draw on their power, and inhibit their endurance, as a price for their service.

Artificers work by finding a means to divert much of the visualization into objects. By using mineral, either in crystal or powder form, the sympathetic visualization is imprinted into the substance. From there, artificers can channel their own or artificial energy into these objects. As a note, it is much easier for an artificer to make an object that is linked to just them. It takes a great deal of skill and practice, to create objects that are truly separated from themselves. For more details, 


Once a spell has been mapped, the caster must next prime the spell. In order to merge form and energy, the body and mind must be in a specific alignment. Breathing, heartrate, brainwaves must all be in a perfect set of patterns to allow the energy to flow from your body to the world. Because each spell requires a different freqency of theses, a system is needed to organize them. This system is the verbal and somatic. Using the process of biofeedback and behavioral training, casters can practices a certain set of words or verbal gestures to train the to respond in a reliable way. Once learned, the repetition of these these components will adjust the bodies state (temperature, heartbeat, and other physical qualities) to the necessary pattern that allows the spells energy to pass through. Some spells require more or less triggers, and are altered accordingly.

The last phase is Syncing. This is simply the process of matching the timing of visualization from memories with the biorythms started their components.


In the mapping process of casting a spell, artificers develop an efficient system for executing the process to an inanimate object. One of the techniques in artificing is called grafting. By taking specially prepared minerals, an artificer creates an anchor with the mineral. Then, as the artificer channels a spell in the mapping process, the mineral becomes the focal point of the magic, and retains the energy for reuse, using the same mental patterns from the artificer.

When creating an artifice object, the objects exact form is mostly up to the creators whim. Many artificers default to creating objects that are similar to existing objects and/or try to express the magical effect in their form. However, the crucial aspect of an artifice object is the graft. It is a predetermined surface area of the object that is coated with a fine grit or ground mineral. Once completed, an artifice object will have a rough like texture, and a measure of sparkle in light, as thousands of grains of mineral, that while appear random, are in fact a physical representation of the mental mapping process.

From there, this physical surface must be coated in protective material and/or secured on the inside of the object to avoid scarring or scratching; such damage renders the object damaged and useless.

Many artificers use runes as a form of schematic logging to help them keep track of the grafting process; as the graft is not obvious upon observation once set, runes provide a quick reference for their form and function once.


Arcane tattoo magic is an older version of Artificing, wherein the anchor of the grafting process is another living creature, rather than innate mineral. Due to the complex nature of living creatures, who inherently possess their own consciousness mind. As such, the process is much more complex, and requires a different set of criteria to perform.

At the end of the process, however, the result is a process that creates a resonance and allows the recreation of a set of magical abilities to be used consciously by the recipient. This process was initially presumed to be able to allow nearly any creature to inherit magical power without the need for rigorous training or divine creation. Yet, repeated failed experiments have shown that not all creatures are created equally, and there is some element that is not yet understood that makes the acceptance of such power unreliable in many living creatures.

Creatures that successful undergo this process are considered sorcerers, as their ability to benefit from it is considered possible due to an innate potential of magical power.


Arcane Renaissance: Terra Rynn Zetesofos Zetesofos