Core Words form are at the centre of Transcendental casting, providing the structure to which to apply Magnitudes for spell casting. What follows is a list of the Twenty Core Words which currently exist and a definition of spirit of how they are designed to interact with the game.
Your Character will end Character Creation with a Maximum of two core words and should be able to purchase at least another one to add to their repetoire each time they progress from one Tier to another.
The word of Magic that allows mastery and control over the flow and fluctuation of forms of power specific to the realm that you have learnt that word in. With this word a character may, for example, attempt to enhance the Magnitude of another’s spell, absorb the power of a line or dissipate an ongoing effect.
The word of Magic that enhances, bestows or grants understanding of the actions of leading or guiding individuals. With this word a character may attempt to seize control of mooks, grasp political nuance or grant assistance through ritual to a downtime or a battle.
Smithing, Artificing, Artifice
The word of Magic that deals with the creation of things with ‘created thing’s referring to either bringing forth small amounts of matter, or un-worked items and even understanding the nuance and potential of structures and artifice. With this word a character may, for example, attempt to create minor artifice, peer into buildings or turn a spoon into a lockpick.
Knowledge, Understanding, Ability, Sagacity, Skill, Comprehension, Insight
The word of Magic that deals with bringing forth knowledge and understanding in a person. This word is used to emulate the training of a skill or glean insights into the judgements and choices of others. With this word a character may, for example, try to access knowledge and gain skills and suits to checks, understand ancient writings through magical insight or try to connect with the choices of those who bring judgement on others.
The word of magic that deals specifically with prevention of beings or power of specific types entering a room, area or even a world if the Magnitude of prevention is high enough. Wards will also banish beings away from this world and back to the magic that binds and holds them to their own. With this word a character may, for example, try, via engraving of markings, seal a door against Daemons, ward a chamber from the Scrying of Vorokians or drive an Ancestor back to the Afterlife.
The word of magic that deals explicitly with changing a person’s emotional state arousing in them great fear or courage, overcoming negative environmental effects or drawing upon long abandoned philosophies that have been crushed or buried deep due to trying circumstances. However even magic cannot pull upon the strings of something that was not there to begin with. With this word a character may, for example, try to inspire hope in a downtrodden villager, rekindle love for an abandoned child or remind someone of the sorrow that holds for the death of an enemy.
The word of magic that deals with the enhancement or debilitation of physical prowess for specific tasks and actions within the limitations of their race and physique. With this word a character may, for example, try make someone capable of leaping long distances or weary enough that they may wish to sleep or even limber enough to wriggle through the bars of a cage.
The word of Magic that deals with binding magical power to a place or a person with the proviso that power bound to such takes a toll on it. This could be the binding of power to ease later casting or the power of a magical being to control it via that magic. With this word a character may, for example, try to bind MAGS of power to an item to trigger later, attempt to bind a controlled being to their own will so that they may then free it from servitude, commit potentially heretical acts by binding their soul to an item so that it can easily be called back should they die.
The word of Magic that deals with the movement of a person or persons from one place to another through the medium of magic that they control, each realm having its own medium such as Spiritual or Astral. This magic allows for the travel of one or many across various distances or even to other worlds via short hops or even permanent portals. With this word a character may, for example, try to teleport from one place to another, walk the paths of the dead to the site of a grave or open portals to another world.
Fire, Air, Earth, Water, Chaos, Power, Energy
The word of Magic that deals with the specific variance of Source magic from the Nexus as it touches each of the five core worlds including Vaklam and the matter which is at the core of them. Through this power they may speak through and with that matter, creating it in parts, manipulating it and with more difficulty, using it to heal and repair creatures of that realm. With this word a character may, for example, try to talk to the Opal Cascades of Beyleethe, call upon the power of the Ueahrn to walk across the skies or walk through a burning building unscathed.
The word of Magic that deals with the undoing of the physical makeup of matter to the point at which the bonds that hold it together is destabilised enough that they collapse. Locks can be dissolved, walls explode and with great Magnitudes of power even cities will fall. With this word a character may, for example, try to destroy the bars of a cell, collapse a scaffolding to prevent an execution or bring a building down on someone.
The word of Magic that deals with the undoing of the understanding of and the sharing of emotional states and wellbeing. The true heart of a person can be read, their feelings on a matter exposed or the grief of an individual shared with another should they so choose. With this word a character may, for example, try to make someone feel the same joy that they do at the outcome of scenario or feeling the betrayal in another’s heart at the words of their friends.
Life, Re-Awakening, Reconstitution
The word of Magic that deals with the calling on and the reconstitution of a specific section of an individual’s Aura. A person could be reborn within their same soul or spirit or they could return as a new Mind or Body, a totally new individual. With this word a character may, for example, try to return a being of their own realms Aura to life or to re-embody an individual’s aura into a completely new being.
The word of Magic that deals with the ending and death of a specific section of an individual’s Aura. A person is usually slain when the part of their aura that is attacked with this magic is destroyed, only abominations or similar are known to survive. With this word a character may, for example, destroy a being’s Aura and send them on their way to the appropriate resting place either face to face or at a distance.
The word of Magic that deals with the summoning of other beings from one realm to another without using the medium of space as a magical method. This power may call a Vorokian from another world or an Aura back from the afterlife. With this word a character may, for example, call a Gillieabad from the world of Spirits to talk to them or bring forward a being from another time.
Visions, Prediction, Far Seeing, Scrying
The word of Magic that deals with the abilities of a user to see the outcome of their actions or call back to what has occurred in a place or an object. This power may allow you to read the story of an object, see through a locked door or understand the outcome of a specific action. With this word a character may, for example, see one potential future of stabbing a frog with a hamster or gain a prophetic vision of things to come or even see what happened to a coin during a day in its life.
The word of Magic that deals with the abilities of a user to send word or image from one place or person to another and to hide or convey the same. This power may allow you to send a phrase to a friend across any distance or make words tumble from another’s mouth. With this word a character may, for example, encode a message before it is sent on its way, allow a letter to be thrown into a fire to appear elsewhere or make writing on a wall that only one other person can see or read.
Many consider that this word of Magic is the most powerful: It deals with the binding or breaking of vows, promises and Oaths, the holding of others to those words and drawing power from them. This power may allow you to bind a being’s aura to your own and draw strength from it, force a person to obey your will or control an entire guild and share their strength through a verbal or written agreement bound by powerful magics. With this word a character may, for example, weave powerful Oath magic into a timeless contract between the Deities and the people so that they can provide power to their followers via the Fae.
Angels, Divinity, Faith, Perception, Purification
The quality which comes from the presence of true Faith and the Gods. Numinous casting deals with the channelling of belief to its proper place and communion with the beings that reside there; a priest may use this to pick up on the prayers of their flock or to ask a question directly of their God and receive an answer. It may also be used to draw the attention of Divine beings, to sense their presence and to invoke the indescribable sense of divinity which falls upon sacred and holy places.
Blood, Children, Family, Identity, Lineage, Past Lives
The more commonalities between things there are, the easier it is for magic to affect them as a group. This principle is true for all magic, which can be used across areas as part of casting. Sympathy is unique in that it is a Core word which may only be used with other Core words. This represents the knowledge and experience of the caster in taking advantage of the commonalities between beings to broaden their magical effects across multiple targets, or to circumvent the protections upon a target by using something that has enough commonalities with the target but is not directly protected. This makes it possible to use a lock of a person’s hair to cast magic upon them as though they were being touched, to affect all daemons who can hear the words spoken, or to target all those who have sworn an oath with the caster with a magical boon. Knowledge of Sympathy, and the right connection, makes it possible to achieve effects that would otherwise require hundreds or thousands of magnitudes of power.