Magic Terminology

Cantrip: A spell that does not require an invocation or ritual to cast. The caster merely has to will the spell effect into being.   Charm: An object that provides provides its owner with a (usually minor) magical benefit (often a small bonus to certain kinds of rolls).   Dwoemercraft: The process of imbuing an object with magical powers.   Enchantment: An enchantment is a (usually) long-term spell placed on a person, place, or object.   Incantation: Speaking magical words, usually as part of a spell. Some charms and magical items may also require the user to speak an incantation in order to activate their powers. This term is also used to refer to an invocation with only a verbal component.   Invocation: An invocation is a very short magical ritual, often consisting of just a brief incantation and simple gesture.   Pact: A pact is a magical contract, usually made with Elteri, god, or powerful wizard.   Potion: In addition to magical liquids, "potion" is used as a blanket term for all magical substances that are intended to be ingested or topically applied: balms, foods, oils, ointments, pills, poultices, salves, etc.   Rite: A rite is a spell-like activity that doesn't release a spell effect.   Ritual: A ritual is a set of actions used to cast a spell. Rituals typically include incantations and formulaic gestures, movements, and handling of objects or substances.   Ruh: Essence or life force. Ruh is used to cast and maintain spells.   Sigil: A magical pattern. Sigil magic is most often accomplished by ritualistically drawing the sigil on an object or person, but some spell effects can be invoked by tracing the sigil in the air using very precise gestures and hand motions.   Spell: A general term for any activity that results in a spell effect.   Wizard: A generic term for anyone who uses magic.


Cover image: Main Header Banner City of Ten Thousand Daggers by Steve Johnson

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