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AABN:  23452
Title: The Realm of Thuoduhr, volume II: Thuoduhran Rune Magic

The cover of this book has an image of a runic circle engraved on a
crystalline obelisk, containing curving sigils, like ripples on a river.
The Realm of Thuoduhr: Thuoduhran Rune Magic
Written by Fraewyn Ralkerth
Magic in Thuoduhr is performed by using runes to shape the possibilities of
the future. The wizard must mentally will the magic, molding it into the
desired effect. The more possible a thing is, the easier it is for
Thuoduhrans to manifest it. Likewise, the more impossible a thing is, the
harder it is to be manifest, and the stronger the willpower.
Thuoduhrans need three things for their magic to be successful:
1: A command -- Thuoduhran magic is strongly tied to will and intent. A
thuoduhran has to picture what they need clearly, and once done drawing
runes, they will have to sing the runes in a clear voice. If one of the
runes is mispronounced, the rune will not activate, and the entire network
of runes might wink out of alignment. Therefore, the command needs to be as
perfect as possible.
2: Accuracy -- The more accurate a rune circle drawing is, the more potent
the spell is. The less accurate it is, the less powerful the spell is. This
means that the spell will still be cast, but depending on how accurate it
is, it might be extremely powerful or barely enough to function. This is
because, as I have mentioned, the magic relates to intent and will. The
runes, however, open an extremely tiny gateway, invisible to the eye but
noticeable in the magical spectrum, behind which is a massive outpouring of
energy. The runes mold and channel this energy into a workable form.
Therefore, the more accurate the drawing is, the stronger the spell, as
more usable power is channeled through the tiny portal.
This is a very important stage of drawing. If the runes are so inaccurate
to the point of near misalign, the gateway still opens, but only a small
part of the power pouring forth is actually used, the rest of which might
result in a backlash and could be extremely harmful to the caster.
3: Movement -- Thuoduhrans have to draw the runes in order to cast a spell,
which means moving their hand in the requisite patterns for each rune.
Without movement, Thuoduhrans are helpless. However, Thuoduhrans usually
store power in a magical focus for cases of paralysis or the inability to
move. This is done by drawing the runes of containment over the focus in a
large circle, and drawing a smaller circle within with the runes for the
required spell. The power that floods forth is channeled within the 
object, which can then be used later if desired. However, a Thuoduhran only
stores power in an object after they are assured of its capacity, otherwise
it might not be able to contain all the power, resulting an overload of
energy.
All magic begins with the rune 'rune', or the 'fountain rune', which is
usually drawn at the center. Thus, rune drawing starts from the fountain
rune in the center, then spreads outward. Each rune is a letter that, when
combined with another, can form a completely different meaning, and so the
combinations are endless.
All Thuoduhran runes are built in a pattern emanating from the fountain
rune. This rune is the source of the magic being cast. This rune determines
the pattern of the spell structure, and it may be of any type from any of
the fields of Thuoduhran magic. This means one has to draw the correct
fountain rune type for the intended spell. Two separate spells which have
identical runes can have vastly different effects if they have different
fountain runes, even if the identical runes are in the exact positions.
 

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