Glossary Index
The complete Reference of terms used across the rules. Each entry links to its full note; most are one or two paragraphs, so this page is the fastest way to look something up at the table.
Casting, Mana & the Soul
- Mana — what mana is, personal vs ambient, and the Mana Track (the tick-based cost/strain system; see also Magic System)
- Mana Burn — the cost of pushing past your safe channeling limit
- Shaping — the act of shaping geometric structures to cast
- Ready Glyphs — your scene-preloaded glyph set; 2 + highest of (Calculation, Memory)
- Mastered Spells — spells held in active recall (up to your Memory); always ready
- Spell Formula — a finished, written-down spell declaration
- Soul Sigil — the soul's signature
- Soul Integrity — the soul's health track
- Psychic Potential — mental power ceiling
- Mind Defense — resistance against mental intrusion
Rolls & Consequences
- Advantage — roll , keep the highest two
- Forward — flat +1 on your next relevant roll
- The Body State — the physical health track
- Conditions — physical/mental/effort/social states imposed by harm
- Sanity — the mind's endurance track; at 0 you become a Hollow
- Hollow — what a character becomes at zero Sanity
Progression & Power
- Study Points and Insights — SP (the grind) and IP (the epiphany) costs; full list in Progression
- Specializations — Glyph Doctrines unlocked at school level 3 + 1 IP
- Archmage — masters of multiple fields; what characters are not (yet)
- Artifice — the support school of engraving and item magic
- Forbidden Knowledge — banned schools and dangerous research
- TransformationShell — Alteration soul-template for advanced transformation
See also: 01 Core Mechanics, Progression, Magic System, Apprentices SRD