Colloquially, Sigil Magick. The method of creating symbols and imbuing them with power in a way that is capable of altering reality.
In a technical sense, all beings with the power of understanding symbol naturally practice Hyperscription. When any symbol is given meaning, and that symbol is regarded with any level of emotion, it becomes a sigil. The practices of vows, propaganda, promotion, fame & celebrity, and memetic diffusion are examples of every-day Hyperscription that has effects beyond those immediately observable. Ideologies are sigils as well, but difficult to construct consciously as they must have a series of self-referential concepts and numerous subscribers to imbue them - the easiest way to do this is a cult. Sigils are one of the primary ways that a Psychic Entity manipulates its nonmaterial environment, essentially directing energy channels.
Glossary of Terms
Sigil: A sigil is any symbol imbued with energy and intent. Most are trivial and transient, like puns. Some are not, like 9/11. Dark Sigils abuse attention to achieve unfair flow of energy; Light Sigils are generally voluntary and fair exchanges.
Ideation: The initial joining of symbol to meaning. The simplest version of this is an individual meditating on both aspects simultaneously. A symbol is easiest to ideate when it's new and unknown to others - trying to ideate on a known symbol means having to overpower the existing definition and its adherents. Novice Hyperscribes tend to neglect this step of the process, as it least resembles concrete progress. But rushing ideation can lead to weakened or unintended results.
Inscription: The application of the symbol to the material plane, into a medium that is detectable by non-psychic means. Drawing, etching, tattooing, and various other methods.
Imbuement: The channeling of power into the symbol.
Activation: The material or psychic trigger for the exercise of the sigil's imbued energy. For a booby-trap, this might mean simple physical contact. For a cult of personality, the spigot is always open and its recipient can control its flow through fear and love. Some sigils are triggered immediately after creation. As a result, the highly Hyperliterate species Ones generally wear symbol-scrambling or desensitizing headwear to protect themselves from triggering sense-activated Dark Sigils.
Abjuration: The process of severing the symbol from its imbued power, effectively removing its potential. Particularly powerful symbols may grow beyond the power of their creator(s) to Abjure, however. If a sigil is inscribed on a physical object, the destruction of the inscription abjures the sigil. Abjuration can be seen as optional for an ongoing ritual like a cult. But it is unwise to assume that an end will never come, so an experienced Hyperscribe will design an exit strategy to abjure the ritual in a controlled fashion. Failure to do so will almost always lead to uncontrolled abjuration, which can have very undesirable effects.
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Components of a Sigil
- Form
- Material: A symbol detectable on the material plane that is then imbued with power. Can be a physical object, a song, a picture, a hand gesture, a word, a simple concept, etc. Examples: Voodoo dolls, holy water, treasured keepsakes, gang signs. Yes, you can do that stupid Naruto shit if you want.
- Somatic: A symbol inscribed on someone's body through henna, tattoo, or scarification, for the purposes of Somatokyriarchy.
- Structural: A series of Material Sigils that form a self-referential network directing the consumer to further imbue the Structure with power. Can be an ideology, a cult, a complex concept, etc. Structures allow for ready & repeated use of a sigil after abjuration, e.g. sacraments.
- Thoughtform: This sigil exists only on the psychic plane. It is not detectable through normal sensory means, but can be tethered to an object, location, person, etc. through special means.
- Trigger
- Abjuration: The effect occurs when the sigil is Abjured.
- Imbuement: The effect occurs immediately upon completion of the sigil's imbuement. Best done for "ritual"-type spells where interrupting the imbuement won't trigger an undesirable effect.
- Invocation: The effect occurs when the sigil is intentionally "called". This requires the sigil to be associated with a name, a gesture, or some other trigger. This would be how a wizard casts a spell from their grimoire. Note that someone can accidentally Invoke a sigil, making them usable as traps.
- Anchor
- Target
- Effect
- Spellpower: Determined by the Spellpower of the check to Inscribe.
- Level: Determined by the Effect points allocated to the Sigil during the Ideation Level. If an Ability cannot be affected by Level, it defaults to Level 1.
To Do
- Idioscription: attach data to thing, person or place? Maybe extension of Signoscription
- Custom Sigil effect? Or metapsionics?
- Any use for Thoughtform-only sigils?
- Example throughout this article that follows the creation/inscription/imbuement/activation of one sigil
- "Grimoire": Once you Ideate a sigil, you can keep a copy and skip that step
Talent Levels
Novice: You may acquire Novice-level Sub-Talents. You can maintain a number of active Sigils equal to your Intelligence at any one time. You can Ideate Sigils up to level 2.
Intermediate: You may acquire Intermediate-level Sub-Talents. You can Ideate Sigils up to level 4.
Expert: You may acquire Expert-level Sub-Talents. You can Ideate Sigils up to level 6.
An Example
Milo uses the Signogenesis Ritual as an Interval Action. He rolls a 4 on the Drama die, so he has 4 points to allocate. He chooses to create one of level 1 and one of level 3. He picks random names and calls them Abaddon I and Douma III.
Novice Abilities
Abjuration Ritual
Requirements |
Hyperscription (Sigil Magick) (Novice) |
Spell Type |
Utility |
Casting Time |
Major Action |
MP Cost | |
Test | Target Number | ||
Also need method for abjuration of others' Sigils |
Ideation Ritual
Requirements |
Hyperscription (Sigil Magick) (Novice) |
Spell Type | |
Casting Time |
Interval Action |
MP Cost | |
Test |
Target Number |
||
Generates one or more sigils that you can use now or save for later inscription. If successful, the Effect of your check is equal to the Drama die rolled on your success. You may allocate that Effect to a number of new Sigils however you wish. You may not change the level of a Sigil after it has been created. You must determine the effect of each Sigil, and notate its power level. You may inscribe the Sigil on a target if you have access to it during this Interval, or you may save the Sigil for later. You may only maintain a number of Sigils equal to your Intelligence ability. You may freely Abjure any number of your Sigils during this Interval Action. |
Imbuement Ritual
Requirements |
Hyperscription (Sigil Magick) (Novice) |
Spell Type | |
Casting Time |
|
MP Cost | |
Test |
Target Number |
||
Standard way to empower a single-use Sigil. Roll Willpower, assign that as Spellpower to Sigil. Then what does the |
Invocation Ritual
Requirements | Spell Type |
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|
Casting Time | MP Cost |
|
|
Test |
|
Target Number |
|
May put all Invocations here, but Talents might not be the right format for this. This should include verbal, proprioceptive, and ritual. Varied Casting Times with disparate effects. |
Inscription Ritual
Requirements |
Hyperscription (Sigil Magick) (Novice) |
Spell Type |
Utility |
Casting Time |
|
MP Cost |
|
Test | Target Number |
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|
You inscribe an object with a thoughtform sigil that remains until it is Abjured. Can include a form of Somatoscription, but for now keep it under Somatokyriarchy. |
Intermediate Abilities
All below should be turned into Example Sigils.
Arcane Circle
Requirements | Spell Type |
Defense |
|
Casting Time | 1 Minute | MP Cost |
10 |
Test |
Special |
Target Number |
12 |
You create a glowing arcane circle, up to 4 yards in diameter, on the ground where you cast the spell. It is etched with symbols of power, and lasts for 1 hour. During that time, you and any allies inside the arcane circle have protection against spells cast from outside its confines. The casting roll of any such spells trying to affect the occupants must exceed the arcane circle’s Spellpower to take effect. This does not cancel the spell entirely, just prevents it from affecting those inside the circle. Those outside the circle would be affected normally if in the spell’s area of effect. You can be inside or outside of the circle when it is created and can cross it at will. An arcane circle is no barrier to your own spells. |
Maldeojo
Requirements | Hyperscription (Sigil Magick) (Intermediate) | Spell Type |
Attack |
Casting Time | 1 Minute | MP Cost |
8 |
Test |
Willpower (Faith) vs. Spellpower |
Target Number |
14 |
When you meet the target in any type of encounter during the following 24 hours, you can choose to use as a free action. For the remainder of the encounter, the target suffers a –2 penalty on ability tests based on one ability of your choice. Stunts based on that ability also generate –2 stunt points. If the target makes a successful Willpower (Faith) test vs. your Spellpower, the ability test and stunt point penalties are only –1. Ill omens is only effective for a single encounter and it cannot be cast again on the same target until the full 24 hours have passed. |
Expert Abilities
Propaganda