Cross the Veil

Wickborne World

The Bound Book

Core Terminology of the Flame

A glossary of foundational language used to describe the Flame, magical practice, soul-linked workings, sigils, runes, wards, and related craft.

A

  1. Core Term

    Affinity

    #

    An innate resonance between a Wickborne's inner Flame and one of the eleven foundational aspects of existence through which magic is naturally expressed: Air, Dark, Earth, Fire, Light, Mind, Sound, Space, Spirit, Time, and Water. An affinity governs a broad category of matter, force, perception, identity, or magical relationship and determines the forms of magic a Wickborne can most naturally access, develop, and control. Possessing an affinity does not guarantee equal strength, skill, or mastery, and Wickborne may learn to wield magic associated with affinities they do not naturally possess, though such workings are typically weaker, less efficient, more difficult to control, or more dependent upon external tools and supporting magic. Individual spells, disciplines, and magical expressions may draw upon a single affinity or combine several affinities to produce more complex effects.

  2. Core Term

    Affinity Potential

    #

    The maximum natural level a Wickborne's inner Flame is capable of reaching within one of their natural affinities. Each natural affinity possesses its own Affinity Potential, which is measured during an Elevenfold Reading and represented numerically on a scale from 0 to 100. Affinity Potential reflects the upper limit of what the Wickborne may eventually be capable of accessing and controlling through ordinary development, training, practice, experience, and mastery. It is distinct from Current Affinity Level, which measures how much of that affinity the Wickborne can presently wield. A Wickborne may therefore possess a high Affinity Potential while displaying a comparatively low current level, particularly when newly awakened or insufficiently trained. Affinity Potential is measured only for natural affinities and does not represent learned ability in affinities the Wickborne does not naturally possess.

  3. Core Term

    Air Affinity

    #

    The foundational affinity governing atmosphere, wind, pressure, lift, air currents, gaseous movement, and the displacement of surrounding matter. Air magic may be used for flight, propulsion, weather manipulation, pressure changes, breath control, and the movement or direction of airborne substances. Air may also carry, amplify, or direct sound, but does not govern sound itself; Sound exists as a separate foundational affinity capable of traveling through air as well as other physical and magical media.

  4. Core Term

    Air Domain

    #

    Classification: Affinity-centered domain. Primary affinity: Air. Supporting affinities: Sound, Water, Light, Mind. The affinity-centered domain governing the study and practice of wind, atmosphere, pressure, flight, gaseous matter, weather movement, and airborne transportation. Air serves as the domain's foundational affinity, while Sound may support resonance, amplification, communication, and airborne sonic effects; Water may support clouds, precipitation, storms, and other atmospheric weather systems; Light may support visibility, atmospheric illumination, and radiant phenomena; and Mind may support perception, navigation, precision, and complex control of atmospheric conditions. The Air Domain encompasses applications ranging from flight, propulsion, weather manipulation, and pressure control to ventilation, airborne transport, atmospheric management, and specialized forms of sound magic transmitted or shaped through the air.

  5. Core Term

    Artifice and Forging Domain

    #

    Classification: Composite domain. Principal affinities: Earth, Fire, Mind, Light. Supporting affinities: Space, Time, Sound, Spirit, Dark, Water. The composite domain governing the study and practice of magical construction, forging, enchanted machinery, weapons, tools, artifacts, runes, durable magical systems, spatial objects, semi-sentient devices, and the anchoring of magic into physical form. Earth, Fire, Mind, and Light form the domain's principal affinity structure: Earth provides control over physical materials and structure; Fire supports heat, tempering, activation, and transformation; Mind supports design, logic, precision, instruction, and responsiveness; and Light supports projection, readable interfaces, detection, runic activation, and controlled energy transmission. Supporting affinities allow increasingly specialized forms of artifice, including Space for dimensional storage and thresholds; Time for delayed, repeating, preserving, or self-resetting mechanisms; Sound for communication, alarms, resonance, and sonic devices; Spirit for soul-responsive, identity-linked, familiar-linked, or semi-sentient systems; Dark for concealment, suppressed signatures, and hidden mechanisms; and Water for fluid systems, healing devices, pressure mechanisms, and adaptive materials. Artifice and Forging encompasses everything from traditional enchanted tools and weapons to complex magical infrastructure, machinery, devices, wards, and other constructed systems capable of containing and repeatedly expressing magic.

  6. Core Term

    Awakening

    #

    Awakening is the first emergence of a Wickborne's conscious connection to the Flame, marking the point at which they can perceive, draw upon, and intentionally wield magic. Awakening may occur gradually or suddenly and does not necessarily mean that the Wickborne has completed the full manifestation of their magical identity.

B

  1. Core Term

    Binding and Oath Magic

    #

    Affinity structure: Spirit + Mind. A derived magical expression used to create, recognize, and enforce bonds, vows, obligations, agreements, and other magically structured relationships between individuals, institutions, offices, familiars, or purposes. Spirit anchors the binding to identity, soul-resonance, or the inner Flame, establishing who or what is bound; Mind defines the conscious intent, terms, conditions, duties, permissions, recognition, or obedience associated with the agreement. Time may be added to establish duration, expiration, delayed activation, or recurring conditions; Light may reveal the existence or violation of a binding; and Dark may conceal the bond, its terms, or its magical signature. Binding and Oath Magic is not a separate foundational affinity, but a derived expression of Spirit and Mind whose exact form depends upon the purpose and conditions of the binding.

  2. Core Term

    Blood Domain

    #

    Classification: Composite domain. Principal affinities: Water, Spirit, Mind. Supporting affinities: Dark, Time. A composite form of magic that uses blood as a conduit into the body, spirit, identity, and will of a living being. Blood Magic most commonly draws upon Water, Spirit, and Mind affinities, allowing practitioners to manipulate circulation, vitality, lineage, pain, consciousness, identity, and magical bonds. Though not inherently corrupt or opposed to the Flame, Blood Magic is widely regarded as taboo because of its invasive nature and long history of coercion, blood-binding, and domination. Its practices range from healing, tracking, and lineage recognition to powerful oaths, compulsions, curses, and control over another's body or will. Practitioners specializing in the discipline are commonly known as bloodmages.

C

  1. Core Term

    Camouflage

    #

    Affinity structures: Earth; Water; Air; Light; Dark; Mind. A broad derived magical expression that allows a caster, creature, object, or surface to adapt to its surroundings without becoming completely invisible. Different affinities produce different forms of camouflage depending on what aspect of the subject is being concealed. Earth may alter texture, coloration, mineral appearance, or physical surface characteristics to resemble surrounding terrain; Water may adapt moisture, fluid appearance, reflective qualities, or aquatic presentation; Air may soften movement, disturb surrounding currents, disperse scent, or help the subject move in harmony with the environment; Fire may regulate or disguise heat and thermal signature; Light may alter color, pattern, brightness, reflection, or visible appearance; Dark may suppress presence, magical signature, or detectability; Sound may dampen, redirect, or imitate environmental noise; and Mind may influence attention or perception so observers overlook or misinterpret the camouflaged subject. Camouflage differs from invisibility in that the subject remains perceptible but is altered, obscured, or perceptually blended into its environment rather than removed from ordinary perception altogether.

  2. Core Term

    Candelighting

    #

    A sacred rite performed within Wick's End that marks the completion of a Wickborne's Full Awakening and the manifestation of their soulcandle. After the Flame calls an awakened Wickborne to Wick's End, reveals their soulname at the threshold, and grants them entrance, the Wickwarden presides over the Candlelighting. A plain candle is presented to the Wickborne and, as they approach or make contact with it, the Flame causes the candle to transform in response to their soul, inner Flame, affinities, bonds, identity, and essential nature. Its wax, shape, color, markings, flame, movement, and other characteristics become uniquely their own. Once the transformation is complete, the newly manifested soulcandle rises to join the other soulcandles housed within Wick's End, where it remains permanently connected to its bearer. Candlelighting completes the Wickborne's Full Awakening and serves as the Flame's visible recognition of their fully manifested magical identity.

  3. Core Term

    Ceremonial Magic

    #

    A learned magical discipline in which a precise ritual, sequence, or set of coordinated actions is required to produce or sustain a magical working. Ceremonial Magic may incorporate spoken words, chanting, singing, dancing, rhythmic movement, sigils, ritual objects, prescribed gestures, specific locations, timed actions, or the coordinated participation of multiple casters. The effectiveness of the working depends upon performing the required elements in the proper order and with sufficient magical intent, precision, and power. Different ceremonies may draw upon entirely different affinities or affinity combinations depending on their purpose. Ceremonial Magic therefore describes how a working is performed, rather than a specific affinity or magical effect.

  4. Core Term

    Combination Magic

    #

    The coordinated use of two or more affinities within a single magical working. Combination Magic is used when multiple foundational aspects of magic must interact to create, strengthen, transform, stabilize, specialize, or otherwise modify an effect that could not be produced in the same way through a single affinity alone. Each affinity contributes a distinct function to the working, and changing the affinities involved may alter the resulting magic's behavior, strength, precision, appearance, or other properties. Some magical expressions require a specific affinity combination, while others may be reached through several different combinations that produce similar outward effects but behave differently. Combination Magic does not create new foundational affinities; the resulting effects remain expressions of the affinities used to produce them.

  5. Core Term

    Crystal Magic

    #

    Affinity structures: Earth; Earth + Light. A derived magical expression centered on the formation, growth, shaping, and manipulation of crystal. Earth alone may be used to create, reshape, reinforce, fracture, or otherwise control crystalline material as an expression of the Earth affinity. When combined with Light, crystals may be made to store, refract, redirect, project, focus, or amplify magical energy, allowing them to function as conduits, reservoirs, lenses, interfaces, or components within more complex magical workings. The properties of a crystal-based working depend upon the material, its structure, the magic placed within it, and the affinities used to shape or empower it. Crystal Magic is not a separate foundational affinity; crystal remains a form of Earth magic, with Light producing many of its more specialized energetic and radiant applications.

  6. Core Term

    Current Affinity Level:

    #

    The amount of a natural affinity that a Wickborne can presently access, control, and consciously wield, measured numerically from 0 to 100 during an Elevenfold Reading. Current Affinity Level reflects the Wickborne's present development within that affinity and may increase through training, study, practice, repeated use, experience, improved control, and the development of relevant disciplines and techniques. A newly awakened or inexperienced Wickborne may therefore possess a high Affinity Potential while displaying a comparatively low Current Affinity Level. Under ordinary magical development, Current Affinity Level cannot exceed the Wickborne's measured Affinity Potential for that affinity.

  7. Core Term

    Curses Domain

    #

    Classification: Composite domain. Principal affinities: Dark, Mind, Spirit, Time. Supporting affinities: Water, Earth, Sound, Fire, Light. The composite domain governing the study and practice of hexcraft, persistent magical conditions, delayed consequences, inherited afflictions, compulsions, misfortune, spiritual attachments, bodily deterioration, and other workings designed to remain active beyond the moment of casting. Dark, Mind, Spirit, and Time form the domain's principal affinity structure, supporting concealment, mental influence, identity-linked effects, spiritual attachment, delayed activation, recurrence, and persistence. Supporting affinities broaden cursecraft further: Water may produce wasting or illness-like conditions; Earth may anchor curses into land, structures, graves, or objects; Sound may carry hexes through speech, song, names, or repeated phrases; Fire may create consuming curses, brands, or effects fed by action or emotion; and Light may impose revelation, exposure, or compulsive truth. Curses are constructed magical effects rather than a foundational affinity, and their defining characteristic is their ability to persist, recur, attach, or continue producing consequences after the original casting has ended.

D

  1. Core Term

    Dark Affinity

    #

    The foundational affinity governing shadow, concealment, obscurity, absence, suppression, diminished presence, and the spaces where perception or magical detection fails. Dark magic may be used to conceal objects or individuals, suppress magical signatures, create and manipulate shadowed constructs, obscure memories or visions, and reduce the visibility or detectability of magical effects. Dark is not inherently evil or corrupt; it represents a foundational relationship with concealment, absence, and what remains hidden or unseen.

  2. Core Term

    Dark Domain

    #

    Classification: Affinity-centered domain. Primary affinity: Dark. Supporting affinities: Mind, Space, Spirit, Time. The affinity-centered domain governing the study and practice of shadow, concealment, obscurity, suppression, absence, hidden movement, veiled spaces, and magic designed to resist perception or detection. Dark serves as the domain's foundational affinity, while Mind may support sensory distortion, memory concealment, and the suppression or manipulation of perception; Space may support hidden pathways, veiled thresholds, concealed rooms, and movement through obscured spaces; Spirit may support the masking of Flame-signatures, identities, bonds, or spiritual presence; and Time may support delayed concealment, the obscuring of temporal traces, and effects designed to remain hidden across extended periods. The Dark Domain encompasses applications ranging from stealth, concealment, counter-detection, and hidden movement to shadow constructs, privacy magic, veiled spaces, suppressed magical signatures, and the protection or concealment of sensitive information.

  3. Core Term

    Death Domain

    #

    Classification: Composite domain. Principal affinities: Spirit, Dark, Time, Mind. Supporting affinities: Earth, Water, Light. The composite domain governing the study and practice of mortality, dying, spiritual passage, remains, memory echoes, final impressions, necromancy, funerary magic, decay, preserved death states, and the relationship between a soul and the body it has left. Spirit, Dark, Time, and Mind form the domain's principal affinity structure: Spirit governs souls, passage, spiritual echoes, and identity beyond the body; Dark supports absence, stillness, concealment, decay, and the unseen; Time governs aging, final moments, preserved states, delayed death effects, and echoes of the past; and Mind supports memory remnants, final impressions, and traces of consciousness left behind. Supporting affinities broaden the field further, with Earth governing bones, graves, tombs, burial sites, and physical remains; Water supporting bodily cessation, fluid changes, decay, and preservation; and Light revealing spiritual traces, guiding funerary workings, and exposing concealed death magic. The Death Domain encompasses practices ranging from death rites, funerary protections, spiritual communication, and the study of remains to necromancy, preservation, and other workings concerned with the boundary between life and what follows it.

  4. Core Term

    Discipline / Technique

    #

    A learned method of shaping, directing, constructing, or applying magic. Unlike an affinity, which reflects a Wickborne's innate resonance with a foundational aspect of magic, a discipline or technique is developed through study, training, practice, and experience. The same discipline may be practiced through several different affinities or affinity combinations depending on the caster, intended effect, and magical tradition. Disciplines and techniques describe how magic is performed, rather than the innate source of the magic or the effect ultimately produced. Examples include sigilcrafting, shadowweaving, ceremonial magic, cursecraft, binding, divination, healing, necromancy, shifting, forging, and other established methods of magical practice.

  5. Core Term

    Divination

    #

    A learned magical discipline used to deliberately perceive, investigate, or interpret information beyond ordinary senses or present knowledge. Divination most commonly draws upon Time, Mind, and Spirit, though the exact affinity structure and method may vary according to the information being sought and the tradition used. Time allows the practitioner to perceive temporal echoes, sequence, preserved moments, or branching possibilities; Mind allows divinatory impressions to be received, organized, interpreted, and retained; and Spirit allows living beings, souls, Flame-signatures, bonds, or identities connected to what is perceived to be recognized. Divination may be performed through structured rituals, shadowweaving, ceremonial magic, enchanted objects, spiritglass, or other specialized techniques and may investigate the past, distant or obscured conditions in the present, or possible future events. Divination does not guarantee certainty: results may be incomplete, symbolic, probabilistic, obscured, or altered as circumstances and choices change.

  6. Core Term

    Domain

    #

    A formally recognized field of magical study, practice, expertise, authority, and law organized around related magical workings. Affinity-centered domains are built primarily around one foundational affinity while drawing upon supporting affinities for greater range, specialization, and complexity. Composite domains do not correspond to a single foundational affinity and instead depend upon several principal affinities working together, often with additional supporting affinities. Domains describe established bodies of magical practice and their institutional organization rather than a Wickborne's innate magical potential. The thirteen domains recognized by the Arcane Concord form the basis of the Circle of Thirteen, with each governed by an Archmage responsible for its practice, regulation, and representation within the Concord.

E

  1. Core Term

    Earth Affinity

    #

    The foundational affinity governing soil, stone, minerals, crystal, ore, and solid materials formed within or derived from the earth. Earth magic may be used for shaping, reinforcement, compression, structural control, mineral detection, and the manipulation of natural and refined solid matter. Metal is an advanced expression of Earth rather than a separate affinity, with refined metals and alloys generally requiring greater skill and control to manipulate because they have been purified, combined, forged, enchanted, or otherwise altered from their natural state.

  2. Core Term

    Earth Domain

    #

    Classification: Affinity-centered domain. Primary affinity: Earth. Supporting affinities: Fire, Water, Light, Mind, Sound. The affinity-centered domain governing the study and practice of soil, stone, minerals, crystal, ore, metal, structural magic, geological force, and the shaping or reinforcement of solid matter. Earth serves as the domain's foundational affinity, while Fire may support forging, smelting, tempering, and the transformation of mineral materials; Water may support erosion, sediment, mud, and the movement or alteration of earth through fluid interaction; Light may assist with mineral identification, crystalline workings, and the examination of physical structures; Mind may support precision, structural analysis, and complex manipulation; and Sound may support vibration, resonance, fracture, and the detection or alteration of structural weaknesses. The Earth Domain encompasses applications ranging from construction, excavation, mining, and forging to fortification, geological manipulation, structural reinforcement, mineral detection, and advanced metalworking.

  3. Core Term

    Elevenfold Reading

    #

    A formal divination ritual used to identify a Wickborne's natural affinities, current level of development within each affinity, and maximum natural potential in each. The Reading is performed by three trained Diviners through synchronized shadowweaving within an Elevenfold Circle containing an Affinity Anchor and Resonance Orb for each of the eleven foundational affinities. Only affinities that naturally resonate with the testee's inner Flame produce a response, with the corresponding orb displaying both the level the Wickborne can currently access and the greatest level their Flame is naturally capable of reaching. The Elevenfold Reading measures natural affinity rather than learned magical ability and does not determine skill in non-natural affinities, specific disciplines, combination-magic compatibility, character, profession, or destiny.

  4. Core Term

    Ember

    #

    Value: Base coin - 1 Ember. Forged from rough iron and slightly pitted from its low-flame creation, the Ember is a dull black-brown coin scored along the rim with crude forge-marks. One side bears a flickering flame; the other, a hammer and tongs crossed in an “X.” It remains faintly warm to the touch. Common among the working class, Embers are the most basic unit of magical currency and are typically used in everyday, non-magical exchanges. By universal trade agreement, one Ember can be exchanged for ten raw iron ingots, anchoring the Wickscale in material value as well as magical trust.

  5. Core Term

    Enclave

    #

    A small Wickborne community or settlement, generally comparable in population and physical scale to a medium-sized hamlet through a large-sized village. Enclaves vary considerably in their political and institutional makeup: some consist almost entirely of Freemages, others contain both Freemages and members of bound orders, and some are populated primarily or exclusively by members of bound orders. Enclaves that serve as the headquarters of a Domain head tend to fall at the larger end of the enclave scale and are usually populated predominantly by members of bound orders associated with that Domain. The location and physical character of an enclave often reflect the needs and traditions of its inhabitants. Elven enclaves commonly favor wooded or mountainous regions, Merfolk enclaves favor coastal areas and salt-water wetlands, and Dwarven enclaves favor mountainous terrain. An enclave may possess additional legal, magical, or institutional designations, such as sanctuary status, but those classifications are separate from its designation as an enclave.

F

  1. Core Term

    Familiar

    #

    A Wickborne creature that forms a magical bond with a Wickborne mage. In this context, "Wickborne creature" means a non-person magical creature species of the kind catalogued in Bestiary & Bloom, rather than a Wickborne person belonging to a sapient people such as humans, elves, dwarves, merfolk, or similar peoples. A familiar may belong to any Wickborne creature species capable of forming such a bond, and the familiar and mage do not need to share the same species or affinities. The bond creates a lasting magical relationship between them and may allow heightened communication, awareness, cooperation, or magical resonance depending on the individuals involved and the nature of their bond. A familiar remains an independent living being rather than an extension, possession, servant, or magical construct of its mage. In exceptionally rare cases, the bond between a familiar and mage may deepen into a Soulbond, intertwining their souls and producing a twin flame soulcandle.

  2. Core Term

    Fire Affinity

    #

    The foundational affinity governing flame, heat, combustion, ignition, thermal transfer, and the release of energetic force. Fire magic may be used to burn, warm, propel, temper, illuminate, purify, or transform matter, and plays an important role in forging, cooking, energy production, transportation, healing through cauterization, and the activation of magical systems. Fire is not inherently destructive; its nature depends upon how its heat, flame, and energy are shaped and applied.

  3. Core Term

    Fire Domain

    #

    Classification: Affinity-centered domain. Primary affinity: Fire. Supporting affinities: Air, Earth, Light, Sound. The affinity-centered domain governing the study and practice of flame, heat, combustion, thermal force, ignition, energetic release, and the controlled application of fire throughout magical society. Fire serves as the domain's foundational affinity, while Air may support combustion, propulsion, and the movement of flame; Earth may support forging, tempering, and heat applied to physical materials; Light may support illumination and radiant effects; and Sound may support explosive force, resonance, and specialized energetic workings. The Fire Domain encompasses applications ranging from combat and defense to industry, transportation, ritual, forging, energy production, and other practices in which heat, combustion, or controlled energetic release plays a central role.

  4. Core Term

    The Flame

    #

    The mystical force that permeates all living things and serves as the source of all magic. Every living being possesses an inner connection to the Flame, which carries its vitality, magical potential, and connection to the greater magical world. Wickborne are capable of consciously drawing upon and shaping magic according to their affinities, training, and natural ability through their connection to the Flame. The Flame may also exist throughout the surrounding environment and can be drawn upon as a source of magical power. More than merely an energy to be wielded, the Flame is regarded throughout Wickborne society as a fundamental force of existence capable of recognizing identity, enforcing sacred laws, and passing judgment upon those who violate its deepest commandments.

  5. Core Term

    Flame-signature

    #

    The unique magical pattern produced by a living being's inner Flame, distinguishing that individual from others in much the same way that a physical identifying feature distinguishes one body from another. A Flame-signature reflects the presence and identity of the being's Flame and may be sensed, recognized, recorded, traced, concealed, or used by sufficiently sensitive magic. Spirit-based workings commonly interact with Flame-signatures to identify individuals, establish magical bonds, recognize lineage or spiritual relationships, and attune spells, wards, artifacts, thresholds, or other magical systems to a particular bearer. A Flame-signature may be suppressed or obscured through certain forms of magic, but it remains tied to the living being from whom it originates. It is distinct from a soulname: a soulname is the Flame-recognized name of an individual's essential magical identity, while a Flame-signature is the recognizable magical imprint produced by that identity and inner Flame.

  6. Core Term

    Flamecrest

    #

    Value: 10 Soulcoins. Forged from orichalcum—an alloy composed of 34% mythril, 33% magisteel, and 33% copper—Flamecrests emit a gentle orange-gold glow. One side shows phoenix wings unfolding; the other, a phoenix rising from ash, both images subtly animated. The coin radiates a steady warmth that many find comforting. If lost—not stolen or given—a Flamecrest will mysteriously return to the last rightful owner’s pocket. It is regarded as a symbol of honor, rebirth, and magical prestige.

  7. Core Term

    Full Awakening

    #

    Full Awakening occurs when the Flame calls an awakened Wickborne to Wick's End. The Wickborne is drawn toward one of its entrances, where the Flame reveals their soulname directly within their mind for the first time. By speaking that soulname aloud, the Wickborne is recognized by the threshold and permitted to enter Wick's End. There, they undergo Candlelighting, during which a plain candle transforms into their unique soulcandle and joins the other soulcandles housed within Wick's End. Full Awakening marks the completion of the Wickborne's formal magical awakening and the full manifestation of their Flame-recognized identity.

G

  1. Core Term

    Glyphs / Sigils

    #

    Magical symbols and patterns designed to contain, direct, or produce specific magical effects. They may be etched, tattooed, burned, carved, drawn onto physical surfaces, or traced temporarily in the air during casting. Once activated, a glyph or sigil draws upon the magic imbued into it to perform its intended function, with the strength and duration of the effect generally determined by the amount of power supplied. Permanent glyphs and sigils may be recharged and reused indefinitely so long as their underlying patterns remain intact. Damaging or disrupting the pattern may weaken, alter, or disable the magic it contains. The terms "glyph" and "sigil" are often used interchangeably throughout Wickborne society, though certain magical traditions and disciplines distinguish between them.

H

  1. Core Term

    Healing

    #

    Affinity structure: Water + Light + Spirit. A derived magical expression created through the coordinated use of Water, Light, and Spirit affinities to diagnose, stabilize, and restore damage to a living being. Water governs circulation, fluid balance, bodily exchange, and the physical systems through which healing processes are sustained; Light reveals injury, clarifies damaged structures or magical traces, and allows restorative workings to be directed with greater precision; and Spirit strengthens vitality, life force, Flame-signature, and the deeper living patterns that connect the body to the soul. Together, these affinities may be used to stabilize wounds, restore damaged tissue, support circulation, identify hidden injuries, reinforce vitality, and assist the body and inner Flame in returning toward a healthy state. Healing is not a separate foundational affinity, but a derived expression produced through the interaction of physical, revelatory, and spiritual magic.

I

  1. Core Term

    Ice

    #

    Affinity structure: Water + Air. A derived magical expression created through the combination of Water and Air affinities. Water provides the moisture, liquid substance, and physical form of the working, while Air manipulates pressure, airflow, movement, and surrounding atmospheric conditions to rapidly cool and freeze the water. Once formed, the combined affinities may shape, propel, compress, fracture, or redirect ice and control the movement of frozen material. Skilled casters may produce effects ranging from frost and thin sheets of ice to dense barriers, projectiles, frozen surfaces, and larger crystalline structures. Ice is not a separate foundational affinity, but a specialized expression produced through combination magic.

  2. Core Term

    Illusion

    #

    Affinity structures: Light + Mind; Dark + Mind; Sound + Mind. A derived magical expression that alters, constructs, conceals, or redirects sensory perception through several possible affinity structures. Mind provides the interpretive component of illusion, influencing how a target perceives, processes, or understands sensory information. When combined with Light, it may create projected images, false appearances, altered colors, visual environments, or other visible phenomena. When combined with Dark, it may conceal contradictions, suppress details, obscure objects or features, and encourage the mind to overlook or misinterpret what is actually present. When combined with Sound, it may create voices, music, false noises, displaced sound, altered speech, or other auditory experiences. More complex illusions may combine several of these structures to manipulate multiple senses simultaneously. Illusion is not a separate foundational affinity, but a broad magical expression whose behavior depends upon the affinities used to produce it.

  3. Core Term

    Invisibility

    #

    Affinity structure: Light + Dark. A derived magical expression created through the combined use of Light and Dark affinities to conceal a person, object, or area from ordinary and magical perception. Light redirects or manipulates visible information so that the concealed subject is no longer perceived normally, while Dark suppresses presence, obscures magical signatures, and reduces the likelihood of detection through magical senses or investigative workings. Together, the two affinities may conceal both physical appearance and magical presence, allowing the subject to move or remain within an environment without being easily perceived. More advanced forms may selectively hide only portions of a subject, conceal movement, or maintain invisibility while the caster performs other actions. Invisibility is not a separate foundational affinity, but a derived expression of combined Light and Dark magic.

L

  1. Core Term

    Lava and Magma

    #

    Affinity structure: Earth + Fire. A derived magical expression created through the combination of Earth and Fire affinities. Earth provides the stone, minerals, and other geological material that form the substance of the working, while Fire supplies the heat and thermal energy needed to melt, maintain, and transform that material into molten rock. Together, the affinities allow a caster to create, shape, move, erupt, propel, cool, or redirect lava and magma and to control the transition between molten and solid states. Skilled workings may produce anything from localized pools and flowing channels to molten projectiles, volcanic vents, eruptive bursts, and large-scale manipulation of naturally occurring magma. Lava and Magma are not separate foundational affinities, but related expressions of Earth and Fire combination magic.

  2. Core Term

    Light Affinity

    #

    The foundational affinity governing illumination, radiance, visibility, projection, revelation, and the transmission of visible magical information. Light magic may be used to illuminate or reveal hidden objects, create and project images, shape radiant force, clarify magical traces, produce protective illumination, and expose concealed or obscured magic. Light is not inherently benevolent; it may reveal, blind, burn, expose, interrogate, overwhelm, guide, or protect depending upon how it is applied.

  3. Core Term

    Light Domain

    #

    Classification: Affinity-centered domain. Primary affinity: Light. Supporting affinities: Mind, Spirit, Fire, Sound. The affinity-centered domain governing the study and practice of illumination, revelation, radiant force, projection, truth-seeking, visible magical records, protective radiance, and the exposure of concealed or obscured magic. Light serves as the domain's foundational affinity, while Mind may support perception, interpretation, illusion-breaking, and truth-seeking; Spirit may support identity recognition, spiritual guidance, and soul-responsive workings; Fire may strengthen heat, radiance, purification, and energetic effects; and Sound may support spoken revelation, resonant signaling, projected communication, and other workings in which light and patterned energy act together. The Light Domain encompasses applications ranging from illumination, detection, projection, and magical recording to protective workings, investigative magic, radiant combat, and the revelation of hidden information or concealed magical effects.

  4. Core Term

    Lightning

    #

    Affinity structures: Air + Fire; Air + Light. A derived magical expression that may be produced through more than one affinity structure. Air provides control over atmospheric movement, pressure, direction, and the path through which the discharge travels, while the secondary affinity determines the character of the resulting lightning. Air combined with Fire produces a more volatile form centered on heat, explosive discharge, concussive force, and destructive energy. Air combined with Light produces a faster, more precise form centered on radiant energy, focused projection, and controlled discharge. Although both structures may manifest as lightning, they differ in behavior, intensity, speed, precision, thermal output, and magical character. Lightning is therefore not a separate foundational affinity, but a derived expression whose properties depend upon the affinities used to create it.

M

  1. Core Term

    Magical Expression

    #

    A recognizable magical effect or working produced through the use of one or more affinities. Magical expressions describe what magic does or manifests as rather than the broader affinity, domain, or discipline through which it is understood or practiced. Some expressions arise through advanced use of a single affinity, while others require a specific combination of affinities working together. The same apparent expression may sometimes be produced through different affinity structures, resulting in differences in behavior, precision, intensity, stability, or magical character. Magical expressions are not themselves foundational affinities, even when they are widely recognized or commonly practiced.

  2. Core Term

    Memory Magic

    #

    Affinity structures: Mind + Time; Mind + Spirit. A broad magical expression centered on the perception, preservation, recovery, alteration, suppression, projection, or sharing of memory and remembered experience. Mind forms the foundation of Memory Magic, governing the memories themselves and allowing a caster to access, interpret, modify, preserve, obscure, or transmit conscious experience. When combined with Time, Memory Magic may access the sequence and chronology of remembered events, recover temporal context, distinguish layers of memory, or interact with preserved moments and echoes of past experience. When combined with Spirit, it may connect memories to essential identity, soul-resonance, Flame-signature, emotional bonds, or experiences so deeply rooted in a being that they have become part of their enduring sense of self. More advanced workings may combine Mind, Time, and Spirit when both temporal reconstruction and identity-linked memory are required. Memory Magic is not a separate foundational affinity, but a family of Mind-centered expressions whose nature depends upon the supporting affinities involved.

  3. Core Term

    Metal Manipulation

    #

    Affinity structure: Earth. An advanced magical expression of the Earth affinity involving the sensing, shaping, movement, compression, reinforcement, and manipulation of metals and metallic materials. Because refined metals and alloys have been purified, combined, forged, enchanted, or otherwise altered from their natural mineral state, they generally require greater strength, precision, and control than soil, stone, crystal, or raw ore. Skilled Earth mages may manipulate both natural and manufactured metals, though increasingly complex alloys, highly refined substances, and enchanted materials may resist alteration or require additional supporting magic. Metal Manipulation remains an expression of Earth magic rather than a separate foundational affinity.

  4. Core Term

    Mind Affinity

    #

    The foundational affinity governing thought, cognition, memory, perception, attention, emotion, conscious intention, and the interpretation of sensory experience. Mind magic may be used for telepathy, memory work, mental defense, illusion, compulsion, accelerated cognition, emotional influence, and resistance to psychological or cognitive strain. Mind primarily concerns consciousness and mental processes and is distinct from Spirit, which governs deeper identity, vitality, and soul-resonance.

  5. Core Term

    Mind Domain

    #

    Classification: Affinity-centered domain. Primary affinity: Mind. Supporting affinities: Spirit, Sound, Light, Dark, Time. The affinity-centered domain governing the study and practice of cognition, memory, perception, emotional influence, telepathy, illusion, mental defense, psychic intrusion, compulsion, and the preservation or alteration of conscious experience. Mind serves as the domain's foundational affinity, while Spirit may support workings involving identity, emotional bonds, and the relationship between consciousness and deeper soul-resonance; Sound may support speech, auditory illusion, persuasive resonance, and other sensory effects; Light may support revelation, clarity, projected imagery, and the exposure of concealed mental influences; Dark may support obscured memories, sensory distortion, concealed thoughts, and hidden mental effects; and Time may support accelerated cognition, preserved memories, altered temporal perception, and the processing of experiences occurring across unusual durations. The Mind Domain encompasses applications ranging from communication, memory work, illusion, emotional regulation, and mental healing to psychic defense, interrogation, compulsion, consciousness alteration, and protection against mental intrusion.

P

  1. Core Term

    Parallel Plane

    #

    A separate magical layer or plane of existence that exists alongside the ordinary normie world while remaining concealed and protected by the Veil. Parallel planes may overlap or correspond to locations in the normie world, allowing Wickborne structures, environments, and spaces to occupy the same apparent physical location without interfering with what normies perceive there. The Spire of Wands, for example, exists in a parallel plane overlaying the United Nations complex in Manhattan, with both spaces occupying the same location while remaining separated by the Veil. Other parallel planes, such as Wick's End and the Hollow Hearth, exist as more fully independent magical spaces that are accessed through thresholds, portals, teledoors, or other forms of hidden passage. Parallel planes allow Wickborne society to maintain structures, sanctuaries, institutions, prisons, and other spaces beyond ordinary normie perception while remaining connected to the physical world through controlled points of access.

  2. Core Term

    Plant and Bloom Magic

    #

    Affinity structure: Earth + Water + Light. A derived magical expression created through the coordinated use of Earth, Water, and Light affinities to influence the growth, structure, health, and behavior of plant life. Earth governs soil, minerals, roots, physical structure, and the nutrients from which plants grow; Water governs moisture, circulation, fluid exchange, and the movement of nutrients through living tissue; and Light provides radiance and magical energy that may accelerate, direct, or sustain growth. Together, these affinities may be used to germinate seeds, accelerate growth, shape roots and branches, restore damaged vegetation, encourage flowering or fruiting, manipulate vines and other plant structures, and influence larger areas of living flora. Spirit may be added to more advanced workings involving vitality, life force, plant identity, spiritual resonance, or unusually deep interaction with the living essence of a plant. Plant and Bloom Magic is not a separate foundational affinity, but a derived expression produced through coordinated elemental and, when necessary, spiritual magic.

  3. Core Term

    Prophecy

    #

    Affinity structure: Time + Mind + Spirit. A magical expression or phenomenon in which information concerning a possible future, approaching event, person, place, or condition is perceived or revealed beyond ordinary knowledge. Time reveals sequence, temporal relationships, and branching possibilities; Mind allows the prophetic impression to be received, organized, interpreted, and remembered; and Spirit identifies the living beings, souls, Flame-signatures, bonds, or identities connected to what is perceived. Prophecy may arise through deliberate Divination or manifest spontaneously in individuals with unusual temporal sensitivity or prophetic ability. A prophecy does not necessarily reveal a single predetermined future; what is perceived may represent a likely outcome, a possible branch, a symbolic warning, or a temporal condition that can change as circumstances and choices change. Unlike Divination, which is the learned discipline used to seek or investigate hidden knowledge, Prophecy is the future-oriented revelation, vision, impression, or message itself.

R

  1. Core Term

    Rune

    #

    A permanent magical construct created by carving or etching a sigil into a physical material and imbuing it with magical energy. Runes are commonly fashioned from magically receptive substances such as mythril, orichalcum, aerivory, or other attuned materials, though skilled crafters may also create effective runes from stone, wood, bone, metal, and similar substances depending on the intended effect. Unlike glyphs or sigils drawn temporarily during casting, a rune physically anchors its magical pattern and the power imbued within it. Once properly constructed and activated, a rune becomes self-sustaining and may continue to produce, channel, or maintain its intended effect indefinitely without requiring repeated casting. Its magic persists until the rune is physically damaged, its pattern is broken, or the enchantment is deliberately dispelled. Because of their durability, reliability, and capacity for long-term magical effects, runes are widely incorporated into weapons, armor, architecture, wards, artifacts, machinery, and other forms of enchanted artifice.

S

  1. Core Term

    Sanctuary

    #

    A permanent Wickborne place, structure, estate, refuge, or protected ground recognized as offering safety, shelter, or sacred protection to those within its bounds. Sanctuaries may be protected directly by the Flame or established through powerful wards, Concord authority, treaty, charter, ancient compact, or other recognized magical protections. Their purposes may include refuge, healing, education, retreat, diplomacy, mediation, preservation, research, or protection from outside threats. The nature and strength of a sanctuary's protections vary according to the place: some prevent particular hostile acts, while others regulate access, protect guests, reinforce thresholds, conceal the location, or defend specific people, spaces, or sacred purposes. Some sanctuaries also serve as neutral ground, allowing Wickborne of opposing factions or affiliations to gather under recognized protection, but neutrality is not required for sanctuary status.

  2. Core Term

    Shadowweaving / Weaving

    #

    A disciplined casting technique that uses intricate hand gestures, finger positions, and continuous movement to channel and shape magic. Rather than relying on written or inscribed symbols, weaving allows a mage to construct and manipulate magical effects fluidly through precise physical motion. It is generally considered more difficult to learn and master than sigilcrafting, requiring coordination, concentration, and careful control of the caster's magic. Skilled weavers can transition between effects or combine multiple magical forces as their movements change, making weaving particularly versatile during active spellcasting. "Shadowweaving" and "weaving" are commonly used interchangeably, with "weaving" often serving as the shortened form.

  3. Core Term

    Shifting and Transformation

    #

    Affinity structure: Spirit + Mind. A derived magical expression that alters the physical form, anatomy, or traits of a living being while preserving continuity of identity and consciousness. Spirit anchors the transformation to the individual's essential self, soul-resonance, and Flame-signature, allowing the transformed body to remain recognizably the same being despite substantial physical change. Mind preserves conscious identity, intention, body awareness, and coordination, allowing the caster to understand and control an altered form whose proportions, senses, movement, or anatomy may differ from their natural body. Additional affinities may be incorporated according to the material, biological, environmental, or magical qualities of the form being assumed, allowing specialized traits or transformations beyond ordinary physical reshaping. Shifting and Transformation is not a separate foundational affinity, but a Spirit-and-Mind-centered expression whose more complex forms may require additional affinity support.

  4. Core Term

    Sigilcrafting

    #

    A disciplined casting technique in which a mage traces glyphs or sigils in the air to construct and activate magical effects without permanently inscribing the pattern onto a physical surface. The caster uses precise movements to form each symbol while channeling the Flame through its structure, causing the completed pattern to manifest its intended effect. Sigilcrafting requires a strong understanding of glyph structure, sequence, and activation, as errors or incomplete patterns may weaken or prevent the intended magic. Unlike weaving, which shapes magic through continuous gestures and movement, sigilcrafting relies upon the deliberate construction of recognizable magical symbols.

  5. Core Term

    Soul Magic

    #

    Affinity structure: Spirit + Any. A broad magical expression centered on direct interaction with soul-resonance, essential identity, Flame-signature, vitality, spiritual bonds, or the persistence of the soul beyond the body. Spirit provides the fundamental access to the soul or deeper magical identity of a living being, while additional affinities determine the purpose and behavior of the working. Depending upon the affinities involved, Soul Magic may heal or strengthen vitality, establish or alter spiritual bonds, reveal or conceal a soul's presence, communicate across spiritual connections, preserve aspects of identity or spiritual state, or inflict harm upon the soul or its connection to the body. Soul Magic is therefore not a separate foundational affinity, but a family of Spirit-centered expressions whose effects depend upon the supporting affinities used.

  6. Core Term

    Soulbond

    #

    A rare and profound magical bond between a familiar and their mage in which the souls of both become permanently intertwined. Unlike an ordinary familiar bond, which connects two beings through magic, loyalty, or shared purpose, a Soulbond joins their spiritual identities at a deeper level, creating an enduring connection between their souls and inner Flames. The bond may heighten emotional awareness, magical resonance, instinctive understanding, and the ability of each to sense or respond to the other across distance. When a Soulbond forms, the mage's soulcandle transforms into a twin flame soulcandle, manifesting two distinct yet intertwined flames that represent the joined souls of mage and familiar. Soulbonds are exceptionally rare and cannot be created through ordinary familiar bonding alone.

  7. Core Term

    Soulcandle

    #

    A magical manifestation of an awakened Wickborne's soul, housed within the sacred sanctuary of Wick's End. A soulcandle first manifests during full awakening, when a plain candle transforms in response to the individual's Flame. No two soulcandles are identical: their shape, wax, colors, markings, imagery, wick, flame, movement, and other characteristics reflect aspects of the Wickborne's identity, affinities, bonds, and inner essence. Once manifested, a soulcandle remains at Wick's End among the candles of other awakened Wickborne and may change naturally in response to significant events such as bonding, grief, death, resurrection, transformation, judgment, or the will of the Flame. Soulcandles are sacred and cannot be damaged, extinguished, stolen, corrupted, or otherwise altered by mortal force.

  8. Core Term

    Soulcoin

    #

    Value: 10 Wicklings. A sacred coin made of magisteel encircling a glowing core of spiritglass. When imbued, the center swirls visibly with the color of the forger’s magical affinity, making each Soulcoin completely unique. The coin bears no value until a piece of the forger’s soul is embedded within it. These are most often created by prisoners as part of sentence-bound labor. Soulcoins are commonly used in soulbinding contracts, sacred exchanges, and deeply personal rituals.

  9. Core Term

    Soulname

    #

    A hidden, Flame-recognized name that represents a Wickborne's essential magical identity and connection to the Flame. Although a soulname belongs to its bearer, it is not consciously known to them until the Flame calls them to Full Awakening. When that call occurs, the Wickborne is drawn toward an entrance to Wick's End. Upon reaching the threshold, their soulname is revealed directly within their mind by the Flame and is spoken aloud by the bearer for the first time, allowing the entrance to recognize them and open into Wick's End. The soulname thereafter remains bound to the individual's identity and inner Flame and may be used to unlock wards, trigger spells, open pathways, confirm identity, or grant access to objects and places specifically attuned to its bearer. Soulnames are considered deeply private and sacred throughout Wickborne society and may be willingly revealed or shared, but cannot rightfully be taken, forced, counterfeited, traded, or used without consent.

  10. Core Term

    Sound Affinity

    #

    The foundational affinity governing vibration, resonance, frequency, harmonics, silence, echo, sonic pressure, and the transmission of patterned energy through matter or magic. Sound magic may be used to create or manipulate music, speech, silence, concussive force, structural resonance, emotional harmonics, coded signals, and spell-bearing chants. Sound is independent of Air and does not require atmosphere to function; its vibrations and resonances may travel through air, water, earth, metal, bodies, spiritglass, wards, and other physical or magical media.

  11. Core Term

    Space Affinity

    #

    The foundational affinity governing distance, position, direction, boundary, dimensional relationship, volume, containment, and the connection between separate locations. Space magic may be used for teleportation, portals and magical thresholds, spatial storage, displacement, spatial anchoring, dimensional containment, and the folding or manipulation of distance between locations. More advanced workings may alter how spaces connect or interact without necessarily changing the physical matter contained within them.

  12. Core Term

    Sparkcoin

    #

    Value: 10 Embers. Composed of copper alloy mixed with emberdust, Sparkcoins shimmer faintly with a rusty-red glow. A rune of ignition marks one side, while the other displays a flickering, animated image of a lit candle. If snapped between two fingers, the coin releases a harmless magical spark. Sparkcoins are infused with the residual energy of freshly forged Embers, and are often carried as lucky charms by duelists or those about to undergo trials.

  13. Core Term

    Spatial Domain

    #

    Classification: Affinity-centered domain. Primary affinity: Space. Supporting affinities: Time, Air, Dark, Light, Mind. The affinity-centered domain governing the study and practice of distance, position, dimensional boundaries, thresholds, teleportation, folded space, spatial storage, parallel locations, and the safe creation or manipulation of connections between places. Space serves as the domain's foundational affinity, while Time may support the synchronization, stabilization, or sequencing of spatial crossings; Air may support movement, propulsion, and controlled passage through open space; Dark may support concealed thresholds, hidden locations, and obscured pathways; Light may support visible portals, spatial mapping, navigation, and the revelation of hidden boundaries; and Mind may support orientation, precision, targeting, and the cognitive demands of complex spatial manipulation. The Spatial Domain encompasses applications ranging from teleportation, tele-doors, portals, and spatial storage to dimensional rooms, folded-distance travel, parallel spaces, containment, and the stabilization of otherwise dangerous connections between separate locations.

  14. Core Term

    Spirit Affinity

    #

    The foundational affinity governing vitality, soul-resonance, essential identity, Flame-signature, spiritual bonds, lineage, life force, and the passage or persistence of the soul beyond the body. Spirit magic may be used to perceive or interact with souls and Flame-signatures, establish or manipulate spiritual bonds, trace magical lineage, influence vitality and life force, communicate with spirits, and interact with the connection between a soul and its physical form. Spirit is distinct from Mind: Spirit concerns the deeper magical identity and enduring essence of a being, while Mind governs conscious thought, cognition, memory, emotion, and perception.

  15. Core Term

    Spiritglass

    #

    A rare magical material traditionally forged from the molten sands of Kilauea in Hawai'i, Mount Etna in Italy, and Mount Yasur in Vanuatu. Naturally receptive to Spirit magic and the Flame-signature of living beings, spiritglass can be enchanted to transmit images, sound, messages, magical information, and other forms of soul-linked communication across great distances. It may also be imbued with a portion of a living being's soul or Flame-signature, allowing the material to recognize, respond to, or remain magically connected to a particular individual. Properly enchanted spiritglass can be summoned, dismissed, or stored within its bearer rather than carried physically. Once a rare and largely ceremonial communication medium, spiritglass has become a foundational material of modern Wickborne technology and is widely used in communication devices, information systems, magical interfaces, identification, storage, banking, and other forms of enchanted artifice.

  16. Core Term

    Steam

    #

    Affinity structure: Water + Fire. A derived magical expression created through the combination of Water and Fire affinities. Water provides the moisture, liquid medium, and fluid substance of the working, while Fire supplies the heat and thermal energy needed to transform water into vapor and drive its expansion. Together, the affinities allow a caster to create, shape, pressurize, propel, redirect, or condense steam for a variety of purposes. Skilled workings may produce anything from mist-like vapor and controlled heat to dense steam clouds, pressurized jets, propulsion, obscuring vapor, and powerful bursts of expanding steam. Steam is not a separate foundational affinity, but a specialized expression produced through combination magic.

  17. Core Term

    Storm Magic

    #

    Affinity structure: Air + Water + Sound. A derived magical expression created through the coordinated use of Air, Water, and Sound affinities to manipulate storm systems and their associated phenomena. Air governs wind, atmospheric pressure, circulation, lift, and the movement of the storm; Water governs moisture, clouds, rain, mist, precipitation, and fluid pressure; and Sound governs thunder, resonance, sonic pressure, and the powerful vibrations produced within the atmosphere. Together, these affinities may be used to form, strengthen, redirect, suppress, or otherwise manipulate storm conditions. Skilled Storm Magic may produce effects ranging from localized wind and rainfall to thunderous pressure waves, dense storm clouds, violent squalls, and large-scale weather systems. Storm Magic is not a separate foundational affinity, but a complex combination expression requiring coordinated control of multiple atmospheric forces.

T

  1. Core Term

    Telepathy

    #

    Affinity structure: Mind + Spirit. A derived magical expression that allows thoughts, perceptions, emotions, memories, or other conscious information to be transmitted directly between minds without ordinary speech or physical communication. Mind carries, receives, and interprets the conscious content of the exchange, while Spirit identifies the intended consciousness through its essential identity, soul-resonance, or Flame-signature and establishes the connection necessary for the communication to reach the correct recipient. Depending on the caster's skill and the nature of the working, telepathy may range from brief impressions or emotions to clear words, images, memories, or sustained two-way mental conversation. Telepathy is not a separate foundational affinity, but a derived expression of combined Mind and Spirit magic.

  2. Core Term

    Teleportation

    #

    Affinity structure: Space. Space directly changes location or distance. An advanced magical expression of the Space affinity that relocates a person, object, or other target by directly altering the spatial relationship between its point of origin and destination. Rather than physically traversing the distance between locations, Space magic shortens, folds, bypasses, or otherwise restructures that distance so the target crosses from one position to another. Air may support momentum, movement, or smoother physical transition during arrival and departure; Time may synchronize the crossing and help stabilize transitions involving precise timing or unusual spatial conditions; Dark may conceal the departure point, destination, pathway, or magical signature of the crossing; and Light may reveal destinations, illuminate spatial boundaries, or provide visible guidance during the transition. Teleportation remains an expression of Space magic even when these supporting affinities are incorporated.

  3. Core Term

    Temporal Stasis

    #

    Affinity structure: Time + Space. An advanced magical expression that suspends, slows to near-stillness, or preserves the temporal progression of a person, object, condition, or defined area. Time provides the fundamental effect by halting or restricting progression, allowing the affected subject to remain preserved without undergoing ordinary change for the duration of the working. When combined with Space, the stasis may be contained within a precisely defined boundary, isolating the affected region from surrounding temporal conditions and allowing time to continue normally outside it. More advanced workings may preserve injuries, objects, magical effects, environmental conditions, or entire spaces in a suspended temporal state until the stasis is released, disrupted, or reaches a predetermined condition. Temporal Stasis is not a separate foundational affinity, but an advanced expression of Time that may incorporate Space when spatial containment or isolation is required.

  4. Core Term

    Threshold Magic

    #

    Affinity structures: Space + Mind; Space + Spirit; Space + Light; Space + Dark. A derived magical expression centered on the creation, control, recognition, and concealment of magical thresholds between spaces. Space forms the boundary, passage, or connection itself, while the accompanying affinity determines how that threshold behaves or who may interact with it. Mind may provide instructions, conditions, commands, or responsive logic governing when and how the threshold opens; Spirit may recognize specific individuals, soulnames, Flame-signatures, bloodlines, bonds, or other identity-linked qualities; Light may reveal, mark, illuminate, or make the threshold perceptible and easier to locate or activate; and Dark may conceal the threshold, suppress its magical signature, or prevent it from being detected by ordinary or magical means. Threshold Magic may be used in doorways, gates, portals, sanctuary entrances, sealed passages, hidden rooms, dimensional crossings, or other spaces where access depends upon magical recognition or control. Threshold Magic is not a separate foundational affinity, but a family of Space-based expressions whose function depends upon the supporting affinity used.

  5. Core Term

    Time Acceleration

    #

    Affinity structure: Time + Mind. An advanced magical expression that increases the rate at which time, processes, actions, or subjective experience progress relative to surrounding conditions. Time provides the fundamental acceleration, allowing a person, object, magical effect, or process to undergo change more rapidly than it ordinarily would. When applied to a conscious being, Mind may be incorporated to accelerate perception, cognition, reaction, memory formation, and the processing of sensory information so that the individual can function coherently within the altered temporal rate. Without sufficient mental support, extreme acceleration may overwhelm perception, coordination, or memory even if the body or surrounding temporal conditions have been successfully accelerated. Time Acceleration is not a separate foundational affinity, but an advanced expression of Time that may incorporate Mind when conscious experience must keep pace with the accelerated state.

  6. Core Term

    Time Affinity

    #

    The foundational affinity governing sequence, duration, acceleration, slowing, delay, repetition, temporal perception, preserved moments, and the relationships among past, present, and possible future events. Time magic may be used to alter the perceived or experienced passage of time, accelerate or slow processes, preserve moments or conditions, observe temporal echoes, delay magical effects, and interact with possible past or future events. More advanced workings may involve temporal displacement, repetition, or travel. Time magic is unusually dangerous without sufficient control and support, as errors may produce consequences extending beyond the caster or the immediate moment.

  7. Core Term

    Time Domain

    #

    Classification: Affinity-centered domain. Primary affinity: Time. Supporting affinities: Mind, Space, Spirit, Light, Dark. The affinity-centered domain governing the study and practice of temporal manipulation, chronology, foresight, preserved moments, acceleration, slowing, stasis, temporal displacement, and the risks and consequences created by altering sequence and duration. Time serves as the domain's foundational affinity, while Mind may support temporal perception and foresight; Space may support temporal displacement and travel; Spirit may assist in maintaining identity and continuity across temporal states; and Light or Dark may aid in revealing, observing, preserving, or concealing temporal information. Because alterations to time may affect events beyond the caster and immediate moment, the Time Domain also encompasses the study, regulation, and law surrounding dangerous or destabilizing temporal practices.

V

  1. Core Term

    The Veil

    #

    The magical and societal boundary that separates and conceals the Wickborne world from the normie world, allowing magical people, places, creatures, institutions, practices, and parallel planes to exist without ordinary normie awareness. The Veil may manifest physically or magically around hidden spaces and parallel planes, preventing normies from properly perceiving or accessing what lies beyond it, while elsewhere it is maintained through wards, glamours, concealment magic, hidden passages, protected records, secrecy practices, and other forms of veilwork. The Veil protects Wickborne persons, sanctuaries, magical species, artifacts, institutions, hidden places, and the continued survival of magical society. Actions or events that substantially threaten this separation are known as Veil breaches and may require concealment, memory repair, record suppression, threshold sealing, or other measures to restore the boundary.

W

  1. Core Term

    Ward

    #

    A structured magical arrangement composed of one or more glyphs, sigils, or runes designed to produce and maintain an effect across a defined area, boundary, object, or threshold. Wards may be used to create protective barriers, conceal locations, restrict or recognize entry, suppress or detect magic, enhance strength or vitality, and, in rarer cases, support healing or other sustained magical effects. Their effectiveness depends upon the precision, placement, power, and interaction of their component patterns, with more complex wards often consisting of multiple interlinked or layered workings. Depending on their construction, wards may be self-sustaining, require periodic recharging, draw upon an external source of magic, or depend upon continual magical upkeep. Powerful wards are commonly used to protect sanctuaries, conceal Freemage enclaves, secure thresholds, defend important structures, and contain dangerous or volatile spaces. Properly constructed concealment wards can render a location difficult or even impossible to detect through both magical and mundane means.

  2. Core Term

    Water Affinity

    #

    The foundational affinity governing moisture, liquids, fluid movement, pressure, circulation, adaptability, dissolution, and substances suspended or carried within liquid. Water magic may be used to create, shape, move, pressurize, redirect, or alter liquids and fluid systems, as well as manipulate moisture and dissolved or suspended substances. Because many living, biological, and environmental processes depend upon fluids and circulation, Water serves as a principal or supporting affinity in healing, Blood Magic, weather magic, plant magic, and numerous transformative workings.

  3. Core Term

    Water Domain

    #

    Classification: Affinity-centered domain. Primary affinity: Water. Supporting affinities: Air, Spirit, Mind, Light. The affinity-centered domain governing the study and practice of liquids, moisture, fluid movement, pressure, circulation, currents, mist, bodily fluids, aquatic magic, and the role of water within living and environmental systems. Water serves as the domain's foundational affinity, while Air may support weather, storms, mist, evaporation, and atmospheric moisture; Spirit may support vitality, healing, and the interaction between fluid systems and life force; Mind may support precise control of circulation, bodily responses, and complex fluid manipulation; and Light may support detection, purification, visibility, and diagnostic or restorative workings. The Water Domain encompasses applications ranging from aquatic and weather magic to healing, biological regulation, fluid transportation, pressure manipulation, and the controlled movement of liquids within natural, constructed, or living systems.

  4. Core Term

    Wickborne

    #

    A person whose inner Flame possesses the magical potential to awaken and consciously wield the power of the Flame. Wickborne may exist in different stages of awakening. An unawakened Wickborne possesses the underlying magical potential but has not yet consciously accessed the Flame. An awakened Wickborne has begun consciously perceiving, drawing upon, and wielding magic, but may not yet have completed Full Awakening. A fully awakened Wickborne has been called by the Flame to Wick's End, had their soulname revealed at its threshold, entered Wick's End, and manifested their soulcandle through Candlelighting. Wickborne is not a biological race, but a magical identity that may exist among humans, elves, dwarves, merfolk, and other sapient peoples of the magical world. When the term is used for a person, it refers to this magical identity and does not classify that person's biological species. By contrast, the phrase "Wickborne creature" refers specifically to a non-person magical creature species of the kind catalogued in Bestiary & Bloom. Humans, elves, dwarves, merfolk, and other sapient peoples are therefore Wickborne people when awakened or possessing Wickborne potential, but are not described as Wickborne creatures. Collectively, Wickborne peoples form the societies whose lives, cultures, institutions, and magical practices are shaped by their relationship with the Flame.

  5. Core Term

    Wickling

    #

    Value: 10 Sparkcoins. Struck from a refined silver alloy and rimmed with glowing flame-glyphs, the Wickling reflects light like a flickering flame. Its etched glyphs glow softly and are duplicated on both sides. Though cool to the touch, the coin warms in the presence of nearly awakened Wickborne, making it a subtle tool for identifying magical potential. Many families keep a Wickling on hand for just such a purpose.

  6. Core Term

    Wickscale

    #

    The standardized system of physical currency used throughout the Wickborne world. The Wickscale consists of six magically forged coin denominations - Ember, Sparkcoin, Wickling, Soulcoin, Flamecrest, and Wyrcoin - with each denomination traditionally valued at ten of the coin beneath it. Unlike normie currency, Wickscale coins are forged from increasingly rare magical metals and materials and possess enchantments unique to their denomination, making the currency itself an expression of Wickborne artifice and the Flame. Wickscale is used for everyday trade, wages, commerce, banking, and other financial transactions throughout magical society. Coins are produced through the four branches of the Soulmint, which maintain the integrity and magical standards of the currency.

  7. Core Term

    Wyrcoin

    #

    Value: 10 Flamecrests. Crafted from pure mythril, Wyrcoins shine platinum-white with shifting hints of violet and blue. One side bears a coiled dragon wrapped around a flame, the other a dragon breathing fire—both images in constant, living motion. Wyrcoins hum faintly with ambient arcane energy and are said to amplify the magical abilities of those who carry them. Among the rarest of coins, most have never seen one. Most are thought to reside only in ancient vaults or the hands of the Everwoven.