Glyphs of Power

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In addition to the existing spell mechanics provided by 5th edition Dungeons and Dragons RAW, and the modifications made to those rules for the purpose of "So You Think You Can Quest?", there is a system of magic consisting of 56 distinct symbols that represent concepts from all across the Material Plane and beyond. These symbols, when imbued with the essence of one's soul can then be inscribed upon various materials to bestow anywhere from minor to legendary properties. These same Glyphs can also be combined by a skilled craftsman to form new and unique hybrid Glyphs capable of melded, or altogether new abilities.

Though each starts out quite simple, they each become a complex symbols as new shapes are layered around one another to represent the additional understanding and energy given to that Glyph. The various effects of successfully rendered Glyphs harness and invoke the already extant power of the infinite planes, acting not as generators, but instead conductors of magic. The game begins with the players knowing a handful of basic Glyphs, these, in addition to those discovered over the course of play will be displayed here on this page.

Players will encounter Glyphs on the surface of almost every magical item or enchanted area in Aedalon, assuming of course they can find where it is located. There exist other known methods to work permanent magic in the game world via the conventional spells provided, however this system will be used for the sake of governing all item creation done by the players throughout the course of the game.

As the spell Identify is prohibitive in cost and practice to player characters, they will be able to also use their meta-game understanding of all other existing Glyphs in order to guess what might await them should they try to activate a here-to-yet unknown symbol.

Glyph Lore

The known Glyphs of Magic are thought to be an attempt to communicate the governing concepts of the Meridians of Power that run through the multiverse into forms the Material Plane can both bear witness to, as well as interact with. Glyphs when properly formed only appear to their reader as their mind might wish to recognize the concept it represents. Each Glyph appears to every reader as necessary, Glyphs that have not been successfully created by the harnessing of ones soul, appear at best, as an ornate series of symbols. Each set of symbols indecipherable and unique to any untrained in the art of harnessing the power of the irreducible magic that goes into each Glyph.

Whatever force provides energy to the Glyphs of Power is thought to be akin to the Goddesses in nature, as it seems to be a sort of power that even their divine powers can act entirely outside of. The Glyphs of Magic can be found in the farthest reaches of the planes, new and old cosmos alike they manifest as if inextricable from the very order of necessary being that harmonizes the central Meridians of Power. Common knowledge traces the Glyphs of Power first emerging upon Aedalon after they were brought back to the world from a realm farther than any known. Since their discovery and widespread knowledge, it has been recognized that many of these Glyphs likely existed in the world before they could be recognized for their true form. Each Glyph appearing differently to every observer having created a wide margin for error in their history and understanding.

Despite the stories told, there is no undisputed origin for the Glyphs of Power or an exact understanding of how they draw their power, but only fools doubt their efficacy.

Glyph Construction

Runes are divided into 4 major categories: High, Low, Subtle, and Might. Each of these categories contains 14 unique Glyphs that each are known to have 5 tiers of power. Each tier adding complexity to the design of the Glyph below it, with these factors there are effectively 280 different Glyphs that can be combined for either multiple separate abilities, or unique fusions of already existing Glyphs of various levels. The four categories that exist do not vary in levels of power despite their name. To the contrary, many of the Subtle Glyphs and Low Glyphs are as powerful if not more so than their counterparts.

Each Glyph is built around the image of a circle, representing the will necessary to harness both the infinite internal and external energy that the Glyph as a whole will draw upon. This symbol is known as the Glyph of Center. Each Glyph of Center allows for one additional Glyph of any tier to be bestowed upon an item and does not count against the total Glyphs an object can hold. In the event that multiple Glyphs have been fused together into a hybrid of their original forms, they can only bestow a single property without taking on additional Glyphs of Center. This can be useful when trying to distinguish exactly what the properties of an unknown Glyph may be.

The very materials upon which Glyphs are made bear the burden of being conduit and thus require components far beyond the ordinary if they are to successfully entertain more than basic magics. The way in which these materials are tested often reflects upon the rarity, care, and held significance put into a given substance by either the natural world or an individual over time. By example ordinary iron is no more fit for advanced spell work than crude papyrus would be despite the relative difference in their hardness. This is not to say that relatively common objects cannot obtain significance to the point of being fit conduits for magic, rather that without finding rare exceptions, it takes exemplary tools and materials to make magic of any report.


Crafting with Glyphs

There are several steps that a player must go through in order to be able to craft Glyphs successfully on any item.

1. Pick a Glyph The Glyph must be Known. This means it has been subject to a Divination, Identify, or a Knowledge check (DC 12+ the combined tiers of any Glyphs present. Note: Other obscuring factors can raise this DC).

The player must have Familiarity with the Known Glyph in question. This concept represents the Player Character having more than just a passing understanding of how a Glyph appears, instead having an implicit understanding of the idea it represents throughout the planes even. Every player starts the game with one Glyph they have Familiarity with and an additional Glyph per 3 additional levels. These Glyphs are assigned randomly during character creation.

A Player Character can exchange one of the Glyphs that they start with for Familiarity with other Known Glyphs readily at hand if provided a Long Rest in a Well Supplied area. A Player Character can only become Familiar with higher tier Glyphs

2. Suitable materials must be found. All materials have a rating of how many tiers of Glyph and separate Glyphs they can successfully be enchanted with. These two numbers often being different, special materials are described with a set of numbers in addition to any other properties they may bestow upon finished works. The first of which indicates the total number of Glyph tiers the material can sustain, the second, the number of separate Glyphs.

In example: - 5/2 Sunsteel: Imbued by the heavens with the essence of light, Sunsteel bestows an automatic 1d6 radiant damage per successful attack upon any weapon constructed using this it as the major component.

Sunsteel can then be enchanted with two separate Glyphs whose total tiers cannot exceed 5. It is important to note all mundane items of inconsequential materials are effectively 0 in both of these categories unless they are of masterwork quality. Unless otherwise noted all masterwork mundane items are effectively 2/1 in this numbering system. You do not have to know the numbers of a given material to effectively craft with it, but this comes with the risk of accidentally overloading and destroying the given item. Hybrid Glyphs, while powerful, are counted as the number of Glyphs as they are composed of for the purposes of this count.

3. Pick an Item. The difficulty of evoking various styles of enchantments ranges from simple to nearly impossible depending upon the item type and Glyph chosen.

4. Craft! Invoking the power of Aedalon’s Glyphs is something done with the whole of one’s being, not as a statement of artistic quality. This check is made with the primary ability score of your choice + proficiency bonus. DC = 12 + (The number of Glyph tiers x the number of Glyphs present)

5. Enjoy. Depending upon the results of your check, your crafted item’s powers will be determined on secret proprietary tables used only by the Dungeon Master. These new powers will range everywhere from exemplary works of craft that go beyond intended results, or defective, downright dangerous results. The only way to truly know is to test the item and see.

Making Hybrid Glyphs

A player must be have Familiarity with two Glyphs of equal tiers they wish to fuse together. While the results can be more powerful than their original counterparts, fusing Glyphs can be extremely dangerous. Certain magics were never meant to be combined, and even those that will share space with one another can create adverse reactions with even the slightest err. To make a Hybrid Glyph it requires an Ability Check the same as crafting, the DC = 12 + (The tiers of Glyphs you wish to make a hybrid of multiplied by each other.)

Once a hybrid Glyph has been made it can only be used by the Player Character who made it, each Character must “invent” for themselves how to intertwine the magic of different Glyphs of Power

Known Glyphs

High Glyphs

Known Tier One Tier Two Tier Three Tier Four Tier Five
Divine
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Light
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Renewal
RenewalGlyphwiki.png
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Life
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Bloom
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Subtle Glyphs

Known Tier One Tier Two Tier Three Tier Four Tier Five
Wind
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Water
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Ground
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Fire
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Void
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Might Glyphs

Known Tier One Tier Two Tier Three Tier Four Tier Five
Weapon
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Armor
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Barrier
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Strength
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Leader
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Low Glyphs

Known Tier One Tier Two Tier Three Tier Four Tier Five
Malice
Malicewiki.png
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Despair
Despairwiki.png
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Night
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Hell
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Enemy
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