True Magick



"Now the chrysalis cracks, the Daemon stretching forth the wings of Awareness to shred the threads of the Tapestry in its tumultuous trembling! During this delicate stage, the shell of Stasis is slowly shed and a deeper, Dynamic design discovered. Lo, behold the birth of the insensate Initiate, tugging at the Tellurian's tethers yet too 'fraid to take flight!" - From "Of Warp and Weave", by Enki the Laham, Bani Guernicus.

True Magick Overview Listed below are all the Rune spells obtainable by Mages. This requires researching all the Runes, Glyphs & Sigils that exist on your way to unlocking True Magick, a herculean task made all the more difficult now that the casting of Static Magic is lost to you! Still the powers here are still quite formidable if used wisely in combination with the Sphere Effects. Mana is also now fully viewable, useable & much less restricted. What matters are your spell percentages, C o l o u r levels and Intelligence.

 Once a Rune, Glyph or Sigil is "learn"ed, "conjure"d & you "copy" them into a spellbook in the right sequence, you may wield that spellbook & with the book open at that page, "chant" to cause the spell to take effect. Similar to casting, but with shades of the complex horror of True Magickal spellcraft, this road is easy to begin but mind-numbing to complete (without this guide, of course!). Research everything, copy the spells below into your very own spellbook & chant away, but dont have more than 130 pages in a book as that can cause...issues!

Hopefully you maxed the spells that are now inaccessible whilst you were a Mortal, & may see more emerge on your Practice list as you study further. Some will never rise above 1% unless you are a Marauder (at the time of writing this) & many more are now irrelevant to you, but for the Rune spells that you can chant you may still keep track of your expertise there. Notice that some Rune spells are not technically copying a spell effect, but duplicating or using Commands, Class powers etc. Some are altered or improved spells with strange new possibilities, as you're beginning to stretch past the boundaries of reality!

True Magicks List These are the confirmed combinations of Runes, Sigils and Glyphs you may now "chant", as well as notes using some terms from True Magick to start to introduce you to that forthcoming nightmare! .

White Names: These indicate that C o l o u r has not been confirmed or they duplicate a Class power, innate Command or similar non- C o l o u r effect!

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