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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.

Let's take a very dark real-world example: In this cosmology, 9/11 was a Hyperscription ritual. The basest concepts of the ritual were objects from the air toppling two structures from the earth amid fire. These corresponded directly to a series of sigils with some undisclosed meaning. The death, trauma, fear and terror that occurred as a direct result of the ritual, and its subsequent repetition on propaganda networks, served to imbue the sigils with an unprecedented amount of power. Thanks for reading, I hope you're offended.



Ritual = Sigil + Activation + Abjuration


Sigil = Intent + Symbol + Power

School (Optional)

Secrecy - All aspects of the spell are non-communicative. Any sigils are abjured by naming.

Heat - All aspects of the spell are dynamic or consumptive. 

Cold - All aspects of the spell are static or crystallizing.

Ground - All aspects of the spell are static or crystallizing.

Rising - All aspects of the spell are dynamic or consumptive.






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.


There's more than one way to do this. Below I describe the Samsaric Method, a relatively laboratory-style approach to ritual that makes the concepts most clear. 

Traditional practices like Idol Worship take these steps in a different order, some of them being combined or concurrent.


Ideation is the process of formulating intent.

The simplest version of this is an individual meditating on the intent

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. 

Ideation may be done concurrently with Imbuement, but it is most effective when completed before Inscription.



Imbuement is the process of attaching Power to a Symbol.



Ideation: The creation of a symbol, and the process of designating it with a meaning. 

Inscription: The application of the symbol to the material plane, into a medium that is detectable by non-psychic means.

Imbuement: The channeling of power into the symbol.

Activation: Some sigils have a concrete effect to be triggered in certain circumstances, like traps. Some just funnel the imbued energy into the caster, such as a cult of personality. Some are always active.

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.

Types of Ritual

  •  [Name]: The transmutation of a concrete symbol into permanence via its destruction.
    • Example: 9/11 destroyed the WTC but made it into a permanent abstract symbol in the minds of people aware of the ritual.
  • Abjuration: The severance of a symbol from its intent.
    • Example: 
  • Iconoclasm: The severance of a supply of power from a symbol.
    • Example: 
  • [Name]: Linking the intent and power of one symbol to another.
    • Example: 
  • Iconolatry: The alignment of intent and symbol into one. 
    • Example: Idol worship

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


Hyperscription (Sigil Magick) (Novice)

Spell Type


Casting Time

Major Action

MP Cost  
Test   Target Number  
Also need method for abjuration of others' Sigils

Ideation Ritual


Hyperscription (Sigil Magick) (Novice)

Spell Type  
Casting Time

Interval Action

MP Cost  

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


Hyperscription (Sigil Magick) (Novice)

Spell Type  
Casting Time


MP Cost  

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


Casting Time   MP Cost




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


Hyperscription (Sigil Magick) (Novice)

Spell Type


Casting Time


MP Cost


Test   Target Number


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


Hyperscription (Sigil Magick) (____)

Spell Type


Casting Time 1 Minute MP Cost




Target Number


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.


Requirements Hyperscription (Sigil Magick) (Intermediate) Spell Type


Casting Time 1 Minute MP Cost



Willpower (Faith) vs. Spellpower

Target Number


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



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