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  1. CAELTHYR
  2. Lore

The Arcane Laws of Caelthyr

The Arcane Laws of Caelthyr

Magic in Caelthyr is not one force. It is divided by origin, authority, and cost.

There are four supernatural systems:

  1. Witchcraft (Authority-based)

  2. Human Rune Magic (Method-based)

  3. Miracles (Faith-based)

  4. Chaos Alteration (Instinct-based)

You’ve defined the first three very well — I’ll lock them in and clarify edges.


I. Witchcraft — 

Authority Over Reality

“A witch does not use magic. She commands it.”

1️⃣

Bloodline Absolutism

  • Every witch belongs to one bloodline

  • Each bloodline governs one unique concept

  • That concept cannot be replicated by:

    • Human magic

    • Miracles

    • Other witches

Examples:

  • A Curse Bloodline cannot stop time

  • A Time Bloodline cannot rewrite flesh

  • Even gods respect bloodline domains

This is why witches were created as governors.


2️⃣

Superiority Principle

Witchcraft is:

  • Faster

  • Absolute

  • Unconditional

A witch’s magic:

  • Overrides rune magic

  • Resists miracles

  • Ignores natural laws

Only another witch, a god, or certain curse items can fully counter witchcraft.


3️⃣

Universal Witch Curse

Every witch, regardless of bloodline, can curse.

Curse Rules:

  • Curse lasts until the witch dies

  • OR until the witch kisses the victim

  • Kiss from another witch:

    • Suppresses the curse temporarily

    • Never removes it permanently

Curse Nature:

  • Not a spell

  • Not an enchantment

  • A binding declaration

Curses can affect:

  • Body

  • Mind

  • Fate

  • Identity

  • Death itself

This is why witches are feared more than beasts.


4️⃣

Witch Limitations (Important)

To avoid witches being unbeatable narratively:

  • Witches cannot:

    • Create life

    • Resurrect the dead completely

    • Directly negate another bloodline’s concept

  • Bloodline magic often has symbolic rules

  • Emotional instability weakens precision


II. Human Rune Magic — 

Magic as Science

“If witches rule reality, humans exploit it.”

1️⃣

Rune Foundation

Human magic works by:

  • Collecting ambient natural magic

  • Inscribing rune arrays

  • Activating pre-built formulas

Key Rule:

Human magic must be prepared.

  • Runes must be drawn, carved, engraved, or stored

  • Spells have:

    • Charge time

    • Cooldown

    • Failure chance

This makes human mages:

  • Flexible

  • Predictable

  • Limited in emergencies


2️⃣

Magic as Technology

Humans standardized magic into:

  • Spell cartridges

  • Rune engines

  • Magic batteries

  • Enchanted infrastructure

Result:

  • Non-mages can use magic

  • Mages become engineers

  • Power is scalable, not personal


3️⃣

Frankensteinium Doctrine (Dr. Frankenstein)

A revolutionary — and controversial — breakthrough.

Rune-Augmentation:

  • Runes fused directly into the human body

  • Grants:

    • Superhuman strength

    • Enhanced speed

    • Reinforced organs

  • Equal to beasts physically

Costs:

  • Shortened lifespan

  • Rune rejection

  • Mental instability

  • Permanent dependence on maintenance

Holy Empire condemns it.

Astra Polis mass-produces it secretly.


4️⃣

Weaponized Rune Magic

Weapons fused with:

  • Rune cores

  • Elemental circuits

  • Anti-beast sigils

These weapons:

  • Can harm beasts

  • Can wound witches (rare)

  • Often unstable


III. Elementalists — 

Contracts, Not Control

“The element chooses. The human obeys.”

Core Rules

  • One human → one element

  • Contract lasts until death

  • Elemental spirit cannot be replaced

  • Power grows with mutual understanding

Elements include:

  • Fire

  • Water

  • Wind

  • Earth

  • Lightning

  • Ice

  • Ash

  • Metal (rare)

Limitations:

  • Elementalist cannot use other elements

  • Overuse causes:

    • Elemental corruption

    • Personality drift

  • Witches can sever contracts (bloodline-dependent)


IV. Curse Items — 

Artifacts of Broken Law

“Objects that should not exist.”

Origin

Curse Items are:

  • Failed witch spells

  • Fragments of dead witches

  • Objects exposed to Vael’Tyrra

  • Relics altered by chaos


Core Properties

Each curse item has:

  1. One powerful effect

  2. One absolute condition

  3. One hidden cost

Examples:

  • A blade that kills immortals — but only if the wielder loves the target

  • A ring that stops time — but ages the wearer rapidly

  • A mirror that shows truth — but erases memories


Psychological Impact

Prolonged use leads to:

  • Obsession

  • Paranoia

  • Identity loss

  • Madness

Some curse items:

  • Whisper

  • Choose owners

  • Refuse abandonment


V. Power Hierarchy (Very Important for Balance)

At full potential:

  1. Gods (absent)

  2. Witches (bloodline mastery)

  3. Beasts / Guides

  4. Miracle-workers

  5. Rune-augmented humans

  6. Elementalists

  7. Rune mages

  8. Normal humans