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Glossary

Short definitions of the terms used across the world and the rules. Each one links to the page that defines it. On other pages, the first mention of a term links here, and hovering over or focusing the link shows its definition.

A

AethyrAethyr and magic

The primal force underlying all existence in Geminaea, born in the Aethyr Explosion that began the universe. It is the source of all magic and the medium connecting thought and reality, recognized only through its effects on the matter it suffuses.

Defined in Aethyr · See also Aethyrweave, Lyrium, Source (liquid Aethyr), Winds of Magic

Aethyr FocusCharacters

A spellcasting focus: the object a caster can hold in place of material components. It has nothing to do with a focus check.

Also: Aethyr Focuses

Defined in Abilities

Aethyr KnotAethyr and magic

A mortal's soul: the knot formed where strands of the Aethyrweave entangle with their beliefs, experiences and desires. Every Geminaean has one, unique to them. When it is sparked, it becomes an Aethyrflame.

Defined in Aethyrsparked Game System · See also Mortal Soul, Aethyrflame

Aethyr nodeAethyr and magic

A natural concentration of Aethyr, found near ancient ruins, deep within planetary crusts or high in the atmosphere. Nodes make spellcasting easier and more potent and are mined for Lyrium, but their intense energy can make the area around them unstable.

Also: Aethyr Node

Defined in Aethyr · See also Lyrium, Dead zone

Aethyr PointsAethyrflames

Motes of magical power that measure the strength of an Aethyrflame. Characters earn them from encounters, Aspirations and Player-Given Boon Points, about 6 a session on average, and spend them on Aethyrflame Features.

Also: Aethyr Point, Aethyrpoints

Defined in Aethyrflames · See also Aspiration, Player-Given Boon Points, Intensity level

Aethyr riftAethyr and magic

A place where the flow of Aethyr has been disrupted or torn, by a collapsing star, intense magical battle or cataclysm. Reality may bend or break there, with spontaneous magic, warped space and time, and portals to other realms.

Also: Aethyr Rift

Defined in Aethyr · See also Aethyr node, Chaos surge

AethyrflameAethyr and magic

A sparked Aethyr Knot: a furnace of magical potential that keeps drawing energy from the surrounding Aethyr. It smolders when unused and flares when its bearer draws on the Aethyrweave; left unused long enough, it goes out.

Also: Aethyr Flame

Defined in Aethyrsparked Game System · See also Aethyr Knot, Aethyrsparked, Intensity level

Aethyrflame AbilityAethyrflames

The ability (Intelligence, Wisdom or Charisma) chosen when an Aethyrflame is sparked at level 1. It sets the Aethyrflame Ability Modifier, and the Aethyrflame Spell Save DC is 8 plus proficiency bonus plus that modifier.

Defined in Aethyrflames · See also Aethyrflame

Aethyrflame FeatureAethyrflames

An ability an Aethyrsparked character gains, usually only once and subject to Technique, Source, Affinity, level and prerequisite requirements. Features are granted by a Technique or Source, taken as free picks, or bought with Aethyr Points.

Defined in Aethyrflames · See also Free pick, Aethyr Points, Aethyrflame Rejuvenation

Aethyrflame RejuvenationAethyrflames

Completing a Long Rest, for an Aethyrsparked character: the time when Aethyr Points can be spent on new Aethyrflame Features.

Defined in Aethyrsparked Game System · See also Aethyrflame Feature, Aethyr Points

Aethyrspark eventAethyrflames

The moment a mortal's Aethyr Knot ignites into an Aethyrflame. For some it is personal and unique, for others a tradition or ceremony. Players work out their character's with the GM, helped by tables tied to their Source.

Also: Aethyrspark Event

Defined in Aethyrspark Events · See also Aethyrsparked, Source

AethyrsparkedAethyr and magic

A mortal whose Aethyr Knot has been ignited into an Aethyrflame. The Aethyrsparked heal faster than ordinary mortals, can be revived after death by magic such as Revivify or Raise Dead, and can wield powers far beyond theirs.

Defined in The Aethyrsparked · See also Aethyrflame, Aethyrspark event

Aethyrsparked ArchetypeAethyrflames

One of the 36 standardized methods of harnessing Aethyr, each a unique combination of Technique, Domain and Source. These methods have been known by many names through history.

Defined in Aethyrsparked Game System · See also Technique, Domain, Source

AethyrweaveAethyr and magic

The intricate web of Aethyr that flows through and connects all things. Mortals and gods alike draw on it to work magic; scholars of the Arcane Era were the first to identify it.

Also: Aethyr Weave

Defined in Aethyr · See also Aethyr, Odamancy

Anti-AethyrAethyr and magic

The counterforce to Aethyr: a power of inertia, stability and negation woven into the Aethyrweave. It disperses or dissolves concentrated Aethyr to restore equilibrium, and surges in response to extreme concentrations of it.

Defined in Antimagic · See also Antimagic, Nullification Points

AntimagicAethyr and magic

The practice of wielding Anti-Aethyr to counter, dispel or suppress magic. Advanced antimagic needs an Aethyrflame and Nullification Points. Nullifying active magic calls for an Anti-Magic Instability Check, and failing it can trigger a chaos surge.

Also: Anti-Magic, anti-magic, antimagic

Defined in Antimagic · See also Anti-Aethyr, Nullification Points, Chaos surge

AradaeaPlaces

The arid twin planet of Geminaea, shaped by relentless sun and harsh winds. Its peoples, such as the Elden (elves), Grekkin (orcs and goblins) and Dwek (dwarves), trace their lineage to the Haku-Prota, the first humans.

Defined in Realm Summary · See also Vitaea, Ravena

ArcCalendar

A season of the Spiral calendar, 90 days or three Segments long. The year has four: Spring, Summer, Autumn and Winter.

Defined in Year Structure · See also Spiral, Segment

ArcaneAethyrflames

The domain of Aethyr reached through intellect, study and precision, treating magic as a science. It covers conjuration, evocation, mental manipulation, psionics, illusions and the occult, and demands intense focus and discipline.

Defined in The Three Domains of Aethyr · See also Domain, Divine, Natural

AspirationAethyrflames

A goal tied to a character's Persona, chosen at creation; a character holds up to 3. Completing one earns 5 Aethyr Points, at most once every 5 days, and committing to a new one with a 1-hour ritual earns 1.

Defined in Aethyrflames · See also Aethyr Points, Persona

B

BeliefAethyr and magic

One of the six core aspects of creation: the catalyst through which the potential of Aethyr becomes reality, shaped by the thoughts, dreams and aspirations of sapient beings. It draws the strands of the Aethyrweave into each mortal soul.

Defined in Aethyrsparked Game System · See also Mortal Soul, Aethyr Knot

C

Chaos surgeAethyr and magic

A chaotic release of concentrated Aethyr, set off by things like overreaching spellcasting, saturated places, failed rituals or antimagic. Its severity runs from Minor to Catastrophic, set by a pool of d20s that grows with the Aethyr involved; the GM then rolls d100 on that severity's table.

Also: Chaos Surge, Aethyr Chaos Surge, chaos event, Chaos Event, Aethyr Chaos Event

Defined in Aethyr Instability and Chaos Events · See also Antimagic, Odamancy, Surge Charge

D

Dead zoneAethyr and magic

An area where Aethyr is depleted or absent, so magic becomes unpredictable or impossible. Heavy spellcasting can drain an area into one until the Winds of Magic replenish it, over hours to weeks; others occur naturally.

Defined in Aethyr · See also Winds of Magic, Antimagic

DedicationAethyrflames

The Source of Aethyrflames forged through unwavering dedication to a divine domain, devoted to a higher purpose. Through oaths and devout action they uphold the tenets of their chosen deity, pantheon, philosophy or conviction.

Defined in Aethyrsparked Game System · See also Source

DekaCalendar

The 10-day week of the Spiral calendar. Each day is named after one of the Ten Guilds of the Pact, and the days fall into four cycles: the Duties, Learnings, Harvests and Freedoms. Most public offices work 8 of the 10.

Defined in Week Structure · See also Duties, Learnings, Harvests and Freedoms, Spiral, Guildpact

DivineAethyrflames

The domain of Aethyr reached through faith, ritual and devotion to gods or higher ideals. It focuses on healing, protection, smiting evil, blessing allies and revelation, and its strength reflects the practitioner's devotion.

Defined in The Three Domains of Aethyr · See also Domain, Arcane, Natural

DomainAethyrflames

One of the three ways mortals channel Aethyr: Arcane, Divine or Nature, each with its own powers, limits and philosophy. Most practitioners can attune to only one, a lifelong commitment that shapes their abilities and their worldview.

Also: Aethyr Affinity, Affinity

Defined in The Three Domains of Aethyr · See also Arcane, Divine, Natural, Aethyrsparked Archetype

Duties, Learnings, Harvests and FreedomsCalendar

The four cultural cycles that group the ten guild-days of a Deka, each a pillar of Raveni civilization. The early days emphasize duty and structure, the middle days knowledge and healing, and the last days celebration, wilderness and truth.

Also: Duties, Learnings, Harvests, Freedoms

Defined in Week Structure · See also Deka

E

EraHistory

A period of Geminaean history. The history is divided into five timelines, Genesis, Divergence, Recovery, Discovery and Neoteric, each made up of eras, the most recent being the Ascendant Era.

Defined in Historical Timeline & Eras · See also Proma

F

Fragments of CreationAethyr and magic

Jagged crystal artifacts of immense, possibly limitless magical power, each holding a force of will tied to its domain of Creation. Their origin is unknown. They were used in the God Wars, and a wielder must contend with the will inside.

Also: Fragment of Creation

Defined in The Fragments of Creation · See also Godspact

Free pickAethyrflames

A feature of a given kind, such as a Fighting Style or Martial Maneuver, chosen without spending Aethyr Points because a technique or source feature grants it. Fighting styles, Bodily Improvements and Combat Superiority can only be obtained this way.

Defined in Aethyrflames · See also Aethyrflame Feature

G

GeminaeaPlaces

The setting: a celestial system of two planets, Aradaea and Vitaea, orbiting a shared moon, Ravena. The planets were once a single world, Terra, until The Rending split it. Mortal belief plays a central role in its creation and evolution.

Defined in Realm Summary · See also Aradaea, Vitaea, Ravena, The Rending

GodspactDivinity

The covenant that balances divine power. The Otaan, last mortals of Terra, first wrote it to separate the realm of the divines from the realm of mortals; the Phoenix Chryseum renewed it to disperse divine power among all mortals.

Defined in The Godspact · See also Prime Deities, Fragments of Creation

GuildpactHistory

The pact, first forged at the end of the War of the Moon, that governs Ravena: a shared legal system and a coalition government of ten Pact-bound guilds, each overseeing domains such as justice or medicine. It also codified Raveni citizenship.

Also: Guildpact of Ravena, Treaty of the Guildpact

Defined in Citizenship & The Guildpact · See also Ravena, War of the Moon

H

HeritageCharacters

The people a character belongs to, Geminaea's term for a race. The Heritages (Races) page lists the playable heritages.

Also: heritage

Defined in Character Aspects · See also Vocation

I

Intensity levelAethyrflames

An Aethyrflame's level of power, from 1 to 20. Each level is reached at a cumulative Aethyr Point total, from 0 at level 1 to 1,000 at level 20, and sets the proficiency bonus. Many features require a minimum level.

Also: Intensity Level, Aethyrflame Intensity, Aethyr Flame Intensity

Defined in Aethyrflame Tables · See also Aethyr Points, Aethyrflame

K

KnowledgeAethyrflames

The Source of Aethyrflames attained through the pursuit of knowledge: scholars, sages and researchers who unlock the secrets of the Aethyr and wield its energy with precision and intellect.

Defined in Aethyrsparked Game System · See also Source

L

Lingering injuryRules

A lasting mark, such as a broken bone or a lost eye, gained when a character at 0 hit points is healed before being stabilized. The GM rolls on the d20 table for the damage type that dropped them; it lasts until cured.

Also: Lingering Injury, lingering injuries, Lingering Injuries

Defined in Lingering Injuries · See also Soul Fray

LyriumAethyr and magic

Solid Aethyr: crystals that are its most stable form. Mined from Aethyr nodes, powdered Lyrium is used to craft magical artifacts, create enchantments and fuel Aethyr technology, and whole economies turn on it. Mishandling it is still dangerous.

Defined in Aethyr · See also Aethyr, Aethyr node

M

MartialAethyrflames

The Technique of formidable physical combatants, who use their Aethyr potential to enhance their strength, agility, weapon mastery and endurance and to perform extraordinary feats of athleticism.

Defined in Aethyrsparked Game System · See also Technique, Spellfighter

Mortal PlanesPlaces

The physical realms where mortals live: 4 of the 12 significant celestial bodies of the Geminaean system. There, mortal thought and belief shape reality and ripple outward to the Transitive and Divine Planes.

Also: Mortal Plane

Defined in The Mortal Planes · See also Aradaea, Vitaea, Ravena

Mortal remembranceAethyr and magic

The way the living sustain the dead: a soul remembered through stories, rituals or memory keeps its Aethyr and its presence in the afterlife, and how it is remembered shapes its experience there. Forgotten souls fade from the Aethyrweave.

Also: Mortal Remembrance

Defined in Aethyr · See also Mortal Soul

Mortal SoulAethyr and magic

The ethereal essence of a mortal, intertwined with the Aethyrweave through Belief. Its entanglement with the weave forms the Aethyr Knot, a common thread that binds all sapient beings together.

Also: mortal soul

Defined in Aethyrsparked Game System · See also Aethyr Knot, Belief

N

NaturalAethyrflames

The domain of Aethyr drawn from the elements and living things, also called Nature. Its practitioners seek harmony rather than control. It governs plants, animals, weather and the elements, and misuse can disturb ecosystems or provoke elemental entities.

Also: Nature

Defined in The Three Domains of Aethyr · See also Domain, Arcane, Divine

Nullification PointsAethyr and magic

A finite reserve of Anti-Aethyr, which only those with an Aethyrflame can fully harness, spent to fuel advanced antimagic abilities. An Anti-Magic Instability Check fails if its result is over the practitioner's unspent points.

Also: Nullification Point

Defined in Antimagic · See also Antimagic, Anti-Aethyr

O

OdamancyAethyr and magic

Structured, ritualistic magic that pulls Aethyr from the surrounding Aethyrweave, using verbal, somatic and material components, concentration and spell slots. It is powerful, but Counterspell can interrupt it and it is more likely to trigger chaos events.

Also: Odamancer

Defined in Aethyr Manipulation - Somamancy and Odamancy · See also Somamancy, Chaos surge

P

PersonaCharacters

A collection of attributes describing a character's beliefs, characteristics and approach to life: their Values, Axioms, Traits, Relationships and Challenges, each with its own table to choose from.

Defined in Persona · See also Aspiration, Vocation

Player-Given Boon PointsAethyrflames

Aethyr Points that players award at the end of each session: each player can give another player's character one, for any reason, and the DM also awards points to two players' characters. Characters average about 1.5 a session from them.

Also: Boon Points, Boon Point, Player Given Boons

Defined in Aethyrflames · See also Aethyr Points

PossessionAethyrflames

The Source of Aethyrflames born from a binding pact with a potent source of Aethyr or the acquisition of a mystical artifact, drawing strength from these supernatural affiliations.

Defined in Aethyrsparked Game System · See also Source

Prime DeitiesDivinity

The nineteen leaders and supreme powers among Geminaea's eighty-eight gods, served by the sixty-nine Divines. Like all the gods, they were given form by mortal belief.

Also: Prime Deity

Defined in Divinity · See also Godspact, Segment

Proficiency levelCharacters

One of the five levels at which Geminaea measures skill proficiency, in place of the SRD's proficient or not: Incompetent, Untrained, Proficient, Expert and Master.

Defined in Skills

PromaHistory

The first sapient beings, who arose on Terra in the Divergence Timeline. They developed cultures and belief systems and discovered their ability to wield magic before the War of Belief and The Rending.

Defined in Historical Timeline & Eras · See also Era, The Rending

R

RavenaPlaces

The artificial moon that Aradaean and Vitaean Aethyrists created to stop the twin planets colliding. Powered by an Aethyr fusion reaction at its core, it is now a megalopolis and hub of commerce, culture and magical research, governed by guilds.

Also: Raveni

Defined in Realm Summary · See also Guildpact, War of the Moon

The RendingHistory

The cataclysm that split the world of Terra in two at the end of the War of the Gods. Only the Otaan survived, by fleeing to Terra's moon; their descendants, the Eldaari and Wataari, rebuilt the halves into Aradaea and Vitaea.

Also: Rending

Defined in The Rending and the Reconstruction · See also Geminaea, Godspact

RunesmithAethyrflames

A practitioner of Runesmithing, the art of inscribing runes of power that draw energy from the Aethyrweave. A rune attached to an item makes it magical and requires attunement; Runesmiths learn to bind several runes to an item and attune to several such items.

Also: Runesmithing

Defined in Aethyrflame Features: Runesmith · See also Aethyrflame Feature, Lyrium

S

SegmentCalendar

A month of the Spiral calendar: 30 days, or three Dekas, named for one of the Prime Deities, such as Greidassan, the Month of Awakening.

Defined in Year Structure · See also Spiral, Arc, Deka

SomamancyAethyr and magic

Magic worked from Aethyr held within the practitioner, tied to their soul, bloodline or training, rather than drawn from the Aethyrweave. It needs no components, is hard to counter, and is less likely to trigger chaos events than Odamancy.

Also: Somamancer, Somamantic

Defined in Aethyr Manipulation - Somamancy and Odamancy · See also Odamancy, Source (liquid Aethyr)

Soul FrayRules

How worn a character's Aethyr Knot is from being returned from death. Each return adds 1 and makes the next restoration check or ritual harder. It's carried as a condition, from Soul Fray 1 to 5, and never ends.

Defined in Death and Resurrection · See also Aethyr Knot, Lingering injury

SourceAethyrflames

Where an Aethyrflame's connection to Aethyr comes from, one of its core aspects alongside its Domain and Technique. The four Sources are Dedication, Knowledge, Possession and Suffusion, and each has its own features by level.

Also: Aethyr Connection

Defined in Aethyrsparked Game System · See also Dedication, Knowledge, Possession, Suffusion, Source (liquid Aethyr)

Source (liquid Aethyr)Aethyr and magic

Liquid Aethyr in the blood of mortals who often engage with the Aethyrweave. It lets them channel more Aethyr without being overwhelmed, and grows with the use of magic, but too much causes erratic magic or strain. It can be hereditary.

Defined in Aethyr · See also Aethyr, Somamancy

SpellcasterAethyrflames

The Technique of mastery over the magical arts: casting spells from a vast repertoire to shape reality, often specializing toward a particular domain.

Defined in Aethyrsparked Game System · See also Technique, Spellfighter

SpellfighterAethyrflames

The Technique that blends martial skill with spellcasting, combining melee or ranged attacks with spells and channeling Aethyr energy into their strikes.

Defined in Aethyrsparked Game System · See also Technique, Martial, Spellcaster

SpiralCalendar

The calendar used throughout Geminaea, set by the Raveni Office of the Guildpact. A Spiral year has 360 days: 4 Arcs of 3 Segments, each Segment three 10-day Dekas. The 4 or 5 days of Realignment fall between years.

Defined in Year Structure · See also Arc, Segment, Deka

SuffusionAethyrflames

The Source of Aethyrflames whose bodies and souls are suffused with the raw power of the Aethyr, through Aethyr-rich places, rituals or other phenomena, making them living conduits of its energy.

Defined in Aethyrsparked Game System · See also Source

Surge ChargeRules

How many d20s a chaos surge check rolls: the level of the magic, adjusted for how it was worked, plus dice for a charged weave such as an Aethyr Node, Aethyrstorm or Aethyr Rift. Each die under 10 raises the surge's severity.

Defined in Aethyr Chaos Surges · See also Chaos surge, Surge sign

Surge signRules

A visible tell rolled on a d20 with every chaos surge check, such as lights changing color or shadows lagging, shown even when nothing surges.

Also: Surge Sign

Defined in Aethyr Chaos Surges · See also Chaos surge, Surge Charge

T

TechniqueAethyrflames

An Aethyrflame's approach to harnessing its Aethyr potential, one of its core aspects. The three Techniques of Aethyr Invocation are Martial, Spellfighter and Spellcaster, each with its own features by level.

Defined in Aethyrsparked Game System · See also Martial, Spellfighter, Spellcaster

V

VitaeaPlaces

The wild twin planet of Geminaea: lush, fertile and abundant with life. The dryad-like Sylvar have nurtured it since The Rending, and their Great Awakening brought its creatures to sapience as the Animalfolk.

Defined in Realm Summary · See also Aradaea, Ravena

VocationCharacters

Geminaea's name for a background: what a character did before becoming Aethyrsparked, which gives story cues about their identity. A Vocation also provides skill proficiencies, languages and Aethyrflame Features.

Also: vocation

Defined in Aethyrsparked Game System · See also Heritage, Persona

W

War of the MoonHistory

The century-long war fought on Ravena after its creation, as the peoples of Aradaea and Vitaea raced to claim its Aethyr. It ended with the Treaty of the Guildpact, which made Ravena neutral territory governed by a confederacy of guilds.

Also: Lunar War

Defined in The War of the Moon · See also Ravena, Guildpact

Winds of MagicAethyr and magic

Gaseous Aethyr, flowing and ebbing through the atmosphere like a cosmic weather. Spellcasting draws on it, and heavy use can deplete an area into a dead zone until the Winds return to replenish it.

Defined in Aethyr · See also Aethyr, Dead zone