Arcana Formulae
To program reality...
Prime and Charge
Before we can discuss types of enchantment, we need to cover a few basic terms and concepts: Priming and Charging. Priming refers to placing the enchantment. Etching, carving, arranging, building. drawing, and writing are all methods of priming. To prime one must be fully dedicated to the act and keep their thoughts from wandering. An enchantment is not primed unless it is objectively complete, meaning there are no deviations or blemishes in the image. Charging occurs after the enchantment is primed. Enchantments are arcane in nature which means they require metaphysical forms of energy to function in the same way a toaster needs to be plugged in to heat up. This can be done easily if one has The Prestige but it isn't a requirement. Some substances and objects possess a renewable storage of this power, and can charge through physical contact with the primed enchantment.Unintended Success
Due to the nature of charging, it stands to reason that even someone not in the know can accidentally charge a primed enchantment. In fact, it happens more often than you might think, but almost no one will notice.
Enchantments are rarely dramatic. There's no song and dance indicating the enchantment is active unless the effect calls for an immediate activation of the enchantment. There's no low hum, nor a cascading flash of light. Those with The Prestige can sense it, and even those with The Candlelight can sometimes feel an enchantment nearby, but for the muggles, it's highly uneventful.
More than that, some forms of enchantment are done all the time by those without candlelight. Sacred geometry is a good example but even a protective tattoo that happens to get charged will leave someone not in the know feeling usually lucky from time to time.
Occupational hazards.
Due to the complex elements of an enchantment, any mistake can radically change the effect, sometimes to lethal degrees. The slightest blemish can cause catastrophic failure and poor phrasing can often lead to unintended consequences.
Complex formulas must be carefully developed and tested. One can easily test sigils as they work, but impatience and overconfidence has led to the death of more than a few cabalists.
The more complex a formula becomes, the more rules it needs to define, thus making it even more complex. As such, enchantment is considered an acquired taste, meant only for those who can handle such complexity.
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You have captured so beautifully the feeling of magic. You bring out its mystery, its uncertainty, and its tragedy. I find this so little in most fantasy writing. Perhaps d&d ruined it by making it too formulaic. You have struck a perfect balance here between ambiguity and precision. It's not so vague that it's impenetrable for us. The distinction between rune and sigil, the necessity of charge, and the complexity of combination all contribute to a believable but still mysterious system. Very nicely done.