The 22 Glyphs of Magick

“Unto humanity, the goddess bestowed twenty-one gifts, twenty one signs of power. Yet, for herself she kept the twenty-second—lest no man desire to make for themselves the hand of the goddess.”

Book of Leithe, Verse 22

"The following is by no means a comprehensive field guide to glyphology, but a helpful primer for those curious in magickal studies. Images are taken from a fresco contained within the First Temple to the Mother in Constantinople. I have attempted to summarize each glyph in plain Alban-English, in the hopes of making this short guide accessible to both magi and non-magi alike."

- Lily Suarez, Head Researcher at the Institute of Glyphic Studies, Athens

I. Sensia - Emotion

A glyph bearing the power of human emotion and impulse. Corresponds to the Arcana of 'The Fool'.  Those who express this glyph may be capable of compelling someone to anger, love, sadness, or joy, usually by means of touch or physical contact. Wielders may be able to project memories or detect strong emotions--memory ‘imprints’--in a given area, a process also also known as clairsentience. Those in the fields of law or detective work have often sought Sensia magi for their gift, and many crimes have been solved with these magi's assistance. Unfortunately, the criminal element has been documented as using it for ill gotten ends just as well. Wielders can use it to induce certain emotional states, compelling people to commit vices, or overriding mental inhibitions. Some subsets of the population seek out magi with this glyph as one may seek out recreational drugs, and some governments have even license 'Sensors', equivalent to legalized sex work. Strangely, those with the glyph Cogito are often unable to read minds or hold sway over those who also express Sensia. The spiritually inclined believe this is because Sensia rules the heart; Pneuma, the soul; and Cogito, the mind. Glyphologists continue to study the nuances of this unique glyph.

II. Cogito - Mind

A glyph bearing the power of psychic energy, including telepath, telekinesis, and mental assertion. Corresponds to the Arcana of 'The Magician'. Wielders may be able to induce altered states of thinking, the creation of optical illusions, mirages, dream interference, and sensory manipulation. There is considerable debate in the world of glyphic studies on whether or not to classify psychic phenomena and ESP as being separate to this glyph, as studies overlap. Of all glyphs, Cogito has attracted considerable attention among the world's military powers, for usage in both espionage and weaponization. Cogito expressing magi often suffer from intense mental illnesses and psychological strain, though it is yet unknown of this is because their mind's influence on their glyph, or vice versa. A rare few may even enter self-induced trances in which their magickal powers are temporally increased, yet at the expense of their mental wellbeing. Such was often believed the gift of the oracles and prophets of yore, though strangely, data shows this glyph being expresses more so in the modern day than in the past. Supernatural beings such as fairies and elves were often believed to possess this glyph, as they were wont to employ deceptive illusions against humans. 

III. Pneuma - Spirit

A glyph bearing the power of the soul, including the conjuring and summoning of spirits and spiritual entities, communicating with the unseen world, or astral projection. Corresponds with the Arcana of 'The High Priestess'. Often called 'the glyph of the shamans', as well as people who profess themselves as mediums. Considering the separate sciences of spiritualism and parapsychology are still being explored (and remain controversial) it is hard to delve into this glyph in the extraordinary detail its existence merits. In ancient times, great priests and priestesses would use this glyph to converse with the divine, and entities beyond the physical plane. In more recent times, spiritualist movements would seek out Pneuma expressing magi for their seances, as one of its seldom-seen abilities is supposed communication with the deceased. However, those who actually do express this glyph are a rare few. It is one such glyph seen in isolated population clusters, and in specific family lineages. Spiritual beings are said to be drawn to these magi, and can even form 'pacts of the soul' with them, bonding their ethereal bodies to a physical host for the purpose of conjuration. Unlike the demoniacs and their dark alliances with the demon kind, spirits summoned by Pneuma magi manifest without drawing spiritual energy from their summoner.

IV. Physis - Nature 

A glyph bearing the power of the natural world and its non-sapient organisms. Corresponds with the Arcana of 'The Empress', or 'Mother Nature' in some schools of divination. Those who express this glyph are capable of non-verbal communication with animals, fish, insects, and other sentient life. Includes the ability to channel or harness the abilities of living organisms, temporarily taking on their traits and evolutionary adaptations--including, but not limited to, producing venom or 'stings' or other defensive/offensive mechanisms found in the natural order. It is now believed the berserkers of Norse lore and lycanthropes (werewolves) were Physis magi. A somewhat rare glyph. Most unusual is the glyph’s expression pattern: the first male and female assigned offspring of the following generation of Physis magi will always express this glyph, if it manifests in them at all.

V. Chloros - Flora

A glyph bearing the power of vegetation. Corresponds to the Arcana of the 'Emperor', also known as 'The Green Man' or the 'Lord of the Forests' in certain divination schools and Tarot decks. Bearers who express this glyph may influence the growth of plants (at a rapid rate), as well as fungi, mosses, and algae. They may also exert mobile control and manipulation of plant-based organisms. Glyphological and anthropological studies postulate that Chloros users bridged the gap between hunter/gather cultures and agricultural civilizations, along with Physis users who assisted in animal husbandry. Users were often utilized in ancient rights corresponding to the harvests. However, it is now known magi who produce consumable vegetation do so at the expense of their own vitality, per the laws of equivalency. Despite best efforts, plant magi have yet to solve the problem of world hunger.

VI. Kathon - Earth


A glyph bearing the power of the ground and soil. Corresponds to the Arcana of 'The Hierophant'. One of the six 'Fundaments', or classical elements. Magi who express this glyph bear abilities that include the raising, lowering, and manipulation of topography, creating structures out of the ground, and 'sand' manipulation (a power shared with users of Laurion). Some Kathon bearing magi can draw ambient energy from the Earth itself, granting them high levels of endurance, stamina, and strength--a phenomenon called 'the Antaeus effect', named for the earth giant of Greco-Roman lore. Experienced Earth magi have been documented as creating seismic activity, opening fissures in the ground with their potent abilities. Those who expressed this glyph in ancient times were almost as revered as those who expressed the glyph of fire, for they were the ones who tamed the land and developed agriculture in tandem with Chloros magi. Even in modern times, Kathon users are highly esteemed, though they tend to lead shorter lives if their magick is overburdened. Unlike users of Laurion, Kathon users have difficulty manipulating complex mineral, alloy, and crystalline structures--the trade-off being that their powers generally cover greater radiuses. 

VII. Ventus - Wind

A glyph bearing the power of the air, which includes the manipulation of air currents, wind generation, sound, and both oxygen generation and deprivation. Corresponds to the Arcana of 'The Lovers'. Like its terrestrial counterpart of Kathon, it is a 'Fundament' glyph. Some of the most powerful Ventus magi can create tornados and hurricanes. The Sorcerer Prospero--fictionalized in Shakespeare's The Tempest--was, in real life, a Milanese sorcerer proficient in wind magick. Like magi of watery Laguz, Ventus magi were prized seafarers, who could channel the winds for the benefit of maritime navigation and trade. Today, scientists and engineers have proposed wind magick as a form of alternate energy to atomic power. Unlike their more tempestuous cousins who bear the glyph Keraunos, Ventus magi have no dominion over meteorological forces beyond air and wind.

VIII. Dynamis - Force

A glyph bearing the power of force and energy. Corresponds to the Arcana 'Strength'. Mahi who express this glyph hold the unique power to convert and influence the laws of physics. This including the manipulation of inertia, the channelling and conversion of motion, increasing or decreasing velocity in oneself and others, and otherwise altering the laws of thermodynamics. Its placement between the glyphs of Wind and Fire may seem odd to modern eyes, but it was traditionally (up until the glyphology convention of 1915) considered a 'Fundament', or elemental glyph. It was seen as a mix of Fire (energy) and Wind (momentum). Per the laws of conservation, energy cannot be destroyed, but it can be transformed. Dynamis magi use their bodies as conduits to convert external force into energy, releasing it as needed. Those who express this glyph can lift weight up to x100 times their mass and density. The hero, Samson, was said to be a magi who expressed this glyph. The glyph is often equated to the god Hercules for this same reason. Though glyph activation may alter the user's physical properties--including temporary muscle expansion and growth--it has no long-term effects on the physiology. In fact, Dynamis users involved in physical activities or sports may often find themselves needing to work out or exercise twice as hard as the average human to compensate for this glyph's influence. They are also noted as having extraordinarily high metabolism.

IX. Pyr - Heat

A glyph bearing the power of heat, including fire, combustion, the control of flames, and temperature. Corresponds to the Arcana of 'The Chariot', though in some Tarot decks, its position is switched with 'Strength'. A most venerated and spiritual glyph; its wielders included both warriors and priests tending to sacred hearths in many religions. It is one of the 'Fundaments', or classical elements. Its appearance on Earth was a great asset to early civilization. Its wielders tend to be energetic, temperamental, bombastic, or even violent. However, guided by the right teachers, many Pyr magi learn to take control of their gifts, honing them for the greater good. Unfortunately, many of the world's militaries scout out Pyr users for combat, as they are one of the more common elemental magi. First nations people in both the Americas and newformed republic of Neo Australia employed Pyr magi to combat wildfires and clear dangerous brush (i.e. backburning). 

X. Laguz - Water

A glyph bearing the power of water, including the movement and manipulation of fluids, as well as conjuring water out of the molecules in the air. One of the 'Fundaments'. Corresponds with the Arcana of 'The Lady of the Lake' (in some interpretations of Tarot, 'The Hermit). Entire cults and religions have sprung up around sacred water magi, arguably the most important and influential magic throughout history due to humanity’s reliance on this element. At the most humble levels, all civilizations have employed Laguz users as ‘water diviners’ to locate natural wellsprings and cisterns. Ranks of fishermen and mariners also use this glyph. In the religious text known as The Book of Prophets, the fifth Prophet Mielis parted the seas as an act of salvation for his people. Mielis is now thought to have been a water magi of extraordinary talent.

XI. Cryos - Ice

A glyph bearing the power of the cold, including lowering the temperature, freezing, creating hail or ice constructs, and even summoning localized blizzards. Corresponds with the Arcana of the 'Great Wheel', sometimes known as 'The Wheel of Seasons'. Many who express this glyph come from colder climates, which lends credence to the theory that powers granted by glyphs are a form of evolutionary adaptation to external forces. Cryos is not as widespread in magi populations as its glyphic cousin, Laguz, and is not considered one of the 'Fundaments'. Folklorists trace certain female Cryos users to a European cult of the White Queen, who worshipped a Goddess of Winter and witchcraft. Fairy tales and folktales where enchantresses and witches serves as antagonists may have come about as a patriarchal reaction to this briefly lived religion. It is theorized that prevalence of Cryos magi corresponds to the rise and fall of Earth's ice ages. Some scientists have proposed studying the unique magickal properties of Cryos magi in hopes of combating global climate change and the warming of the Earth's oceans. The Inuit, Sami, Siberian, and Indigenous peoples of the North sport many Cryos users among their ranks.

XII. Vitalis - Life 

A glyph bearing the power of healing and regeneration. Corresponds to the Arcana of 'The Healer' or 'The Martyr', often represented as an inverted figure hanging from a tree. Those who express this glyph can heal (non mortal) wounds, induce cellular reconstruction, clot blood, and alleviate certain ailments. People who express this glyph often have melanin and pigmentation deficiencies, with high incidents of albinism on the extreme end of the spectrum, and white or light hair on the lower end. Immediate offspring of Vitalis magi may share lighter skinned complexions, regardless of ethnic background. Lower life expectancy correlates to overuse of this glyph. In the context of religion, said to be touched and favored by the Goddess and was once called ‘the glyph of the martyrs’. Doctors, nurses, medicine men/women, shamans, and healers are fields and societal roles that many Vitalis magi take.  

XIII. Mortis - Death

A glyph bearing the power of death, corresponding to the Arcane of the same name. Despite its ominous title, those who express this glyph are rarely able to induce ‘instant death’ (with exception) but can ‘drain’ or ‘debilitate’ living organisms. It is the glyph of the necromancers, who can ‘raise’ the dead, devoid of spirit, as servants. Those who wield this glyph are known to have extremely high pain thresholds, and can sustain great injuries that would be otherwise mortal to others. They are even capable of cellular regeneration, provided they ‘drain’ life energy from organic matter. Said to be one of the ‘Untouchable’ glyphs, whose wielders have been persecuted throughout centuries, with some sent to penal colonies such as Neo Australia. Many have tried to use their powers to bring back the souls of the dead…some with success, but usually resulting in gruesome disaster. 

XIV. Laurion Mineral 

A glyph bearing the power of minerals, including rocks, ores, metals, and alloys. Allows for magnetism, transfiguration, and changing the material composition of the magi who expresses it. Corresponds to the Arcana often identified as 'The Scales of Justice', 'The Scales', or 'The Alchemist', depending on the deck. Another uncommon glyph, its appearance in magi populations is more of a recent phenomenon. In the past, it was the glyph of bankers, miners, and treasure keepers who were hand-selected by great rulers. Entire houses and studios were carefully formed around those who held this glyph, ensuring its gifts would be passed on to future heirs. The secret societies of alchemists have long since hoped to harness this glyph to transmute metals, but to little success. The modern world relies on steel and alloys for our buildings, trains, vehicles, and general infrastructure, making Laurion magi extremely powerful if not dangerous. Laws in place working towards regulating magi cite examples of rogue metal magi in their proposals. That said, the rapid industrial advancement in the United States was in no small part due to Laurion users working with engineers and architects. Their magick built our railroads, skyscrapers, bridges, and the marvel of Manhattan.

XV. Metanoia Transformation 

A glyph bearing the power of transformation and transfiguration. Corresponds with the Arcana of 'The Devil' or 'The Trickster'. Magi who express this glyph can change the mass, density, and/or size of objects, or change the mass, density, or size of their bodies. They may also be able to alter the physical attributes of the body, granting them enhanced appendages (such as claws, or talons). Metanoia is considered the glyph of the trickster and the shapeshifter. Witches and enchanters throughout history were thought to be proficient in this glyph, but in reality, it does not express itself in magi populations very often. As with all magick, users cannot sustain their changed forms for very long, but some are so proficient as to have taken on the guises of other people. The assassination of Imperator Gaelbran in Alban was at the hand of a shifter, leading to an escalation of the Great War. Metanoia was one of the 'Forbidden' or 'Untouchable' glyphs that could mark you for exile or transportation to Alban's penal colonies. 

XVI. Keraunos - Storm


A glyph bearing the power of electricity and electron charged meteorological phenomena. Corresponds with the Arcana of 'The Lightning-Struck Tower' or 'Destruction'. Magi who express this glyph can produce their own electric currents, to the point that some can generate diminutive bolts of lightning, up to the generation of entire storm clouds. A unique glyph that has genetic similarities to other 'Fundament' 
glyphs, but is generally far more destructive. History has recorded great catastrophes wherein unstable Keraunos magi were allowed to unleash their magick on the environment. Those who express this somewhat uncommon glyph are said to be volatile in temperament. The highest concentration of Keraunos magi can be found in the lower Americas, including the Republic of Texas. In fact, due to the prevalence of Storm, Earth, and Wind magi in that geographic location, Texas is often nicknamed the 'Land of the Geomancers'. Its current President, Wilma Hidalgo, is a rare duel-wielder of both Earth and Wind glyphs. Another prominent Texan, Colton Tamberly, a Professional Spellbreaker and businessman, has contributed extensive data on the Keraunos glyph to the Glyphic Institute. 

XVII. Lux - Light

A glyph bearing the power of the light spectrum, with abilities related to natural luminescence and photon manipulation, including the creation of physical ‘light constructs’. Corresponds to the Arcana of 'The Star'. A rare glyph with the downside of causing early onset blindness for those who repeatedly use it. In medieval Alban, males who expressed this glyph were sent to the priesthood, whereas females were conscripted into convents venerating The Goddess. Illuminated manuscripts were once thought to be illustrated by those bearing the glyph of Lux. Light magick does not typically lend itself to offense, yet some warriors mages have weaponized in highly inventive ways, such as blinding their opponents or super-heating their photovoltaic light constructs to cause cellular damage. People who possess this glyph may exert an ambient glow, though this is more common in adolescence when magi are still learning to control their powers. In divination and spiritual sciences, Light magi are capable of reading 'auras', or the ever-changing spectrum of the soul. In ancient times, Light magi were employed in matters of justices, as they were said to be able to proclaim a person's innocence or guilt by 'reading' their soul. A series of Light magi were documented as serving as 'living beacons' at the Great Pharos of Alexandria, and much wealth and renown was steeped upon them. Several High Priests of the The Church have also expressed this glyph. It is one of the 'Fundaments'.

XVIII. Tenebreus - Shadow

A glyph bearing the power of the dark. Corresponds to the Arcana of 'The Moon'. Those who express this glyph are capable of manipulating their own shadow as a separate entity (or 'puppet') capable of interacting on the three dimension plane. They can even use ambient shadows within a given vicinity to craft solid matter, though they do not exert the same influence upon them as their own cast shadow--a curious phenomena that warrants further analysis. Some magi may be able to manifest dark matter, or even obscure the visible light spectrum. Can even have effects on the human mind, instilling feelings of terror, violence, or submission. Those who have expressed this glyph have been persecuted throughout history, or deemed ‘evil’, often leading to the self-fulfilling prophecy of dark magi conclaves or gangs who exclusively use this power for ill-gotten deeds. Tenebreus was one of several glyphs the Alban Empire deemed ‘eligible for transportation’ to the then-penal colony now recognized as Neo Australia. In Java, shadow magi are still commonly employed in traditional theater as shadow puppeteers. Perhaps due to their venerated role, there are less incidence of criminal activity among their venerated communities, lending credence to the sociological theory that shadow magi given positive reinforcement are less likely to become 'dark' mages. It is one of the 'Fundaments'.

XIX. Atomos - Atomic

A glyph bearing the power of radiation and atomic energy. Corresponds to the Arcana of 'The Sun'. Powers include influence of all rays along the radial spectrum, from infrared to gamma. This includes the ability to sustain or neutralize radiation as well as emit it. Of all the glyphs, Atomos is the most misunderstood and in need of further research. In the past, magi who expressed this glyph were often misidentified as wielders of Fire, Force, or Nature, as radiation and energy seldom produce optical phenomena. It did not/does not help matters that magi who express this glyph are extremely rare and are considered highly dangerous. Depending on the culture, some Atomos magic were killed off at an early age. Others were historically subjugated to experimentation, as seen during the Great War, where either side attempted to weaponize Atomos magi. In the wake of the war, these magi have gone on to contribute to the atomic energy revolution that currently sustains most of the modern and developing world. Because of their ability to contain radiation, many Atomic magi are sought out for employment in nuclear reactors, enhancing and reinforcing energy safety. This has led to the 'Atomic Revolution' we are seeing today.

XX. Temporis - Time

A glyph bearing the power of time. Corresponds to the Arcana of "Judgment" or "The End of Days". More of a theoretical glyph (see below) its with abilities are thought to relate to the slowing or stopping of the flow of time in a given area, being able to project one’s soul into the past, being able to view potential outcomes or branching 'timelines', and even slowing down one’s own natural aging process. Like the Glyph of Space, it is now thought to lay dormant or extinct. The great frescos at The Temple of the Mother are documented as having been each individually inscribed by a magi who bore the corresponding glyph. It is notable that the inscription for Temporis contains a localized temporal distortion, in which the topmost portion of the symmetrical design contains a portion of wall that has aged at a slower rate than the rest of the fresco, with even the paint of the top half in remarkably fresh condition. That this enchantment should remain empowered centuries after its inscription is a living testament to the power of these long-gone magi. A great war in Ptolemaic Egypt culminated in those who used its power on behalf of the Priests being rounded up and killed en masse. Some believe that those who expressed this glyph, upon realizing they would be made pariahs, erased themselves from the timelines and are now hiding on another plane of existence outside the bounds of time itself.

XXI. Cosmos - Space

A glyph bearing the power of the physical dimensions, with abilities related to teleportation, the creation of wormholes, manipulating gravity, and even de-molecularization. Corresponds to the Arcana of "The World". A glyph seldom seen, now thought to be entirely extinct. Some isolated communities across the world are believed to safeguard and revere those with access to this glyph. Some may have even sequestered themselves in pocket dimensions, or ‘distortions’, to ensure that no outsiders abuse this gift. Such an incident was said to be behind the ‘Great Partitioning’ of West and East China, with the Eastern secessionists effectively cutting themselves off from reality entire. Its inscription on the great fresco is noted as containing a localized 'spacial warp' effect, in which the surface around the inscription twists and contorts in am almost unsettling fashion.

XXII. Genesis - Creation

The Glyph of the Goddess, forbidden to all but the divine. Corresponds to the 'Hidden' Arcana of 'Aeon' or 'The Universe'. There is no historical documentation of this glyph being expressed by any human, and some in glyphic studies debate whether only twenty-one glyphs should be recognized at all. In religious scriptures, the Sage Leithe was said to command this glyph alone, acting in Her Grace’s right as avatar of the Goddess. Some civilizations and emperors have tried to ‘unlock’ the glyph of creation, but only legends tell of any result. Therefore, its power is undeterminable, but many theorize it would be able to create material objects and alter matter at will. The image above comes from an altar at the back of the First Temple. It is depicted as being held aloft by The Goddess Herself. Many have noted the slight misalignment of the circles running down the axis. It is now thought they reflect the inherent imbalance and glorious imperfections of nature, or the creation. Truly, such powers are better left to higher beings and not mere mortals…

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