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Shining Evening Rose
85e111
>>538328
>>538329
One thing to note about this language is that it is not just an abstract concept but a sentient concept. It needs to interpret what you write in order to do anything. And it has a personality. Be warned, it may misinterpret on purpose.
It also is taxing upon it to think, vague and open sentences are very inefficient, precise ones are not.
Symbols: Mystical symbols that when used together in a sentence have greater effects.
Sentences: a string of symbols used in a construct to have an effect on the environment. Once set, a sentence may not be changed without deactivating the construct it is attached to.
Constructs: The medium in which sentences work. Activated by tracing the 'spirit' symbol on or near them. Their range can be effected by symbols, otherwise it is within the bounds of the construct. Constructs must have at least 3 points to have an area. Or be a golden ring.
All sentences have a cost, they take spirit. The cost is defined by the complexity of a sentence, which symbols are used and the range of the construct.
1) Shorten: Modifier symbol, used to spatially shorten whatever it is defined to. Without correct punctuation or bridging words it will always effect what comes after it.
2) Voyage: A highly contextual descriptor or condition, refers to the act of moving with intent. Can be used to limit the activity of a construct to when the targeted symbol is 'on a voyage' or moving with a purpose.
3) Fire: Fire refers to energy of any variety barring spiritual. It can be used to summon, modify, describe or with the use of other symbols be a condition. An incredibly versatile Symbol. It however, needs descriptor functions of it's own accord to summon or modify correctly, else you may get the wrong kind of energy. (Energy types scale in cost, strong nuclear energy is a high cost, kinetic less so.)
4) Hole: A pure descriptive modifier. It describes a hole. Descriptors can be added to it in order to define what kind of hole, otherwise it assumes a spatial hole and will form a hole somewhere on it. Normally the path of least resistance.
5) Alien: This symbol describes anything that is not in the constructs range at the time of activation. Excluding light. It can be modified to have exceptions like wind and small gnats, otherwise it will be triggered and target these. (no you do not have the correct symbols to list exceptions right now)
6) Blue: A wild card. Highly contextual this can effect psyche effecting sentences drastically right down to colouring things blue. Be warned, wild cards being contextual draw energy from the person that activates it, easily killing the unprepared.
7) Red: A wild card. Highly contextual this can effect movement effecting sentences drastically right down to making you blush. Be warned, wild cards being contextual draw energy from the person that activates it, easily killing the unprepared.
8) Structure: A noun. Refers to an extended contextual range for a construct. Without this it will only go within it's bounds. Highly contextual, with a low cost. This will generally 'get' what you are after and not misunderstand.
9) Spirit: Special condition or descriptive. Refers to the universal energy that powers every construct. This is a dangerous symbol to use casually as it may just piss it off. In other contexts this can describe the undead as a modifier or descriptor.
10) Alcohol: Noun, refers to any alcoholic beverage contained in a cylindrical or otherwise curved container. Basically, enchant your booze.
11) Clean: Global modifier. Removes all other symbols.
12) Scatter: Describing modifier, a contextualised dispersing effect is applied to whatever comes after this symbol.
13) Invert: Modifier, inverts the meaning or effect of what comes after this symbol. Meaning or effect is contextual and is highly unpredictable. Invert has a nasty attribute of corrupting sentences and is not recommended to be used many times in one sentence.
14) Wave: Noun or descriptor. Refers to moving liquids. With a fire symbol can be used to make liquid move.
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