Category Archives: A Beginner’s Guide to Drucraft

This is a series of worldbuilding articles about the setting of my new series, An Inheritance of Magic.

A Beginner’s Guide to Drucraft #16:  Limit of Operation

A sigl won’t work without a bearer.  The least-studied of the Five Limits, the Limit of Operation is often treated as more of an afterthought.  For the most part this is a reflection of the attitudes of drucrafters – drucrafters … Continue reading

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A Beginner’s Guide to Drucraft #15:  Limit of Creation

You can’t change a sigl after it’s made.  The Limit of Creation states that sigls can not be modified or redesigned.  Once they’re created, that’s it – if you want them to do something different, you have to get a … Continue reading

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A Beginner’s Guide to Drucraft #14: Blood Limit

You can’t use someone else’s sigl.  More than any of the other four, the Blood Limit shapes the drucraft economy.  It is the primary reason that sigls are so expensive. Just like the gemstones they resemble, sigls can last a … Continue reading

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A Beginner’s Guide to Drucraft #13: Primal Limit

You can’t use drucraft without a sigl. If Euler’s Limit covers the creation of sigls, the Primal Limit covers why sigls are important.  Simply put, no sigls means no drucraft. New drucrafters generally find the Primal Limit the most confusing … Continue reading

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A Beginner’s Guide to Drucraft #12: Euler’s Limit

Sigls can only be created from essentia. The first of the Five Limits, Euler’s (pronounced “oilers”) Limit is also the most obviously important one.  Sigls can only be created from essentia, and this essentia can only be found in sufficient … Continue reading

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A Beginner’s Guide to Drucraft #11: The Five Limits

More than any other principle in drucraft, the Five Limits define how drucraft operates.  The Faraday Point, the Lorenz Ceiling, and the geographical distribution of Wells are all important, but on a larger scale, none are even remotely as significant … Continue reading

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A Beginner’s Guide to Drucraft #10: The Branches

Essentia in its natural form is highly mutable.  It attunes to anything it passes through, and this attunement can be quite fast – a matter of seconds, in the case of living creatures.  This means that drucrafters don’t generally need … Continue reading

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A Beginner’s Guide to Drucraft #9: Shaping

The third, last, and hardest of the drucraft disciplines, shaping is also the rarest.  Channellers aren’t exactly common, but they’re not that hard to find;  learning to channel is slow and difficult, but anybody who works at it long enough … Continue reading

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A Beginner’s Guide to Drucraft #8: Channelling

In the eyes of most, channelling is the point at which one becomes a ‘real’ drucrafter. Someone who can only sense is technically a drucrafter, but they’ll never get much respect until they learn to channel as well. At its … Continue reading

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A Beginner’s Guide to Drucraft #7: Sensing

Sensing is the ability to feel essentia, and it is the first and most basic discipline of drucraft.  At its most primitive level, sensing gives a drucrafter awareness of their own personal essentia (the essentia that is attuned to a … Continue reading

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