Each of the active players should have recieved a PM saying their words known.
Magic 101: how do you mage spells
You need three things to use a spell; you need a totem, you need magical fuel, and you need to know a word.
To enchant an item, you need to know more words, but you don't need a totem. You still need magical fuel, normally in what the Word is written in.
How you write a word is important: one word can have a lot of alternate meanings, depending how it is written.
For example, if you use the word impact. You could try to write it as increasing the damaging impact of your weapon, and so doing more damage.
You could also write is as knocking the enemy back, or over.
Each time a Word is activated it uses one unit of fuel.
If the Word is written as both Word and fuel, as is easiest (you have advantage on Writing when doing so), the Word is consumed when used. Single shot, sort of thing.
Magic like that is an investment, but can be a potent tool if you use it right. It's up to you to come up with interesting ways to use it, but the more complicated the effect the more difficult to get right.
Church might not like it though.
You can get magic materials and knowledge through the black markets. cough market ward cough
Basic magic terminology:
The Words are magic. Gods speak it. Gods are above the Words, so while they can use it to affect things, it cannot affect them. As they are above the Words, their names cannot be concieved by man, or perhaps they simply don't have any.
Primordials spoke Words, and taught them to man. Below Gods, Words affected the Primordials. Primordials were innately magical.
The World is what causes the magic to happen. The Words tell the World what to do, and the World causes it to happen. When the magic goof up happened, 17th told the World not to listen to mankind - i.e. humans are no longer magical creatures.