/r/magicbuilding
The subreddit for discussion about building magic systems for fantasy worlds.
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/r/magicbuilding
Evoker that can create monsters. I want to make the first one like a goblin but will evolve later down the line.
Brandon Sanderson said he was watching The Phantom Menace when Darth Maul picks up a box and throws it sideways to activate a door mechanism, usually most force push/pulls are directly towards/away from the user and this is the first time he remembered seeing it used to move something laterally. (Incorrect but nevermind) Which made him think about the transfer of forces. If Maul throws the box to the right is he pushed to the left by Newton's Third Law? Well probably not because when Yoda lifts the X-Wing out of the swamp his tiny feet aren't pushed deep into the mud by supporting the weight of a spaceship. So at least for Force telekinesis there's no Newton's Third Law. But for Sanderson's Mistborn that's EXACTLY how it works, Steelpush the lead roof off a building from underneath it and you'll crack the floorboards, steelpush hard enough against something on the floor and you'll go flying into the air.
I think Magneto is the same as Force Powers, he's controlling the forces of magnetism to make himself levitate. If he picks up a car he's using the Earth's magnetic field to do it rather than transmitting beams of magnetic force out of his hands to do it. A clue is that Magneto is an old man, he couldn't lift a car and definitely not the Golden Gate Bridge, his legs would shatter if he was baring the forces himself. Storm is the same as Aang from Avatar, calling upon the air to move up to lift them like a leaf on the wind.
I think Neo is a different case entirely. He can redefine the nature of the program to disable gravity. Maybe that's how he moves sideways when flying, he's defining gravity to be acting in that new horizontal direction. Which is actually how a different Sanderson power works.
How do your telekinetics work? Do they push down against the ground to push themselves up or do they push themselves up using some external force?
Hello! I was wondering if I could get help with some inspiration for a magical ability that my OC has in my story.
Basically, I'm writing a story that is set in the early 2000's, and there's a group of magical people who are blessed with powers by Mythical Beings (essentially, Gods). There are as many powers as there are "Gods" so these magic powers include abilities like pyrokinesis, animorphing into animals, and precognition.
My main character finds out that he's one of these magic people, and figures out he's able to siphon/copy/borrow other people's powers. In my mind, his ability is sort of similar to the character Phantom Thief from My Hero Academia. While I don't intend on copying the mechanics of that character's quirk as the magical ability of my main character, it's essentially the inspiration for the foundation of my character's power.
I'm having trouble solidifying the mechanics of this power for my character/story, so i was hoping and wondering if anyone had other sources of inspiration/resources for me to check out? Please & thank you!
Edit: my character is not evil. He wants to use his powers to help/support his friends.
The very basic gist of my magic system is that through possession or accumalation of a the science defying substance known as Mana one can use magik .The two main sides of the system are spells for those without talent , and Arcane Gifts for those innately gifted with talent
Spells: The substance of Mana is nearly impossible to control without some level of innate talent in one's blood ,to combat this mages through hundreds of years of study have developed controllable ways to use magic that can be learned by anyone through incantations , hand signs , drawing symbols , and material cost .The main thing that defines a spell is Caster Desire : What the spell will accomplish like burning an orphan Steps to achieve desire : What will the mana take the shape of to accomplish the task like becoming a flame arrow targeting orphans Ritual requirement : What incantations , hand signs , drawing symbols , and material cost are needed o cast the spell Mana cost: pretty self explanatory ,all spells that can cause serious damage have a limit on times they can be cast before the caster needs to rest Limitations: What limits are placed on the spell to restrict how well it can accomplish the casters desire like only being able to harm one orphan at a time
Arcane Gifts unlike spells with their hard rules are defined by violating one or more of the rules for spellcraft ,working on their own individual rules ,the only ways to aquire an arcane gift is by birth or extreme exposure to Mana ,especially before puberty .Having an arcane gift will drastically increase one's reserve of mana, easier ability to cast basic spells , and increased chance's of quiring additional Arcane Gifts .
The main gripe of have for the basic of the system is that a person won't really be able to see he big difference in an innately talented mage and non innately talented one just seeing it as a difference in convince ,I make the Arcane Gift o powerful there might be little reason to see a person who has one even cast a spell commonly making it so the difference between user's of the system instead of being talent but is instead the very magic system each is using ,another is underselling the Gift by having certain spells perform similar tasks . I kinda want too see how others have might tackle the idea of talent vs hard work in their system
Posted a version of this butttt it didn't get much replies so I'm trying again with a revamped version, let's goooo. Point out any issues you see, criticism is requested and appreciated
Magic in this universe stems from Mana, a natural energy that permeates all things, originating from the sleeping soul of the universe itself. Mana exists in both unaligned (neutral) and elementally attributed forms, affecting how it is manipulated, used, and integrated into magic. Each individual interacts with Mana based on their Elemental Affinity Rate, Category Inclination, and Mana Capacity.
Elemental affinity reflects how well an individual can utilize a given element. A high affinity allows for lower mana conversion costs when casting spells related to that element.
Conversion Formula: [ \text{Mana Cost} = (11 - \text{Affinity Percentage}) \times \text{Base Mana Cost} ] This ensures higher affinity reduces mana expenditure, while low affinity requires significant mana investment.
Magic categories are the framework through which individuals manipulate Mana. Each has unique strengths, limitations, and spell applications.
Alteration: Alters the physical or magical properties of objects or people.
Evocation: Generates or controls pure elemental forces (e.g., fire, lightning).
Conjuration: Creates or summons physical or ethereal objects or creatures.
Enhancement: Strengthens physical or magical attributes of self or allies.
Enchantment: Imbues objects or beings with magical properties.
Divination: Senses or predicts events and gains knowledge of hidden truths.
Unknown: A category that represents universal and specialized spells, encompassing unique or rare abilities that defy conventional categorization.
Mana Techniques are foundational skills that form the basis of spellcasting. They are used by both novice and advanced practitioners to control Mana flow and enhance magical effectiveness.
Practitioners with 100% elemental affinity see their Mana take on unique properties, amplifying these techniques. For example, a user with 100% earth affinity may form a Mana Shell that’s much more durable than one made with unaligned Mana.
Spell Creation Process:
Mana Capacity is the internal reservoir of Mana each practitioner has. It’s a measure of both the quantity and quality of Mana they can store and replenish. It is separate from environmental Mana, which can sometimes be drawn upon if the user’s Mana capacity is depleted or for powerful spells.
Advanced elements are created by combining basic elements, typically requiring intense skill and training. Examples include:
These elements are usually only accessible to those with high affinity and experience, and they demand greater Mana control and conversion efficiency.
Okay so it has been a while but I have revisited my old Knot Theory magic system and wanted to see what people think. Very much a work in progress and hope to make some better diagrams to explain the image is from a research paper which is so linked: https://www.researchgate.net/figure/Mechanical-normal-forms-of-prime-knots-with-7-crossings-or-less_fig1_47820408
To give a overview magic in this world comes from ether, a magic fluid that in it regular state doesn't interact with the physical world. It flows around the universe in a unpredictable way. The flow has energy which is stored when it becomes knotted. After a time release the energy back into the flow. To be nerdy the have a half life of a few minutes to a few hours depending upon the knot.
The magic comes from the ability of life to create knots in the ether that have particular properties that relate to living things. The first cells have a flow of ether through them simple circular flow. There are till flows going into and out of the creature. Creatures who have gained some form of sentience can manipulate there own ether andthe flows of ether into/out of hem to create more complicated knots with different abilities. Multicellular creatures like us have small flows for each cell and a global flow of ether for our collective self.
In order to maniple the flow of ether outside the body the creature must move in the motion of the knot and remain focused on this, it cannot be done unconsciously. You need to intentionally move your body (any part) into that pattern. At first it may take many tries but it is possible.
Another way to create external knots is to form a knot our of part of your body such as hair, spiders web and shells. However these dead parts must be renewed or the ether will go back to a unknotted state.
In order to maniple your own flow of ether into a knotted state you must meditate and focus on your own internal state and black out external influences. Then visualise the knotted flow, some people draw it on there bodies where they want the knot to form.
So for the main bit of the idea here are the properties of the first few knots. It's is quite lengthy, so will list the main names here:
Balance, duplication, growth, destruction, action, perception, rest
The next 7 interact with particular energy, absorbing or emitting it: Light, electrical, sound, cosmic, kinetic, vitality, heat.
The knots can be joined together to form more complicated ones with properties of both. They can also have emergent properties but I have not thought much about that. Various cultures have different names for the knots. Another imoprtant note is that some knots are different from there mirror image. The mirror images of the knots can have different properties. I will write there knots with a * at the end. The first number is there minimal crossing number and the second number just goes from 1 to the number of knots with those crossings.
3_1/3_1*: The Knot of Balance/Harmony. This knot is the only knot that is stable am outside a living thing, all other outside a living thing will go back to being regular ether. This knot promotes balance and stability, helping the user maintaing a good temperature, balance and helps them seek out what will help bring them to equilibrium emotionally. It also helps stop food from spoiling. However it also promotes stagnation, and if used to much the user will remain stubbornly the same. When combined with other knots it helps them last longer.
4_1: The Knot of Replication: This knot creates copies of itself untill it they reach a certain size (around the size of a cell). They shrink with each division. When used by a living thing it helps cell division which helps with healing and helps reduce error when cells divide. However it a lot of use can cause people to start to lose there sense of self and become fragmented. When combined with other knots it replicates the combined knot (up to 4 knots it is joined to)
5_1: The Knot of Growth: This knot absorbs ether from the surrounding ether and grows in size until it runs out of power and disapates. This knot helps absorb energy from food and get more oxygen to the lungs. To much use results in greediness and over consumption In combination with other knots it also cause them to grow.
5_1*: Knot of Combination: This knot uses its energy to join other knots together. This helps promote reactions in the body that join smaller molecules into larger ones. So for example building muscle. Used on plants to helps them grow faster. Unsure of emotional drawback for this one, maybe causes someone to be very outgoing and always need to be around others.
5_2: Knot of Destruction: This knot rapidly releases it energy back to there along with any knots around it. This knot helps with cells in the body getting rid of waste. It also helps the immune response. Overuse results in lose of appetite.
5_2*: Knot of Breaking: Release energy by breaking apart knots that have joined together back into there contistuant parts. It helps promote reactions in the body the break down larger moleclues. This helps release energy quicky allow feats of strength and speed. Overuse results in loses energy reserves and becoming withdrawn from others.
6_1/6_1*: Knot of External/Internal Action: This knot outside of a living things moves in a particular direction set by the orientention created. In living things helps speed up reactions and move the body more rapidly. Internally it helps control heart rate and digestion. Overuse results in agitation and inability to keep still.
6_2/6_2* Knot of Perception: This knot allows the user to become slightly aware of ether, essentially a sixth sense. When refined this is very useful, doctors use it to see the development of the baby inside the womb as it forms it's own ether flow other time and it diagnose ailments. It also heightens ethe user other senses. Overuse results in anxiety due to overstimulation. Combined with other knots particularly the knots that interact with energy let you see ether more clearly in different ways.
6_3: Knot of Rest: This knot drifts along the flow of ether. It helps the user rest and having a good sleep. It also can allow the user the manipulate there own ether in there sleep by lucid dreaming. This is often much for effective than when awake with practice. Overuse results in sluggisness and excessive sleep.
The knots with 7 crossing absorb/emit different types of energy. This they are the first to directly interact with the physical world. In order the are:
7_1/7_1*: Knot of Light/Darkness Emits/absorbs light. A species of spider makes webs each night in this shape to create glowing webs that attract fly's.
7_2/7_2* Knot of Lightning Emits/absorbs electrical current. Is use be a bee like insect to create stings.
7_3/7_3*: Knot of Sound/Silence Emits/absorbs sound. Used by some animals to absorb the sound coming of them for stealth.
7_4/7_4*: Knot of Cosmic A more unknown knot related to cosmic events like eclipses. Needs to be very large to a have a significant effect.
7_5/7_5*: Knot of Force/Protection Emits/absorbs kinetic energy. Usefully for blocking attacks, sheilds had this knot woven through them out of wool or even warriors own hair to help absorb the blow.
7_6/7_6*: Knot of Vitality/Drain Emits/absorbs chemical energy. Saps away energy from living thing or it's mirror gives it back to them. Also effects things with high chemical potential like wood.
7_7/7_7*: Knot of Hot/Cold: Emits/absorbs heat. Used by a species of bee to keep hive cool in day and then creates mirror image at night to keep warm.
The Call is the, is an magic that has the ability to modify and link spirits, called Numen, to dominate them.
More than a power of direct action, The Call consists of granting a second, the spirit, power, and controlling it. This process is not of direct action either, but consists of a series of concrete steps, which together are called the Ritual. But if one had to necessarily define some powers that those who carry out the Ritual possess, it would be to modify the Identity, Change the Form of the Numen, and establish Connections with them.
The Ritual is the means by which the Call, once completed, does not need to be perpetuated to maintain its power, it is only used to give form to the Numen and its power.
The ritual consists of four steps:
. It can be attracted through artistic expressions, or the manifestation of the ideas and concepts to which they are associated, a Numen of flames, rain, ink, anger, etc. They will be attracted by the concepts to which they are linked.
. The Numen must have a weak Identity, this causes the spirit to have no conscience or understanding of who it is, consequently it is malleable to human ideas and thoughts. Consequently it is easy to deform, this malleability can be used to change the physical form of the Numen, from the appearance of a fish, to a chimera between a moose, lion and turtle, imagination is the limit. But the form must be something familiar to whoever imagines it, it must be based on existing things, such as animals, plants or a combination of both, the Numen will imitate the capabilities of those forms, such as throwing spider webs if it has the shape of a spider, but the same cannot be done with fictitious animals or plants that have imagined capabilities.
. The Numen itself does not possess power by itself, instead it is required to acquire power by coming into contact with a gem, the color of the gem determines the type of power, a Numen can only have one gem, ergo, it can only have one power. This gem will be embedded in the surface of the Numen's body, leaving it visible.
. During all the previous steps, the Numen has maintained its form and structure due to the influence of the human mind that projects its thoughts onto it, if this process were to stop, the Numen would lose cohesion, it would no longer have the given form, its gem would fall and everything would have to start from scratch. In order for the changes to be permanent, the Identity of the Numen must be reinforced, so that it goes from being weak to strong, for this whoever performs the entire ritual must give it a Name, this name will encompass a whole new Identity that the Numen will adopt as its own.
Once the entire Ritual is finished, the Numen in question will establish a Link with the one who gave it the name, it responds to its will and orders, the novices of the call must use verbal orders, but the most experienced only need to think the order, and the true masters are able to project the mind to the body of the Numen to see through its senses and control it directly.
As the Numen is made of magic, its body is able to compress and alter its form (slightly, its new Identity prevents it from changing much), thanks to this the Numen can be contained within the gem that its body has, having a practical means of transport. To free the Numen from its gem, the one who linked it must pronounce its new Name, the one that encompasses its gifted identity, this will call the Numen to the outside, to lock it up again it is enough to order it.
A person can only possess three linked Numens at a time, trying to do it with more will not give results, it will be impossible. So to change Numens you must first unbind yourself from one of the Numens, and then bind yourself to a new one, either pre-existing or made on the spot with another ritual.
The powers of the Numen are fueled by magic, which must be administered by the master of the Numen, who must consume it from some source. Both the master and all of his linked Numens share the magic, so the amount of magic that the person has will be the same as that of his Numens and will be spent regardless of who spends it.
A Numen's power is determined by its gem, and a Numen can only have one gem, so there is only one power per Numen. The gem given to the Numen, once the ritual is finished, is irreplaceable, this means that the power given to the Numen cannot be changed.
The way in which the Numen uses its power will depend on the orders of its master, and the form that the Numen possesses. A Numen in the form of a fish will not use the power in the same way as a Numen in the form of a spider, the simple practicality of their bodies will change the way they use their abilities.
The possible powers that exist are determined by the color of the gem, not by its type, which is why a garnet and a ruby will grant the same power, despite being, chemically speaking, different gems.
Red Gem: has the power of Connection, but superficially, Numens with this gem can establish a connection with another person, having something that belongs to them, such as clothing or body parts, and track them at all times. Numens of this type are usually called "trackers" or "hounds", regardless of their form.
Blue Gem: has the power to accumulate kinetic energy, and release it abruptly. This means that Numens of this type need to be in constant movement, accumulating a bit of the energy of that movement, to later release it all in a single movement, usually in the form of blows or attacks. Numens of this type usually have a humanoid form or a large quadruped animal, the name given to their class is "brutes".
Yellow Gem: ¿?
Green Gem: has the power to degrade organic matter, Numens of this type are capable of decomposing organic material or causing spontaneous necrosis, obviously it does not work on Numens. It has both evil and benign potential, it can be used to kill enemies or generate compost, and cut down trees. Numens of this type usually have the form of some animal, or part of an animal, capable of expelling a substance, this will be charged with the degrading power, although they can also use the power on contact. Those of this type are usually called "pests".
Orange gem: has the power to steal, retain and give memories, Numens of this type can search and steal specific memories from their victim, and give them to someone else. For this process it is required to introduce some part of their being into the body of their victim, so it is practical that Numens with this power have thin, long, and flexible limbs, like the tongue of a chameleon inserted into the ear. Numens of this type are usually called "leeches".
Purple Gem: ¿?
Magenta Gem (Red + Purple): has the power to steal and attract the magic of others, and add it to its master's reserves...
Turquoise Gem (Blue + Green): ¿?
Vermilion Gem (Red + Orange): ¿?
Amber Gem (Yellow + Orange): ¿?
Carthusian Gem (Yellow + Green): ¿?
Violet Gem (Blue + Purple): ¿?
This was a magic system that came to me out of nowhere while I was doing something else. It's an attempt to mechanize the use and employment of spirits, very common powers seen in certain franchises, and before I knew it I was already locking them in their own pokeballs.
With this in mind I want to give each gem concrete powers, simple but with a lot of play, like the stands in JoJo's. And obviously I don't want to give them elemental powers, I don't feel that it fits well with the theme.
I also can't think of a simple mechanism by which a person can unlink from a spirit, to link I plan that they simply have to be in contact with the gem for a week without interruption, but to do the opposite I can't think of anything.
And I can't think of a name for these people who bind and control spirits, I don't want to just call them "masters"
Any suggestion or opinion, even if it's to tell me I did something stupid, is welcome.
So i have a magic system that bases itself that there are 7 channels within an individual that allow external spirits to flow through an individual to then release the spirit to create the desired magical phenomenon. I've already thought of 4 channels
body (your psychical connection with reality)
mind (the piece of consciousness granted by the collective)
soul (the spiritual representation of yourself)
blood (the force that gives you life)
Also as a bit of background info, casting spells can be done through 3 different methods
The Alchemical Method: the individual traps spirits inside a listed channel to then later cast the spell, this requires prep time but creates more powerful effects
The Arcane Method: the individual summons a spirit into the desired form of the spell, this is the most basic form of casting spells
The Sorceress Method: the individual creates a spirit into the form of an item with magical properties which can manifest said spell, how most magical objects are created
Each of these methods are done through reciting incantations and special gestures
Anyone got any other ideas for 3 other things that an individual has that could work for the other channels?
Most fantasy worlds where magic exists, tends to give mages staffs, or sometimes wands, which they use to cast magic. Usually the author doesnt go too in-depth when it comes to explaining why do they need a staff specifically.
If your world uses magic staffs, why exactly do your mages need them, and how do theg work? Are they unable to channel mana without one? Or maybe it hastens the rate at which they can use their mana? Maybe a magic focus for more precise casting?
Im trying to implement them in my world, but fail to come up with an idea that satisfies me.
So in my dark fantasy setting I've leaned heavily into the heaven vs hell idea. In this world people can make deals with demons for power or knowledge. I know... Not a super original idea. So my question is, if the price of power is something drastic... Say your soul, SHOULD that power have "limitations" so to speak. The thought occurred to me that if a character sold there soul away, why would they want a power that lets say would require them to inflict self harm? (like a blood magic system for example). Because you've already payed a very heavy price in order to gain said power. Like hypothetically if I sold my soul for power like that I would want to be able to just simply "cast" my magic (like say a pyromancer casting fire from there hands). I've always been partial to hard magic systems, but the more I think about it, the more I think my ideas are moving in a more soft magic system direction. Thought's on how I should proceed?
Been working on this for a few weeks now, and I think I've got it in a mostly-complete phase (do let me know if there are any magic categories or situations in which I've completely neglected to cover!). You guys seemed to enjoy the small snippet I posted in my last thread, where I posted an actual section from the code, but wanted to give a small update with the new table of contents.
Let me know what you guys think, how quickly you begin skimming (the quicker the better!), and if this is something you guys would like to see more of going forward. Thanks!
26 MCOR (Magical Code of Regulations)
Table of Contents
Part I: General Provisions
§ 101.1 Definitions of Key Terms
§ 101.2 Scope of Regulations
§ 101.3 Definitions of Active Participation in Magical Educational Institutions
§ 101.4 Prohibition on the Use of the Name "David"
§ 101.5 Authorized Spellcasters: Definition and Requirements
§ 101.6 Qualified Creatures: Definition and Classification
§ 101.7 Reasonable Care in Spellcasting
§ 101.8 Spells and Situations Not Covered by This Code
Part II: Licensing, Certifications, and Audits
§ 201.1 Licensing of Magical Practitioners
§ 201.2 Renewal and Revocation of Licenses
§ 201.3 Auditing Procedures and Penalties for Non-Compliance
§ 201.4 Certification for Restricted Practices
§ 201.5 Special Licensing for Foreign Practitioners
§ 201.6 Institutional Licensing for Magical Entities
§ 201.7 Special Permits for Endangered Magical Traditions
Part III: Participation in Magical Educational Institutions
§ 301.1 Magical Educational Institutions: Definitions and Requirements
§ 301.2 Participation Requirements by Institution
§ 301.3 Accreditation of Magical Educational Institutions
Part IV: Spellcasting Regulations
§ 401.1 Spellcasting Licenses and Classification of Spells
§ 401.2 Levels of Spell Risk and Complexity
§ 401.3 Spellcasting in Public Areas
§ 401.4 Use of Magical Objects and Artifacts in Spellcasting
§ 401.5 Spell Logging Requirements by Risk Level
§ 401.6 Approved Spellcasting Practices
§ 401.7 Secrecy of Magic Act Compliance for Public Spellcasting
§ 401.8 Emergency Measures for Public Magical Exposure
§ 401.9 Warding Protocols for High-Risk Spellcasting Environments
§ 401.10 Real-Time Spell Surveillance and Reporting for High-Risk Magic
Part V: Schools of Magic
§ 501.1 Elemental Magic
§ 501.2 Necromancy
§ 501.3 Transfiguration
§ 501.4 Divination
§ 501.5 Blood Magic
§ 501.6 Herbology (Magical Agriculture)
§ 501.7 Arcane/Ancestral Magic
§ 501.8 Ritualistic Magic
§ 501.9 Time Manipulation Magic
§ 502.0 Mind Control Magic
§ 502.1 Illusory Magic
Part VI: Spellcasting Limitations and Exemptions
§ 601.1 Exemptions for Spellcasting in Self-Defense
§ 601.2 Spellcasting on Non-Magical Beings
§ 601.3 Limitations on Luck or Chance Manipulation
§ 601.4 Exemptions for Spellcasting during Natural Disasters
§ 601.5 Spellcasting in Warfare
§ 601.6 Use of Mind Control in Law Enforcement
§ 601.7 Sanctuary Orders and Protected Zones
§ 601.8 Magic Siphoning Practices
§ 601.9 Full-Moon Codification and Time-Based Exceptions
§ 601.10 Autumn Harvest Exemptions
§ 601.11 Emergency Writs of Magic
§ 601.12 Daily Spell Limitations and Circumvention Attempts
§ 601.13 Reporting Requirements under the Magic Secrecy Act
Part VII: Magical Ethics and Oversight
§ 701.1 Ethical Use of Magic and Spellcasting
§ 701.2 Prohibited Magical Practices
§ 701.3 Manipulation of Belief and Worship-Based Power Generation
§ 701.4 Inspections of Dungeons and Magical Detention Areas (MDA)
§ 701.5 Manipulation of Luck or Chance
§ 701.6 Reporting and Investigating Ethical Violations
§ 701.7 Penalties for Breach of Magical Ethics
§ 701.8 Ethical Regulations Governing Familiars
§ 701.9 Protection of Privacy in Magical Practice
§ 701.10 Mage Misconduct and Arcane Review
§ 701.11 Transparency and Reporting under the Magic Secrecy Act
Part VIII: Magical Object Regulation
§ 801.1 Classification of Magical Objects and Artifacts
§ 801.2 Registration and Inspection of Magical Objects
§ 801.3 Transfer and Sale of Magical Objects
§ 801.4 Magic-Adjacent Assistive Devices (MAAD)
§ 801.5 Anti-Tampering Protocols for Magical Devices
§ 801.6 Regulation of Dungeons as Magical Constructs
Part IX: Resource Conservation and Environmental Impact
§ 901.1 Ley Line Conservation and Use
§ 901.2 Elemental Magic and Resource Management
§ 901.3 Reporting Environmental Impacts of Magical Practices
§ 901.4 Penalties for Depletion or Damage to Magical Ecosystems
§ 901.5 Magical Disaster Relief and Response
§ 901.6 Establishment and Maintenance of Community Magic Reservoirs
Part X: Financial and Economic Regulations
§ 1001.1 Magical Financial Fraud and Currency Manipulation
§ 1001.2 Prohibited Spells and Enchantments in Financial Markets
§ 1001.3 Prohibited Luck or Chance Manipulation in Financial Markets
§ 1001.4 Financial Fraud through Illusion Magic
§ 1001.5 Financial Fraud through Transfiguration Magic
§ 1001.6 Endowments and Gifts of Magical Assets
§ 1001.7 Legal Definition of Magical Assets
§ 1001.8 Magical Insurance and Liability
§ 1001.9 Reporting and Disclosure under the Magic Secrecy Act
Part XI: Contract Law in Magical Practices
§ 1101.1 General Principles of Magical Contract Law
§ 1101.2 Blood Magic Contracts
§ 1101.3 Contracts Involving Familiars
§ 1101.4 Demonic Contracts
§ 1101.5 Examples of Magical Contracts
§ 1101.6 Consideration in Magical Contracts
§ 1101.7 Penalties for Breaching Magical Contracts
Part XII: Negligent Spellcasting Regulations
§ 1201.1 Definition of Negligent Spellcasting
§ 1201.2 Negligent Wand Use and Improper Spellcasting Techniques
§ 1201.3 Negligent Potion-Making Practices
§ 1201.7 Negligent Enchantment of Sentient Objects
§ 1201.5 Safety and Reporting Requirements
§ 1201.6 Penalties for Negligent Spellcasting
Part XIII: Necromancy Regulations
§ 1301.1 Definition of Necromancy
§ 1301.2 Restrictions on General Necromantic Practices
§ 1301.3 Demonic Rituals
§ 1301.4 Regulation of Necromantic Creations
§ 1301.5 Exceptions for Legal and Security Use
§ 1301.6 Research and Educational Use of Necromancy
§ 1301.7 Penalties for Unlawful or Unethical Use of Necromancy
Part XIV: Restorative Magic Regulations
§ 1401.1 Definition of Restorative Magic
§ 1401.2 Ethical Considerations in Healing Magic
§ 1401.3 Restrictions on Magical Repair and Environmental Restoration
Part XX: Creation of New Spells
§ 1501.1 General Requirements for Creating New Spells
§ 1501.2 Ethical and Safety Standards for New Spells
§ 1501.3 Reporting Requirements for Unstable Spell Effects
§ 1501.4 Magical Copyright and Spell Ownership
Part XVI: Fire-Based Magic Regulations
§ 1601.1 General Restrictions on Fire-Based Magic
§ 1601.2 Ethical Use and Safety Protocols
§ 1601.3 Environmental Impact of Fire-Based Magic
Part XVII: Enchantments
§ 1701.1 General Rules for Enchantments
§ 1701.2 Enchantment Safety Protocols
§ 1701.3 Penalties for Misuse of Enchantments
Part XVIII: Curses
§ 1801.1 General Ban on Curses
§ 1801.2 Exceptions for Legal or Protective Curses
§ 1801.3 Penalties for Misuse of Curses
Part XIX: Magical Duels
§ 1901.1 Definition of Magical Duels
§ 1901.2 Rules of Engagement for Duels
§ 1901.3 Penalties for Violation of Duel Protocol
Part XX: Transfiguration Regulations
§ 2001.1 Authorized Transfiguration Practices
§ 2001.2 Restrictions on Transfiguring Living Beings
§ 2001.3 Ethical Boundaries and Consent in Transfiguration
§ 2001.4 Legal Uses and Economic Impacts of Transfiguration
§ 2001.5 Reversibility and Responsibility in Transfiguration
§ 2001.6 Regulation of Transfigured Objects and Beings
§ 2001.7 Penalties for Unauthorized or Irreversible Transfiguration
Part XXI: Mind-Control Magic Regulations
§ 2101.1 General Restrictions on Mind-Control Magic
§ 2101.2 Legal Use of Mind-Control in Law Enforcement
§ 2101.3 Ethical Boundaries for Manipulating Free Will
§ 2101.4 Mental Privacy and Mind-Reading Restrictions
§ 2101.5 Long-Term and Repeated Use of Mind-Control Magic
§ 2101.6 Consent and Record-Keeping Requirements
§ 2101.7 Penalties for Unauthorized or Harmful Use of Mind-Control Magic
Part XXII: Time Manipulation Magic Regulations
§ 2201.1 Restrictions on Time Travel and Temporal Alteration
§ 2201.2 Authorized Uses of Time Manipulation
§ 2201.3 Temporal Paradoxes and Anomalies
§ 2201.4 Ethical Considerations and Impact on Reality
§ 2201.5 Registration and Monitoring of Time Manipulation Spells
§ 2201.6 Emergency Temporal Magic Provisions
§ 2201.7 Penalties for Temporal Interference or Misuse of Time Magic
Part XXIII: Interdimensional Travel and Reality Manipulation
§ 2301.1 General Regulations on Interdimensional Travel
§ 2301.2 Permitted and Prohibited Dimensions
§ 2301.3 Safety Protocols for Interdimensional Travel
§ 2301.4 Alternate Reality Manipulation: Definition and Limitations
§ 2301.5 Registration and Monitoring of Dimensional Travel Spells
§ 2301.6 Ethical Implications of Altering Realities
§ 2301.7 Containment and Correction of Alternate Reality Anomalies
§ 2301.8 Dimensional Travel Licensing and Restrictions
§ 2301.9 Cross-Dimensional Trade Regulations
§ 2301.10 Penalties for Unlawful Reality Manipulation or Unregistered Dimensional Travel
Part XXIV: Magical Broadcasting
§ 2401.1 Regulation of Magical Broadcasting Networks
§ 2401.2 Restrictions on Broadcasting Spells and Enchantments
§ 2401.3 Broadcasting to Alternate Realities and Dimensions
§ 2401.4 Ethical Use of Magical Broadcasting
§ 2401.5 Monitoring and Regulation of Public Magical Broadcasts
§ 2401.6 Penalties for Unauthorized Magical Broadcasting
Part XXV: Property and Zoning Regulations
§ 2501.1 Magical Property and Zoning Requirements
§ 2501.2 Designation of Magical Zones and Sanctuaries
§ 2501.3 Magical Conservation Easements
§ 2501.4 Designated Zones and Protected Areas under the Secrecy of Magic Act
Part XXVI: Spell Duration and Termination
§ 2601.1 Spell Duration and Effects
§ 2601.2 Termination and Revocation of Spells
Part XXVII: Immunities and Protections
§ 2701.1 Magical Immunity in Governance and Practice
§ 2701.2 Immunity for Emergency Spellcasting
§ 2701.3 Protections for Magical Entities and Traditions
Part XXVIII: Qualified Creatures
§ 2801.1 Definition and Classification of Qualified Creatures
§ 2801.2 Rights and Protections of Qualified Creatures
§ 2801.3 Registration and Regulation of Qualified Creatures
Part XXIX: Creatures of Eldritch Origin
§ 2901.1 Definition of Eldritch Creatures
§ 2901.2 Containment and Quarantine Protocols
§ 2901.3 Classification of Eldritch Threat Levels
§ 2901.4 Eldritch Effects on Reality and Space-Time
§ 2901.5 Ritualistic Summoning and Banishing
§ 2901.6 Prohibitions on Eldritch Infusion in Spellcasting
§ 2901.7 Public Health and Safety Regulations for Eldritch Exposure
§ 2901.8 Regulation of Eldritch Artifacts
§ 2901.9 Penalties for Unauthorized Summoning or Interaction with Eldritch Entities
Part XXX: Dragon Regulations
§ 3001.1 Dragon Sanctuaries and Territorial Boundaries
§ 3001.2 Flight Path and Mobility Restrictions of Dragons
§ 3001.3 Dragon Containment and Magical Monitoring
§ 3001.4 Regulation of Draconian Magic
§ 3001.5 Dragon Rights and Welfare
§ 3001.6 Penalties for Violations of Draconian Regulations
§ 3001.7 Exceptions and Special Circumstances for Dragons
Part XXXI: Magical Acts of Secrecy
§ 3101.1 Overview and Purpose of the Magical Acts of Secrecy
§ 3101.2 Classification of Secret Magical Acts
§ 3101.3 Authorized Access to Secret Magic
§ 3101.4 Security Protocols for Handling Secret Magic
§ 3101.5 Reporting of Unauthorized Disclosure
§ 3101.6 Penalties for Breaching the Magical Acts of Secrecy
§ 3101.7 National and International Compliance with the Magical Acts of Secrecy
Part XXXII: Protection of Privacy in Magical Practices
§ 3201.1 General Principles of Magical Privacy
§ 3201.2 Privacy in Spellcasting and Rituals
§ 3201.3 Confidentiality of Magical Records
§ 3201.4 Privacy in Telepathic and Mind Control Magic
§ 3201.5 Magical Surveillance and Monitoring
§ 3201.6 Protection Against Magical Eavesdropping
§ 3201.7 Privacy in the Use of Magical Artifacts
§ 3201.8 Legal Exceptions to Magical Privacy Protections
§ 3201.9 Consent and Disclosure in Magical Research
§ 3201.10 Penalties for Privacy Violations
Part XXXIII: Periodic Updates, Amendments, and Supplements
§ 3301.1 Guidelines for Updating the Magical Code
§ 3301.2 Amendment Procedures and Reviews
§ 3301.3 Publication of Supplementary Materials
Part XXXIV: Regulatory Mandates Concerning the Codification and Simplification of Magical Documentation
§ 3401.1 Prohibition Against Gratuitous Prolixity and Obfuscatory Circumlocution in Codificatory Processes
§ 3401.2 Prescriptive Limits on Duplicitous, Redundant, or Repetitive Documentation
§ 3401.3 Obligation to Mitigate Excessive Bureaucratization of Simplification Procedures
§ 3401.4 Simplification Compliance and Redundancy Adjudication Board (SCRAB)
§ 3401.5 Punitive Measures for Obfuscation or Excessive Bureaucratization
§ 3401.6 Redundancy and Lexical Obfuscation Prohibition
So my magic system is called Ren, which is an invisible matter that floats in the air for normal people, very few people have the gift of using it and those who can have an ability call "all sight" basically they can see Ren and other things normally invisible to the naked eye, these people are characterized by often being unable to see what they're trying to look at, Ren has combat and defensive capabilities along with advanced surgical abilities so long the user has that sort of knowledge. It is possible for Ren to compress itself over hundreds of years hence creating a crystallized form which is faintly visible to characters without all sight, if said crystallized Ren is ingested by a user, that user evolves into a higher but also more primitives power, while still keeping their natural forms they are able to control Ren at a much more advanced level, but such an evolution can not be obtained by every Ren user and even if they do they're mind becomes mostly primitive, if one attempts this evolution without having met the prerequisites they will most likely become primitive without the gain in power, and more likely they will get weaker. Ren is not generated inside humans, humans cannot generate it and the only Ren inside their bodies is not theirs, Ren if used to much will starts to damage one's body though not majorly, the damage does stack, Ren can also be used to create physical matter in small quantities, so long the user can understand the science behind the material. Finally the majority of Ren comes from a single being called the master of the tower,a being who looks over and builds an enormous tower that continues to grow endlessly, this being of the only thing that can grant all sight to other creatures, he also creates most of the creatures that inhabit the tower it calls home, theses creatures are floor beasts, while they also generate Ren like the master of the tower, it is in severely smaller quantities and hardly makes a difference, the floor beasts once killed will occasionally be reborn as a remnant, which is basically human but with lingering abilities from when they were floor beasts. I'm gonna rap up this expansion here as this is all the major information you need to know about my magic system, any comments help out weather if be a suggestion or criticism to anything that doesn't make sense.
Hello,so my creator deity who was once human has an ability called Hands of Existence which basically allow him to create almost everything,and the creations will be integrated into the world’s history as if it was always there.The memory aspect plays directly into his story and downfall but I can’t stop thinking it as nothing but a stupid limitation.Of course,it can be used creatively but that’s not its intended purpose
Is there any way to justify it being there?Thanks for any suggestions and help
structure
library: The casters develop an extra part in their brains made out of mana called "library" where they store the spells.
They can use 2 spells at a time, and the top skilled ones can use 3 at once.
archive : once a spell is used , it is thrown into "archive" , which is another part of the brain . Spells placed in archive can't be used . And they are returned to library only later after a "cool down" duration .
Spells :
-they have 4 level:
level 0 = they are non harmful spells , and they are called “casual spells” that are used in daily life activities (cooking , cleaning , perfuming)
level 1,2,3
this ranking is based on “versatility “, not strength . in other words spells that are too strong would be ranked below spells that can do many things
CASTING METHOD :
just thinking, simple as that.
spells can do anything .
CATEGORIZATION OF SPELLS:
according to duration:
-Permanent: that remains active and have continuous effect . they stop existence if they are
destroyed - fulfill their goal -the user turns them off (and they are sent to archive in all the cases)
-Quick: they are used only once and momentarily.
ACCORDING TO INTERACTION :
- spells and environment : which is the the typical and classic usage of spells
- spells between each others: like spells that restore other spells from archive, or copy other spells , negate them
LOCKED SPELLS : these spells can be reached only through certain conditions :
there are 3 types
Combining
- Description: Combining +2 spells to unlock a spell with level equal to the
combined level of the original spells
Overlap
- Description: A power with the physical properties of the combined original powers.
- Example: Water + Fire = liquid as dense as water but burns – or water that moves in a shape like that of flames
Merging
- Description: A new power formed by mixing the original two powers.
- Example: Fire + Water = Steam.
for whoever noticed , yes , this is influenced by yugioh.
and the soft part about my system is : spells can do anything.
don't pay too much attention to "revolutioanry " in the title. the main goal is to see your opinion in the mechanisms themselves
The magic in my world is mostly rare and comes from either the gods, the soul or a mixture or both. There are three currently 4 alive gods and there are 10 dead ones which are forgotten. The main setting is a sort of Victorious Soviet Union with a dark fantasy setting in the modern day. There are other nations but most of the lore takes place in Europe.
There are multiple ways a person gains access to magic:
Power Within is the weakest form of magic and comes from a sentient soul. It is the hardest to understand and practice with because the mortal soul is so fragile and has significantly less power. The first users of Power Within are Pagans who believed things were alive, to strengthen the magic of Power Within, they used animal carcasses and plants as accessories, siphoning the soul of plants and animal carcasses
Plants that have been used as accessories to strengthen magic notably don't decay because the magic also gives them renewed life.
Power Within is never used alone but usually strengthened by the souls of fallen foes, used in tandem with Worship or a person uses a small part of a dead Primordial God's carcass as a sort of accessory to enhance it.
As the name suggest, it is the worship of a Living God, you cannot worship Primordial Gods because they are dead, sort of. They can't die but they don't have any power to affect the mortal realm.
There are 4 Living Gods and most of them are unknown and their worshippers live in secrecy due to the anti-religious and atheistic regime of The European Human Socialist Union.
Valtiel is basically Jesus, after the Lord of Torment, a Primordial God, murdered a pure virgin, a baby came from the corpse 7 days after her death. The Baby was originally a mortal man who ascended after being taken by the forces of the Lord of Torment and presumably killed.
On the third day, he rose again as a Living God, empowered by the hopes of humanity, he vowed to kill all of the primordial Gods. He embarked on the Campaign of a New Era and executed most of the Primordial Gods, the surviving ones were too evasive or were not malevolent.
Valtiel's worshippers have access to holy fire, there are three sects. Yurovan (basically Christians) Zahirian (basically Muslim) and Navimite (basically Jews). Their magic has the same source but different effects.
Yurovan is precise and conentrated, Yurovan fire magic has the unique trait of being able to be bended into weapons such as whips and sword due to the precise handling. Zahirians have used fire magic as a ranged weapon and it is used as a long-ranged explosive in combat or a smaller blast, the Zahirian Empire is the only modern-day nation that has a magic user majority and is the only majority Valtillean country. The Navimites have weaker fire magic but have access to Clairvoyance and Future Sight, granted, they don't get to choose what they see and when they see it but it is useful to them, their fire magic focuses on punishing mistakes, they put all their energy into one singular attack to brutally punish one single mistake by an enemy.
Carnis, also known as The Lady in Red, is the remnants of The Lord of Torment after Valtiel thought he had killed him(it? her?). The Lady in Red never had a cult, her only follower is a Germanic Pagan who was almost killed by the Valtillean Crusaders, she gave her infinite youth and life for eternal service to the Lady in Red and the girl accepted. The Girl was finally able to start a sizeable cult today, in the modern day, inside the EHSU.
Carnissian magic has always been unpredictable but it's few known motifs are torment, blood and flesh. Even their defensive magic always involves one person suffering, usually the would-be assailant. Pain, Blood and Flesh are not necessary for Carnissian magic to work but they amplify it. Carnis loves miracles and Melissa, The Girl, used it to gain the first few followers for The Cult of The Red Lady.
Aethernys is the third God and is a Primordial God and very malevolent. Aethernys is the God of Schemes, Deception and Radiation. Aethernys' form is a child because it pretends to be innocent whilst being evil. Like most Primordial Gods, Aethernys loves sacrifices but unlike most of them, it doesn't want just brutal killing. Rather, it prefers a sacrifice done by deception. A masterful plan, extra points if the victim is tricked into creating the contraption of their demise, such as tricking them into taking Caffeine along with blood pressure medication to cause a heart attack.
It's magic is, well, Radiation. It is very concentrated and improper use of Aethernyc magic could lead to the user's Radiation poisoning. However, it is one of, if not the strongest magic powers. A masterful enough Aethernyc Cultist can easily cause a small nuclear explosion. Its magic is barely known, and most people are unaware of its existance.
An Incident in The Ukrainian State of Human Socialists (USHS) that was initially misattributed to incompetence but was actually a mass sacrifice to Aethernys, The Vornyugrad meltdown was initially thought to have been a disastrous issue of incompetence but was actually a mass sacrifice caused by a possible Aethernyc Cultist giving the wrong information on purpose to cause a meltdown and eventually turn Vornyugrad into a radioactive hellhole.
This is the lore of my world, what are some things I could improve on?
This type of magic has peaked my interest when seeeing it being used in media, I wanted to give my shot at it.
What do you think utilizing shadow magic like this? As the caster you are able to go into your own shadow and enter the shadow realm, a parallel world where everything is a shadow. You are able to interact with the shadows and anything you do in the shadow realm will be reflected on to the normal world, punching someones shadow would result into punching someone in the real world. You are also able to pull someone into their shadow and trap them in the shadow realm with no way out other than you taking them out or maybe through teleportation.
I also had the idea of taking someones consciousness and putting it in their shadow, leaving their body in the real world as a hollow shell.
Edit: it hadn't occured to me if the enemy being dragged into the shadow realm could also affect the real world by interacting with the shadows, so I would also make it so in this concept only wielders of shadow magic could interact with the shadows in the shadow realm. I intended the shadow realm to be a prison or a way to fight the enemy without endagering the caster that much.
I'm developing a magic system for a novel, centered on the opposing themes of Security and Freedom, embodied by two deities: the Night (representing Security, omnipresent) and the Sun (representing Freedom, rare and difficult to access). This system is divided into two imperfect forms of magic accessible to humans: Shadow Magic and Clarity Magic, each reflecting internal needs or lacks within the user.
Shadow Magic is fueled by a deep emotional void, but its use only intensifies the user's depressive state. For instance, a mage who is unable to have children might summon shadowy figures of children to fill that emptiness, only to find that it deepens their sadness. Clarity Magic, on the other hand, operates on a desire for freedom, using this impulse as fuel; however, if the desire is too broad, the magic consumes the individual, transforming them into creatures called “the Burned.” Shadow Magic is accessible to almost everyone due to the Night’s constant presence, while Clarity Magic users, known as the Enlightened, are rare since intense exposure to the Sun is required.
I have two options for structuring magical abilities, and I’m struggling to choose between them. The first would divide each type of magic into three categories: for Shadow Magic, these would be Emptiness (helplessness and inner void), Bond (destructive codependency), and Suffering (harnessing physical and emotional pain); for Clarity Magic, the categories would be Justice (the urge to impose one’s worldview), Fervor (asserting oneself as essential), and Illusion. The second option would give each character unique powers based on their specific lacks or desires.
In addition, two mythical entities, Fear and Dream, possess unique magic: Fear can steal dreams, while Dream can steal fears.
I’m seeking advice to make this system more coherent with the themes of Security and Freedom while maintaining a balance between complexity and fluidity. Any ideas or general impressions of this system could help me better align the abilities with these central themes.
Methods of Magick refers to types of practices and techniques Magi use to do Magick. There are three Methods as categorized by Academia Arcanum MagickaL Academy of the United Kingdom, with these being:
Renetic Method, also called Linguistic Method, Verbal Method or Spellcasting, is the use of speech or sounds en large to do Magick, it is generally regarded as the easiest way of doing Magick due to the so-called Spell Conditioning Effect, which is when a Magi associates certain Renetic techniques of Magick with specific results thus making it easier for them to replicate those results. The word Renetic comes from the concept of ''Ren'' in Ancient Egyptian Religion which refers to the true name of individuals and what they'd be called in the afterlife, the name Renetic Method was coined by the famous non-Magi Magickal Researcher Joseph Harrison of the North American Collage of Psychic Research in a unspecified study.
Kinetic Method, also called the Martial Method or Spellbending, is the use of body movements to do Magick, it is generally looked down upon as an uncultured and violent method of doing Magick by the Magi community due to its association with the so-called Magi Martial Arts, which are generally regarded as Fake Magick or Pseudomagick, and the Kinetic Method's popularity in Rainbow Realm among Alfai Magi with most Alfai communities main method of Magick being through sets of ritualized bodily movements. While Kinetic Method is associated with over the top and athletic body movements there's also a few who practice this Method through much limited movement, these are called the Kineminimalists or Kinetic Minimalists with using ones Eye or Tongue movements and even the movement of ones Internal Organs being rather popular among these few practitioners.
Psychic Method, also called Spellthought, is the use of thought to do Magick, for most of 21st century it was heavily debated whether we should consider Psychic Method to be a separate Method of just a branch of Kinetic Method since at the time it was thought by many that the Psychic Method relied on the electric impulses of Magi's brains but this long running debate came to end in 2100s with the discovery of Shifting and Two New Schools of Magick revealing the existence of Abstract Existence to the Magickal Academic Community. Psychic Method is generally regarded as the most advanced out of the three Methods of Magick due to high levels of concentration and internal self-control being necessary for it, the easiest way to do Psychic Method is called Thought-Pattern Association where Magi associate certain trains of thought or even personal memories with certain Magickal outcomes thus resulting in the recalling of said trains of thought or memories resulting in replicated outcomes.
While these are the three categorization of Methods of Magick these are in no way concrete nor strict with mixing of two or even three of these Methods being rather commonplace among Magi.
Has anyone else thought of this power/spell before: a water mage uses salt water to create a creature. Not summoning. Not creating water monsters or water constructs.
A water mage uses their power to create new life.
I haven't thought of the mechanics too much. At first I thought the mage would simply mutate existing bacteria in the water into multicellular organisms/animals. But then I thought the mage could mix one of their bodily fluids (tears, blood) with salt water to "give birth" to their monsters, using the water as a pseudo womb.
This would be the ultimate water spell, something only masters could learn like bloodbending in AtLA.
I'm creating a planet for a setting, and without boring you with the details, the planet is too far from its star, just outside the "goldilocks" zone, but despite this, life on the planet is possible, all thanks to a type of spirits, here is a small summary taken from my notes:
"Speaking of Spirits, the natives of the planet call them Ngen, and there are three types.
The largest have already been mentioned, the Ngen of the tectonic plates, there are six, one for each plate, they are responsible for enabling and maintaining the ideal conditions for life in Jerum. They are capable of engendering other lesser spirits by separating part of their power from themselves, from there one of the origins of the other two types of Ngen, the other origin is a simple natural accumulation of Axis that becomes conscious with the passing of centuries.
Below them are the Ngen of the ecosystems, like the previous ones they are invested in extensions of land, but in a radically smaller proportion. They lack the same powers as their progenitors, nor can they create other lesser spirits, but they do have a certain control over the flora and fauna of the land they inhabit. But their most notable ability is to link with intelligent species (mostly humans, since they are native to the planet), and grant powers to said beings.
Finally, there are the mineral Ngen, these are linked to the idea, not to the material itself, of the different minerals, they are individual beings that can move freely anywhere on the planet, unlike their more powerful relatives, and they have a series of minor abilities, but are unable to link with intelligent beings."
Now I need to define what powers each one has and what they are for.
I want the Ngen of the tectonic plates to be a source of magic and heat for the planet, they expel it from the interior of the earth in the form of heat and energy, the heat to keep the planet habitable, and the energy for the plants to use instead of sunlight to do photosynthesis. After that I want them to be able to maintain some control over the tectonic plates to which they are attached, to avoid tectonic activity such as earthquakes. But from this point on I can't think of giving them more powers or not, I don't want everything to be solved by asking one of these Ngen to eliminate the problem for them, I thought about solving this factor by giving them a mind very alien to human thoughts, but I'm not sure.
The Ngen of ecosystems, unlike the previous ones, are as much tied to the idea of their ecosystem as the ecosystem itself, physically speaking, so the influence of ideas and reasoning of intelligent species can affect the contour of the ecosystem to which it is tied. They also differ from the Mineral Ngen in their intellect and power; all of them, without exception, are intelligent, some even more intelligent than humans, but it does not save them from having character flaws, such as arrogance, megalomania, or simple stupidity. They are also very powerful, being able to exert some control over the ecosystem they are attached to, perceive everything that happens within them, and influence the minds of the organisms living within them, but they are not all-powerful, their control over the terrain is less refined than mineral Ngen, not being able to form complex shapes, only move large areas of land, their perception of their lands is not omnipresent, they must concentrate on specific places to see and hear in greater detail, otherwise it is possible to go unnoticed from their surveillance, and their influence over the minds of others is not absolute, they can only give slight tugs to push others to do their will, animals are more easily influenced than humans or other Ngen.
I want them to have the ability to bond with humans and grant them powers, and for the magic that emerges from the earth to be the fuel for these powers. The problem is that I can't think of many powers to give them, I don't want to go for the druid archetype and give them powers related to plants and animals. For now I know that I want them to be able to see the past and future of a specific area, but little else. I also can't think of names, again I refuse to be so boring to call them "druids".
Mineral Ngen are the most numerous and weakest, they are spirits linked to the concepts and ideas of the minerals of the earth, whether it is iron Ngen, sulfur Ngen, bismuth Ngen, etc. Any mineral has its own Ngen, and it should be noted that this type of Ngen is not literally linked to a beta of minerals of the earth, they are linked to the idea of these minerals.
Their level of intelligence can vary, it is known that the Iron Ngen have the mental capacities of an animal, while the Sulfur Ngen have the intelligence of an average human.
As for appearance, these are composed of magic in a gaseous state, but their form is determined by their type, but they maintain the rule that the intelligent Ngen are close to the humanoid appearance, while the non-intelligent ones to some kind of animal. The copper Ngen, for example, resemble a spider with a human torso, and a metallic appearance. The tin Ngen look like a humanoid with four arms, lacks eyes and nose, and their skin resembles rock. The iron Ngen look like a snail with a large metallic shine, except that their shell is similar to that of a clam, and the trail they leave behind after moving is made of iron dust that fades after a few seconds. Or the lead Ngen, which have the appearance of a two-headed bird, with dull, dark plumage, and tongues like those of a chameleon.
All Ngen, regardless of their type, have the ability to invest themselves in inorganic material, earth, stone, metal, etc. And possess it, shape it and control it, thus creating small giants capable of crushing a human being without effort.
In my universe, ascendants (any individual that can cast magic) how to follow the five basic laws under magic.
Equivalent exchange
Reload
Essential boundaries
Levels
Cost
Equivalent exchange is simple : if you want to do one thing then you'd have to sacrifice another thing— and it's how basically every ability works. To use a power you would have to sacrifice quintessence (the energy of the verse), so truly understanding how equivalent exchange works can help you with your magic and the fundamentals.
Reload : as you should know, every spell in basically every power system (not all of them) has a cast time. In this power system of mine, you don't have to say the abilities that you're going to cast out loud, however, there is still a charge time for most powers (although this is essentially Null for the upper tiers of the verse, since not only are they essentially the best at equivalent exchange but also the best at this law of magic).
Essential boundaries : never go overboard. If you use a large amounts of magic at one point, then you will of course receive rebound. Since you are overloading your body with that much information that most of the time it cannot comprehend, it will constantly essentially say ' bro stop it, I already have enough to read ', and this translates into PAIN. A LOT of PAIN.
Levels : The way magic works in the first place is simple— over time in a metaphysical world inside of the mind, you will obtain something termed a 'Tale', which changes depending on your actions. And when it is fully developed, you become an ascendant— the problem is most people can't ever finish there Tale, leading to them. Never becoming ascendants. Now of course above Tales are narratives, essentially multiple tales that connect into one extremely powerful point. But there isn't anything above narratives. The thing is—Never EVER try to cast more than a tale/ narrative can output. There are levels to magic for a reason, maybe you could do this when you're a Divinity but NOT NOW. Essential boundaries is essentially the basic law of magic that tells you not to go overboard, while levels is it the law of magic that decides how much a tale/narrative a can actually do before your body can't comprehend it anymore and it tells you to stop.
Cost — equivalent exchange is of course, exchanging one thing for another. Cost is essentially equivalent exchange without the equivalence. Let's say you use one power however you put much more energy required than you actually need to cast it. Then it is stronger since you are not following the law of equivalent exchange and instead of 'equivalence' being the main bridge, it is instead ' unequivalence ' for the magic, leading for it to output more. However, you might be wondering : doesn't this go against levels and essential boundaries? Nope. There is only so much power you can put into a search and ability before it reaches its theoretical limit, or you of course just run out of energy.
I'm sure that you've probably heard about the hit novel ' Lord of the mysteries ' and I think it's one of those stories that does ' pathways to power ' pretty well.
Would I specifically mean is : how a person gains strength and how they progress through the world in and of its itself. Like how did a character become strong, how did a character gain their abilities, etc.
In my universe there are five pathways to power that a person can choose, that can all be touched upon in different ways. Historical profits receive some sort of Eldritch information turning them into near insane beings, however, because of this Eldritch information, they also have insane mental defenses and can leak out this information to kill— or turn to anyone Insane if they don't have enough mental defenses (hence why at the most earliest stages of the power system they are most definitely by far the most dangerous people, not only since they can tank a random thought left by a Divine being but also since they can basically insta kill people).
Now before you ask : historical prophets are balanced (at least a little bit). Although they can insta kill, due to the fact that the Eldridge information is constantly rotting away at their bodies, they naturally have weaker physical stats than everyone around them. Not to say that they're less than the normal human, since like any Ascendant (any individual that can use magic), they are super human. But compared to other ascendants, they are quite weak.
Along with that, they have the hardest time reaching Divinity (to put it simply, to become a Divine entity, you have to obtain something known as a Divine conduit, which is the bridge between your body, soul and will. After creating your own Divine conduit, you can essentially ascend to become a Divinity — possibly even an unrecorded entity — however, the problem here is that it takes a noticeable lease, stable mind, and a lot of focus to create a Divine conduit. Henceforth these guys most of the time could never hope to ascend, and yet they have the easiest time becoming unrecorded because of this. I mean one of the five natural laws of magic is quite literally equivalent exchange in this verse)
Basically : what are the pathways to power in your verse, and how are they obtained?
Geistology refers to Magickal practices involving Geists and research of Geists overall with a Geist being any sapient or non-sapient abstract living creature in the Abstract Existence.
The name Geist was coined by the German Magi and Professor Henrik Martin, who is often cited to be the Father of Geistology by various Magickal Universities and groups including his famous European Magickal University Irminsul Academy, in his 2045 book ''The Being and its Shadow'', while Henrik Martin is accepted to be the founder of Geistology in Mainstream Magickal Studies there's still controversy relating to this topic as many claim the first people to give a name to Geists are in reality either British Magi and Astrologist Rebecca Bright who talked about these beings called ''Spectrals'' that exist within a non-physical world in a X Tweet she made in February 23rd 2033 or alternatively American Magi and Esotericist William Twain of the North American Supernatural Research Society ( NASURES ) who wrote a cryptic book detailing his supposed interactions with non-physical beings called ''Thoughtforms'' in a non-physical world ( many claim William Twain to be one of the earliest Hypnomancers or alternatively Dreamwalkers to ever exist post-2029 )
there are many things Geistologists can do through their knowledge of Geists, like :
Servitor Creation, a Servitor is an artificial Geist created by Magi, the way this is done is impossible to be explained due to the material and non-abstract bias of language but it requires a material object called a Token which is vitally connected to the Servitor, this being the main difference between Servitors and other Geists which is that by their creation Servitors are not Ghost Objects like most Geists but rather have counterparts in the Material Existence, then these Tokens are used by Magi to control the Geist once again through unexplainable means. The practice of Servitor Creation doesn't originate among Human Magi but rather Alfai Magi, specifically Mekenei Alfai of Abstract Existence ( Mekenei are a sub-group of Alfai who have exiled themselves to the Dream Realm or Psuedozoa Somnus part of Abstract Existence many hundreds of years ago and have ''adapted'' to the non-material form of existence there, they're the first and only instance of material beings capable of adapting to a non-material environment and in fact thrive there as a civilization ) who create these lesser Servitors called Pixies to do various tasks for them ( a Human recreation of Pixies are called Tasked Wisps, unlike Pixies they do not have very long lifespans and dissolve after their tasks are done )
Geistbounding, Geistologists can create whats called a ''Bound'' between Material Objects and Geists, this shouldn't be confused with Vital Connections which are between a Material Object and their Abstract Spur, by its nature both parts of a Vital Connection are the same being and have co-existed as long as they be while for the bounded and Geists this is a far weaker connection, Geistbounding is probably where many cultures across history have gotten the idea of Demonic Posession from ( Übergeists, extremely powerful and Magickally capable Geists who inhabit the Abstract Existence, have the ability to Geistbound themselves or a portion of themselves with Material Objects from Material Existence and often times utilize this ability to give powers to people in exchange of something they desire, people that they establish Pacts with are referred as the Imbued )
Boundbreaking, just like how they have the ability to establish Bounds between Material Objects and Geists, Geistologists also have the ability to break these said Bounds ( thought depending on who established the Bound and who's trying to break it the difficulty and complexity of it might differ ) this ability is often used against Imbued cultist adherents of the Hellish Gods ( also called Courts of Jannah ) while combating them, so that their bound and in turn powers are cut from them.
Geist Control, Geistologists have the power to control Geists of lesser existences through sheer willpower, this was considered to be a type of Pseudomagick ( self-claiming Magick that is generally seen as fake or as a hoax by the Magickal academic community at that time ) and its practitioners charlatans until it was proven to be legit as late as 2080s, making it one the latest sub-branch of the Three Old Schools of Magick to be established. Geist Control is highly discouraged for new Geistologists to do as it is very common for Magi to over-estimate themselves and fall into doom or fall into control of the Geists they tried to control in the first place.
In my project, faeries have feathery wings and mermaid tails (that also have feathers), and they fly by gliding on magical frequencies.
The setting is a bit horror heavy dark-fantasy. Set in a decrepit manse where the halls are infinite and monstrous giants float through the darkness, making candles a valuable commodity. But the only ones who can make candles are the giants.
Faeries control magic by moving the barbs on their feathers to "bend" the frequencies so they can float around. Otherwise they would be completely immobile as they have no legs.
Here's the thing, though: to "bend" the frequencies is fine. But to break the frequency allows a faery to control more than just themselves. To some extent, faeries have telekinetic powers (among other powers). They can crush, expand, warp, create portals, make heavier or lighter, and, of course, move things with their minds.
Though doing this causes the barbs to frey from the friction, making it hard to not only fly, but as flight is their only means of motion, move at all.
Thankfully they can heal their feathers with a special balm. But that balm is unfortunately made from the wax of the candles. Meaning faeries need to often choose between light or magic.
Loads of universes have this typical idea of some sort of entity having absolute power and being the strongest in their universe, although a lot of the time, it is not portrayed as some sort of ultimate deity, sometimes it is.
Basically when I'm wondering is : what are the divinities/top tiers in your verse. They don't even necessarily have to be top tiers but just any entity that is technically recognized as a ' Divinity ' or 'deity' to be more specific.
In my universe, the top tiers or divinities in this case are called ' unrecorded entities ', beings so powerful that they are completely independent of all worlds and the verses own rules. Even if you had some sort of power that allowed for you to manipulate logic, it wouldn't work on these beings since they don't even follow the laws of logic in the first place (this is an example)
Runes
For this magick, there are six greater rune that can be found in the Woven Roots, a forest of trees that seem to interweve with one another in symmetrical patterns. Some of these patterns, called lesser runes are all variations of the greater six. While the greater runes sit embedded in ancient trees that are the progenitors of the forest.
While outside of the Woven Roots, magick takes on a neutral energy. But by venturing into the Woven Roots, one's magick will be imbued by the energy of the surrounding runes. Be it radiance, fire, shred, growth, shock, or decay. Or a variation such as a lesser variation of decay causes an object to acidify.
Basically, runes act as an environmental modifier for magick spells and creatures. (Which might lead into the idea that most magick creatures stay within range of specific runes. Or better it might be fun to explore how they adapt from location to location to use the ever changing magick of the Woven Roots.) But moreover, that may mean by engraving these runes or patterns or whatever you want to call them into a tool, you can use said tool to change how your magick works.
Magick
I've talked about these magicks before, but I think it's important to bring them up under these new contexts.
The use of finger gun magick is basically this. Finger guns release magick in a focused direction at a rapid rate. It can also be modified to for speed, power, and even be multiplied.
Breathe in. While using magick, one breathes in to power the "bolt." Basically the magick missile of this system. The intake increases the power. A deep intake will increase power input, but the recoil will be very painful. A short intake reduces power, but also recoil. Multiple shallow intakes cause "popping," making the bolt faster as it goes, and also dramatically reducing recoil.
Hold. The magick needs a moment to charge. The magick user has the chance to convert the magick type to a different form of ignition. Wild splits the power at its strongest, firing many fairly inaccurate bolts at once in a generally forward direction. Boost allows the bolt to increase in size and power before being released. Zip causes the bolt to move far more rapidly. Etc.
Blast. Pull the trigger. This is when the bolt is released, and aim means everything.
Breathe out. The most important part as now the magick user needs to exhale the smoke in their lungs or start coughing it up. The more intake, the more smoke in the magick user's lungs.
The smoke damage to the lungs can be rather severe over time and, even in the moment, coughing fits can be completely debilitating.
Thanks for reading.
My system is basically just witchcraft. For whatever spell they intend, witches create a focus - a material or amalgamation of materials that the practitioner finds symbolic of their spell’s intended effect. They then use the focus to direct their concentration and their will into manifesting their spell’s effects.
The problem with this is that you could basically do anything without limitations. I'm worried about my characters becoming too overpowered. Some limits I've already thought of:
But I'm not sure these limitations are enough. Based on this system, what's to stop a witch from pulling out a focus she already put a spell into and using it to incapacitate all her enemies in battle? Or collecting a bunch of rocks, turning them to gold, and making herself the wealthiest person alive (at least until the focus breaks down and the gold turns back into rocks)? This magic system could theoretically do almost anything, but I don't know how to design more limits without fundamentally changing the system.
Is magic something that can only be discovered and mastered, or is it something that can be developed into newer forms with possibility of inventing magic ?
IMO the limited scope of what's possible, especially when established early, may allow for better writing overall.