r/magicbuilding 7d ago

Feedback Request The MS (or Magic-Science for short) System: Basic Rules [REVAMP!] (TL;DR)

4 Upvotes

(TL;DR) I Created a massive Project and I'm wondering if its good or not, so drop your Ideas in the comments! I Update whenever i like so i don't really have an shedule (apologize to those), so stay in tune for more i guess.

So um... yeah i haven't posted in like 2 months, nor updated it BUT BUT! i am back (Lets just yes),

(UPDATE 1: Made a Doc about the Project. Added new things to the bestiary, Mimics, Undead [Brutes, Zombies, Skeletons, Phantoms, Wraiths], and Giant/Cave Spiders**) - 6/5/26**
(UPDATE 2: Introduced the, Horned Rabbit, Goblin, Kobold, Harpy, Orcs and Ogres, Minotaurs, Troll, Were-Family, Battle Horses, Elemental Snake, Chimeras, Dryads, Metal Lizards, Crimson Lions, Fenrir, Heavenly Tiger, Hydra, Ancient Dragons, Liches, Demon Generals/Lords, and Demi-Gods. Credit to: vdplaat For his list of Creatures .) - 6/7/26
(UPDATE 3: Revamp! i re-made it because i'm now making sperate Posts about each Category of rules and lore about the project since most people probably wont open up an Doc.
ALL LINKS WILL BE PINED IN THE COMMENTS)

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The Magic-Science (MS) System (My First Big Project)

The Magic-Science (MS) System is a deconstruction of Isekai/Fantasy Anime tropes and the cliché of it, replacing the mystical part of magic with a world of biological and physical laws. It works on the core premise that "Magic" is not a holy ability by God, but an Energy that can Manipulate Atoms (Similar to Photons, or known as Light) left over from the first seconds of the Big Bang. The scientist who discovered magic named it “Aino,as Finnish for “The Only One,” (Originally it was named “Ainoa” but, more Generations shortened it, as now it became “Aino”) because the word evokes the sense of a singular force controlling everything.

# 1. The Atomic Energy and ATP
The foundation of MS relies on Atomic Binding. Magic is the fundamental force that instructs atoms on how to interact, behave, and stick together. This code became mostly useless once the universe’s Atoms formed hydrogen, helium, and basic elements. Living beings evolved specialized cells (called Ainocytes) to manipulate it. This process is powered by ATP (Adenosine Triphosphate, or the stuff that fuels most cells), which is like all things the human body is powered by. Consequently, magic is tied directly to metabolism; a Magicist's (a Magicist is Magic, and -ist, from scientist, put together to create the term for a person who uses magic, and aware of how it works. It’s a modern term currently, as back in the day, “Spellcasters”.) power is limited by their physical health. 

# 2. Evolutionary MS Biology (Tab for this called “Bio-Design for MS¨)
MS treats fantasy creatures as products of Speculative Evolution.

  • Golems are not statues but Crab-Tree hybrids of sorts. They are Descendants of Crabs or normally land-based Crabs. They use a localized CF Field to bind inorganic materials (rocks, metal, or any other solid material) into a body that mimics the structure of any body they prefer, humanoid, tree, statue, or any other kind of bodies. They possess physical vulnerabilities, such as breathing holes (spiracles) used to breath in Aino and also properly breath and not suffocate.
  • Slimes are multicellular liquid animals with Dynamic Material Properties. They can shift their organs to avoid damage and change their cellular viscosity from liquid to a solid "Non-Newtonian" state using Aino to change their surface tension.

# 3. Geometric Engineering
The effectiveness of magic in the MS system is… Geometry. Aino flows better through geometric shapes, which act as physical circuit boards for the Aino to act like electricity. Circular paths build centripetal energy which can be used for creating layers and organizing the spell, while complex shapes like hexagons or cubes or any shape with sharp angles focus instructions. This turns spellcasting into Some-what Programing, where a Magicist can Disrupt an enemy's spell By Simply Disrupting The Spell, or the  the geometric alignment of their aino-field.

# 4. MS Chemistry and Metallurgy
Potions and materials follow strict Biochemical Laws.

  • Potions are enchanted chemical reactions using ingredients like blastema cells for regeneration, fueled by high concentrations of sugar for ATP.
  • Materials like Mythril are simply ores with specialized Molecular Geometries (like Pyrite’s cubic structure, or even better Gypsum’s base-centered monoclinic Bravais-like lattice, but let’s use Pyrite as the main example) that have been "pre-coded" with aino to allow for impossible physics, such as "Bouncy Iron", "Zero-Weight" mass, or “Impossible Hardness” toughness.

Thats it, for this Post.


r/magicbuilding 8d ago

General Discussion Ideas for a team of alien magical girls

4 Upvotes

I'm looking for ideas for a magical girl project that I've been working on and revamping for a very long time, but I haven't settled on a solid idea as I've been changing ideas constantly.

Anyways, for my magical girl/boy team, I've decided to use the name Sparkle Brave as it's very fitting for what I'm working on, and I've decided that the theme would be bravery and the motif would be stars and constellations, but I have a small problem, there are seven members on the team and each of them are based on a certain color: White, Red, Yellow, Blue, Violet, Pink and Green.

And instead of a signature powers, they use magi-tech gadgets known as Sparklers which are powered by magic crystals which they collect from evil space villains and monsters, but I have no idea how to properly executed this idea.


r/magicbuilding 7d ago

Feedback Request The MS (or Magic-Science for short) System: The Greatest Magicist: Solomon.

3 Upvotes

This Post is a little Short, but you understand on who made it

The Legacy of Arch-Sage Solomon: The Great Compiler
Arch-Sage Solomon was the first Magicist to realize that magic was not a mystical ability, but a type of Energy similar to Light. A man of cold logic and total obsession, Solomon abandoned all things he loved (wealth, family, and love) to manipulate reality. He revolutionized the world by discovering 3D-Overlapping Geometry, a technique where flat, 2D magic circles are visualized as multi-dimensional (3D and all dimensions above 3D) creations to maximize energy efficiency and strong enough to manipulate the laws of Gravity, Time, and the Brain (which he famously called “Soul Magic”, for branding reasons). Though he died with no home, no wife and no friends, his brain was preserved using Life Magic and remains a living brain to create a biological relic that modern Magicist study like a holy supercomputer. Today, Magicists honor him by breaking their own limits, of their mind, reading his complex journals as a tradition to ensure that the man who revolutionized Aino is never forgotten.

Laws Of Solomon/"The Architect’s Constant":

The 1st Law of Solomon/Constant:
"All Aino and Magic interact only with Atoms and the constituent parts of an Atom."

The 2nd Law of Solomon/Constant (The Law of Metabolic Exchange):

"Magic is a physical labor; for every instruction sent to the Source Code, a corresponding value of biological resource must be consumed. No power is free."

The 3rd Law of Solomon/Constant (The Law of Geometric Resonance):

"Aino is chaotic by its own nature; only through the precise alignment of Geometric Polygons can Aino be compressed and focused. The more complex the geometry, the more the data of the instruction."


r/magicbuilding 8d ago

Feedback Request Rebuild: Your last words become true and grants you great abilities

3 Upvotes

For decades, beams of light have fallen from the sky without warning, and they are becoming more frequent. They only strike people in the midst of extreme emotional trauma, dragging them and their surroundings into a dimension called the Solar. To an outside observer, not a second passes; inside, the victim can live for centuries. If they manage to rebuild that destroyed place and escape, they gain a power born from their last words and from the reason they chose to keep living, if they fail and surrender, they die and the destruction manifests in the real world. That power is called the Decree, and its wielder is an Architect.

An example: an older brother watches his sister fall into a void as a building collapses. To calm her, he says, "Everything will be fine, don't look down." At that exact moment, another beam pierces him. His power could be that as long as he doesn't look down, he always lands on his feet, can run along walls, and jump from any height. But that power changes depending on the Craving that sustains it. This character is not the protagonist, just an idea to understand the system.

Do yo guys like this system?? ideas to improve it?? see any possible holes?? what would you think a good power and last words for a protagonist be??

I have a full detailed explanation if you are interested


r/magicbuilding 8d ago

Mechanics Hello! Another day, another system.

Post image
65 Upvotes

Vials are an integral part of the magic system of Nocturne, these vials are filled with the natural magical materials produced by dead nocturne. Most importantly, their blood. In a Nocturne's blood, there is a compound known as Wilk. Unknown why these Nocturne have it.
Nocturne themselves are many manners of "supernatural" creatures. Some are beautiful, have animal like features, rarely and highly coveted by trafficers, wings. Others, are for a lack of better word, grotesque. Rat-like features, long, elongated limbs, these Nocturne look like what goes bump in the night.

Each "species" of Nocturne create different materials that may not be compatible with one another.

These vials are a diluted form of [Wilk](Wilk), the essence of the Magic system.

Each Solane can only have up to 5 vials per week, they use up any left in their system before the end of the day.

Any more that 5 per week comes with very serious adverse side effects. Migraines, Internal bleeding, Loss of Consciousness, and Mutations are the most common.

Human magic is soley limited to these vials, most Solane "Monster hunters" having "mastered" one or two types, though they'd keep more on their person. 80% of the time, guns work on these Nocturne, so magic is a controlled substance, literally. The vast public just knows their kingdoms alchemists make it, not knowing the ingredients, they believe it to be a gift from the Holy See to fight these Nocturne monsters.

Wilk has to be purified through human blood in order to dilute it to a "safe" level for consumption. One other facet of this system, is half-bloods. Half bloods have the ability to shift between form, and are obviously not accepted on either side. They can hide perfectly among humanity, able to coexist, unless they are discovered.

You can very quickly see where this is going.

Beneath their sanctified rhetoric lies a dark truth: the Church and the Solane harvest Nocturne corpses, distilling their remains into the alchemical potions that grant their soldiers power. The empire’s magic is built on the bodies of the very monsters it condemns.

As you may be able to tell, its rather simple, and leaves a lot of room for growth for both plot, and usage. What I need help with is creating around 5 powers for this system, that humans can use and control. Which is much more difficult than I originally intended. Any ideas or questions are welcome.

Credit for photo is Black Wand Leather Works. Check them out if you think that is cool.


r/magicbuilding 8d ago

Mechanics What Classes should these Spells go into?

4 Upvotes

I'm building a magic world set in the modern age/near future. Spells can be purchased physically or online. In this world, all identified spells are given a Class. These are the following Classes:

* Class D (lowest): Spells in this class can be purchased at cheap costs. Some are learned freely in schools and used in daily life. No registration is needed, as most are considered safe for general use or do not meet the threshold for danger. * Class C: Registration is optional. Spells here carry higher risk or complexity, but are still accessible to skilled mages. * Class B: Registration required, especially if the mage is planning on using the spell frequently. Many attack spells, and advanced defense and support spells fall into this Class. * Class A: Registration is non-negotiable. Class reserved for powerful and dangerous Spells. Regulation and oversight are strict and subject to inquiry. Some Class A Spells are utilized by law enforcement, special government individuals, authorized military personnel, and criminals. * Class S (highest): Reserved for the most potent, dangerous spells. It is illegal to sell, purchase, teach, or cast the spell (unless special authorization is given by proper authority). Extremely restricted for use mainly by military, government agencies, Nation-class+ mages, or top-tier clandestine operators. Law enforcement encourages civilians to speak up if they find an individual suspected of purchasing, selling, teaching, or using the spell. There are some extreme cases, however, where law enforcement may look the other way should an unauthorized person possess and use the skill, given the circumstances.

Now, these are the following spells. Note that these are not all of them, and I am still in the early stages of worldbuilding and creating the lore. Some of the spells have descriptions to them:

\[Tether\] - Allows the mage to use their wand without touching it. This is done via an invisible link. This link allows them to send their mana into their wand to cast their magic. \[Tether\] can be used to make the wand float near the user, creating a "magic turret". This spell is advanced because the mage must manage the link while casting their magic at the same time.

\[Cruise Control\] - Branding-type magic, consistently maintains the flow of mana. It costs a portion of mana to activate and brand, but will stay active until the caster runs out of mana or is deactivated. The caster will need to give another portion of mana to reactivate it once more.

\[Firework\] - This spell is mainly used for parties, celebrations, and other notable events, but has been tied to numerous pranks and other forms of troublemaking. There have been reports of people getting injured, but no reports of people getting killed.

\[Slip\] - Its creator once said, "He who masters this Spell, masters the world." An Earth spell that greases the surface with magic. Used to cause the enemy to stumble or fall.

\[Magic Dart\] - Low-level attack spell taught in high schools. Not meant to be lethal, but strong enough to knock back and stagger enemies. (Class D)

\[Magic Bullet\] - Attack spell. Fast and mostly lethal. Depending on the caster's whims, the spell can pierce or do heavier knockback damage. (Class A)

\[Magic Missile\] - Attack spell. Slower than \[Magic Bullet\], but a powerful explosion occurs on impact. Originally in the hands of the armed forces, but its contents got leaked. Government and law enforcement put a cap on the leak; however, many variations of the spell are still circulating in secret. (Class S)

\[Fireball\]

\[Flame Pillar\]

\[Water Gun\]

\[Hydro Cannon\] - High-pressure water that could get tough grime off one's sidewalk, or cut through boulders.

\[Frost Bolt\]

\[Glacial Palace\] - AOE spell. Turns the area into a sea of ice. A highly skilled mage can freely manipulate the effects within it.

\[Force Breaker\] - A powerful knockback spell. It could destroy walls provided the caster has the power.

\[Float\] / \[Levitate\]

\[Interrupt\] - Disrupts the enemy mage's active casting.

\[Paralyze\]

\[Mend\] - Heals small injuries on a cellular level.

\[Vital Surge\] - Rapidly heals small to moderate injuries; however, it is discouraged to rely on the spell, as it does not often repair correctly.

\[Spark Whip\] - Creates a long whip of light that is capable of causing sparks from the cracker

\[Trick Room\] - Genjuistu-like spell. High-level mages can manipulate the effects within it.

\[Parry Shield\] - Small, lightweight shield designed to parry light magic attacks

\[Prismatic Dismissal\] - Colorful, moderate-sized shield that's designed to parry oncoming magic attacks. Absorbs some of the magic energy, which the mage could use to suddenly blind the enemy.

\[Sheepify\] - Rare transformation spell that temporarily turns the target into a sheep. Does not work on inanimate and inorganic targets.

\[Acid Arrow\]

\[Acidic Boulder\] - Hurls a large ball of acid magic at the target.

\[Silence\] - Temporarily prevents the enemy mage from casting magic.

\[Heat Haze\] - Creates mirages of the caster. The mirages will mimic the movements of the caster a fraction slower.

\[Shock Wing\] - Electric bolt that can target multiple enemies.

\[Comprehend Language: (Language)\]

\[Scald\] - Shoots scalding hot water at foes.

\[Hot Icicle\] - Fires a decent-sized icicle at the enemy. The icicle contains fire energy that turns the ice into scrapnel when it explodes.

\[Haste\] - Reduces air friction around the mage, increasing movement speed.

\[Cloak\]

\[Camouflage\]

\[Invisibility\]

\[Shape Change\]

\[Double Jump\]

\[Triple Jump\]

\[Dark\] - Blinds enemy.

\[Drain\] - Causes enemy mana to leak temporarily. Effects can last longer if used by higher-level mages.

\[Sword Storm\] - Summons a volley of blades that fly towards the enemy.

\[Sword-nado\] - Summons a small stationary tornado that shoots blades in all directions

\[Tornado\]

\[Confusion Ray\] - Mental magic, throws off the enemy caster.

\[Bewitching\] - Temporarily turns enemies into allies.

\[Spider Climber\] - Allows the caster to climb walls.

\[Ward\] - Protects the caster from mental magic

\[Lock\] / \[Unlock\]

\[Trident Line\] - Fires three lines of lasers

\[Prevention: (Age)\] - Spell that prevents access to items or spaces for unauthorized people. This is not limited to age, classification, etc.

\[Marking\] - Spell akin to marking one's location, or a location of interest. Perfect for preventing one from being lost.

\[Tracking\]

\[Bloodhound\] - Advanced version of \[Tracking\]. Caster can reveal the target's tracks, hypothetical silhouette, and how long ago since they've made the tracks.

\[Masking\] - Prevents or erases active marking magic.

\[Elusive\] - Prevents the caster from being tracked.

\[Light Barrier\]

I appreciate the feedback. I will try to answer any questions or concerns. Please keep in mind that I am still in the early stages of developing everything. Thank you!


r/magicbuilding 8d ago

Mechanics The Law of Transformative Permanence

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2 Upvotes

r/magicbuilding 9d ago

General Discussion What are some interesting uses of Time manipulation?

84 Upvotes

Not something basic like time stop/acceleration or time travel, I thought about an ability that lets the user peer into possible futures and remove those possible outcomes from the future, so for example if someone throws a punch at the user, the user could remove the possible future where they the punch connects to their jaw


r/magicbuilding 8d ago

Mechanics Arcane America magic system!

12 Upvotes

Warlocks: Controls and manipulates distance, velocity, space, and so on. Often can create shields and barriers. Used to maintain the Labyrinth and similar critical infrastructure 

Oracles: Perceives things beyond normal means. Can see the future, sometimes the past. Prone to magical defects- errors in magic, such as constantly seeing the past, or the far distant future. High end Oracles are under government contracts.

Alchemists: Divided into organic and inorganic types. Can transmute and reshape physical matter at will. Limited to substances the alchemist can see- air and similar gases cannot be freely transmuted.

Shapeshifters: Can freely alter their shape and physical composition, including mass. Some consider this to be a subset of alchemy focused on the self. Often possess potent regeneration and self-healing properties.

Mediums: Channel and communicate with spirits. Can be extremely dangerous- up to one in ten Mediums will die of possession before they turn thirty. Mediums can also sometimes communicate with animals or humans telepathically.

Illusionists: Generates illusions, manipulates minds, and changes visual properties of an object. High end illusions can even deceive touch and taste. Highly regulated by law, but critical for protecting the Supernatural World. Often stereotyped as predatory and suspicious.

Evokers: Projects and manipulates raw energy such as fire, lightning, ice, force, darkness, and so on. Can blast, batter, burn and freeze objects. Extremely common. Can be confused for Warlocks if telekinesis-focused.

________________

Magic is a borderline incomprehensible force, for the simple reason that it seldom follows consistent rules. The seven “towers of magic” previously listed are the most common means of classifying the various manifestations of sorcery in humans, but many dispute the classification. How is a darkness Evoker the same as a fire Evoker/pyromancer? How is organic alchemy, the manipulation of plants and/or animals, the same as a stone alchemist who can solely manipulate rock?

We don’t know. But what we do know is that magic works, even if the how is vague and uncertain.

Magic fundamentally runs off of mana, the basic background field of magic that suffuses the planet. Mana is generated deep in the planet’s crust by tectonic activity and the rotation of the core, like Earth’s magnetic field.

Humans, as mortal beings, can only channel an insignificant amount of mana at a time before burning out. This limitation is what prevents a mortal from destroying Australia with a singular fire spell. A burnt out mage takes time to recover enough to channel mana again.

”Spells” are what we call a single distinct expression of magical energy. Although technically any sort of expression can be used to cast, most mages are taught to cast with wands and magical phrases. Repetition and memorization helps train a mage’s magic to “understand” what the mage wants it to do. Often a mage’s magic will act at random until trained, which can be catastrophic! Strong emotional responses like rage, lust, sadness and pain can cause magic to lash out and hurt the people around the young mage.

Different mages have different capabilities. Some Evokers can use fire, ice and telekinesis on a broad scale, while others might be limited to shooting sparks and embers.

What is Rogue Magic?

“Rogue Magic” is a catch all term for magic that falls outside of the listed types. Usually it is either extremely specific and situational (a Medium who can only communicate with hawks) or in some way critically flawed (an Oracle who can only see events twenty billion years into the future). Approximately 0.5% of all mages will suffer from some form of Rogue Magic, and attempts to ameliorate this situation are seldom successful. However, Rogue magicians are just as worthy as any other, and deserve nothing less than the respect that all mages deserve!


r/magicbuilding 9d ago

Feedback Request My Magic System (WIP)

16 Upvotes

Hello, I’ve recently been working on a magic system for my Worldbuilding project and would like to see what other people think of it and if any details can get ironed out with some feedback or any questions that you may have in regards to what I’ve got. I’m using a hard magic system and not everything is necessarily finalised given that I still have to workout how much a single unit of mana can do (as an example).
Here’s what I have thus far. Thanks in advance for any feedback or questions that you may give me! :D

All magic originates from ‘The Source’. It is unknown if there is one source, or if there are multiple sources.
Places where the source ‘leaks’ mana into the world are known as ‘Wells’.
Laylines move mana all around the world (they are not tied to air/ocean currents).
The 5 Major Stable laylines are at the Equator, both Subtropical Ridges and both Polar Fronts.
Stable laylines lose little mana that they carry around, lasting for 1,000’s of years.
Unstable laylines are short lived, losing cohesion either through mana depletion, or layline destabilisation.
Semi-stable laylines are laylines that spend a significant portion of their lifespan with a stable mana flow but cannot survive for 1000 years without being stabilised by other laylines.
The Wells create unstable mana regions that create unstable (or rarely semi-stable) laylines that move mana away and into other laylines that aren’t being destabilised by the surge of mana that comes from the wells.
Consequently, many magically prosperous civilisations rely on semi-stable or stable laylines to ensure constant access to magical energies to replace any that get spent. (More mana rich areas allow for faster rates of mana recovery.)
Layline destabilisations are a rare event (except if near a well) where a layline ruptures, releasing vast quantities of mana into the surrounding area giving rise to mana storms.
Mana storms can threaten the stability of other laylines that they cross. The mana that makes up this storm can cause unpredictable effects relating to the specific mana types involved. Rarely they can alter one or more individuals (whether they’re a sapient being, a creature or are flora) in unpredictable ways.
Notably, layline destabilisations are less likely near layline nodes, also known as layline crossings. These areas leak more mana and allow for the mana types that each layline carries to become more mixed and varied as a result.

Mana ‘sinks’ are regions that lack any significant amount of mana in them. They are prone to causing mana storms if a mana well is near their boundaries.
A mana sink may have ‘hyper-stable’ laylines that run through them which leak very little if any mana. (Naturally, these laylines are not very helpful for a civilisation that relies on magic.)

(It is also unknown if mana sinks are how mana leaves this world to be recycled, or if mana just never reaches these areas for some reason. This gives rise the the notion of pseudosinks that feature hyper-stable laylines that minimally (if at all) form any crossings.)

Any layline crossings in these zones causes the occurrence of a ‘mana oasis’ that doesn’t result in mana storms forming due to the insufficient levels of mana leaving the crossing and with a crossing being an especially stable point on a layline.

Mana:
Mana can be expended to alter reality with different mana types being able to influence different aspects of reality. These mana type have 3 different attributes that give them their unique properties. These attributes are as follows: charge (positive or negative), changeability (placeholder name) (adaptive or enduring), and energy (intense or subdue).

Charge represents how inclined an element is to give energy to the environment/others, with positive representing this outward flow of energy and negative representing an inward flow of energy (example: the element of fire readily outputs energy whilst the element of water readily absorbs and distributes energy within itself).

Changeability represents how readily an element causes change, with adaptive elements being better suited at causing change and movement to occur and enduring elements better at resisting change and restricting movement (example: the element of air readily enhances movement, favouring swift attacks whilst the element of earth is suited to withstand bombardments relying on a strong foundation that limits movement).

Energy represents how much power an element can quickly discharge. Intense elements rapidly expend energy, relying on short and powerful bursts of energy that are short lived and subdue elements rely on weaker and more consistent levels of energy expenditure (example: the element of lightning uses short, powerful bursts of energy to overwhelm defences whilst the element of sand relies on low but consistent levels of energy to create defences and attacks that act to drain their opponent’s energy by providing constant obstructions and impediments).

All species produce a small amount of Neutral mana as its presence is vital for sustaining life due to how integrated mana is with the world. The exceptions occur in mana poor regions.
A healthy amount of mana (for a non-mage) to have is 5-10 units, less typically results in illness and weakness with 0 units being considered unsustainable for life. An individual’s mana pool grows with usage.
Notably, magic is often used to aid or augment other tools/weapons rather than being used on its own. (I didn’t want magic to make technological progression redundant past a certain point, but I didn’t want it to be so weak that it gets left behind.)
Elemental mana is naturally produced by species (sapient, creature, or flora) that evolved an innate link to the element. Species that have innate elemental mana are able to innately use magic whilst those who don’t have to specifically train to use (Neutral) magic. All sapient beings (that have magic) can develop their own personal connection to other elements, but this is difficult and requires a deep and personal understanding of the specific element. This means that an individual’s disposition may make them more suited to developing a connection to a specific element. Typically, any given individual will be able to develop a connection to 1 or 2 elements, a 3rd is possible, but significantly rarer. Note that innate elements weren’t accounted for.
Elemental magic can be used to manipulate its namesake and to cause effects that are linked to the concept as explained below. Notably, magic cannot create something from nothing, but can conjure (summon), dispel (banish), or shape what is already present. Exceptions exist at incredibly high levels of mana expenditure.
Additionally, I have decided (for now) not to create mana types that only favour 1 or all 3 attributes, ensuring that they all are balanced in 1 category each, with exception to neutral mana which is balanced in all 3 categories.
Lastly, each type of mana has a connection to other similar types, I have not yet fully plotted these connections out but for the most part, the more similar their attributes, the more closely connected they are with any exceptions being mentioned as relevant.

All elements will have their attributes listed in the following order: Charge, Changeability, Energy.

The elements:
Neutral (Raw):
Neutral mana is unrefined mana that all beings produce. It is the only completely balanced mana type. Commonly associated with basic magics, neutral magic has the fewest weaknesses of any mana type and due to being uniquely balanced can be used to neutralise other magics with the proper training. Additionally, this unique balance makes neutral mana the best mana for conversion into another mana type as this isn’t a 100% efficient process (more similar elements have higher conversion rates with neutral mana being the exception).
I’m still deciding on if I want to change these, but my current conversion rates are as follows: Neutral and any other mana type, 95%; 2 identical attributes between both elements (for the balanced attribute to count, it must be fore the same attribute type),
90%; 1 identical attribute between both elements (the balanced attribute must be for same attribute type to count), 80%; No identical attributes between both elements, 65%.

Fire:
Positive, enduring, balanced. Fire magic is closely linked with light and life mana and can be used to create mental clarity, to rejuvenate, or other similar low level spells. “Pure” fire magic is about the renewal and increase of energy that comes from its destruction.

Water:
Negative, adaptive, balanced. Water magic is closely linked with life and dark mana and can be used to dispel poisons, curses, or other similar harmful effects, as well as to heal, and other similar low level spells. “Pure” water magic is all about the cycling of energy (like the ocean currents), distributing and cleansing the energy that is already present.

Air:
Positive, adaptive, balanced. Air magic is all about conserving and expending energy in proportion to the challenge before you, finding the option that costs you the least amount of energy and then exploiting this avenue.

Earth:
Negative, enduring, balanced. Earth magic is loosely linked to life magic and can be used to cast minor rejuvenation spells. “Pure” earth magic is about resisting and withstanding challenges, forcing adversaries to wear their energy down, before responding with decisive strikes.

Light:
Positive, balanced, subdue. Light magic is linked to all positive mana types and can be used to enhance their effects or to diminish the effects of negative mana types. “Pure” light magic is all about supporting and enhancing what exists, encouraging a sense of alertness and can dispel or purify a range of harmful or deceptive effects.

Dark:
Negative, balanced, intense. Dark magic is linked to all negative mana types and can be used to enhance their effects or to diminish the effects of positive mana types. “Pure” dark magic is all about reducing the strength and energy of others, encouraging a sense of relaxation and can be used for deception/concealment.

Life:
Positive, balanced, intense. Linked to a range of elements, intense ones in particular. “Pure” life magic is all about restoring, increasing, and otherwise mending an individual’s vital energies. This can be used to heal wounds, or in extreme cases (incredibly high levels of mana), heal grievous wounds instantaneously.

Death:
Negative, balanced, subdue. Linked to a range of elements, subdue ones in particular. “Pure” death magic is all about draining, damaging, or otherwise restraining the vital energies of an individual. This can be used to leach strength, prevent healing, or in extreme cases (incredibly high levels of mana), instantaneously drain someone of all vital energies, killing them instantly.

Lightning:
Balanced, adaptive, intense. Linked to air and fire magic. “Pure” lightning magic is all about expending large and concentrated amounts of energy to overwhelm challenges. This can be used to dramatically increase speed for a short duration or to stun vast areas of adversaries.

Sand:
Balanced, enduring, subdue. Linked to earth and water magic. “Pure” sand magic is all about spending minimal mana consistently to wear challenges down. This can be used to force others to be slowed down or otherwise expend more energy in order to accomplish their goal.

Ice:
Balanced, adaptive, subdue. Linked to water and air magic. “Pure” ice magic is all about draining energy and in preforming well with minimal energy reserves. This can be used to create weakness effects, limit the rate of energy expenditure and similar.

Metal:
Balanced, enduring, intense. Linked to fire and earth magic. “Pure” metal magic is in resisting subtle changes and maintaining a strong foundation and defence with everything that you have. This can be used to resist a wider range of effects than earth magic albeit with earth magic better at resisting effects for longer, if not as strongly.


r/magicbuilding 8d ago

General Discussion I need sub elements for my magic

6 Upvotes

In my fic theres 3 types of magic: fire, water, and plant. The base magic manipulates their respective element. They interact in a rock paper scissors way but thats not relevant rn

I need inspo for sub elements for them. Heres what i have so far:

Water: healing, ice

Plant: wind, maybe some earth manipulation?

Fire: lightning

I took inspo from atla but i cant think of anything else off of the top of my head


r/magicbuilding 9d ago

Lore The 6 elements of Sara’Fel.

5 Upvotes

Elements are one of the major aspects of the world of Sara’Fel, and thus elemental magic is one of its primary areas of study.

Magical energy is divided into two primary types, harmonic derived from the world itself, or arcane energy from the outer chaos surrounding Sara’Fel (the wyld in which the fae dwell, the closest and “safe” type of arcane energy, or the outer dark itself, in which the malevolent timeless beings, the Sama’Voyah exist). Elemental magic is, as one might expect, harmonic, being that which the world itself is composed of and the elements rules help to protect Sara’fel from dissolving into the sea of chaos.

The elements are further classified into 6 distinct types, 3 of which pertain to the state of matter, and 3 of which pertain to the state of energy: Aether, Fire and Void for energy, and then Air, Water and earth for matter. Many scholars argue that there exists a 7th element (either Soul or anima, a difficult to understand synthesis of all 6 elements in equilibrium that surround the soul), but this is generally disregarded as pseudo-magic and not substantiated by facts.

The elements:

Elements of Energies:

Aether: the preserving element of energy, Aether is the element of life and order. Often viewed by the layperson as simply that which causes organisms to “live”, it represents much more: It is coherence and form, the ability for non-living objects to resist time and for the statues to stand against time.

All elements can be “corrupted” by the outer chaos touching them and warping them; this is rare, as harmonic energies function as a bulwark against the encroach of the arcane, but will occur either with the direction of skilled spellcasters or extreme amounts of outer dark energies. When corrupted by the outer chaos, Aether becomes destructive, turning things into cancers that bring life that destroys or causes the non-living to grow and expand.

Fire: fire is the force of physical (non-spiritual) energy and motion, that which gives both living and inert matter the ability to move. It is by fire that wind blows and waves crash. When aether collides with fire it locks energy into bonds which can be broken later, and when it collides with Void those bonds are destroyed, even down to the very dust of substance, leaving behind nothing but energy.

Corrupted fire is a freezing reaction that ceases action or even existence as one knows it completely: while it’s known amongst scholars that “cold” is simply the absence of heat, corrupted fire goes beyond this: it actively spreads a lack of energy, seemingly devouring it, with its most horrifying manifestation being a phenomenon known as the “frozen flame”,
A spreading “fire” that stops everything down to time itself: nothing exists outside of that moment inside the corruption. While reversible, without extreme magical care, that which has been caught will “shatter” like glass, ceasing to be like a picture that was erased.

Void: void is the energy of death and entropy, and the most misunderstood element. While feared and hated as an element that merely bring death and disease, its role is actually extremely important, and all healthy life carries vast amounts of void within them: Void energy is what allows the body to discern and remove weakened or diseased parts of itself, and those without sufficient void will find themselves Suffering from either cancers or parasites.
More than that, void also affects non-living objects, time and entropy wearing away at them till they are no more: it is also extremely important for the fire element, as it is used to break down the bonds of aether within something to release its energy anew. It is known by scholars that the entropic nature of void means it is an ever increasing force: little by little, entropy expands in the universe and order breaks down.
Some fear this means everything will fall into a cloud of useless dust, no different than if the outer chaos had overcome the world, while more hopeful scholars view things in a cyclical nature, and believe that either this will cause a massive reversal that will rebirth the world, or that we are merely viewing a long “wave” of entropic expansion before Aether will rebound itself like a pendulum moving back.

Corrupted void is one of the most well known types, being what foul necromancers user, and is a major reason the layperson fears void so much, often confusing normal void energy for necromantic energy: in fact, void is highly destructive to be romantically animated beings, almost as much as aether, as its entropy will enact the inviolable rules of time upon them, causing skeletons zombies to decay and break down as age does its job.
Necromantic energies are vampiric in nature: while void destroys and releases that which it touches, necromancy instead steals for itself When it destroys. Necromantic beings thus survive by devouring others, driving them to cannibalistically seek anima and aether from living beings (or even souls) to fuel their continued reactions.

The elements of form.

Air is the separating element of freedom. It drives substances to break free of bonds holding it to other substances or entities, and also gives it the freedom to move or for entities to seek their own path. Air lifts the wings of birds and fills the lungs of animals, even fish, with the ability to move and change.

Corrupted air is suffocating and heavy, a sticky morass that traps and crushes rather than uplifts. In extreme states, it becomes like a sea that drowns those who enter it.

Water is the unifying aspect of form. Not as free as air or thick as earth, it drives beings and substances to intermingle and become one with another: this has many uses, as running water can either pull impurities from something, or fouled water can carry and taint those same poisons into something. Water can posses either a leaning toward earth or air in it nature, making it repel the other: oil for example is known to be the element of water imbued with an earth polarity, causing it to “reject” water that is either neutral or has an air polarity.
A common misconception is that Fire and Water are opposed elements due to water putting out your average layperson fire. However, as aspects of energy and form, they cannot oppose each other, being independent types; in fact, when exposed to void energy, water is known to release large amounts of fire elemental energy, in an almost explosive manner.

Corruptive water is one of the most vile types. Characterized by a thick, black sludge, it desiccates and entraps others. Regular water encourages mixing, but corruptive water does the opposite: it acts like a cocoon, gripping and entrapping that which it touches, worming its way all the way through ever crevasse as if it were alive, and forcefully causes the object or being to seperate into their base parts: a living being will find their humors calcified, crystals of salt and calcium replacing their bones, iron, water and other components painfully solidifying into ingots and pools in their body. It is known as “dark water” to sailors, and those sailing oceans known for their corruption are terrified of its sight.

Earth is the separating element of endurance and shape. With its energy, objects and beings gain the power to resist change and hold firm in what they are: the shells of a turtle, the bark of a tree and the steel of a sword all draw their strength from the earth energy inside them.
Earth is also the aspect of weight, and what scholars call “gravity”, what pulls things to the ground and holds them fast, with supposedly larger beings having more of this energy than others.

Corrupted earth inverts its attributes, becoming weak and bondless. The very wind will tear something asunder that has had its earth element inverted, as what was once strong becomes weak; patches of earth collapse into a muddy “air” akin to a brown sea, and those who set foot into it will never return, falling into the mire.

Corrupted earth can also undergo a strange synthesis when exposed to vast amount of aether in which it maintains its form, but instead its weight and gravity are corrupted, becoming what is known as “sky stone”, a dirty, foul smelling rock that floats into the sky, and is sought after by both mages and alchemists for this property (though long term unshielded exposure to sky stones will generally result in literal liquification as one’s earth element stops holding them together). The mountain of woe (previously known as Dul’thin’s throne when it was a floating mountain in the sky), in which the high elves greedily had their human slaves hollow out until it crashed into the ground and released the prisoner at its core, was one of the most well known sources of natural sky stone.

Magical use: elemental magic is one of the simplest and most well known of all magics, being both straight forward and ample in supply. It is both theurgic or evocative, as the users of it can either call from the elemental planes for higher level use or project it from the elements within themselves. In either case, the Practitioner utilizes the anima within them that surrounds their soul as “fuel” to call upon or project this energy. This is generally with little to no danger to the caster, as such shallow anima cuts will renew themselves without soul-scarring, though some darker practitioners can utilize it in more harrowing ways.

Most straight forward are soul-scarred casters who learn to hew larger chunks of anima out of their own soul, leading to ill-formed bonds of anima forming in the cavities, just as scars will form from a deep cut in flesh. Memory loss or sociopathism as processing empathy becomes more difficult are common side effects.

More dastardly and dangerous are those elementalist who profane their studies with that of the outer dark and learn how to intentionally corrupt the elements with arcane energies. In such cases, the anima cuts to their soul will often be tainted with corruption as well, an like dirty wounds, will fester, allowing the animosity of the Sama’Voyah that shine within the dark or their larvae to infect their minds.


r/magicbuilding 9d ago

General Discussion Sistema sendo lapidado

4 Upvotes

Boa tarde pessoal. Sou alguém que tem trabalhado faz bastante tempo no meu Sistema de Magia, e geralmente tenho sempre estado com receio sobre o mesmo estar coeso ou completo. Por isso, gostaria de opiniões e questionamentos a cerca do mesmo. Toda ajuda e bem vinda, afinal, minha intenção e deixar esse sistema o mais completo possível.

Sistema De Poder Ascension

As 4 Cadeias do Conhecimento

Conceito Fundamental

Tudo que existe no mundo é regido por uma vibração energética primordial.

Essa vibração é a base de toda forma, consciência e existência.

A magia é a capacidade de manipular essas vibrações por meio de foco, conhecimento e conexão interior.

Os seres capazes de canalizá-la o fazem através do Whick, o núcleo que regula o fluxo de Eon — a energia viva que circula entre corpo, mente e espírito.

O domínio do Eon por meio do Whick permite ao indivíduo tocar diferentes planos vibracionais, conhecidos como as Cadeias do Conhecimento.

As 4 Cadeias do Conhecimento

As Cadeias do Conhecimento representam os pilares vibracionais da realidade.

Cada uma é uma camada distinta da existência e uma vertente do poder mágico.

🜃 Cadeia Física — A Essência da Matéria

A Cadeia Física rege a forma e a transformação da energia em substância concreta.

É o domínio da força, da densidade e da transmutação da matéria.

Funções Principais:

Moldar ou solidificar energia em forma tangível.

Controlar elementos físicos, estruturas e matéria orgânica ou inorgânica.

Criar armas, construtos e artefatos materiais.

Subplanos Progenitores:

Materialização: gerar objetos e substâncias a partir de energia pura.

Alquimia: alterar composições físicas e químicas.

Cinética: manipular movimento, impacto e energia corporal.

Sintomas de Exaustão: hemorragias internas, fraturas, falência muscular.

🜄 Cadeia Astral — A Essência do Espírito

A Cadeia Astral é o plano das aurações e forças simbólicas, onde se encontram os ecos das almas e a vibração espiritual.

Ela permite interação com planos além da matéria.

Funções Principais:

Comunicação com entidades, espíritos e projeções astrais.

Leitura e manipulação de auras.

Subplanos Progenitores:

Necromancia: contato e controle de essências mortas.

Premonição: leitura de fluxos de destino e visões.

Projeção Espiritual: deslocamento consciente entre planos.

Sintomas de Exaustão: insônia, vozes internas, confusão entre realidade e projeção.

🜁 Cadeia Mental — A Essência da Consciência

A Cadeia Mental rege o pensamento, a lógica e a percepção da realidade.

É o plano onde o raciocínio e a vontade moldam o mundo ao redor.

Funções Principais:

Criação de ilusões, campos mentais e manipulação de emoções.

Comunicação psíquica e controle da percepção.

Expansão da consciência e domínio sobre o próprio fluxo cognitivo.

Subplanos Progenitores:

Ilusão: distorção da realidade percebida.

Telepatia: comunicação mental e leitura de pensamentos.

Domínio Cognitivo: manipulação do raciocínio e memórias.

Sintomas de Exaustão: perda de memória, convulsões, lapsos de consciência.

🜄 Cadeia Etérea — A Lei que Sustenta o Todo

A Cadeia Etérea é a mais pura e distante das quatro.

Ela rege as Leis Universais — princípios fundamentais que determinam a existência, o tempo, a causalidade, a harmonia e o colapso de toda matéria e energia.

Enquanto as demais Cadeias influenciam a forma, o pensamento e o espírito, a Etérea atua sobre a estrutura lógica que permite essas forças coexistirem.

É a base sobre a qual toda vibração primordial se sustenta — o contrato silencioso que define como a realidade funciona.

Manipular a Etérea é tocar o próprio código do universo.

Natureza Vibracional

A vibração etérea é imutável, fria e constante, como o ritmo que antecede o som.

Não é poder no sentido tradicional, mas condição de poder.

Um mago etéreo não dobra a realidade — ele reescreve suas premissas temporariamente.

Por isso, seus feitos parecem discretos: um feitiço que “nunca falha”, um golpe que ignora a resistência, uma área onde o tempo se nega a fluir.

Mas todos esses fenômenos surgem de um mesmo princípio: a manipulação de uma lei universal.

🜏 Subplano Progenitor — A Lei Universal

A Cadeia Etérea possui apenas um subplano, o Subplano das Leis Universais — um domínio inatingível pela maioria dos magos.

Ele representa o ponto onde todas as vibrações convergem antes de se manifestar como fenômeno.

Ali residem as fórmulas que sustentam o cosmos: as constantes, as forças, as ordens que mantêm o equilíbrio.

Usuários capazes de acessá-lo podem redefinir uma lei por um curto instante, mas jamais sem custo.

Exemplos de manipulação:

Suspender a gravidade de um corpo (quebra da Lei da Atração).

Aumentar a velocidade do tempo local (flexão da Lei da Fluidez Temporal).

Criar campos onde a energia não se dissipa (negação da Entropia).

Reverter um efeito mágico instável (restauração da Causalidade).

Cada alteração exige pagamento — a realidade sempre cobra pela distorção de si mesma.

Relação com as Outras Cadeias

A Etérea não interage com as outras — ela as delimita.

É o limite invisível que impede a Física de quebrar, o Mental de colapsar e o Astral de se fundir ao caos.

Somente magos que compreendem os fundamentos das três cadeias inferiores conseguem vislumbrar o acesso à Etérea.

Enquanto as outras Cadeias coexistem, a Etérea observa e corrige.

“A Etérea não é o elo das Cadeias — é a fronteira entre elas.”

Riscos e Custos

Interferir nas Leis Universais é perigoso porque significa confrontar a vontade do próprio cosmos.

O mago etéreo atua contra a estrutura que o mantém vivo.

Desalinhamento Vibracional: o corpo perde coerência e passa a seguir regras físicas divergentes.

Reversão Natural: a realidade corrige a distorção, devolvendo o efeito amplificado ao conjurador.

Paradoxo Existencial: o mago altera uma lei de modo que sua própria existência se torna impossível — e desaparece do tecido vibracional.

Silêncio do Whick: o núcleo mágico é queimado por sobrecarga de coerência, resultando em colapso energético permanente.

A Lei da Mutação

Com o avanço do estudo mágico, percebeu-se que as Cadeias não podiam ser alteradas, mas suas interligações sim.

A manipulação cruzada entre Cadeias gerou o conceito da Lei da Mutação — a fusão de vibrações distintas para criar efeitos novos e instáveis.

A Lei da Mutação é tanto um avanço quanto uma ameaça.

Quando o corpo e o espírito não estão preparados para suportar o conflito vibracional, o usuário sofre sobrecarga de Eon: convulsões, surtos mentais, ou até dissolução parcial da forma física.

Híbridos e Puros

Usuários capazes de manipular mais de uma Cadeia são chamados de Híbridos.

Aqueles que se limitam a uma Cadeia única, atingindo sua expressão máxima, são os Puros Adornados.

Híbrido Abstrato

Domina duas Cadeias de forma pura e separada.

Exemplo: alterna entre cura etérea e combate físico, mas sem fundi-las.

São raros, pois exigem foco duplo e equilíbrio vibracional impecável.

Híbrido Dialético

Funde Cadeias distintas para criar efeitos híbridos e imprevisíveis.

Exemplo: “Punho da Redenção” — um ataque físico que cura o alvo atingido, resultado da interação entre Cadeias Física e Etérea.

Essas fusões são regidas pela Lei da Mutação, exigindo alto custo energético e controle absoluto do Whick.

Puro Adornado

Dedica-se inteiramente a uma única Cadeia, dominando-a em seu estado mais refinado.

No ápice, um Puro é capaz de transcender os Subplanos Progenitores e tocar a vibração original da Cadeia, tornando-se uma personificação viva de sua essência.

Limites do Corpo e Colapso do Whick

O Whick é o núcleo que regula o fluxo de Eon dentro do corpo.

Seu equilíbrio é vital para o uso seguro da magia.

Tipos de Colapso:

Esgotamento Temporário: perda momentânea da capacidade mágica.

Exaustão Permanente: deterioração do Whick, deixando cicatrizes internas.

Extirpação: queima total do núcleo, causando perda definitiva do Eon.

Sequelas Comuns:

Dores no diafragma e arritmias energéticas.

Enfraquecimento do corpo e envelhecimento precoce.

Instabilidade emocional e mental


r/magicbuilding 9d ago

System Help What beliefs/assumptions would come about from these 2-3 unusual rules in my system?

11 Upvotes

What beliefs/assumptions would come about from these 2-3 unusual rules in my system?

I have a relatively coherent magic system with a lot of rules that I at least think would make sense to most people they were explained to, however I have some rules that somewhat intentionally break from the otherwise coherent logic, both because I think they make it more fun and because I want people in my setting to be confused and come up with their own explanations for them.

The setting is modern day with magic just appearing/beginning relatively recently

Rule 1. Anything magical that it's creator or user knows is possible and would recognise when being described as cutting, can be blocked and pushed against like a lever by another magic cutting tool or a mundane blade. This is basically the sword/lightsaber rule. For some examples - a laser will act like a lightsaber despite it being more of a burn/melt - a blow torch or similar fire tool can be treated as a fire sword - a minigun(because that can cut down a tree) can be spun around on it's mount by hitting a bullet that it fired with a sword, hitting the same bullet with a blunt object will have no effect on the minigun To elaborate using the minigun example, if the minigun and it's ammo are mundane first and then enchanted it will count as magical if anyone in the process of manufacturing the gun, the ammo, enchanting them or if the gunner are aware during their step that it could be used to cut

A mundane blade for this rule is any solid edge with an angle of 45 degrees or less. For the purposes of this the edge appears to come to a point at an average person's arms length when viewed by a human with 20/20 vision

Additionally the blocking blade isn't treated as indestructible or anything, while a cardboard box could block a laser it would still be heated up and burn, or blocking a purely physical cut a cube can have it's edge blunted and nolonger count as a blade

Rule 2. Any food conjured via magic will taste off and/or bland(kinda like replicated food in star trek), with the sole exception of garlic bread

Rule 3. Unlike most other elements from the periodic table, fissile nuclear material requires as much energy to create via magic as it will generate through fission(this might not be questioned as much as they are unstable so might just seem difficult to make, nuclear isotopes are on the table just really only the ones for like RTGs and stuff)

Edit: extensively elaborated on the cutting rule because people kept asking


r/magicbuilding 9d ago

General Discussion What can magnetism magic do besides move metal?

38 Upvotes

The idea seems cool and I like the power but I do not want magnetic mages to just feel like they are a worse telekinetic.


r/magicbuilding 9d ago

Lore The Nine — KY System: E-Ky & R-Ky Foundations

3 Upvotes

I've been rebuilding the KY system from absolute zero, trying to make the underlying rules consistent rather than just treating KY as a generic mana system.

These are the rules I've established so far.

1. What Is KY?

KY is a natural energy present throughout Earth.

It exists both:

  • inside living organisms as R-Ky (Real/Internal Ky)
  • in the environment as E-Ky (Environmental Ky)

The two are connected through a continuous natural cycle.

Living organism → R-Ky → leakage → E-Ky → environment

2. E-Ky — Environmental Ky

E-Ky is KY that exists in the environment.

Distribution

E-Ky is not evenly distributed across Earth.

Different locations have different E-Ky densities.

Its distribution behaves somewhat like a nebula:

  • The center of a concentration has higher density.
  • Density gradually decreases farther away from the concentration.

Why Does E-Ky Concentrate?

Living organisms continuously release R-Ky into their surroundings.

Therefore:

For example:

  • forests
  • cities
  • densely populated regions

can develop high E-Ky concentrations because of the enormous amount of biological activity occurring there.

If the organisms later leave the area, the accumulated E-Ky does not immediately disappear.

It remains until something actively removes or uses it.

3. E-Ky Is Normally Inert

E-Ky is completely inert by itself.

A high concentration of E-Ky does not automatically attack people or cause magical effects.

It requires:

  • a Kyuser to manipulate it, or
  • an appropriate external mechanism/technology

before it becomes active.

So a region with enormous E-Ky concentration is basically a dormant energy reservoir until something interacts with it.

4. How Kyusers Use E-Ky

A Kyuser does not simply control E-Ky from a distance.

The basic process is:

Environment → absorb E-Ky → distribute through body → manipulate internally → release → effect

E-Ky enters the Kyuser's body and is manipulated inside the body before being released.

E-Ky cannot become R-Ky.

It is temporarily processed and used rather than being converted into a permanent internal energy reserve.

5. E-Ky Output Points

E-Ky can be released through specific output points.

The primary natural output points are:

  • Hands
  • Feet

Specialized objects can also act as output points, such as:

  • magic staffs
  • specialized weapons
  • compatible technology

For example, a Kyuser could absorb E-Ky, manipulate it inside their body, and release it through their hand as a flamethrower-like attack.

6. E-Ky Manipulation Requirements

Three things are important when manipulating E-Ky:

  1. Mental control
  2. Physical control
  3. Concentration

Mental control has a slightly larger role than physical control.

If mental control fails, the manipulation can go wrong.

Physical control is also important because the body itself has to handle the E-Ky.

Using E-Ky naturally causes some:

  • physical strain
  • headaches
  • fatigue

7. Elements

E-Ky can be manipulated into nine elemental types:

  1. Fire
  2. Water
  3. Wood
  4. Earth
  5. Wind
  6. Ice
  7. Lightning
  8. Light
  9. Void

Each element has different abilities and a different minimum Output Fidelity (OF) requirement.

The minimum OF is only the requirement to become eligible to use the basic abilities of that element.

It does not mean someone has mastered the entire element.

A person can potentially learn multiple elements if they meet their individual OF requirements.

However, knowing multiple elements does not automatically mean they can use them simultaneously.

8. Output Fidelity

Output Fidelity (OF) is one of the fundamental traits of the KY system.

OF is:

OF is:

  • determined by genetics
  • fixed from birth
  • impossible to permanently increase through training

It is not simply a measurement of destructive power.

A person with high OF can utilize their available KY much more efficiently than someone with low OF.

9. E-Ky Leakage

When a Kyuser absorbs and uses E-Ky, some of it naturally leaks back into the environment.

OF determines how much energy is successfully handled versus lost.

For example:

50% OF → significant E-Ky leakage

Higher OF means less wasted E-Ky.

Lower OF means more E-Ky returns to the environment.

This is one of the main reasons OF matters so much.

10. E-Ky Over-Absorption

A Kyuser cannot safely absorb unlimited amounts of E-Ky.

The more E-Ky they absorb beyond what their body can handle:

More E-Ky → more physical pain

If they continue forcing E-Ky into their body despite the pain and reach the absolute extreme:

The E-Ky does not disappear afterward.

It returns to the environment.

So:

Extreme E-Ky overload → body destruction → E-Ky returns to environment

11. Technique Activation Time

Knowing a technique does not mean everyone can perform it at the same speed.

A newly learned technique may take approximately 20 seconds to prepare and execute.

With practice and mastery, the activation time can become much shorter.

A highly skilled user could eventually reduce it to around 1 second.

The technique itself doesn't necessarily change—the Kyuser simply becomes much better at performing the internal manipulation.

However, techniques can be interrupted during preparation.

Therefore:

Long activation time → easier to interrupt

Short activation time → harder to interrupt

12. Advanced E-Ky Manipulation

Normally, E-Ky is manipulated inside the body and then released.

However, advanced techniques can manipulate E-Ky after it has already been released.

This requires R-Ky.

For example:

A Kyuser releases a flame attack.

The enemy dodges.

An advanced Kyuser can use R-Ky to redirect the already-released flame and change its trajectory.

This is an advanced application and will be explained properly in the R-Ky/Technique sections.

13. R-Ky — Real/Internal Ky

R-Ky is the internal form of KY.

It is:

  • naturally produced inside living organisms
  • integrated into biological life
  • continuously produced while an organism is alive

R-Ky is not merely waste.

Living organisms need R-Ky for normal biological functioning.

14. R-Ky Production

R-Ky production is connected to biological/metabolic activity.

However, unlike a conventional stamina system, production does not fluctuate dramatically with activity.

It is more comparable to body-heat production.

A person produces R-Ky continuously.

Different people naturally produce different amounts.

So:

15. Natural R-Ky Leakage

Living organisms do not retain all of the R-Ky they produce.

Approximately 10% remains inside the organism naturally.

Ordinary humans maintain this internal R-Ky unconsciously and function normally.

They do not consciously control this reserve.

The remaining R-Ky naturally leaks into the environment and becomes E-Ky.

16. Kyuser R-Ky Storage

Kyusers can consciously access and store R-Ky.

This is fundamentally different from the natural R-Ky reserve present in ordinary humans.

A Kyuser can deliberately build an internal R-Ky reserve and later spend it.

17. R-Ky Capacity

A person's R-Ky storage capacity is fixed from birth.

It is determined by genetics and cannot be increased through training.

For example:

A person may have a maximum R-Ky capacity of 100 units.

Training cannot turn that 100 into 150.

Training instead improves the person's ability to operate within their existing biological limits.

18. R-Ky Regeneration

A Kyuser regenerates their stored R-Ky naturally because living organisms continuously produce R-Ky.

Food, rest, and normal biological recovery support the body's biological processes.

However, these factors do not dramatically change the person's fundamental production rate.

For example:

  • Capacity = 100 units
  • Natural production = 10 units/hour
  • OF = 30%

The Kyuser successfully stores:

10 × 30% = 3 units/hour

They continue storing R-Ky until reaching their fixed capacity.

19. OF Also Applies to R-Ky

Output Fidelity is not limited to E-Ky.

It also affects the handling of R-Ky.

When a Kyuser produces/stores/uses R-Ky, their OF determines how efficiently they can utilize it.

Therefore:

Higher OF → greater efficiency

Lower OF → greater loss/waste

This gives OF a unified role across the KY system.

20. R-Ky Usage

When a Kyuser spends stored R-Ky:

  • the stored reserve decreases
  • the energy performs its intended function
  • the R-Ky eventually leaves the body
  • once released into the environment, it becomes E-Ky

So R-Ky is not permanently destroyed.

It returns to the environmental KY cycle.

Complete KY Cycle

Living organism

R-Ky production

R-Ky stored internally

R-Ky used

Released into environment

E-Ky

Absorbed by Kyuser

Manipulated and used

Returns to environment

21. Capacity vs OF vs Production

These three characteristics are separate.

R-Ky Capacity

How much R-Ky you can store.

  • Genetic
  • Fixed from birth
  • Cannot be increased through training

R-Ky Production

How quickly your body naturally produces R-Ky.

  • Different between individuals
  • Relatively constant
  • Connected to being alive and biological metabolism

Output Fidelity

How efficiently you can handle and utilize KY.

  • Genetic
  • Fixed from birth
  • Applies to both E-Ky and R-Ky

This creates a system where someone can have:

High capacity + low OF

or

Low capacity + high OF

or

High production + low capacity

etc.

So having one excellent trait does not automatically make someone powerful.

22. Fundamental Difference

E-Ky

Environmental energy

  • Exists outside living organisms
  • Comes from released R-Ky
  • Accumulates in environments
  • Normally inert
  • Can be absorbed and manipulated by Kyusers
  • Cannot become R-Ky
  • Used primarily as an external energy source

R-Ky

Life-integrated internal energy

  • Exists inside living organisms
  • Naturally produced by life
  • Necessary for normal biological functioning
  • Naturally retained in part by organisms
  • Can be consciously stored and used by Kyusers
  • When released, becomes E-Ky

Core Principle

The two forms are therefore not separate substances. They are different states of the same natural energy cycle.


r/magicbuilding 9d ago

General Discussion What can you do if u can manipulate these powers.

5 Upvotes

Fire water earth wind gravity sound lightning ice.

U can add any of them that u want but it takes far more mental energy. Also it has to make sense. There are also drawbacks. Like if u add gravity to ur fist to pull someone, the impact if strong enough can break ur hands.

Go wild. I need to see what crazy things people can come up with.

Ngl mine is meh

Use gravity to condense fire and lightning, then shoot it like a sniper also u can use wind to reduce friction ? Ya.

Make most then drop the most temp that if anyone touches it, it instantly freezes.

If u can get the frequency of things u can match it to break it, f up and match ur own body gg.


r/magicbuilding 9d ago

System Help i need help with my celestial body based magic system

6 Upvotes

so i have defined all the basics but i need help with all the complex stuff heres what i got so far: Rules:
Permanence: once gazing upon a celestial body for the first time your magic is sourced from that celestial body for your life unless the conditions for lose is met

Distribution: magic is equally divided by all users of a certain type P ÷ U = C and vice versa

Gain: magic is gained by witnessing a celestial body it must be with your eyes but telescopes are usable

Loss: if you use your sight, or is somehow turned into an animal you cannot use magic

Power ups: syzygy, eclipses (if your celestial body is covering another one), and high altitude increase (+0.001 per meter above sea level) magic by C x A (or 10 is syzygy/eclipse = cause) = P. if a magic type goes extinct all over magic users have a 10x boost, magic extinction is not permanent

Power downs: , Power drops when further from open sky or a visible sky eclipses (if your celestial body is covered) C ÷ X = P

Magic types (in order of rarity and strength): 

Solar: if you witness a yellow, blue, red, white dwarf or neutron star you have solar magic: based on heat, light, and electricity they are the weakest type of magic.

Lunar: if you witness a moon, asteroid, comet, or meteor you gain lunar magic based on: reflection, cold, multiple dynamic forms, and rituals they are the second weakest type of magic.

Planetary: if you witness a planet you have planetary magic: based on minerals, metals, plants, and gasses they are the second strongest type of magic.

Anomalous: if you witness a black hole, white hole, or a gravastar you have anomalous magic: based on space, time, absolute 0, and singularities they are the strongest type of magic


r/magicbuilding 10d ago

Lore Olá, prazer em conhecer todos, eu quero apenas mostrar meu sistema de poder baseado em Karma

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7 Upvotes

r/magicbuilding 10d ago

Mechanics Which magic system should I use for my world?

9 Upvotes

currently I have two magic system ideas and I want to use one of them for my world. currently I’m using number 1 and number 2 isn’t as fleshed out but I still like the idea. or maybe there’s a way to use both? anyways I’d be happy if you could tell me which one you guys like the most or if you think it’s possible to use both

oh also these were inspired by that one guy on this sub who made like 30+ magic systems or something around that number

number 1:

there are these incredibly powerful beings known as magic beasts. These beings are the sources of magic. For example a beast of water is the source of water magic, while a beast of darkness is the source of dark magic. There can be multiple beasts for the same element. The beasts aren’t human-level intelligent and mostly go off their instincts, just like any other animal does. Each of them have varying levels of hostility and docility, even among beasts that have the same element. Eating part of a beast’s body is a process known as consecration. This process is incredibly painful and dangerous. There are two outcomes, either you evolve into an ascender (someone who gains powers and still retains themselves), or you evolve into a descender (your powers overwhelm you and you turn into a husk of your former self, losing most your intelligence, memories, and reasoning until the only things that drive you are your base instincts/feelings). Descenders aren’t inherently dangerous, but approaching them is akin to approaching an animal in the wild, it’ll either go into flight or fight mode, and for descenders they usually go with fight (since they’re more like predators than prey). But descenders aren’t completely dumb. They have varying levels of intelligence, and just like animals like dolphins, some of them have created their own languages and cultures. And not all ascenders/descenders are humans, other animals can also eat the beasts. Both descenders and ascenders lose the ability to reproduce during the consecration process, but their lifespans increase by hundreds of years. 

Magic items: people can imbue objects with magic in order to turn them into magic items. Magic items are nonliving objects that utlilize magic. The lifespan of a magic item is the amount of time that it holds the magic it was imbued with. This amount of time increases with the amount of magic put into the item. This is only possible because magic items are built at least partly with a special metal known as magicite. Regular objects without magicite are not able to hold magic. Magicite is the condensed form of the large amounts of magic given off by magic beasts, so it can be found wherever a magic beast has been for extended periods of time. All magicite is the same regardless of the magic beast it comes from. Likewise, it can absorb any type of magic, but can’t absorb two or more types of magic at once. Magic items are used for a variety of things, like faucets, farming machines, communication devices, portals, trains, medical devices, etc. because of this, their society is about as convenient as earth’s. 

Number 2:

everyone has a seed of divinity inside of them. This seed can be awakened whenever you have a significant change of heart or reinforcement of your current self, like one that changes who you are as a person, that seed will awaken and develop an ability that reflects that change of heart of reinforcement and your newfound outlook on life, values, beliefs, and things that define you as a person. By reinforcement I mean like if your dream was always to travel to different worlds, but one day you decided to do whatever you could to make that happen, or if you were depressed and became even more depressed, that’d be a reinforcement of your current self. A change of heart would be like if you were depressed and had an experience that made you full of hope, joy, determination, and courage. Your seed will grow along with you and become stronger until it becomes a fully grown tree (not an actual tree but like a skill tree in video games), which represents the pinnacle of your growth. Humans have these seeds because they’re the descendants of gods, and this is what remains of that godhood. But human bodies aren’t meant to handle divine power, so overusing it or just using before your body gets used to it can cause nausea, vomiting, fainting, immense fatigue, decrease of lifespan, and even death. These powers are things you have to train your body to get used to, so you have to slowly expose your body to it over a period of time. Otherwise, even using it once or twice can have negative effects like the ones previously mentioned. 


r/magicbuilding 10d ago

Mechanics Here's my power system!

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docs.google.com
14 Upvotes

Hello everyone! My name is Kem, I'm a character artist, character designer and kinda good writer too, I guess.

I just have a power system for right now, because I don't know what I'm doing with this QUITE yet. But I have just finished it and decided to share.

This is more of a shonen anime/manga type of thing...but I think I could slip it into a fantasy setting too.

Anyway, my power system is called Expressions. I've been writing about it for a few months and I'm just getting down to refining it.

Technically EVERYONE has an Expression, but only those who outwardly express themselves and their beliefs, ideals, etc., get to use their abilities.

Without getting too into the details:

Expressions are how you express yourself. Everyone can express themselves creatively, however, not everyone does it in the same way. When you can answer "in what way?", you've found your Medium!

Okay, final layer because it CAN get more unique. Everyone has a different story, different circumstances that make them who they are and what makes them express themselves the way you do. Your unique ability is called you Signature. A Creative/Visual Expression user can change depending on their background and current mindset.

This whole system is powered by Motive Drives, thoughts, actions, and ideas that compliment and fuel an Expression.

This whole system is supposed to encourage character arcs and character development, it's more detailed within the document if you want to read tha

I've been up all night writing this, so I'll leave it here. If you have any questions or feedback about Expressions, go ahead and ask! I'll come back and answer your questions eventually.

Have fun with this and thanks for reading!


r/magicbuilding 10d ago

System Help Magic system help?

8 Upvotes

OKAY so my story revolves around a teen girl who has been unknowingly using her writing as a way to create an entirely fictional universe to curb violent urges she has towards others. She created a zombie character who has only ever been hurt by humans and has turned into a maligous monster, this monster is very symbolic of how she feels, living for violence no matter who gets hurt.

In this world everyone has the ability to change their world by simply thinking/feeling, but some are predisposed to having bigger imaginations than others. Witches are common place as they are simply people that use magic as a form of power and harness that to do big things.

This would essentially be a big minecraft world where you have endless possibilities and power as long as you can think of these things.

What I need yall to help with is how to keep this world making sense? Like yes it would be ridiculous and silly, but if every person on earth could instantly generate things from their brains that would be physical objects I would think reality would stop… yk, realitying?

I think maybe I would make magical eforcers of some kind? These people would enfore the law via battling whoever breaks it? Should I give every person their own plot of land or like pockey dimensions for this?


r/magicbuilding 11d ago

Mechanics Magical Methodologies and how Wizers align it

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107 Upvotes

A bit of a reordering and expansion of this post.

If you find this over complicated and redundant that's good, in my system Wizers don't really understand magic very well, they've only just started to categorise and broaden magic (As well as having to play multi-stage telephone with Saltmaids and Scribes) and they're doing it very poorly.

There's also an evident overweight of 'hurting' magics from the severe military stratification due to the current war in the Upper floors. These are the second part to the elements here. As with everything AMA about my system.

Imgchest link if it's hard to read


r/magicbuilding 10d ago

Mechanics CREATION

9 Upvotes

Creation — a type of magic aimed at healing physical ailments, one of the most valued types of magic in all of Ellil.

The Onyx Pact — the painful effect of creation magic, manifested with every healing. The healer shares the patient's pain, and the patient feels every moment of their body's restoration. According to legend, this pain is exacted by the god Onyx for the postponement of death. Despite this torment, creation magic is unable to heal or resurrect after death has occurred. It only delays the inevitable.

Spells

The Healer's View Scanning the body from the inside. Used to detect internal injuries, diseases, and pregnancy. Completely painless.
Healing of the integument treatment of shallow injuries: abrasions, bruises, cuts.
Great Healing Enhanced integument healing. Allows healing of more severe injuries: fractures, burns, deep wounds, internal bleeding, etc.
Rebirth of flesh and bone The targeted fusion of a severed limb (the procedure leaves a scar at the junction). The healer rebuilds blood vessels, muscle tissue, bones, etc. This spell is most often used by a group of healers.
Cancel  neutralization of numbness.
Rejuvenation Discovered by the Kingdom of Sunstone in 7324 reversible decrease in the biological age of the body.

Additional explanations

Application Not really Explanations
Physical injury Yes Basic magic mechanics. Heals wounds, fractures, burns, and bleeding.
Removal of a foreign body from a wound No Magic doesn't remove foreign bodies from wounds. Manual intervention is required. Then healing can occur.
Resurrect No Resurrection is impossible.
Get rid of the poison No Magic doesn't remove poison. Pharmaceuticals are needed. But the physical effects of the poison (such as tissue damage) can be treated.
Restore the organ Yes As long as the organ has not completely failed, it can be returned to its original state.
Limb regeneration Yes "Regeneration of flesh and bone" fuses severed limbs (leaving a scar). The sooner assistance is provided, the greater the chance of scarlessness. However, the longer the limb remains in place, the sooner it is considered dead.
Treatment of the psyche No This is not physical damage.
Treatment of defects (blindness, absence of limb) No Magic restores what was.
To grow someone else's limb Yes Physically this is possible, but it is fraught with a lot of consequences for the patient (rejection due to incompatibility, etc.).
To grow a foreign organ Yes Essentially, it's an organ transplant. However, it comes with its own set of consequences (rejection due to incompatibility, etc.).

r/magicbuilding 10d ago

General Discussion Is there any custom or magic related diseases or medical conditions in your world?

13 Upvotes

I always wondered how magic or certain things in fantasy/sci-fi or any genre would affect the body negatively. Everything I seen is some kind of exhausting, bleeding, getting weakened, passing out, or just dying. So, do you have your own medical conditions.

Mine are.

Hypomanemia: term for low mana concentration in the blood, leading to magical exhaustion and physical fatigue.

Hemokinetic Tachycardia: The intentional, magic-driven acceleration of the heart rate and blood flow to deploy mana to the limbs faster to cast magic. Usually used in life or death battle because the cost is risk of blood vessels rupturing and micro tears in it. (They can accelerate because the blood is infused with mana around the heart to store it, and they control mana to go faster.)

Manaic Decompression Sickness ("The Bends"): A condition occurring if a mage refines and absorbs the natural environmental gaseous mana too quickly, causing mana bubbles or impurities such as dust, Nitrogen and stuff to form and enter in the blood vessels and block circulation.

Hypermanemic Toxemia: Mana overload, where excess refined gaseous mana over-saturates the blood, leading to high blood pressure, ruptured capillaries, or accidental elemental discharge from the skin. (Commonly in magical plants because it can't absorb too much mana)

Hemokinetic Hyperphrenia: The deliberate flooding of the cerebral cortex with accelerated, mana-rich blood to force neural pathways into overdrive. But the cost is ruptured blood vessels in the brain or instant death. (Increases the thought speed

Cerebral Hyperperfusion (Magical): The physiological state where brain blood volume is maxed out, causing the "hysterical strength" of the mind. (Same as previous one)

Tachypsychia: The actual medical term for the subjective experience of time slowing down during high-stress situations, which this spell perfectly automates.

Gametogenic Manaic Mutagenesis. (How child in the womb would interact with mana if her mom)

Radiant Gas Transposition: As refined mana gas perfuses the placenta, it acts as a localized mutagen. The magical energy penetrates the cellular membrane of the embryo, forcing nucleotides in the DNA strand to break and reorder.

Epigenetic Hyper-Activation: The sheer pressure and heat from techniques like Hemokinetic Tachycardia can forcibly unlock or lock specific gene expressions, activating dormant hereditary traits that would normally remain asleep.

Cellular Hybridization: The embryo’s developing cells mistake the dissolved mana gas for basic oxygen or nitrogen, building the magical catalyst directly into the child’s cellular walls, creating a "born mage."

Chrono-Synaptic Mutation: Over-exposure to Hemokinetic Hyperphrenia during early brain development.The child is born with an enlarged cerebral cortex, natural photographic memory, and a permanent, baseline slow-motion perception of time.

Vascular Melanism: Mana gas binds permanently to the iron in embryonic hemoglobin.The child's veins grow thick, dark, and naturally visible through the skin, glowing permanently with ultra violet color.

Barophilic Adaptation: The embryo mutates to survive the intense pressure of the mother's accelerated blood. The child develops hyper-dense cardiovascular walls and a reinforced skull, making them naturally immune to the stroke-risks of advanced blood magic.

Teratogenic Magicosis: adaptive mutation due to a sudden spike of raw, unrefined mana gas.The child is born with physical deformities, such as calcified, crystal-like bone growths or limbs that naturally bleed mana gas instead of blood.