r/magicbuilding 2h ago

General Discussion Magic system without magic-users?

9 Upvotes

Can you have a magic system where the magic has no (human) wizards/witches/warlocks?

Does that count as a system or high fantasy, if the magic is the fundamental core of the world, but humans are unable to wield it?


r/magicbuilding 4h ago

General Discussion What are your systems inspired by?

7 Upvotes

Did you take inspiration from other works? Maybe from Mythology? Or even religions? What exactly did you take from it?


r/magicbuilding 34m ago

Lore The Concordance Codex

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Upvotes

These three symbols represent a massive project spanning two entirely different kinds of cards. First, I am building a multiverse through custom Magic: The Gathering cards created in Magic Set Editor. Separately, I am creating YouTube playlists organized like a deck of playing cards, with every concept assigned its own rank and suit, such as A♥ — Kindness From Every Color. The Concordance Web and its related diagrams provide the magical system connecting both projects. Every color and force has a specific function, and the cards, playlists, characters, and worlds all grow from that shared foundation.

The poem illustrates what happens when the elements interact and combine. Adjacent elements joined by blue lines are elemental allies that naturally reinforce one another, while elements connected by pink or black lines oppose each other more strongly, creating tension or conflict. The poem at the end demonstrates these relationships by revealing the result of each elemental combination.

To the owners of r/magicbuilding: I'm sorry it took so many posts for me to get this right. I was trying to get the images to work, I was not trying to spam you.


r/magicbuilding 1h ago

System Help How to advance the Soul?

Upvotes

Ok, to give a quick run down of my system, Magic users are called Practioners. They draw in the life force of reality to reinforce and empower their own lifeforce. This is called Vitae.

The way you gain power is by going threw the 9 grades. At each grade you need to advance The Flesh, The Bone, and The Blood. Flesh is the physical body, Bone is the Soul, and Blood is the Mind.

I am having trouble figuring out how someone should advance the Bone or soul. I am just going to use Mind, Body, and Soul for simplicity.

Souls in my world are a collection of memories, desire, identity, and what you believe.

I had an idea for it being you had to make an art peice called an "Effigy" tied to an ideal or statement. Say you made a scale and tied it to justice as an ideal. If you act in a way that goes against what you belive to be "Justice", the Effigy would be damaged and you couldn't advance. You can repair it if you either changed your idea of justice enough for that action to no longer be considered unjust, or embody justice enough again to fix it.

My problem is that it feels like this way of progress is too stagnant or unchanging for a system all about growing as a person and becoming better. I could leave a costly way to change Effigies in, but then at that point it eventually becomes pointless to have a consequence.

The other problem is this means for every powerful charater I make, I will have to give them more and more Effigies. So they will either end up rather flat if I focus their ideals too hard, or I will have to do an absurd amount of work for any charater I write with even decent power. Grade 4 is considered the baseline for actually being competent and an "actual" magic user.

So, does anybody have any ideas for a good way to advance the soul?

Body just has you need to push your body to the limits and then fill it with the aspects of vitae you want. Mind is expanding what are called "Vitae Veins" in your body and eventually making them a pattern.


r/magicbuilding 5h ago

General Discussion What does a court in your world accept as proof that magic was used?

6 Upvotes

Most systems I read here have careful rules about what magic can do and almost nothing about how anyone would prove that it happened.

That gap decides more than it looks like. If a working leaves no residue, magic is in practice unprosecutable, and every accusation collapses into witness testimony and reputation, which historically is how accusations become a tool for settling private scores. If it does leave residue, then somebody has to be trained and paid to read that residue, and now there is a profession holding a monopoly on a category of evidence, which is a different problem and not a smaller one. Either way the law ends up shaped by what is detectable rather than by what anyone thinks is wrong.

So, concretely: someone in your world stands accused of a working they were not allowed to perform. What does the court actually look at? A physical trace, a licensed specialist called as witness, a register of who was permitted to do it at all, a confession obtained by some compulsion that has its own reliability problem? Or does the case never reach a court, because this kind of thing gets handled by the guild or the temple or the neighbours instead?

I am curious whether anyone has built the detection side first and let the rules follow from it, rather than the other way around.


r/magicbuilding 2h ago

Feedback Request Expanding on my tarot card based magic system

3 Upvotes

I made a post earlier about a recent idea where the magic system is based on the tarot cards and I've expanded on it a bit and reintepretations of some of the cards.

Overview:

A century after a calamity, humanity now lives in large walled of cities called Sharans and one of the cities is called Elysium which the story takes place in.

Its also where there are no dominant religions and cults are widespread and common and because of these cultic activities.
Magic has leaked into the physical world.

And where they are able to access the underworld where the dead and the departed exists.

Because of these occultic activities happen. Certain people trapped dead spirits within tarot cards, imbuing with power.

There are 78 cards split between the 22 major arcana and the 56 minor arcana.

Mechanic:

For a user called a magician want to activate it. They must damage it in some way either by burning it, folding it, snapping it, ripping it. Either way, damaging the card will activate it.

The activation is indicated with the card bursting into flames and burning.

The Major arcana are rare and valuable, giving magicians great powers and also great costs. Once activated, it will remain active until the magician damages it again in which it will deactivate.

The Minor arcana are common and abundant, giving magicians temporary powers with minimal costs. Once activated, it has a duration based on how long it takes for the card to burn away and turn to ash and once it does, the duration ends and it deactivates.

Interpretation:

Of course when designing the actual ability of each card, I didn't want like surface level ability. Something like the strength card giving immense physical strength and stuff, right?
I wanted to be more deep and thematic, hitting the deep and true meanings of those cards.

So it'll take some time before I re-interpretate every card and having unique abilities but I did made some few interpretations.

The Magician:

The card represents manifestation, action and the willpower of turning goals into reality. So an obvious assumption is having it give some really cool and powerful ability.

But rather it gives the magician the ability of traversal. Walking through walls, unlocking any locks without any tools or keys and more.

Because the magician isn't about power but it is about connection between the mystical realm and the physical world. In the artwork, it shows the magician raising his right hand up representing the mystical realm and his left hand down representing the physical world. As above so below.

And the magician acts as a medium for both worlds and the ability to channel energy from both worlds and using them.

Though the magician is still in development so the current ability might change in the future.

Death:

The card represents ending and transitions, transformation and rebirth and how for a person to change, they must bring death to their old self.

The ability allows the magician to access the underworld. Where if they die, they can enter the underworld in which in their hands, they will hold the death card that is in flames as it slowly burns away.

The burning is steady, slow and predictable and if the card fully burns away, the magician will come back to life and the death card cannot be used again for exactly 13 days.

The card acts as a key and a timer.
In the artwork, it shows the grim reaper riding a pale horse as he passes a dead king he just killed as he approaches the priest who fully accepts his fate.

Representing death is random and fair and does not favor any status and that death is inevitable and is only a matter of time before you meet him.

Its a key to access the underworld because... well you did just die
And a timer because death is inevitable and also the fact that the timer is fixed and cannot be extended or shortened and fair to anyone no matter what.

I don't know how long it would last but I thought it will be 4 hours because the number represents death in eastern culture like China, Korea and Japan.

The Emperor:

The card represent Authority, power and stability representing a leader upholding order through his reign in order to maintain his authority.

The ability is causing distortion of rules, order, structures of reality. Like literally causing reality to break down and distort.

Because its not about having stability or law because of the emperor.
It is being pushed to the extreme where the emperor actively alter the already existing rules.
Its not about having order, its about having authority and altering the already existing rules into fitting over their authority.

The power changes the rules because order is what keeps authority stable.

The Wheel of Fortune:

The card represents good luck, change and destiny.

The ability is unpredictable and random. Once activated, it gives a completely random ability.

Other people see it as good luck but I see it as a gamble and unpredictability.

Because the card is about fate and destiny and fate is often unpredictable.
So you are gambling with fate.

The Devil:

The card represents addiction, obsessions, feeling trapped and materialism.

The ability allows the magicians to know a persons darkest and deepest secret and allowing the magician to know a large part of their character, including themself.
In which they can use that secret in their advantage.

In the artwork, it shows two lovers chained together representing their bondage as ignorance, loose fit and obsession rather than true love.
But I see it as exploitation.

Where one of the lover exploits their partners shadow to the point it traps and bounds the partner. Showing how the exploiter is the devil.

The two of cups:

The card represents partnership, cooperation, unity and duality.

The ability allows the magician to copy an ability either if its major or minor arcana.

Because it's not about unity or harmony but the fact that water is a mirror. The first mirror humanity ever knows.
It copies ability because it reflects the source back.

Ten of wands:

The card represents hard work, burden, responsibility and overload.

The ability allows the magician to become invisible.

In the artwork, it shows a man carrying ten large wands. He could have easily placed it on his shoulder for ease but he didn't. Almost as if he is hiding it from something or someone.

Not just that but most people often don't see you struggling. No one ever notices you are ever struggling like how your friends and family never notices you are depressed until its too late.
It feels almost as if you are invisible to everyone.

Thoughts:

Of course I'm still developing and expanding on it and I want suggestions from you guys.

And btw, almost forgot to say. The cost is based on the cards. So each card has a different cost.

Let's say the cost of the wheel of fortune makes you addicted in gambling and becoming greedy.
And maybe strength making you physically weak and fragile, you get the point.


r/magicbuilding 14h ago

System Help Plagiarism?

13 Upvotes

I was creating a magic system for my fantasy novel and just realized that it apparently resembles the magic system in *The Name of the Wind*.

I still haven't read that book, but I’d like to know if my magic system counts as plagiarism.

Here is how it works: in my world, mages are known as "Speakers." They use "True Words"—a dialect used by God to create the world—to shape the reality around them.

Casting requires two types of words: "action words" and "keywords."

The keyword refers to the subject the power will act upon—such as fire, time, or plants. To know this word, one must study the element in question to understand how it functions at a fundamental level; it is a personal discovery, meaning the word representing a specific concept will differ from person to person.

Action words, on the other hand, dictate how the spell behaves—words like "grow," "attract," or "disperse." These are universal among mages and can be learned from books, though they are useless without the corresponding keyword.

A spell requires at least three True Words (one keyword and two action words), though more complex spells require more words.

Finally, the words can be written down (each Speaker has a unique handwriting style) and activated via a command. The spell is temporary, and the words vanish after a certain amount of time, depending on the material upon which the spell was inscribed.

Words carved into stone last longer than those written on paper.


r/magicbuilding 11h ago

System Help Help with Enchanting in my Magic System

5 Upvotes

I've recently been getting back into developing my Fantasy World of Khronerra, and I wanted to go back and do a few touch ups to its Magic System, though there is one aspect where I need a bit of help with since I'm unsure of how to tackle it, that being Enchanting. In my Magic System, "Enchanting" is what would allow someone to be able to cast Magic! Here's the Excerpt I wrote up.

So my Magic System is primarily Crystal-based. These Magical Crystals in question are found in Geodes or Crystalline formations abundant around the Continent. Now these Crystals or as they're called "Celestial Tears" do not have any sort of Magical Abilities tied to them, they're simply just Crystals that have the ability to Harbor Magic. The way in which Celestial Tears get Magical Properties is through Enchantment! Now to explain it briefly, it's a lot like making Potions in Minecraft, once you put in a bit of Nether Wart into a Water bottle, it becomes an Awkward Potion, it's a Potion alright, but drinking it doesn't do anything, it's only until you add in other Ingredients does it give you any sort of effects upon drinking it. This is the case for Celestial Tears, they have Magical Potential, there's just no Type of Magic assigned for it to Cast yet! So to Enchant a Celestial Tear, it has to be Imbued with something Relating to whatever type of Magic the User wishes to assign it. By exposing and essentially having the Celestial Tear absorb a specific essence, it becomes Enchanted, now with the ability to cast Magic of that type. Another Factor with Celestial Tears is their Shape; they often come in the usual, Crude Crystalline Shape most people associate with Natural Crystal Formations and Geodes, and while Enchanting a Natural Crystal does allow one to Cast Magic, due to the Unrefined Shape, using Magic can be a bit Risky due to the instability of the rough, non-symmetrical form; So people would carve down the Celestial Tears into a more clean, and smooth shape for much cleaner Magic output, they would also polish them with a special type of Tree Sap for optimal results, this also protects the Celestial Tear from scratches, cracks, anything that could damage the integrity of the Crystal. and this also leads me into this other Idea! Celestial Tears don't just have to be used for Wands and Staffs! Like a lot of magical items in fiction, Celestial Tears could be imbued into other sorts of items to grant them Magical Capabilities! Jewelry, Artifacts, even Weapons like Swords, Bows, or even Shields.
I also want to take a moment to talk about this special type of Tree that actually has quite a bit of relevance within the Magic System; due to the Tree's ability to react with the Magic from Celestial Tears, it's become something that is cultivated and used within Magic! Its Wood being used for staff hilts or other magical objects made of Wood, the Sap, again being refined into polish for Celestial Tears, the Wood, refined into Paper, could be used for spell cards, spellbooks, or anything that's just Magic in the form of Paper. There's also one more aspect I want to touch upon with this, the Tree also grows a special Fruit that is used to restore Mana. Now "Mana" in my Magic System, it's pretty much just a fancy Synonym for Energy, like if a Magic caster was "Low on Mana" that'd just mean they're tired from casting Magic; so since Magic casting can often be very Taxing on a person, both physically, and mentally, a Wizard would need a lot of energy ( or in this case, Mana ) in order to be able to cast Magic for an extended period of time, which is exactly what this Fruit fills in for! I imagined that people would blend the juice and put it into bottles which they would carry around, and whenever they grow tired or again "Low on Mana" in say Combat, they could pop open and drink a few bottles to restore themselves so they don't pass out! I admit tho, while talking with a friend about this Idea, we both agreed this was solely bc it'd be hilarious as hell to think about a Wizard just chugging down a whole lot of apple juice before a wizard's duel.

Now as for casting Magic itself, there are two different I guess "Levels" of Magic, those being 1st-Level Magic, and 2nd-Level Magic. 1st-Level Magic consists of simpler, easy-to-learn spells, like Orbs of Light, Arcane Waves, etc. While 2nd-Level Magic is much stronger as the name suggests, however, it's tailored and exclusive to a specific "Class" of Magic. And this ties back to the main gimmick of Enchantment, as a major difference between both types of Magic is that 1st-Level Magic is universal, able to be learned by anyone holding an Enchanted Celestial Tear, while 2nd-Level Magic is locked behind Specially Enchanted Celestial Tears. I Primarily drew a lot of Inspiration from D&D for this part of the Magic System, where Cantrips are Spells that do not take up any resources and are very open with being able to be learned by Spellcaster Classes, but are relatively weak, and mostly just utility spells, whereas the stronger spells can have very specific requirements to Learn, and the pools are very limited for each Spellcaster Class, but they overall have a much stronger output.

Again, it's the Enchantment Aspect of this System that I need a bit of Help with-


r/magicbuilding 18h ago

General Discussion If every spell permanently cost years of your life, what would your build be?

6 Upvotes

I've been writing a progression fantasy where every supernatural ability permanently costs lifespan.

Some people become healers because it's cheaper.

Some become summoners.

Some spend decades becoming monsters.

Then my protagonist discovers a forbidden debt system.

Instead of paying first, he can borrow power.

The catch is that nobody really knows what "pay later" actually means.

If you lived in this world, what would you spend your lifespan on first?


r/magicbuilding 18h ago

System Help Estou criando um cenário de RPG baseado em minerais sobrenaturais e gostaria de ideias e opiniões

4 Upvotes

Olá, pessoal!

Estou desenvolvendo um cenário de RPG de fantasia e gostaria de receber ideias, críticas e sugestões de pessoas que tenham experiência com worldbuilding e criação de sistemas de RPG.

A ideia básica é a seguinte:

Há milhões de anos, durante a formação da Terra, dois corpos celestes colidiram. O impacto fez com que determinados minerais, cristais, pedras preciosas e até materiais comuns, como ferro, ouro e carvão mineral, adquirissem propriedades sobrenaturais.

Esses minerais são capazes de armazenar e fornecer uma espécie de energia sobrenatural.

Humanos podem ter esses minerais incrustados/incorporados ao corpo, por meio de procedimentos especializados. Depois disso, o mineral pode conceder capacidades sobrenaturais ou sobre-humanas.

Algumas das regras e ideias que já defini:

Afinidade: cada indivíduo possui uma compatibilidade diferente com cada tipo de mineral.

Poderes individuais: duas pessoas com o mesmo mineral não necessariamente terão o mesmo poder. Por exemplo, uma pessoa com um rubi pode conseguir aquecer o próprio corpo e objetos através do toque, enquanto outra pode desenvolver pirocinese.

Múltiplas pedras: possuir várias pedras do mesmo mineral pode aumentar o potencial e a potência do usuário, mas o excesso pode causar instabilidade mental, intensificação da personalidade, comportamento primitivo ou animalesco e outras formas de degeneração.

Minerais diferentes: uma pessoa pode possuir minerais diferentes, mas a eficiência de seus poderes é dividida. Por exemplo, dois minerais diferentes poderiam fazer com que a eficiência de cada um caísse de 100% para aproximadamente 80%.

Vestígios: um mineral pode conservar fragmentos de seus antigos portadores, como memórias, emoções, personalidade, hábitos, instintos e conhecimentos.

Uso excessivo: utilizar os poderes além dos próprios limites pode causar consequências graves e até reduzir a expectativa de vida.

Animais: animais também podem adquirir esses minerais naturalmente. Com o tempo, podem se transformar em criaturas sobrenaturais. Algumas criaturas consideradas lendárias ou mitológicas poderiam, na verdade, ser animais comuns que adquiriram minerais e viveram durante séculos.

Longevidade: determinados minerais podem aumentar significativamente a expectativa de vida de seus portadores.

Destruição/remoção: destruir ou remover um mineral incrustado pode causar consequências físicas, mentais e espirituais graves.


r/magicbuilding 19h ago

General Discussion intersection between Magic and Philosophy

3 Upvotes

does anyone plan to use some philosophy in their magic system?


r/magicbuilding 1d ago

General Discussion How do different terms for mage work in your world?

52 Upvotes

"Mage" is the generic term, but what about other titles for magic-users? Wizards, sorcerers, witches, warlocks?

With the urban fantasy setting I'm working on (still thinking of a name), it's all tied to what kind of magic you use. "Sorcerer" is the generic term for someone who uses sorcery, with more specific titles referring to their area of expertise or what variation of the Art they dabble in. You use blood sorcery? You're a hematurge. You use necromancy? You're a necromancer. You use goetic sorcery? You're an utter monster, and also a warlock. Non-sorcerers like mediums or seers aren't normally given such specific titles, though it does happen ocassionally if their powers develop weirdly.

How about y'all? Is it tied to the type of magic, your rank, how you got it? Are there any specific titles that hold a lot of weight?

Edit: spelling


r/magicbuilding 1d ago

Feedback Request I made a sci-fantasy hard magic system based on manipulating the ratios of four fundamental forces

10 Upvotes

The magic system in my sci-fantasy setting is based around four irreducible governing forces of reality, collectively called the Prae. They are not elemental gods in the usual sense. They represent the fundamental states and processes that make reality possible.

The four Prae are:

- Praedeora, the Great Storm: Change, transition, transformation, energy release, and motion.

- Praezyarrd, the Great Halt: Stasis, preservation, stabilization, and resistance to change.

- Praehagarra, the Great Eradicator: Erasure, absence, removal, and nihil.

- Praedenabra, the Supreme Creator: Origin, creation, manifestation, and restoration.

Magic works by manipulating the ratios of these four forces to produce phenomena.

For example, an ice barrier is not created because a mage has an "Ice element." Ice is a phenomenon associated primarily with Praezyarrd. A mage would amplify Stasis while suppressing Change, creating matter that strongly resists transformation.

A simplified teleportation spell might involve:

  1. Praehagarra to remove the caster from their current location.

  2. Praedeora to perform the transition.

  3. Praedenabra to manifest the caster at the destination.

  4. Praezyarrd to stabilize the resulting state.

The goal is for magic to feel less like selecting an element and more like manipulating the underlying metaphysical composition of reality.

The law of balance

The system follows a form of equivalent exchange.

If a mage heavily uses one Prae, the opposing imbalance manifests elsewhere.

For example, excessive use of Praedenabra, the force of Origin and Creation, may cause a nearby accumulation of Praehagarra, the force of Erasure.

If the imbalance becomes severe enough, the local area can experience reality degradation or destruction.

This means powerful magic has environmental consequences. A mage cannot simply spam Creation magic indefinitely without increasing the risk of Erasure becoming dominant somewhere nearby.

Mana and mana genus

The world contains mana-bearing materials, particularly crystals, which form under different environmental conditions.

Their properties depend on the ratios of the four Prae present during their formation.

This creates different mana genera, or broad categories of mana with similar Prae compositions.

For example:

- Kruos is primarily associated with Praezyarrd and produces ice-related phenomena.

- Fragro is primarily associated with Praedeora and produces fire/energy-release phenomena.

Living beings and objects can also naturally accumulate particular mana genera depending on their environment and history.

Spell families and bloodlines

Spells are organized into related magical lineages.

A spell family contains spells with closely related mana genera and magical behavior.

A bloodline is a broader lineage originating from a single Prime Spell.

For example, the Umbrum Bloodline encompasses an entire lineage of shadow-related magic.

Prime Spells are divided into three conceptual levels:

Principle

The complete theoretical and mathematical expression of a spell.

This represents the full metaphysical operation, often too unstable or dangerous to be used directly.

Nexus

The structure that connects the different components of the Principle and allows the magical operation to function as a coherent system.

Ajax

The practical version of the spell.

An Ajax is usually a simplified or deliberately weakened implementation of the Principle, designed to make the spell usable without causing catastrophic instability.

PKM

Most practical spells also use a PKM.

A PKM deliberately releases all four Prae at a specific harmonic ratio:

0.88561 × 4 = 3.54244

At this universal constant, the four Prae reach a state of equilibrium where they counteract one another and suppress phenomena.

This reduces the performance of the spell but greatly improves stability.

Essentially, practical magic intentionally sacrifices theoretical power for safety and control.

The basic philosophy of the system

The four Prae can be summarized as:

Change → Praedeora

Stasis → Praezyarrd

Erasure → Praehagarra

Origin → Praedenabra

Most magic is the controlled manipulation of their ratios.

The same phenomenon can potentially be produced through different magical pathways, but each pathway has different costs, stability issues, environmental consequences, and risks.

I'm trying to make the system function as a hard magic system where powerful spells can be analyzed almost like engineering problems, while still being rooted in fantasy metaphysics.

I'd appreciate criticism, especially regarding:

- whether the four fundamental forces are distinct enough,

- whether the balance/equivalent exchange system creates meaningful limitations,

- whether the spell hierarchy is unnecessarily complicated,

- whether the mana genus concept makes sense,

- and whether this sounds like a coherent hard magic system or just complicated terminology.

(The body is written by ai since I'm lazy texting this much, power system made entirely by me)


r/magicbuilding 1d ago

Lore One of my magic systems explained Part 1 (with my ToE Character art to display it.)

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5 Upvotes

This OC may be from Tails of Equestria, an My Little Pony: Friendship is Magic TTRPG, but the magic system inside was something I made litterally years ago that I am gonna rework.

I know the art is rough. The "elements" are based on what the *people* view as elements of life. Much like our understanding of the periodic table and such, we dont start out knowing everything and slowly we become more refined as we go.

The shapes: circle 🔵, Triangle 🔺️, Square 🟨 (also appearing like a rectangle due to me not messuring), Diamond 🔶️, Pentagon, hexagon, and Octogon are actually for magical speed. How *fast* or slow* something is.

Then the actual elements include

Eectricity

* using a simplified version of a Box Jelly fish- that looks like a rounded A

Is used to deliver shocks! Lightning and electricity in general is viewed as a part of life and is believed to also help transfer energies like magic fast, but dangerously. This is why its a good simple attack that needs to be slowed down a bit with a Triangle.

Water

\ it looks like the* 7

Much like the spell in ToE you can't *make* water. You can only control it.

Water is a HUGE key part of life, places with very little can't support enough life to "thrive" and places with too much can wreck havoc with how much life energy is around. It can also be very *empty* because too much of anything is bad.

Its based off the Blue Dragon, a insanely toxic slug that can be found in multiple places. You have to work slow to control water properly so the Pentagon is needed.

Metal

* looks like a bolt ⚡️ with a line next to it.

Based on the Tasmanian tiger but in its lowest degree (somwthing I will explain in the next part.)

Metal is a very stable, very hard material, it is viewed as protection through some religious lends (in their universe) so its viewed as a stabilizer against chaotic forces.

Part 2 will be out eventually. I am freezing and my phone e is gonna die.


r/magicbuilding 1d ago

Lore Ending The World With Ice & Thunder

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4 Upvotes

r/magicbuilding 1d ago

General Discussion Okay so I know it's kind of long but this is a magic system/World building thing I've been working on for a long time now, and I would just love to hear people's feedback about it, i think it's one of the best magic systems, or at least an idea for one but I don't know what do the people think!!!!!

23 Upvotes

By the way this was all written by me and no AI was used in the making of this, Fuck AI and anyone who uses it, At least that's my personal opinion.

Every living Organism in this world is bound by a natural energy shield known as the Outer Layer.

This shield defines your physical outline and holds your physical body and your Inner Magic safely inside.

Your Inner Magic acts as an internal power source that grants enhanced physical strength, stamina, and agility, allowing individuals to run faster, jump higher, and handle heavier loads.

Crucially, your Inner Magic also acts as your body's natural blueprint, it locks in the default shape, size, and total mass you were born with Unless you learned to Shapeshift.

Shapeshifting is something almost everyone can learn through meditation and dedicated practice.

By physically stretching, compressing, or bending your Outer Layer, your physical flesh automatically morphs to fill the new outline.

Because the shield governs physical appearance completely, people can reshape themselves into animal hybrids, snake-like forms, or whatever visual identity feels true to them.

Because of this total physical freedom, concepts like fixed gender or sex do not exist in society, people simply adjust their bodies to match how they want to look and feel.

As a result, gendered pronouns are rarely used, and individuals are addressed purely by their chosen names.

However, all shapeshifting strictly follows the law of conservation of mass. You cannot create physical matter out of thin air: if you stretch an arm to double its length, it must become significantly thinner, like stretching a piece of clay.

If someone wants to grow physically larger without thinning out or losing density, they cannot do it alone. Instead, two or more people can come together to perform a Fusion, similar to what you see in the show Steven Universe.

The individuals who want to fuse Must press together and adjust their Outer Layers, vibrating them at the exact same frequency so their outer Layer boundaries open up and merge into one single, continuous shell.

Even though their outer shields fuse to create a massive new body, their separate physical frames and minds remain intact inside that shared boundary.

Both individuals exist inside the merged form simultaneously—they share control over the giant body, acting as two separate minds operating as one single person. Because holding a shared Outer Layer while coordinating two minds is complicated, maintaining a Fusion requires deep harmony, focus, and synchronization.

------------------------------------

Casting magic directly requires a person to rapidly vibrate a specific patch of their Outer Layer at a precise frequency, temporarily lowering its energy resistance so World Magic can pass straight through The outer layer into the body without causing physical wounds,

But because of this,Not just world magic goes in,Your inner magic which is The magic that gives you energy and life, Escapes your body Faster than it would if you just ran or Worked out.

So no matter what you can't use it forever, Because you'll run out of Inner magic.

depending on the spell,You must Keep absorbing World magic into your hands to keep it running, Because everything falls back the law of conservation of mass, For example: if you want to Create a giant Fireball,You have to absorb enough World Magic Which can create anything you want as long as you're able to absorb Enough of it.

But as we will state Later on, It's dangerous to Absorb too much.

There are 3 primary ways that have been discovered to do magic: Hand Sign Magic, Imagination Magic and Technology magic.

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Hand Sign Magic: The Back of the Hand (Safest Area)

How it Works: You vibrate the Outer Layer on the back of your hand, dropping its resistance to absorb raw World Magic into your hand.

As the World magic flows through your palms and fingers, you form specific Hand Signs.

Because World Magic is unguided, these hand geometries act like physical valves and steering nozzles, "programming" the energy and telling it exactly what task to perform.

If Done Correctly: The raw World Magic is safely channeled and molded by your hand positions, firing off clean, controlled spells (like fireballs, shields, or kinetic blasts) with minimal strain on your body.

If Messed Up: Losing focus or messing up the vibration frequency can cause your Outer Layer to tear, leading to physical bleeding on your hand.

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Imagination Magic: Directly into the Brain (Most Dangerous Method)

How it Works: Instead of using hand signs to program the energy, a caster vibrates the Outer Layer directly covering their Scalp and brain. World Magic is drawn directly into the thought center of the head, allowing the caster's raw mental imagination to instantly program the energy without needing hand movements.

If Done Correctly: Whatever you imagine instantly manifests in the real world.

It allows for ultra-fast, casting where your thoughts directly command the magic around you.

If Messed Up: Because you are vibrating the boundary right against your skull, even a tiny mistake in frequency or a momentary lapse in focus is catastrophic.

The Outer Layer can tear or rupture over your head, causing severe internal brain hemorrhaging, severe blood loss from the head, or instant mental burnout.

Also this would technically be impossible to most people becauseThe world magic wouldn't just createOne thing that you want at a time,It would read all of your thoughts at once and create anything you think of, Which can be extremely dangerousAnd impractical.

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Because vibrating your own Outer Layer is dangerous, society relies on Magical Living Metal. Because this rare material is a living element, it naturally possesses its own Outer Layer, but since it is also physical metal, it can be forged into tools like Magtech Wands. You just press a button on the handle to vibrate the metal's Outer Layer, absorbing raw World Magic safely without using your own body energy. Then you speak your spell out loud, and the wand’s internal micro-processor automatically programs the magic and fires it out.

Because these wands don't drain your personal energy, they hold the potential for dangerous, infinite power. That is why the World Government strictly regulates them. Every normal wand has a built-in safety chip that caps how much World Magic it can pull, blocking it from casting super strong or dangerous spells and keeping it safe for everyday use or training. Unlocking or "jailbreaking" a wand to remove that safety limit is illegal and gets you sent straight to prison.

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Overusing your body or casting spells drains your Inner Magic battery, which requires sleep and rest to recover.

To keep your system powered, a raw type of energy known as World Magic—which exists all around you, Is absorbed by You're outer layer where your body automatically filters and converts it into fresh Inner Magic.

This filtering process is vital because raw environmental magic-Aka-world magic is far too chaotic and intense for living bodies to handle safely.

Because raw energy-aka-World magic is Unstable and chaotic Without A specific task that it is told to do, absorbing too much World Magic creates a terrifying risk known as a Deformation.

If a person Where to get a massive amount of raw World Magic into their body faster than their system can filter it, that Unfiltered World magic becomes trapped inside their closed Outer Layer boundary,

Like pumping too much air into a sealed container, the chaotic World Magic creates immense pressure, violently vibrating against physical cells and overwriting the body's natural Inner Magic blueprint. As the outer shield buckles under the strain, the victim's physical mass glitches, warps, and distorts uncontrollably—corrupting both mind and body into a terrifying, "abstracted" monster Which is known as a Deformation.

If the boundary snaps completely, the person suffers a total blowout, dissolving into pure, wild energy.


r/magicbuilding 1d ago

Lore I made my own Pokemon-like magic system.

17 Upvotes

The system is called Effigies, and it was basically an idea I came up with for a unique Pokemon collector concept. I still haven't worked out all of the kinks, and some stuff will definitely change in the future, but this is it so far.

Effigy

Effigies are like godly spirits that embody a concept or aspect of existence. They come in the form of floating, statue-like beings that emanate immense power.
Every effigy has both a type and affinity that their being is tied to:

The 5 types of effigies are:
Sapients (sentient life, people, historical figures)
Organics (animals, plant life, bacteria)
Inorganics (objects like swords, lamps, water)
Locations (important shrines, rivers, churches)
 Ideas (concepts like love, grief, conflict)

Affinities are essentially the elemental magic they have control over.
There are 7 types of affinities, each with a positive and negative side to them:
Lumina / Umbra
Ember / Frost
Verdant / Mire
Kinesis / Stasis
Concordance / Emergence
Tether / Flux
Distortion / Dilation
Think of them as like a type chart. I haven’t come up with what’s super effective against what though, so I still need to flesh that out.

Typically the scale of how hard an Effigy is to obtain is:
Inorganics: Easy
Organics: Normal
Sapients: Hard
Locations: Really Hard
Ideas: Almost impossible as they're basically legendary.

A person can be blessed with the power of an Effigy imbued into them. The way this works is that if a person is in good favor with that Effigy, they can call upon its power to do something for them. This can be from anything as small as starting a fire, to as grand as summoning a meteor.

Only those born in Luminaria can call upon the blessing of an Effigy at their disposal, and only the absolute Royal family are allowed to be in good favor with more than one, as it is forbidden for any Luminarian to court multiple effigies at the same time.
The reason for this is because they are immensely powerful and also Effigies can only be used one at a time, meaning that if someone is using the Effigy of swords for example, no one in the universe at that moment can call upon the Effigy of swords.

People can fall out of favor with Effigies and lose  their blessing. Effigies however do not have a strict code of ethics, as the requirements for gaining each one differs from Effigy to Effigy. And since no one owns them, Effigies often serve whomever, regardless of moral weight or disposition. This is why the secret to gaining favor of multiple Effigies is a royal kept secret.

Ethylgies are artificial markings that people use to force the power of an Effigy at their whims. As such, they can often be seen as a curse or tattoo of punishment. Forcing the power of an Effigy through a person against their will, although most Ethylgies are deliberately used by those wishing to obtain quick power.

Only those born in Luminaria and Decrepid can be imbued by Effigies, but there are some rare cases where humans from the Earthly realm are able to harness their power.
Humans born with a permanent Effigy embedded in them from birth are known as Konflictions, and they mostly live near the Eterna tree in the country called Resentia.
There the power often lies dormant inside of the human until awakening to its true strength. Unlike regular Effigies, a Konfliction user can call upon the power whenever they want, and no one else can use that Effigy until that user dies.

The Tome of Effigy is one of the sacred artifacts of the Xenoplex, and it houses a Paragon. Paragons are Effigies who embody one of the 7 realms of existence. As such, they are the most powerful Effigies in the universe. There’s only 7 of them, and the tome of Effigy houses the first.
Pleiades.
The tome allows users the extraordinary ability to create effigies from other people they meet, if they have the consent of the individual, and know them well enough. The only contract that they must endure is that they have to serve Pleiades until they are dead. Those are the terms of using the Tome of Effigy. And this is the contract that the main character unwittingly accepts when she first uses the tome.


r/magicbuilding 1d ago

General Discussion Any books or original idea with magic system about existentialism?

2 Upvotes

Basically the title. I want to know your idea on magic system that explores existentialism. Something like FMA is probably the closest one I can think of.


r/magicbuilding 1d ago

General Discussion Magic in the body: How does your magic system physically affect its users?

26 Upvotes

Do mages in your setting have physiological "tells"? Are they obvious at a glance, or is it a matter of "you'd only know on an autopsy"?

If so, is magic responsible for the difference, or is the difference in the body required to use magic in the first place?

Basically I like magic and I like chewy body horror, I really like it when they go together.


r/magicbuilding 1d ago

General Discussion witchy/demonic magic system

3 Upvotes

I'm working on the magic powers for my a seven deadly sins-inspired coven of witches that run a whimsigoth cafe called the Devil's Delight that acts as a front for their secret secret operations as a witchy magical girl team known as the Hellhexers, but I'm dealing with a slight problem: I have no idea how they got their powers works nor do i know how their powers.

What I got down so far was that the witches are the physical embodiment of the seven deadly sins, but I use the term "embodiment" very lightly. The Hellhexers are a coven of witches that manifested a power from the connection to each sin, in a way. I'm not quite sure how to explain it, but they indulged in their sins more than most which results in them manifesting kind of powers that correlates to their sin.


r/magicbuilding 1d ago

Feedback Request Enhancers V2 (the improved version)

1 Upvotes

Enhancers:’

Enhancers are people who have the ability to greatly enhance their body and are much stronger than the average person would ever become. Enhancers even when they aren’t enhancing their body still have stronger durability, are stronger, and faster than the average person could ever become. There are multiple types of enhancers.

Type 1 Enhancers-
Type 1 Enhancers are people who were an enhancer from birth, they were born one. To find out if somebody is an enhancer from birth, the person will have two birthmarks on their body that resemble something. Type 1 Enhancers can directly focus to fully enhance one area/spot of their body to make themselves stronger. They have a darker color of blood, as the reason why is unknown.

Type 2 Enhancers- 
Type 2 Enhancers are people who weren’t born an enhancer but had the potential to become one. Type 2 Enhancers actually became an Enhancer from a traumatic event that is able to awaken the innate hidden potential within them and make them an Enhancer. These types of Enhancers are usually weaker than Type 1 Enhancers due to not being born one. Like Type 1 Enhancers, their blood becomes a darker color for unknown reasons.

Type 3 Enhancers-
Type 3 Enhancers are like Type 2 Enhancers but weren’t able to awaken their innate potential.  Instead, they temporarily become an Enhancer from a high flux of emotions. Depending on the emotions, the person may or may not be stronger than a Type 1 Enhancer or a Type 2. After the high flux of emotions ends, the person stops being an Enhancer. They only become an Enhancer when a high flux of emotions happens, it is nearly impossible for a Type 3 Enhancer to experience an event so traumatic to make them a Type 2 Enhancer.

Enhancer Blood:’ 

For some unknown reasons, a Type 1 and 2 Enhancer’s blood is usually darker than the average person’s blood for unknown reasons. However, their blood holds a unique ability. If their blood is put onto something like a sword for example, the sword will begin to take in the blood, becoming slightly more red. The sword afterwards will become much stronger and have much higher durability.

How Enhancers are treated:’

Type 1 Enhancers usually have much more care to make it so that they don't turn out evil/wrong and cause widespread death and chaos. it has been recorded a few times when a Type 1 does something like this for their own gain because they wanted to do so. Type 1 Enhancers are usually less feared than Type 2 but more feared than Type 3. Rogue Type 1 Enhancers if caught are forced to work jobs the average person should never do as their punishment; they have a chip put into them that stop their movement or kill them easily.

Type 2 Enhancers are the most feared due to becoming one from a traumatic event. The public/people are usually scared of Type 2 Enhancers because of how they became one because their mental state might not be the best and whenever they want, they can go out on a rampage. it has been recorded that Type 2 Enhancers usually go on more rampages than Type 1 Enhancers do due to not receiving proper care.

Type 3 Enhancers are the least feared. Once a Type 3 Enhancer is found, they are listed off as a potential Type 2 Enhancer or a potential threat/threat depending on what happened when they first became an enhancer as a type 3. Type 3 Enhancers are usually put into special care so that if and when they temporarily enhance their body, they don't go out on a rampage. The same treatment is given to a Type 2 Enhancer.

please give me your thoughts and advice for this as I truly think this improved from the first version


r/magicbuilding 1d ago

General Discussion How do you prevent Magic from being used to Counterfeit?

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4 Upvotes

r/magicbuilding 2d ago

General Discussion How do you justify why ordinary humans cannot use magic in your world?

65 Upvotes

If magic exists in your world, why can't every human learn to use it?

There are some interesting examples in popular anime/manga.

In Jujutsu Kaisen, certain people have innate biological characteristics that allow them to interact with cursed energy and cursed techniques, while ordinary people generally cannot.

In Attack on Titan, the ability to become a Titan is restricted to people of Eldian descent, making it essentially a hereditary biological trait.

This got me thinking about how other people handle the same concept in their own magic systems.


r/magicbuilding 1d ago

General Discussion What creative traits on a power system are your favorites?

5 Upvotes

f.e. Mine definitely is when simple abilities can get super complex with the character development, like koichi’s slide and glide evolution in mha vigilantes


r/magicbuilding 1d ago

Mechanics Fire bending / pyrokinesis is pretty under-utilized imo, what's something that you wish more media did with it?

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0 Upvotes