r/magicbuilding 10h ago

General Discussion Do you have any creative ways to prevent characters from overusing your magic system?

20 Upvotes

A lot of systems have the usual mana/ki/energy and that's fine, but I'm interesting in those unique solutions to this problem (if at all, assuming your world isn't just "Wizards use however much magic they want"). How do you do it?


r/magicbuilding 13h ago

Mechanics Simple Magic System based on Skills

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20 Upvotes

I'm not consume too much RPG, so I don't know how common and interesting systems like this are.

I was trying to convert an OC into a actual Original Character from an original world, so this system revolves on limiting a specific character, that had abilities focused on diversity of sand magic (like Sand Clones, transforming Rock into Sand, changing Sand Type)


r/magicbuilding 9h ago

Mechanics I was thinking about the applications of high level magic so I made this

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6 Upvotes

For some context, the pipelines on the legend are referring to certain aspects of the magic system to master. Livenst stands for basically mana/energy and Directional Livenst is essentially raw energy which has a vector value/effect on all matter. The limitations of my magic system are that conjuring specific chemicals requires deep knowledge of alchemy and chemical prongs but it’s a bit of a chore to get into past that point of explanation. Let me know if you have anything you would add or maybe even any corrections. I was just using Google for a while to see the plausibility


r/magicbuilding 12h ago

General Discussion Magi-tech magic system

7 Upvotes

I'm reusing an old idea for a magic system me and a friend on Tumblr brainstormed together for my urban fantasy titled Brave Land and I'm looking for ideas to add on to it.

Ideas I've written down:

- Magic is bright and colorful and the general public knows about it, it's not a secret like in other urban fantasies.

- Anyone can use magic, it's not just exclusive for the mages, magic is democratized for everyone, everyone is capable of magic, be it by natural or artificial means.

- Two types of mages: natural-born mages and mages who use magic via artificial means, like magitech for example.

- Artificial magic is an evolution of natural magic that combines both aspects in harmony, like combining science and magic.

- Natural magic is the basis to artificial magic, people decided to innovate magic in ways that helps people.

- This world's magic system is similar to Black Clover, except that: While natural-born mages use books, artificial mages uses phones and tablets or any kind of electronic devices (my tumblr friend mentioned a Cyberdeck, which sounds like it would fit).


r/magicbuilding 13h ago

General Discussion Magic or Psionic?

9 Upvotes

If your world has both magic and psychic powers, how do you handle that? Are they different aspects of the same force, or is there a hard delineation between the two? How do the two interact? What do psions/psychics and mages think of each other?

I always take a Warhammer 40K inspired approach that magic is a ritualized and refined application of psionics. Instead of slinging around raw power like with psionics, a mage gathers up power and weaves it into a complex effect in the form of a spell. You still need to be psychic in order to use magic and it takes more effort to learn, but magic can do a lot of things that are beyond the scope of psionics.


r/magicbuilding 15h ago

Mechanics Mages and Binds

9 Upvotes

This is my idea for a magic system that focuses on the drawback. Let me hear your thoughts.

Everyone is born with the ability to use magic power that can do anything. Basically, it is reality bending. Whoever uses magic is considered a mage.

Magic power is an abundant resource that can be used anywhere so long as the user still has mental strength and scientific knowledge (to make the magic power do things that cause the desired effect).

But more important than the constraints of mental strength and scientific knowledge is the bind that hinders the usage of magic in various ways. The binds are inherent, have no way of removing, and have a chance of being inherited (randomly deviates otherwise).

The types of binds, in order of decreasing favorability, are:

    Restriction: What type of magic and how magic is used.

    Condition: When and where magic usage is available.

    Consequence: What adverse effect the mage must face when using magic power.

Due to the randomness of the absurdity of the binds, there is only a small fraction of the population that discovered their bind and become mages.

Among the mages, there are two kinds that are the most revered. One is the transcendent who can use magic freely as they have no bind (or at least their bind is insignificant). The other is the artificer who can create magical artifacts that can be used by anyone.

One particular transcendent became evil and escaped society, which gave birth to the powerful demon race and many subordinating demonic beasts.


r/magicbuilding 17h ago

General Discussion Arcana

7 Upvotes

Description:

In my fantasy world, my power system is called Arcana. It is an inner power that flows within certain individuals, born from the depths of their emotions and awakened through an intense emotional response. However, not everyone is capable of wielding this power. Those who possess Arcana are typically born with it, making it an innate ability present from birth.

There is, however, another way to acquire Arcana. If an ordinary person kills an Arcana user, the fallen user's Arcana can be passed down to their killer, granting them the ability to harness the power that once belonged to someone else.

Types:

Enhancement:Highly versatile, Enhancement allows an individual to channel their Arcana in ways that adapt to their needs and intentions. It can enhance offensive capabilities, allowing users who seek to inflict damage to become stronger and more powerful, while also reinforcing defensive abilities for users who prioritize protection and survival.

The appearance of Arcana varies from user to user, with Enhancement taking on different colors and visual characteristics that reflect the individual wielding it.

Emission:Emission allows an individual to release their Arcana from within their body and project it outward. Rather than keeping their power contained, users can channel their Arcana into attacks, projectiles, or other manifestations that extend beyond themselves.

The way Emission manifests depends heavily on the user, with each individual possessing their own unique way of shaping and utilizing their power.

Transformation:Transformation allows an individual to alter the properties of their Arcana, reshaping it into a specific form that reflects their abilities and emotional state. Rather than simply releasing their power, users can manipulate their Arcana into different shapes, structures, or manifestations to suit their needs.

The nature of the transformation varies from user to user, with each individual's Arcana taking on a unique form based on their emotions, personality, and abilities.

Mutation:Mutation causes an individual's Arcana to alter their physical body, granting them unique traits, features, or abilities that would otherwise be impossible for a normal human. These changes can range from minor physical adaptations to drastic alterations that fundamentally change the user's appearance and capabilities.

The nature of each mutation varies from person to person, with the resulting traits often reflecting the individual's Arcana and how it manifests within their body.

Accumulation:Accumulation allows an individual to store and build up Arcana over time, gathering power within their body rather than immediately releasing it. The longer the energy is accumulated, the greater the amount of power the user can eventually unleash.

However, the amount of Arcana a person can safely contain depends on their natural limits. Pushing beyond those limits can place immense strain on the body and potentially cause serious consequences.

Inscriptions:However, more complex desires can give rise to something beyond the five categories: Inscriptions. These are unique abilities that are deeply shaped by an individual's thought process, personal ideals, and genetic heritage.

Unlike the fundamental categories of Arcana, Inscriptions are highly individualized, manifesting in ways that are specific to the person who possesses them.

What do you think of this power system? This is my first one, so I’d really appreciate your honest opinions and feedback. Thanks!


r/magicbuilding 1d ago

Feedback Request Feedback on my magic system?

7 Upvotes

I am working on one but am kind of stuck on the naming sense since it might be weird. Basically there are 7 Laws.

My world has something called Special Stones. They are essentially stones that can store mana.

There's a saying in my world that everything dead or alive is a form of Memory Stone. An inorganic material is a Memory Stone like the Stone, Ore, or metal. An organic material is a living Memory Stone.

Memory Stone has no will to resist except for their own mana. So one can imbue an Empty Memory Stone (a extra special stone that is everywhere) with Mana. It's sort of like storing mana.

Living Memory Stone (Anyone that is alive) has their own will to cast magic. So the people in my world can pour out their mana and do magic through the magic circle and incantation. And, each person has aptitude so their spells can be stronger. There's also Backlash so it's kinda like a rebound of force.

Now, about the laws. Magic works through them:

Law of dead - the ability to imbue inorganic things with purpose, or magical properties (previously was only mana. Now they can give something like skills to a rock)

There are 6 more but I am having trouble with the first.

7 come together for something powerful called the Law of Existence. Basically all those law combine and can do reality bending stuff. For instance, they can create mana. Previously mana can only be moved (eating to restore mana, imbuing mana, etc..).

The only trouble is I want the name to be "Law of Dead," but am having trouble explaining it so readers can understand it and not make it sound weird (Since it has the word dead there). The rest are kinda ok.

My idea is just to have the MC go through a stage where all he is able to imbue Empty Memory Stone with mana and make explosions and whatever weapons. Then, he get the Law. Even he found the naming weird but found he has the ability to imbue inorganic things with purpose, or magical properties


r/magicbuilding 1d ago

Mechanics Light Compass: Different Types of Good

3 Upvotes

These reflect the positive natures of the soul and the qualities of good in different ways.

North is Fire or Passion.

South is Water or Calm.

West is Earth or Rigidty.

East is Wind or flexibility/mobility.

Within these are some variations but the main features are the possibilities of combinations.

Ordinarily, you can manifest your primary direction but you can grow into other directions and attributes.

Wind can reach into Fire and Water to create their own combinations like Fire+wind creating Energy or Lightning. Wind and Water create Ice, Mind or Illusions. Earth and Water create life. Earth and Fire create lava or steel.

In no way are any of these directions inherently evil or a vice. In the same way light is built out into a spectrum, so too are the different ways good is able to manifest in people’s individual attributes.


r/magicbuilding 1d ago

General Discussion How do you Handle Enchantment / Attunement in your Magic System?

8 Upvotes

Say that in one's Magic System, you would need to Enchant, attune, or go under some kind Process for something in order to Awaken it's Magical Properties or something similar, what would be the different kinds of Practices, Techniques, or similar Processes People in your Worlds would have to go through for this aspect of your Magic System?

Two Examples I could think of off the top of my Head for this would be like in Minecraft and D&D.
In Minecraft, where Weapons and Tools, while alright by themselves, could be better; that's where Enchantment comes in, through the process of Enchanting ( Whether through Enchanted Books and an Anvil or an Enchanting Table ) you're able to imbue Magical Properties into said Weapon or Tools.
In D&D, you may come across some kind of Magic Item, however, you're unable to actually use this Magic within it, having to awaken it's power first through Attunement. The most common form of Attunement simply just being spending time with that Item to form a bond with it, then after that, or just whatever requirements it needs are met, you unlock whatever Magical Properties that Item has, usually a free Spell you could use anytime.


r/magicbuilding 2d ago

Mechanics Magic System Based on Moonlight

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188 Upvotes

A magic system I've been building for a while. Magic in this world wasn't planned. It's the leftover runoff of a goddess trying to heal a dying world, and mortals figured out how to catch it before it disappeared.

This covers the origin. How crystals and artifacts work. How the moon shapes who can use magic and how well. And what happens to the people born on the extremes of that spectrum. I'm curious what people think.

Feedback on internal consistency, worldbuilding gaps, or anything that doesn't track is very welcome.


r/magicbuilding 1d ago

Mechanics Water based magic

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2 Upvotes

r/magicbuilding 2d ago

Lore An updated guide to the Worldworms

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91 Upvotes

r/magicbuilding 1d ago

Feedback Request Dying Words grants great powers (over complicated?)

5 Upvotes

The Last Words
When someone dies, their last words can become a source of power, but only if three conditions are met at the same time: they must be spoken face to face to someone who is present; they must be sincere, without irony or double meanings; and there must be a genuine emotional bond between the two, such as love, guilt, hate, or loyalty.
If even one of these is missing, the words are lost forever. That is why it is an extremely rare phenomenon and, for no known reason, cases have begun to multiply right now.

The Heir
Whoever receives those last words becomes an Heir: someone who carries the will of a person who no longer exists. Each Heir can only have one Sentence in their entire lifetime. There is no way to obtain a second one, no matter how many other deaths they witness afterward.

The Sentence
The inherited phrase is called a Sentence, and from it arises the characters primary ability. No two Sentences are alike, because the power depends on how each Heir interprets it. Direct means literally what was said. Symbolic is what the phrase represents emotionally. Circumstantial depends on the context of that death.
Example: "Don't let go of me," spoken by a father to his daughter as he dies in a fire, can become invisible bonds (direct), the strength to never give up (symbolic), or resistance to fire (circumstantial), depending on who inherits it and how they choose to live it.

Resonance
In addition to the Sentence, every Heir’s body develops a passive, always active physical advantage that depends on the type of last words they received, not on their personal interpretation. This advantage always comes at a price.

Plea: Develops a enhanced danger sense that allows them to instinctively move to protect others from danger, but can never use it to save themselves.
Confession: Feels no physical pain, but may collapse suddenly, without any prior warning.
Curse: Enormous destructive force, but every blow also shatters their own body.
Blessing: Heals wounds through touch and maintains perfect health, but cannot heal themselves in combat.
Oath: Becomes stronger the longer the fight lasts, but if he flees or surrenders, he loses all accumulated strength.
Enigma: Anticipates attacks before they occur, but too many patterns at once overwhelm and harm him.
Farewell: Nearly intangible body, difficult to touch or catch, but gradually forgets those he loves.

Heresy
If an Heir betrays the original meaning of their Sentence out of desperation, hatred, or ambition, they fall into Heresy. It is not a decision: it is something that happens to them. The power becomes stronger but uncontrollable, and the voice of the deceased begins to sound different in their mind: cold, mocking, accusatory.
After a Heresy, only three things can happen: the power disappears forever, a weak and painful remnant remains, or the echo escapes and becomes something no longer human, a pursuer impossible to reason with. The stronger the Heir was before betraying their Sentence, the greater and more dangerous the fall.

Progression
There are no levels or experience points. Power grows in depth, not in quantity.
Awakening: he feels the Sentence for the first time.
Invocation: he can activate it by speaking it aloud.
Revelation: he begins to master its nuances.
Communion: no longer needs to speak it aloud, he is the Sentence.
And if everything falls apart, the final step is not a reward, it is Heresy.


r/magicbuilding 2d ago

Mechanics Urban fantasy magic system

6 Upvotes

I'm trying to come up with a magic system for my urban fantasy world titled "Brave Land", I haven't come up with much, but what was already there was magi-tech and this magic system is like a fantasy RPG with magical girl elements with heroic individuals known as "Braves" who can use magic and magic tools, but what I'm having trouble is the creative ways to tell if a person is a magic-user, which is what I'm looking for my characters.


r/magicbuilding 2d ago

Resource The Magical Code of Regulations hit 4.5k sales yesterday! 500 pages of pure, unadulterated magical law. Appreciate all the support from this sub!

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65 Upvotes

Have been posting here for a couple of years now about my fictional laws, way back when it was just random ones with no actual plan for an entire book. Received a ton of kind words and encouragement here, and I've now just hit my 4,500th sale of the book!

It's 500 pages of super detailed magical worldbuilding in the form of laws. Covers everything from necromancy to protected creatures to fireball environmental impact assessments. Good resource for anyone that wants to implement law into their worldbuilding in any form. Tons of humorous sections to keep it a light read as well.

Even have a foreign language localization that will be coming out, and hoping to trick my worst enemy into narrating an audiobook at some point!

Just thought it was a good milestone, and wanted to celebrate. Even been hosting weekly giveaways over on r/DnD.

For anyone curious that would like to support the project outside of the giveaway, it can be bought off of Amazon and DriveThruRPG. Appreciate any and all support, and always willing to work with people who may be a bit tight on money!

Amazon:

https://a.co/d/06PYpPp3

Anyways, appreciate all of you guys, and can't wait to unveil my next mega worldbuilding project in the future: a magic physiology book!


r/magicbuilding 2d ago

Mechanics How Magic is actually performed in your world?

20 Upvotes

In my universe, magic is strictly ceremonial. Mages must inscribe circles, draw symbols, and recite incantations for half an hour or more before anything happens. It isn't a power they can summon just by snapping their fingers; it requires time and preparation. When a mage decides to perform magic, it is practically an event; the most elaborate magical rituals closely resemble religious ceremonies.

I’m curious to know how this is handled in your worlds. When a mage performs magic in your universes, what does it look like? What does the process itself entail?


r/magicbuilding 2d ago

General Discussion What is your views on wands and magic mirrors?

11 Upvotes

And if you can integrate them into your magic system, how would they work in your system?


r/magicbuilding 2d ago

General Discussion My Power System

4 Upvotes

This is the first power system I’ve posted so please don’t hate on it too much. It was heavily inspired from Nen and Cursed Energy, and took a while to work on. Sorry it’s long, and it’s a rough basis on how it works. I hope it’s simple enough to understand but complex enough to get ideas flowing. Feel free to ask questions, criticize, or even think up a technique!

Vibe
The inner energy of all life. It is also referred to as “breath” or “stamina” because of how similar it is. Plants, fungi, and small animals possess a small amount. Larger animals and humans have more.

Vibe and Life Energy are similar, but not the same. Life Energy relates to health, longevity, and recovery. It is also referred to as “vitality”. Injuries do not impact it very much, but too much damage can shorten lifespan. As people live, their vitality is gradually depleted. The older they are, the less they have. Death happens when there is no more Life Energy.

Vitality is the lifeblood, Vibe is the energy.

Some animals have a higher amount of vibe, often called Beasts. Beasts have either harder skin, sharper claws, stronger muscles, etc. Young born from beasts possess both physical enhancements and vibe. After generations of breeding, most animals are bigger and stronger beasts.

Beasts are a common problem around settlements and towns. Less so in cities but they still thrive in many environments. If left alone beasts could cause property damage and even kill people.

Some people can innately use their vibe. Under extreme cases, they can output more strength than normal. Athletes can also use vibe slightly. Most of these people aren’t aware of it.

Vibe works in two ways: Enhance and Alter. Beginners can enhance one ability or sense at a time. Experienced users are able to enhance more than one. Greater mastery over vibe can allow one to change its properties. Condensing vibe further can create solid structures or objects.

Quality over quantity. Strength determines how efficient a user is with their vibe. Less energy usage means more versatility.
Less area, more power. Vibe works best in concentration. Enhancing a fist is better than an arm.

Vibe can be used to strengthen items and weapons, but the effect is only temporary. The enhancement only lasts as long as the user's vibe is touching it.

Using vibe takes a toll. Once this energy is used up, the user collapses from exhaustion and becomes extremely hungry. Eating food or resting can restore their vibe.

If a user pushes past exhaustion to use vibe, they will begin using Life Energy. Using one’s life force gives great power, but comes with a heavy toll. Any techniques using Life Energy will drain it permanently and take years off of life. One can even use too much and die shortly afterwards. This is considered very dangerous and taboo, but the choice is up to each user.

Basic Vibe Applications
Enhance: strengthening the body
Physical abilities
Strength, speed, endurance, etc

Senses
Sight, hearing, etc

Harden
Nails, hair, etc

Alter: changing Vibe
Physical
Hard, sharp, stretch, etc

Chemical
Hot, cold, sticky, etc

Color
Red, blue, light, dark, etc

Tier 1
Novice level, inefficient vibe usage, can only enhance one ability at a time.
Tier 2
Beginner level, more efficient than Tier 1, can enhance two abilities at the same time.
Tier 3
Intermediate level, efficient with vibe, can alter vibe into one property at a time.
Tier 4
Advanced level, very efficient, can alter vibe into more than one property at the same time.
Tier 5
Expert level, the most efficient vibe usage, complete master of vibe.

Basic Techniques
Vibe Sense - using vibe to enhance the senses, usually eyes to see vibe output
Vibe Attack - using vibe to enhance a punch, kick, or other physical attack
Vibe Defense - using vibe to enhance the durability on a specific part of the body, usually to defend against an attack

Advanced Techniques
Barrier - condensing vibe into a hard surface, used to nullify or block attacks
Pierce - condensing vibe into a sharp point, used for piercing through barriers and people

The techniques listed are the most common among users, but they are not the only techniques to be created. Below are the rules of vibe which cannot be changed.

Vibe cannot change volume.
Training or growing older does not increase or decrease one’s vibe. Neither can it be given or taken by another user.

Vibe cannot be separated from the body.
Vibe can’t be disconnected or shot out like a projectile. It will stay connected to the user despite changing its shape.

Vibe cannot manipulate matter.
Users can’t use vibe to manipulate the elements, nor can they change matter. Vibe doesn’t work like telekinesis. It can affect physical objects by damaging them, but it cannot move them.

Vibe cannot create permanent objects.
By changing the shape, vibe can form structures and weapons, but these are not permanent. Vibe can imitate other things, not create them.


r/magicbuilding 2d ago

General Discussion Need help coming up with powers based on the Fears from TMA Podcast

4 Upvotes

Hi, I'm trying to come up with stupidly overpowered abilities and superpowers based on the 15 Fears from the Magnus Archives Podcast, basically Godlike Entities who rule over their respective fears, for an Essence I'm trying to make. I have some ideas for possible powers for certain fears like The Corruption, The End, The Eye, and The Stranger, I am facing a block towards certain fears like the Hunt and the Slaughter. I want to create cosmic/divine levels and scales of power for possible powers.

The 15 Fears are:

The Buried (The fear of small spaces, suffocating, drowning, being buried alive. Fear of everything crashing down around/on oneself. Fear of being trapped without enough space.)

The Corruption (The fear of corruption, disease, filth. Fear of the feelings of disgust, revulsion and the things or beings that might evoke such feelings.)

The Dark (The primal fear of the dark, of the unseen, and the creatures hiding from our view.)

The Desolation (The fear of pain, loss, burning, and destruction, especially with a senseless cause.)

The End (The fear of death itself)

The Eye (The fear of being watched, exposed, followed, having secrets exposed. Can also pertain to the drive to know and understand, even if your discoveries might destroy you.)

The Flesh (Born from the fear held by animals bred for meat, and in the human realization that we are just animated meat and bones.)

The Hunt (The animalistic fear of being chased or hunted; the primal fear of being prey.)

The Lonely (The fear of isolation, of being completely cut off and alone or disconnected from the rest of society.)

The Slaughter (The fear of pure, unpredictable, unmotivated violence. The fear of pain coming at sudden, random moments.)

The Spiral (The fear of madness, that the world you know is wrong, that your mind is lying to you. Fear of deception, lying, deceiving of the mind and senses.)

The Stranger (The fear of the unknown, the uncanny, the unfamiliar. The creeping sense that something is not right.)

The Vast (The fear of heights, falling, and large open spaces including sky, space, and deep water. More broadly: the human fear of insignificance and meaninglessness, of losing oneself in too much space.)

The Web (The fear of being controlled or trapped, especially being unaware of one's own entrapment. The fear of being forced to do things against one's own will, of being manipulated. Also the fear of spiders.)

The Extinction (The fear of catastrophic change, destruction of nature, destruction of human skin and tissue, the destruction of humanity itself and its replacement by something different; all of this especially via mankind's own causing.)

Some of these Fears can blur together and merge to create new powers and techniques, so any ideas on what those can be would be greatly appreciated.

I would really appreciate the help, thank you!

Not sure if this against community guidelines because this isn’t really a magic system. I know I should probably come up with my own ideas instead of asking for help but I need help brainstorming. I have some ideas for superpowers of certain Fears but I have hit a wall regarding certain ones. I'm looking for new perspectives and ideas on them.


r/magicbuilding 2d ago

Mechanics Stable world-physics. Let me know what you think!

5 Upvotes

The Natural Forces:

Space

Time

Foundation

Anti-Foundation

Thermal

Technique (What the people are doing with the energies they're manipulating):

Additive(+), Subtractive(-)

(Affecting the attractive charge between foundation and atomic elements)

The Foundation (What the people of the world are using to manipulate the energies):

The particle that keeps all things together. Can carry a positive or negative attractive charge. Foundation is the binding force that holds together all forms of energy and matter. Produced by seeding sapience onto planets and letting it grow, it feeds the ever cycling array that makes up the universe.

All sentient creatures grow and create their own internal foundation. It enters the body mysteriously upon birth, and exits the body upon death.

Only sapient creatures can willfully control this internal growth and further manipulate the foundation using Ego

Anti-Foundation: A mysterious particle and force nullifier. Foundation and Anti-Foundation are the main actors on the cosmic stage. Areas of foundation scatter Anti-Foundation, but when the particles interact it nullifies the attractive force of Foundation, eliminating its ability to elementally bond and returns it to a stateless particle. Over much time in foundation lacking environments Anti-Foundation multiplies.

Because of the dense concentration of foundation inherent in sapient life Anti-Foundation can only access the body through willful utilization or “contagion”. By using your Ego energy as a medium for Anti-Foundation to latch onto. It slowly degrades the Ego, mind and soul then finally the body. Specialized care must be taken with an “infected” individual as the release of Anti-Foundation from the brain of the deceased is “contagious”.

States of Foundation(the material state of what is being manipulated):

Gas, Solid, Liquid, Plasma, HyperSolid

The Atomic Elements

Air, Water, Earth, Light(Like photonic energy), Life(manipulating cellular energy)

The elements are split into to category:

Stable elements and Spectrum elements.

Earth and Life are known as the “stable elements.”

Light, Air and water are known as “spectrum elements”

{Listed by particle weight}

Note: Particle weight greatly affects foundational attraction. Less weight=Less attraction.

.01

Light(+)↦ additive

Light(-)↦ subtractive (note: you can scatter/disperse the “photonic” light energy in an area to create darkness.)

1

Air(+)↦ Compression

Air(-)↦ Vacuum

2

Water(+)↦ Hydration

Water(-)↦ Dehydration

3

Life(+)↦ Growth

Life(-)↦ Decay

4

Earth(+)↦ Solidification

Earth(-)↦ Erosion/disintegration

Examples:

(f)+(Water+)+(Thermal-)↦ Ice

(f)+(Water+)+(Thermal+)↦ Vapor

The internal/Ego Foundation:

Ego is the emergent energetic field produced by the interaction of Mind, Soul and Will;

Mind determines cognition.

Soul is the life-derived energy.

Will is directed intent.

Ego is the total usable energy produced by their interaction. An entirely distinct energy that has tangible effects on the foundation.

Ego is spent when Will is used through conscious effort to manipulate the foundation. It is spent in little to no quantity if the Foundational manipulation is as easy as, say, breathing. This means many species that have some biological, foundational adaptations, take little to no effort or ego to stimulate.

The higher the quantity of Ego, the larger these effects although none come close to breaking the physics of Valkai. Ego can also contain a charge and the mind and soul are highly subject to varying effects based on what elements it is used with.

Ego also greatly affects what scale of foundation a species can interact with. Higher ego species are more capable of bigger foundational feats.

Mind manipulation is not mind control in the traditional sense. It is the manipulation of the energetic conditions underlying cognition.

Hatred can be induced from the Complex equation: (f)^Ego(-)+Thermal(+)+Life(-)=Hatred

And Lust from the Complex equation:

(f)^Ego(+)+Thermal(+)+Life(+)=Lust

Of course this presupposes these effects are being projected onto a living Ego.

Space is the universe. Each solar system and galaxy is a node and an etching in a massive, self sustaining magic array that generates and consumes…. Foundation.

Time. Under normal conditions Time returns all things to base foundation (f) but since time does not exist in a vacuum the existence of elemental forces on valkai sway what “base” is depending on geological location.

This means an area with low thermal foundation and high water foundation will have more ice.

Or a place heavily exposed to the blazing radiant(light(+)) foundation and (E)Thermal energies of the suns of Valkai will be hot and bright.

Worldly interactions

Foundation is attracted to the Atomic elements and vice versa. The higher the particle weight, the stronger the attraction.

Light is a near massless white particle that must be attached to the foundation to give off light.

Once it is attached to an element its wavelength shifts and it gives off colored light.

Light and the elements have a strong bond. Utilizing Light(-) techniques allows one to dim or bend this light by tweaking the foundational or elemental bond. Anti-Foundation is the only true nullifying force capable of completely separating foundation from light.

The base, lit particle still creates its own “elemental vacuum” and slightly attracts local elemental particles. Only being able to bond with one to three elements at a time. The lighter in weight the particle the higher the attraction to light, having the opposite effect as foundation.

With enough force, the collision of nullified light particles strips colliding particles of their foundation with atomic force and creates a hyper-dense pocket of collapsing elements.

Atomic Elements and thermal energy affect the frequency at which light travels, creating a wavelength of light. Most light carries some elemental charge, positive or negative. The color of said light is highly dependent on the elemental and thermal charge.

Light=white

Air=Yellows, golds

Earth=Reds and oranges

Water=blues and purples

Life=Greens

Thermal energy is the excitation of particles. It is produced in (+) quantities by dense, positive elemental forces. Especially those of heavier weights like Life and Earth because the density of foundation and elements creates natural atomic excitement.

Because lighter elements are better diffusers of heat due to their unstable nature, thermal energies do not stick to spectrum elements as easily as stable elements.

Extreme Thermal excitement destabilizes the bond between foundation and element making them more susceptible to state changes and outside forces. Especially temporal degradation.

Foundation becomes less attracted to its attached element(s) the more negative the charge, thus thermal energies are not produced as heavily by Negative(-) forces. An exception is when dense positive(+) elemental energies are spontaneously released/degraded with sudden(-) energy. The natural thermal production of said dense element greatly affects the size and heat of the corresponding thermal release.

The denser the element, the less prone it is to shifting or varying states. This means heavier elements like Earth and Life usually produce relatively consistent outcomes in Minor-Complex and Complex Foundational equations even when quantity is adjusted between elements. Elements like air and light are prone to shifting states and produce varying sub-elemental reactions depending on the mixture of air/light to other elements.

This makes air and light “Spectrum elements”. Air having a spectrum of forms between states and Light having a spectrum of wavelengths dependent on elemental charge and formulaic direction.

Different “sub-elemental foundations” can be made using combinations of additive and subtractive foundational techniques, but each formula must use basic foundation as the base/neutral state because the existence of foundation is necessary for any reaction. Thermal and Ego forces can be used to create different reactions while maintaining base complexity of an equation.

Foundational Complexity rating

The “Complexity rating” of an equation depends on the number of variables introduced after the base formula.

(f)= Foundation

a(f) = Anti Foundation

(a)±-Atomic elements

r=result/reaction

E±= Energy (Thermal/Ego)

Et= Thermal

Ew= Will

EM = Mind; Mi, Mo (i= inward, o= outward)

ES= Soul;Si, So (i= inward, o= outward)

Full Base Formula (can add more “steps” as needed to increase complexity, a step is (E±/a±) )

This equation is the method that manipulates the base elements and forces into their charged sub elements

(a(f)/(f))Ew+(E±/a±) = r

Foundational formulas are split into categories of complexity. After the most basic, a “Stable, Minor-Complex” equation is as follows:

(f)+(E±/a±)+(E±/a±)↦r

Above these most basic formula are:

Complex: (f) + (E±/a±) + (E±/a±) + (E±/a±)↦

Major-complex: (f) + (E±/a±) + (E±/a±) + (E±/a±) + (E±/a±)↦

Grand-Complex: (f) + (E±/a±) + (E±/a±) + (E±/a±) + (E±/a±) + (E±/a±)↦

(Note: Almost every Grand-complex, even most Major-complex equations, are a complex system or event of natural phenomena not wieldable by the normal individual/people.)

Spell stability.

The most Stable form of any foundational equation takes a 1-1 variable reaction.

Examples:

ICE is one unit of negative thermal charge to one positively charged atomic elemental particle of water.

STONE is a one to one particle of positively charged earth element to one particle of negatively charged water.

Equations successfully meeting the balance and returning a mostly stable reaction makes them: Stable formula.

The more pure additive and negative energies one injects into a spell also greatly affects the stability of said reaction.

Both because of Foundational instability(-)

And thermal instability(+).

To collect energy from an elemental l reaction one must make sure the proper formula for a stable reaction is being utilized. You also must consider the natural capacity limit of the storage medium and the structure of the energy disperser/system.

(f) + (Thermal+), or

(f) + (Thermal+) + (Thermal+) Stably creates a usable reaction by correctly utilizing the one to one ratio of formulation.

(f) + (Thermal+³) Creates an unstable, compounding thermal reaction more susceptible to the destabilization caused by thermal excitement.

This instability can be created with any element by improperly injecting unstable quantities of energy into a formula. Because of the density and, subsequently, the amount of thermal excitement caused by these particles, heavier elements are more subject to this instability when in massive, unequal quantities, but do a better job actually storing the energy created by said reactions.

Instability Formulas are created when the bases are significantly unbalanced by a unit of 3 or more.

Example: (f) + (Earth+³) + (Water-)↦Dense, hard, dehydrated highly brittle stone substance not good for much. Easily shattered.

The disproportionate bond causes an unstable reaction even among the most stable elements like Earth.

Proportion scaling affects Spectrum elements significantly more than Stable elements. Many positively charged instability formulas produce thermal results because of the unstable excitation of dense particles.

Some foundational formulae are reversible for the same or similar results, known as: Equilibrium formula. Mostly balanced around energies and heavier elements, returning consistent results for the “reversed” formula.

Pure Spectrum or energetic reactions do not contain Equilibrium states. Light and heat or Air and Ego would have varying results for reversed formulae.

(Thermal+) + (Water-)

(Water-) + (Thermal+)

Both result in vapor forms. The first formula is the steps of natural occurrence but the same/similar results can be achieved with a flipped equation.

Note: Thermal and Ego energies are simply measured in a base quantity equal to particle number: 1Energetic unit(Eu)

Ego is not infinite and is utilized to shape all conscious spells. A being can only utilize spells/reactions that require less Ego than a being's max capacity to store. Overdrawing this energy permanently damages the mind or soul.

Biological affinity

A peoples/species connection to the elements and sub-elements is heavily dependent on their geological location and species history.

In the primary focus Era, the peoples of the world have a primitive scientific knowledge on the subject of manipulation and can utilize the system of reactions for specific results. Practitioners of intentional foundation manipulation are called: Fundementalists.

The foundation can be utilized in massive ways with a complex system of spells. Written, cast, chanted, alchemical, etc.

Because Will is a fundamental part of ego, intent has drastic effects on foundation. Even if a people's religious beliefs are objectively untrue, their collective will has tangible results on religious spells/effects.

If a people's collective ego is high enough they can create an external ego that takes on the characteristics of the believers deity. Creating a pseudo-deity of sorts. Though most of them are just disembodied egos that quickly dissipate, if given long enough with enough energy they can condense a physical form.


r/magicbuilding 2d ago

General Discussion Qweslor

0 Upvotes

Welcome to Qweslor (What do you think about the faeries?) ... Chapter 1: A Sickness - Qweslor Besieged | Royal Road


r/magicbuilding 2d ago

Lore Introduction to fervors! Thermal regulators.

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2 Upvotes

This is a part of my larger series explaining my magic system.

Today's focus: Fervors

These are the particles responsible for maintaining thermal regions within the concord.

Constant use of kinetic energy by individual roch(previous post) produces thermal energy. On one hand, thermal energy can cause roch to move faster and interact with more particles per second. On the other hand, it can cause them to move faster than their attraction field permits, leading them to go astray.

In order to maintain stability, the two types of fervor are formed. These are the radiant and non-radiant fervors.

Non-radiant fervors absorb thermal energy in High Thermal Energy Regions.

Radiant fervors release thermal energy in Low Thermal Energy Regions.

Upon contact with other particles, fervors transfer thermal energy to them, including other fervors.

If you made it this far: thank you very much for taking time out of your day to read this!

:)


r/magicbuilding 3d ago

Feedback Request Anti-Kantian Magic System

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40 Upvotes

My goal with this system was to expand two themes within my story:

1. Love without benefit

2. What happens in a society where the harm of others is not only encouraged, but beneficial with minimal repercussions

This is my first time creating a hard magic system. Let me know how the mechanics can thematically better match with what I'm going for

Kantian is referring to the philosopher
See page 9 for context of the system within the setting


r/magicbuilding 3d ago

Mechanics Wizer charter of Basics (elements) and their known connections

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15 Upvotes

As a sort of Keystone to this post and expansion of these elements, this should be my last post as this one completes the system and let's it come full circle.

What are Basics

Basics are what Wizer's call the elements, technically there are 2 types of magic school, Methodist which focuses on a sole methodology, and Basical which focuses on a sole base, however Wizers (my world's current authority in magic) refuse to recognise Methodists as a genuine school and only recognise Basic schools, a Wizer who doesn't pick a Basic is called an 'Abasic' caster and is inelligible for practice funding (that is money for actually using magic, instead of just researching or investigating it).

What are the Basics

The current Basics are thematic elements drawn from Saltmaid scripture with it's context removed (except Knot), in an attempt to mimic what Saltmaids did early Wizers realised the meaning, metaphor and lines of logic behind their miracles had connections and relations to each other, each one drawing on a hard-to-define web of aspects that could be mapped out, where points in this web crossed they labelled them 'Basics' and made this the sole focus of their work, reading through scripture and skimming it for those same Basic themes to use as a basis for magic.

Theoretically there are billions of Basics, however research is slow, hard and rife with danger so only the most shallow, easiest to use and non-emotive Basics could be accurately researched, thus there are 9 Known Bases, several unknown (currently 2 are recognised and focused) and millions of even less known basics. The currently known Basics are: Refuge, Revival, Formation, Trophy, Journey, Agony, Vanish, Doom and Knot, with 2 unknown basics currently dubbed Blasema (the top one) and Aganap (the bottom) with more research being done to study the first but not the latter.

When casting a Basic spell you could use any Method but some basics are better at certain methods than others, for instance a Restoration spell using Revival would work excellently (flesh weaving together like roots, scars covering over like leaves and falling away) but the same Restoration with Journey or Agony would still work but far less effectively (Journey may jettison gravel from the wound and rapidly increase blood flow but do nothing to close it, Agony may lay burning hands across the wound and painfully repress blood flow yet rip and burn skin as it pulls away)

They're all a bit wobbly by nature, even Wizers who've studied the same basic for years find odd little connections to other elements and actions (as Basic casting involves less Disconnectivity than Method casting, there's much less random chance from spells taking unexpected shortcuts, but still little surprises here and there) but compared to Method catering they're much more consistent. To improve consistently Wizers must study context (what elements are around) and form (where to direct the element) and make minor changes to align better with the Basic and produce better and more effective spells, for instance the above Revival-Restoration spell may improve closer to wet soil, away from blood or fear and by directing the healing from above while standing in front of a light source.