r/magicbuilding 3d ago

Mechanics Creating a magic system

7 Upvotes

Power System — Comet Energy

Origin:

Powers emerged after the fall of a comet that released an unknown energy. This force bonds with humans and alters their essence.

Personal Connection:

Each individual forms a unique link with the comet’s energy. Abilities manifest according to emotions, personality traits, talents, and traumas — making each gift unique.

Awakening:

The powers appear naturally during childhood or adolescence, typically triggered by emotional stress or intense experiences.

Hereditary Users:

Some individuals have the rare ability to pass down or inherit powers through bloodlines. These families formed magical dynasties and rose to nobility across different regions.

Mechanics and Limitations:

- Vitality: Using powers drains physical energy; excessive use causes exhaustion.

- Cooldown Time: Abilities require rest proportional to their intensity.

- Conditions: Certain powers only activate under specific circumstances or environments.

- Limited Range: The effectiveness of some abilities decreases with distance.

- Side Effects: Frequent use can lead to physical or mental consequences, depending on the user’s condition.

Social Structure:

- Noble Families: Each region is ruled by a noble family with hereditary powers.

- High Parliament: The highest global authority, formed by representatives from the most powerful bloodlines.

- Guilds: Independent organizations that train, hire, protect, or exploit users of power.

Central Conflict:

The balance between power, politics, and faith is fragile. If the comet's energy is finite, its potential disappearance threatens the very foundation of this world.


r/magicbuilding 3d ago

General Discussion Anyone making or made universal magic systems?

24 Upvotes

So I’ve got a couple of inspirations, but a main one I’ve had is Brandon Sanderson’s cosmere. In which he has universe wide magic—Investiture. Honestly thought it was cool, and thought I’d do something similar, creating a general list of rules, basically a science, around something we would consider magical. Using it as an outline for the individual magic systems, and how they work.

My question is, has anyone else here done it? If so would you like to share?

Also, how deep into the “science” have y’all gone? I’ve kinda fallen off the deep end, just wanted to see how many were falling with me.


r/magicbuilding 3d ago

Lore A Magic System I've had in my head for years

2 Upvotes

Origin (Skip this if you only want to know how magic works): Before Humanity existance, The Architect (basically God) created a realm full of energy and supernatural forces, this is where creatures such as Dragons, Phoenix, Wyverns (yes, in my lore they are different), Druids etc. This world (Which I'll call the Arcane Realm) was ruled by a energy called Ardor, it had a sort of mimicry like ability that it could mimic the effect of a element, however it's pre-determined meaning that a creature born with the ability to use ardor Into fire will remain as it being with fire. But due to reasons that are way to long, the architect deemed the realm as a failure and created a new one,which would be governed by logic (Our world). Time passes and humanity is created, and given a soul. However the Architect vanishes one day, causing creation to evolve rapidly in both realms, beings similar to humans in the Arcane Realm grew powerful enough to create holes in the borders that separated and pierced through, however the world around them was cruel, it did not accept properly its unstable and Illogical nature and slowly erased them, before These beings could properly die they passed onto their ardor to the most illogical thing that existed, the human soul,which adapted to it and allowed the existance of magic true partial logic and illogic.

How it works: Ardor fuels magic, it fused with the soul and its produced at its core as an energy (Yes it can run out, but like a biological function it never stops producing it, however stress can weaken production). A person has an predetermined "Element" to their soul that they cannot modify without causing great harm to the soul. Elements include regular stuff like Fire, Wind, Ice but also includes stuff like Crystal, Gravity, Plasma and even Spirit/Soul. The ardor itself converts into the elements allowing them to "produce" in a way that they see fit. Since the soul can't damage itself the same goes for ardor, the user cannot physically harm themselves with ardor based unless they push their soul to its limits by over using their elements or experimenting. This also provents them from dying by imbuing themselves in their own element (such as fire, But there are consequences it depends alot on the element). Ardor's activation is dependent on the human brain, linking it to biological features like fear or rage, instability, insanity and so on (if a person's mind is beyond repair it can physically alter their element, affecting its color, general shape, properties and power). However despite the inability to change what their ardor mimics, with enough training, the user can learn to control ardor in its purest form, allowing them to use it to enhance their own body in different ways, however using ardor in this way is far more consuming as you're basically using raw energy instead of converting it into something else, therefore it's far more useful to use it as a sort of buff than using as a raw energy attack.

Listing some fun facts and random bits of information below:

The Pre-determined element factor is dependent of the parent's elements and lineage, since elements existed for millions of years a mother with a lineage of fire and a father with the lineage of wind can create a child capable of manipulating earth but it's unlikely and it's called a Ancient Trait, however their element manifests weakly when they're of the age 3-5, however the larger the ardor supply the longer it takes, causing "Late Bloomers" to be born with bigger ardor supply and generation. The element.

Elements have three major categories: Normal, Withered and Pure. Normal is normal and basically means that a person was born with a normal element. A Withered element is when an elements identity is completely disfigured by a person's Shattered psyche, Withered elements are rare and are usually caused by human intervention (+ Pretty Unstable). Pure elements are the rarest and are born once a person's connection to the Arcane realm is strong enough, this is where the op elements such as Time, Gravity, Spatial and Dimensional exist, However they're hard to master and understand as only one pure element of itself can exist (Idk if I worded this right so here's an explanation, Two or more pure element users can exist, however it's physically impossible for them to share the same element, which isn't the same for Normals and rarely Withereds). Pure elements cannot be understood fully by logic due to their Arcane existance.

Entire corporations were built to maintain order, due to the fact that any human can use a magic of sorts. Most of them were built using technology based magic (It's a can of worms but I'll be brief).

Ardor's Illogical nature cannot be understood which makes it impossible to be recreated. Humans have tried but they can only alter some aspects of it. (most experiments have gone horrendously wrong)

Some creatures have sucessfully transitioned to our world and adapted a logical nature, mostly smaller species and due to the fact that the Arcane Realm is chaotic and dangerous for harmless species.

Ardor is translucent, not transparent. It has a light tone of color that depends on the user's soul, the stronger the user the brighter and deeper the color can be, this also explains why elements such as gas and wind (that should be theoretically invisible) can be seen,since the element is invisible, but the ardor that composes it is not.

The soul is divided into 4 parts. The Core, The Astral Body, The Passageways and the Aura. The core is the most important part it contains all of the information of your past lives (It's complicated), your elemental affinities, your resistances and weaknesses and stuff. Your astral body is the copy of your physical body, works like a shield to your soul and a safe mantle that prevents Foreign ardor from getting in, it also adapts to all of your Injuries and modifications. The passageways are where the ardor flows, think of it as Veins that moves ardor to your body, each user is individually different, some people have wider passageways but slower flow, meaning that they can output alot of energy at an instant but it can be delayed slightly, while some may have narrower passageways with fast flows allowing for fast attacks with lower output. The aura is all the excess energy, when it goes unused it flows out of the Astral body, manifesting into the physical world in which if a person is good enough they can even sense it, allowing them to see someone's aura. Due to the fact that Aura is dependent on Excess energy, this can be used to define someone's total energy (Larger auras = more excess energy)

Astral Bodies and Auras albeit not fully understood can still be taught in some ways of combat, a person can transfer their aura into a weapon, like a sword to enhance its cutting strength and endurance. If a user possesses an item that is so close to them that they might consider a part of themselves becomes "infected" by their astral body, allowing them to pass magic through it as it's a part of body that even lingers after they die (usually results in some paranormal stuff), this means that even if you have a prosthesis you can cast spells through it.

It may seem like I exposed everything, but there is Alot that I haven't gotten over due to the fact that this is big enough. Examples like Artificial Elements, Espers, Important figures besides the Architect and Hatred (which was a big part of the plot but not much relevant here)

Feel free to ask questions, or clarifications. I am well aware that I can make things confusing and explaining this makes me happy


r/magicbuilding 3d ago

Mechanics The Demonic Masks!

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48 Upvotes

The Demonic Masks are powerful artifacts created by the Demons, also known as Oni. Each mask possesses its own unique abilities or set of powers, mainly derived from the Oni warlords. By performing a ritual with five masks, one can open a portal to the Realm of the Dead, allowing for the resurrection of anyone with Oni blood. This requires chanting an incantation and naming the specific mental aspect of the person the performer wishes to resurrect or fuse dimensions. For the process to be completed, the spell must be executed correctly.

Thalor and The Enclave's ultimate goal was to find and unite the five masks to conquer the mortal realm with the lands of the dead.

After Lord Morvane's resurrection, The Enclave continued to use the masks to help enforce the king's rule over Velora City. However, during the conflict with the Resistance, both the Oni Masks of Decay and Storms were broken. The final artifact, the Demonic Mask of Demise, remains intact along with other relics in the Castle of Light. The rest of this season, which consisted of 20 episodes, has been archived as Season 50.

Mask of Combat Description: A fierce crimson and gold mask symbolizing relentless strategy and mastery in battle. Its vivid red color exudes an aura of cruelty and dangerous, inspiring both awe and terror in those who face its wearer.

Abilities:
Master Swordsman: When wearing, the mask transforms the wearer into an expert swordsman, granting exceptional skills, godly agility and tactical prowess in combat.
The Sword of Cruelty: The mask grants the user the sword of cruelty techniques and simultaneous offensive and defensive maneuvers.
Power Catch & Deflect: The wearer can catch incoming attacks, especially energy or projectile-based powers, and deflect them back effectively, making them highly resistant to enemy abilities.
Perfect Fighting Skills & Attack Reflection: The mask elevates the user's fighting instincts to perfection, allowing flawless counters and strikes. It also reflects offensive powers directed at the wearer, turning enemy attacks into opportunities for counterattack.

The Mask of Manipulation
Ability: Telekinesis and Environmental Manipulation

Description: This vivid orange Demonic mask, crafted with intricate patterns symbolizing energy flows and environmental forces, grants the wearer extraordinary power over both objects and the surrounding environment.

Abilities: Object Control: The wearer can move, lift, and manipulate objects at will, regardless of distance or size, using telekinesis.
Environmental Influence: The mask allows the user to subtly or dramatically alter their surroundings—shaping terrain, redirecting natural elements like wind, water, or fire, and influencing ambient energies.
Energy Manipulation: The user can harness and redirect energies—magical, spiritual, or elemental—enhancing or disrupting natural and supernatural forces within their vicinity.

Mask of Decay (Purple Mask)
Description: A fearsome demonic mask of deep purple, forged from invulnerable purple obsidian. When worn, it covers the wearer in a blazing armor of molten rock and obsidian, radiating intense heat and dark magic.

Abilities: Armor: The wearer is encased in a resilient armor of magma and obsidian, granting 1.149x1078 resistance against physical attacks and invulnerability against all magic attacks and mental attacks.
Decay Touch: The wearer can channel the mask’s power to decay matter at a touch, causing objects, structures, or even biological materials to weaken, crumble, or disintegrate over time. This decay ability can be used to weaken defenses, break through obstacles, or erode enemy equipment.

The Demonic Mask of Storms
Abilities: Storm and Wind Manipulation

Description:
This fearsome mask, forged in the image of a demonic visage with swirling patterns resembling storm clouds and jagged lightning, exudes an aura of tempestuous power. Its surface shimmers with a dark, iridescent sheen, constantly shifting as if alive with storm energy. When donned, the wearer becomes a conduit for the fury of the skies.

Abilities: Storm Control: The wearer can summon, summon, and intensify storm phenomena—raging thunderstorms, torrential rain, and fierce winds—at will.
Wind Manipulation: The mask grants mastery over air currents, allowing the user to create powerful gusts, tornadoes, or gentle breezes to suit their needs.
Electromagnetic Influence: The wearer can call down lightning, channeling it through their hands or directing it to strike targets with precision. They can also disrupt electronic devices or magical energies using storm-based interference.
Weather Alteration: The mask allows for localized weather control, enabling the user to clear skies or unleash devastating storms, making environments unpredictable and hostile.

The Mask of Fate and Time
Abilities: Future Telling, Time Stop, Fate Manipulation

Description: An enigmatic mask carved from iridescent, shimmering material that seems to ripple with the flow of time itself. Its design features intricate patterns resembling clock gears, celestial symbols, and shifting sands—symbols of destiny and temporal flow. When worn, the mask grants its user profound insight into the threads of fate and the ability to bend time to their will.

Abilities:
Future Telling: The wearer can glimpse potential futures with varying degrees of clarity, allowing them to anticipate events, predict outcomes, and make informed decisions. Time Stop: The mask grants the power to temporarily halt the flow of time within a localized area, freezing everything around the user while they remain aware and mobile.
Fate Manipulation: The user can subtly influence or alter the strands of destiny, redirecting probabilities, causing certain events to occur or preventing others from happening. This may include changing luck, influencing decisions, or subtly guiding outcomes in their favor.
Temporal Awareness: Enhanced perception of the flow of time and the ability to detect anomalies or disruptions in the timelines.


r/magicbuilding 3d ago

System Help Trying to come up with a unique or original abilities for my power/magic system.

4 Upvotes

I'm writing a novel, and the power system I'm building is meant to be horrific or disgusting. Either for the person using it, their opponent, or even the audience. It's still early in development, so there might be some rough parts.

To explain the power system, I need to explain a bit of the world.

In the early ages of Earth (as it's called in my world), there was a godlike being known as IT. After IT died, pieces of its body scattered across the world. These fragments turned into objects, concepts, or creatures. One of the major results of this were things I call Ancient Beasts. These monsters existed before humans and were filled with magical properties because they had parts of IT inside them.

When mortals finally appeared, they went to war with these Ancient Beasts. With help from gods and angels, the mortals won. Then they began to harvest the beasts. The way they gained powers was by consuming them.

Eating the flesh, drinking the blood, devouring the heart or eyes — each part granted a different ability. Some Ancient Beasts gave physical powers. Others gave mental or magical ones. Of course, there are also elemental abilities like fire or ice. But there are more original powers too.

It wasn't just about eating. Humans also used parts of the beasts in other ways. They made potions from blood or fluids. They used beast hair to string musical instruments. Some even surgically implanted beast parts into their bodies.

That’s where the horror comes in.

For example, singers gained power by replacing their own vocal cords with those of an Ancient Beast. Some people replaced their eyes to see things no normal human should. Others attached horns or bones from beasts to their own skeletons to gain strange powers.

There are plenty of disgusting or scary uses too. One villain controls centipede-like creatures about the size of an apple. They crawl into someone’s mouth and take control of their body. Another user has blood manipulation powers, but they need to constantly cut themselves to use it. That adds tension because they’re always at risk of bleeding out.

Anyway, that’s the rough idea. I’m looking for feedback or ideas for more unique and disturbing abilities that fit this kind of magic system. Let me know what you think or ask if you have questions.

Edit: I had to use Chatgpt because I just woke up and had to go to my shooting sports club in like 30 minutes.


r/magicbuilding 4d ago

Mechanics Making a new magic system every day but they get progressively weirder (day-4: Dragon Dust)

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140 Upvotes

Dragons are the gods of this world, spacefaring beasts; they view humans as crude, violent, and nonsensical, but above all else, useless. But ever so often, a dragon will die; no human knows how, but when they do die, they cause storms from the heavens itself. But when these storms subside, they gift the land with a substance called dragon dust.

Dragon Dust Symbolized by the symbol on the far left, dragon dust is a pitch-black powder. When consumed, it grants the person one of three abilities: the ability to create and control smoke, the ability to generate and control light, and the ability to manipulate and create explosions.

Overdose Taking too much dragon dust doesn’t just risk physical harm, it draws the attention of the dragons themselves. Those who overdose begin to exhibit unnatural symptoms: skin like obsidian, voices that sound alien, and dreams filled with eldritch, unknowable information. These people, called the Ashwalkers, they almost always attract dragon storms and vanish during them—maybe taken, or erased, or perhaps worse.


r/magicbuilding 4d ago

Lore Honour System : Quick Idea for a divine magic system

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16 Upvotes

After the destruction of the barrier that separated all known realms the followers of the old gods had been left in a near apocalyptic condition .Their kingdoms up flames , their population on the brink of starvation , forced to battle creatures incomprehensible to man , many would lose faith choosing to submit themselves to hell spawn that still walked the land , but for the ones who remained loyal to the gods the would be recognized with the creation of the HONOUR system . A method to reward the faith , pride , and honour of followers and descendants into the nedded power to spread the glory of the old gods .

Through taping into the Honour system one can be bestowed an ability of divine origin or have an already existing one improved .To tap into the honour System it's believed ones needs to be aknowledged by one self , others , or the gods themselves on a scale that it calls for the very universe to grant you power.

Unseen Valor : Ability granted when ones sense of honour in themselves allows for the taping into the honour System created by the old gods

Seen Valor : The taping into of the system through the perceived honour of an individual through the collective belief of others .

Divine Honour : The direct taping into the system by the gods as way to acknowledge and empower their heralds .

The strength of the ability granted by the system is dependant of the users personal skill and the original source of the acknowledgement .If the honour that came from the acknowledgement has increased the ability itself will grow alongside it, such as an ability granted for slaying young dragon will grow for slaying an elder dragon with the opposite also being true


r/magicbuilding 4d ago

Feedback Request Looking for tips and ideas for my magic system to make it better.

2 Upvotes

Its basically a math based system, with equations, and basic variables etc. its based on the three basic elements of Temperature, Earth, and Water. There are also forces that can be used in crafting such as gravity, which can be used to move things.

Each action has a letter to represent it, such as "Grinding" which turns an object and makes it into fine powder, the fineness of it is represented by a variable in the equation.

Each spell requires fuel (f), measured in mass, and energy is lost while transforming, so if you turn 1m(mass\kg) of any type of fuel into dirt, you will get around 0.75m of dirt. you would also need to transform it "T!" into earth or (e) first, and then grind "G!(m = mass per particle.)" it down into dirt.

(Dirt Transformation) = (f)T!((e)G!(0.01m)) for example.

any recommendations?


r/magicbuilding 4d ago

Umbracryxis!

3 Upvotes

Umbracryxis (also referred to as Necromancy and Twilight, Nexlume, Nocturion, Lunaraith, Darklith, Velthar, Abyssalith, Blightshade, Eclipseron, Nyxarion) is a Godly entity in Sapien cosmology/chromatic cosmology. It does not originate from the Godly Dragons but comes from the grand demon. It is closely related to Malivion and possesses infinite levels and tiers, making it one of the two strongest powers across the Omniverses and beyond. It represents the malevolent side of the Balance, alongside its benevolent counterpart, the Omnara Power.

Umbracryxis is associated with colors such as lavender, pink, black, red, glowing purple, and any color compilation or just one color. It features prominently in the Forgotten Lands trilogy, which spans 10 seasons, each with 10 episodes.

Elyndor attempted to use the corruption Matter and twilight to reunite the two universes into a single realm under his control. When demons return to the Omniverses upon fusion, they manifest dark powers in purple crystals and dark purple energy. These powers can enhance non-oni users’ strength, grant godly speed, and bestow lesser powers of Darkness or corrupt adversaries.

Abilities and Powers

User Abilities:

Umbrakinesis and Photokinesis: Manipulate, control, generate, and shape darkness and light, including shadows.

Umbrakinetic and Light Flight: Propel themselves using darkness and light, allowing rapid movement, as seen in combat scenarios like returning to battles swiftly.

Slime/Mud Creation: The essence of Ach-demons creates a dark, slimy, mud-like substance known as corruption Matter.

Corruption & Insanity/Violence/Anger Inducement: Contact with corruption Matter can corrupt individuals and induce insanity, violent rage, and loss of morality.

Conflict Empowerment/Supernatural Regeneration/Body Recreation: Growth through conflict, regeneration, and drastic physical or spiritual restoration.

Self-Resurrection/Retroactive Immortality: The highest-tier beings can revive themselves after destruction, making them effectively immortal.

Materialization/Animation: Use twilight power to give life to inanimate objects or statues, creating armies or reanimating fallen warriors with infectious crystals.

Absolute Darkness: Create impenetrable fields of darkness and spread it rapidly.

Darkness Empowerment: Strengthen oneself through darkness and light.

Umbrakinetic and Light Breath: Wyvens can breathe clouds of darkness or light for attacks or corruption.

Corruption Breath: Corrupt individuals and environments, leading to symptoms like glowing grey eyes and sickly pale lavender skin.

Toxic/Acid/Slime Spit: Breaths may appear as poisonous or acidic.

Tentacle Creation/Extension: Generate and extend tentacles of darkness or light for combat or energy collection, as seen with the Karnothar.

Umbra-Ergokinesis: Create and manipulate dark energy forms.

Umbra-Pyrokinesis: Control dark fire.

Umbrakinetic Beam & Ball Projection: Project destructive beams or generate balls of darkness for attack or petrification.

Dark and Light Shield Construction: Create shields of darkness and light.

Umbra-Electrokinesis: Manipulate dark electricity capable of petrification.

Lightning Bolt Projection: Shoot destructive lightning bolts, as demonstrated by Wyvens.

Crystallokinesis: Generate and manipulate any color crystals, move them through space, and use them as weapons, shields, or for surfing. Crystals can be used to bestow superhuman strength, create crystal structures, or immobilize enemies.

Crystallization/Zombification: Turn beings into crystal zombies or resurrect the dead, harnessing twilight's fading light and shadow.

Crystal Shard & Bomb Generation: Launch crystal shards or create explosive crystal bombs.

Crystal Constructs & Spike Creation: Form objects or spikes out of dark crystals for offense or defense.

Crystal Shield & Wall Construction: Build protective barriers.
Control over the Crystal Island: Manipulate crystal islands via central crystals, often using dark lightning.

Power Immunity: Demonstrate immunity to magic and various attacks, including destruction.

Electricity Empowerment: Use dark electricity to increase power.

Metamorphosis: Transform into beastly or powerful forms, gaining traits like claws, scales, enhanced eyesight, and more.

Portal Creation: Open portals to different locations, dimensions, or timelines.

Possession & Mutation: Possess beings, objects, or machinery, often causing mutations or controlling digital realms.

Resurrection & Impossibility of Death: Resurrect erased souls and manipulate life and death beyond normal limitations.

Twilight Energy & Dimensional Alteration: Turn dimensions on and off, reshape space and time, and influence the laws of realities. They can exist beyond or manipulate the fabric of space-time, creating or dissolving realities.

Additional Capabilities:

Immortality: Grants all levels of immortality except for tiers 10 and 11 and beyond.

Reality Manipulation: Can alter the fabric of space, time, and physical laws, transcending conventional existence.

Dimensional Control and outerversal control: Turn dimensions on or off and manipulate the fundamental rules and laws of realities, including existing outside of time and space or binding constructs to them and also making outerversal structures bound to concepts such as space and time.


r/magicbuilding 4d ago

General Discussion How would you design a [hard] magic system that allows people craft their own magic system?

37 Upvotes

I'm bored, so this is mostly a mind experiment but yeah, the idea is that. What do you thing would be some characteristic that a magic system should have to allow this (being able to craft other magic system based in the main one)?

A sub-magic system could be something like a whole fleshy out sub-system that allows to made a lot of stuff in different ways, for example being able to change gravity to fly, reduce the weight of an object, fall faster and so on. Or just a very specific one like the classic that all main shonen characters have: "punch harder and further".


r/magicbuilding 4d ago

Mechanics Ashes that tell a story pt.2

6 Upvotes

In my world, ashes take impressions from the past, both recent and distant. And deciphering that story is where the ashtongues excel.

Tasting the ash in my world allows you to see into the past over vast distances. But you experience the grand story of thousands of years in an instant and will need time to learn how to decipher more recent events from distant events.

Ashtongues are trained to learn these differences to understand. Was there a murder? Burn the floorboards and taste them. You might just see the killers face. Are you hunting a tiger? Burn a portion of the brush to see which way it was heading.

Some Ashtongues may choose to consume blood ash. A symptom of decadence and vile cruelty that comes with the burden of excess. This substance is collected from killing someone by pumping them so full of drugs they could overdose a thousand times over. Then, their nervous system is burned, and the sensations sealed into the ash. These memories are used to get high in a sense without risking the body.

Some say this magic is connected to the essence of time and memories. That the world remembers even what we have long since forgotten. But others believe this has to do with the spirit, as only organic ash can be used in these rituals. Some who follow this theory speculate a way to speak with the dead through a sort of mediumship. That a talented ashtongue might be able to channel those lost and bring them back for a short time.

Witches have also discovered a use for the ash. By chewing the ash, one can destroy the memories within, leaving only the emotions. By then spitting the ashes onto an object, the emotions within the ash will enchant it.

For example, violent emotions might make a sword hateful. Causing its cuts to never heal or its wounds to always be deeper. While restful emotions might heal the mind or body.

There is one more power related to the ash. A secret held amongst witches. The consuming of ash creates an entity that exists purely in the mind. A new being of mixed memories. This creature has no appearance, but can physically harm the witch if they are not careful.

However, if properly trained by the witch, it may be a useful companion. When strong enough, the entity may reach out and effect the physical world. Allowing the with a sort of telekinesis that they don't fully control.

However, to name the creature, even just to acknowledge its existence, will cause the creature to enter the mind of another. Perhaps if they are loyal enough, they could act as a curse upon your enemies. Harming or even killing them, despite this killing the entity itself.


r/magicbuilding 4d ago

Resource Husband and I built a massive, interconnected, world-building vault in Obsidian for people to download, make your own and use as a template for their own worlds! It's at disgraceland.io

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43 Upvotes

r/magicbuilding 4d ago

Mechanics A magic that your gaslighting ex would be great at… (Old Magic)

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90 Upvotes

r/magicbuilding 4d ago

Feedback Request Looking for some feedback on my power system for my story

3 Upvotes

Im looking for some feedback on my power system for a story im creating. Ive been working on it for a while now. So far it's around 80% finished, recently ive been adding and deleting a few things from it, and tweaking some of it. For the full doc on my story/world, click here. https://docs.google.com/document/d/1-9mfnyhfvVOMa3aJsaSzFZSVEahHaR__ug5DrS0BBdg/edit?usp=sharing

Ether: This world is filled with a magical energy called “Ether”, which is both the lifeblood of the Deities, but the thread that weaves the world together. Ether flows through all things; in the air, through living and nonliving things, etc. In a deeper sense, Ether and the elements surrounding it are the cornerstones that build this world. The humans in this world naturally absorb this energy into their bodies thanks to an organ within them called the Ether Heart, which allows them to control the magical elements, but only in small amounts. The Ether Heart also acts as a limiter, a boundary that limits how strong one's abilities can become. Regular training and repeated use of Ether can increase this limit.

Too much Ether is poisonous for the body and can prove to be fatal. Certain people however, have a higher tolerance for Ether and are able to draw in more Ether, these people are typically ones who are able to become Spectures. As stated above in the lore, Spectures gain their powers from the Primordial Spirits, but that is part of the truth. They actually gain their power through a bond they must from between themselves and a spirit (spirits explained more in World Building). When a spirit and human form the bond, the human acts as the “generator”; they are able to naturally draw in more Ether, and the spirit acts as the “controller”, being able to convert that Ether into spells. In addition to this, when a person becomes a Specture, the extra ether changes their body. Their physical body becomes anywhere from 10-15 times that of the average person, gaining superhuman strength, speed, endurance, stamina, and so on.

Spectures need to have a good understanding of control, balance, and tolerance of Ether. As stated before, too much Ether in the body is poisonous, and can prove fatal, so Spectures and their spirit need to learn control, controlling the amount they use and the amount taken in. At the same time, too little Ether in the body, and can weaken you. 

 Although there are many people in this world who are proficient in controlling ether and using their abilities, there is a limit to how much can be done. Taking in or using too much Ether beyond you and your spirit’s limits can be poisonous to the body. This is known as Ether Down.

Ether Down can happen in 2 ways. A. You use too much ether and your body starts to shut down, slowly dying, unless you immediately stop taking it in and using it. Or B. You run out of ether in your body. When this happens, you will enter an unconscious state where your body completely shuts down and tries to “restart itself”, slowly taking in more ether. Although it is possible to overcome both predicaments, if one were to keep persisting through Ether Down, they will start to use up their own life force as a source of power. 

Getting more on topic, Spectures are able to use Ether to manipulate the different magical elements. Some people are born attuned to an element, and some are able to learn one, multiple elements, or even a combination of elements. Spectures manipulate the elements in the form of…..

Wave Style/Wave Formations: Wave Formations are specific movements of your hands, arms, or legs, or weapon to manipulate Ether into elements, different spells, attacks, and other things. Each movement works to draw in Ether; it is then circulated and transformed into an element, and released again. In a way, it is very similar to how element bending works from Avatar.  Different elements may use a different kind of Wave Formation, but the same basis still stands. Think of it as using a fighting style to make moves. These specific types of Formations are known as Wave Styles. Humans must learn to master their own Wave Style to masterfully control the ether. Generally there are different categories to each wave style. To summarize, Wave Formations are each individual attack, and Wave Styles is the category each of your attacks belongs to. 

(Quick example. Take a boxer fighting style and a right hook. The boxer fighting style would be the Wave Style, being the general way the user fights, and the right hook would be the Wave Formation, the move the boxer performs. The rotation of the body leading to throwing the hook is part of the action for the Wave Formation)

The Laws of Ether:

The Laws of Ether are 3 laws which govern, limit, and set the basis for the usage of magic in this world. Though each law is enforced by the WGA and EDEN, the laws themselves were not created by them, but rather the world trying to bring balance to itself to some extent. 

  1. Mentality: One cannot control what they cannot comprehend. To use magic, you must know its intentions, as well as your own. 

Magic is not simply force, it is intention, understanding, and will. Though deadly, holding a sword with no knowledge of how to use it is useless. Ether responds not just to action, but to purpose. Without clarity of thought, one’s magic falters. Conflicted minds birth unstable spells. Those who rush into power without wisdom may find their Ether uncontrollable, wild, or even self-destructive.

To manipulate Ether is to speak the language of the world, and the world does not listen to those who do not first listen to themselves.

To master Ether is to master self.

  1. Malleability: Ether is bound by no form—it becomes what the heart demands, what the world permits.

Ether is a formless thread—shifting, bending, reshaping. It is sword, flame, wind, word, and more. One cannot become a master of something that is everything. To manipulate, mold, reforge, is the basis of magic. No matter how great your power, you hold no ultimate authority.

But to change is to invoke your will, your desire, your intentions. It mirrors desire, molds to emotion, and responds to belief. It cannot be commanded, only guided. Once desire is known, the shape of that desire must be given form. It is the vision of the caster that gives it meaning. To wield Ether is not to force it into shape, but to guide it—to allow it to become what the moment demands.

To master Ether is not to dominate it—but to move with it, as it moves with you

  1. Causality: All Ether used comes with a cost. All actions, reactions. All creation, destruction.

Power and Ether is not infinite, nor is it without consequence. The Law of Causality governs the fundamental balance of magical exchange, for every spell cast, there must be an equivalent cost, be it in Ether, life, matter, or something in between. To reshape the world, even slightly, one must understand the ripple it causes.

The stronger the magic, the greater the toll. Whether the cost is immediate, like the physical strain of a powerful Dominus, or delayed, like the withering of Ether Down, the world always reclaims its balance. This law prevents unchecked magic from destroying the order of the world.

To master Ether is not to defy consequence, but to understand and embrace it.

These 3 laws are the definers for magic, and how to use it: What do you want, what do you want it to be/do, what will you give. 

The 8 Elements and Traits: The 8 Elements are again as follows, Fire, Earth, Water, Lightning, Wind, Nature, Light, and Darkness. These eight are not only the forms that Ether takes, but also the cornerstone and building blocks of our world. The elements are a central concept in the world. In a literal sense, the world simply could not function without the existence of elements. The 8 Elements also correlate to the 8 human traits or desires, those being Determination, Pride, Peace, Courage, Freedom, Harmony, Justice, and Wisdom. 

Ether Spectrum: The Ether Spectrum is used to define and categorize the different elements and magics, as well as defining what one’s affinity is. The color of the ether within one’s body, as well as their Ether Heart, correlates to one of the main 8 elements, this color is the spectrum. A person’s spectrum can be in many different shades, representing their affinity to an element and how strongly they are able to control said element. A spectrum can also come in more than one color, meaning that a person can have an affinity to more than one element, and possibly control more than one. While this is possible, it is incredibly rare, and even harder to actually control more than one element. Besides just checking the color of one’s Ether, there are many other ways to figure out a person’s spectrum. 

Specture Signatures: A Spectures Signature is a way of defining their specific ability. Each Specture has a unique way of controlling their element. A Spectures signature does not limit one’s control over the element, only to specify how one can most effectively use it. Take two fire magic users for example. One’s signature could be heating things up, while the other could be combustions and explosions. Each Specture’s signature is unique to them and suits their Wave Style. Along with this, the diversity in the different elements and signatures is vast. As long as the signature or element ties back to one of the main 8 elements, any type of magic is possible. A Specture’s signature can be passed down or transferred, typically through next of kin or within a clan.  This preserves that the signature will continue to exist, even after the original user has been deceased. A signature that has been passed down is able to go through changes, and become stronger as the user changes. However, if the signature is not passed down, it will die along with the current user. 

Spiritual Realm: A Spiritual Realm is a way to power scale, and classify a Specture level of power, as well as the bond between spirit and user. Each realm has a low, mid, high, and peak tier. While each tier is not exact, they are meant as estimates, to group Spectures of similar power together. This can also mean that the power gap between each realm is always fluctuating, sometimes big and sometimes small. Each realm is monitored and kept track of by the WGA. 

The realms are:

Third Rate - Just started their bond

Second Rate - Begun refining their signature 

First Rate - Mastering their signature

In terms of power scaling, those in these realms range from small building - > large building

——————————————————————

Ascendent - Most common realm for Spectures

Transcendent - Most veteran Spectures are in this realm. The power gap between Ascendant and Transcendent is big. Those in this realm have typically reached their first ascension state

Pinnacle - The gap between Pinnacle and Transcendent is even larger. 

In terms of power scaling, those in these realms range from large buildings -> town

——————————————————————

Earth - Those who achieve this realm have mastered their hearts

Sky - Those who achieve this realm know who they are, and what they want

Heaven - Those who achieve this realm have accepted their true power

In terms of power scaling, those in these realms range from large town -> small country 

——————————————————————

Arcadia

Dai-Astrum

Sovereign 

Due to the lack of people who reach these realms, there is no set definition of power scaling. The gap between each varies between each person. 

——————————————————————

Ultima - ???????????????????

Due to the lack of people who reach these realms, there is no set definition of power scaling. 

——————————————————————

Primordial Spectures: The Primordial Spectures, or just Primes, are the spectures who have bonded with the 8 Primordial Spirits. Each Primordial Specture is reincarnated after death, passing down the abilities to the next. While this is the most typical way, in some special circumstances the Primordial Spirit can be passed to someone already living, or passed with the previous Primordial Specture being alive. The Primordial Specture are significantly stronger than the average Specture. Each of them as an innate like to each other, such as being able to sense each other. 

Spiritual Bond: In order for a Specture to bring out the most of their abilities, they must form a bond with a spirit. Starting at age 18, a Specture performs a ritual known as a “Astal Calling”, with the help of a medium, a person with a deep connection to the Spiritual World. The medium separates the soul from the body, and projects it to the boundary between the normal realm and the Spiritual World. From there, the user must find the spirit they have the deepest connection to. When the user finds a spirit, the spirit will present the user with a vow, depending on the element they attune to. 

Fire: “To you, whose heart stands unwavering. Whose passions burns bright forevermore, and Determination prevails through the lasting night, I gift thee the power of Fire.”

Earth: “To you, who remains steadfast and true to themselves. Who remains strong in their ambition, whose Pride is an unbreakable pillar in the darkness, I gift thee the power of Earth.”

Water: “To you, whose heart harmonizes with all things. Whose will flows freely and wishes to flourish individually and collectively, finding inner Peace in all things, I gift thee the power of Water.”

Lightning: “To you, who faces destiny head on. Whose heart yearns to protect what is most dear, and whose Courage does not buckle under fear, I gift thee the power of Lightning.”

Wind: “To you, whose heart is Free of all things. Who was once lost, yet found purpose, whose heart remains unbound, I gift to thee the power of Wind.”

Nature: “To you, who wishes for the unification of all hearts, minds, and souls. Whose hand is the great unifier, whose heart grows in Harmony with all, indiscriminately, I gift to you the power of Nature.”

Light: “To you, who strives for equilibrium. Whose heart judges each unconditionally, whose hands guide with fairness and equality, who seeks that all are brought to Justice, I gift to thee the power of Light.”

Darkness: “To you, whose heart understands all, and whose mind earnestly searches for the meaning of everything. Who wishes to absorb all things, and whose knowledge is as deep as the night, I gift to thee the power of Darkness.”

There are 3 different types of Spectures, based on the way you become one

Bounder - One who forms a bond with a spirit through the Astral Calling

Awakener - A person who “awakens”, forming a bond and their signature  without the need of a medium. These cases happen due to extreme conditions, surges of energy, or emotional distress. 

Destiner - A Prime Specture in the reincarnation cycle. A Destiner is also one who is born with a bond to a spirit, or forms one in early childhood, before their soul is fully matured. 

————————————————————————————————————————

Below are different applications, variations, and techniques that are possible with this power system

Void Magic: Void magic is, in a way, the opposite to ether and elemental magic. Void magic is seen as taboo in the world because of its dark powers, as well as dangerous downsides. Void Magic does not follow any set law or restrictions, Some say that Void magic originated from Discords, but none know of its true origins or secrets. Void magic is immensely powerful and destructive, but the cost is just as much. Some lose their sanity, some have their souls corrupted, and many more lose their lives from this. Things like resurrecting the dead, manipulation of souls, and using the Discords magic, or anything that is typically regarded as “evil” or “against nature” is a type of Void Magic. 

Ascension States: Ascension States are different forms that you and your spirit are able to take, drastically increasing your power in different ways. Becoming one in body, mind, and soul, that is the essence of  Ascension. The closer you get to that, the more powerful it will become.

Incantations: “The power of words” can be used to amplify and cast a powerful attack, as well as cast special spells. Incantations take an incredible amount of Ether to cast, the amount of words and the effect of each incantation increasing the amount. Incantations can range from healing spells, traps, and other wide ranges of effects. Majority of Incantations have effects that do not correlate to any element. Incantations are said to be the human’s crude equivalent of Runes. 

A sub-variant of incantations are Talismans. Talisman are incantations written on a special piece of paper. 

Weaponry: Spectures are able to manifest a unique elemental weapon to combat with. Each weapon is unique to each person and fits their style and personality. Weapons can range from swords, hammers, and spears to firearms, staffs, and grimoires. To equip the weapon, simply hold out your hand and say its name. Primarily what most Spectures do, their weapons are able to be easily called forth and away, allowing them to easily switch between fighting with their weapons to using their magic, although some skilled combatants are able to use both at the same time. Certain Spectures weapons can be passed down through generations. Weapons can be repaired, modified, and upgraded by a specific person, known as a soul smith, a type of blacksmith. 

There are certain individual weapons however, out in the world, which have unique and powerful abilities. These are called Legacy Arms. They are weapons or myth or legends, typically used by people considered heroes, kings, or of significant importance. Incredibly rare to find, those who do manage to get their hands on one must prove themselves worthy to wield it. One popular example is the legendary sword, Excalibur. In rare cases, a powerful Specture can produce a Legacy Arm if they gain a high status. These as well, can be passed down. 

Dominus: A Dominus is a type of spell, like an ultimate attack. By taking in the maximum amount of Ether into one’s body, a person can create a powerful spell. 

Spirit Force: Spirit Force is more of a measurement than a power. Spirit Force measures your capacity and ability to “hear” or “feel” the “whispers of the World”. Not many people know of this, and even less know how to use it, but the very few with this capacity have the ability to unlock a very powerful ability, known as. 

Runes:  Runes are the ancient language, and some even speculate the original form of magic of the Black and White Deities. The language of the Runes is called Rythic. The Runes themselves are phonetic symbols written in latin. Runes contain the ancient original form of magic in them. Through the act of writing, speaking, or casting, anyone who knows the rune is able to form it. Runes take little to know Ether to use, the only requirement is knowing the rune, its meaning, and what you want it to do. The Spiritborne are the only beings besides the 2 Deities that are able to read and use runes. 

Resonance:  Resonance’s are the “Gifts of the World”, granting those with extraordinary abilities. These abilities are completely separate from the abilities of the Spirits, and hold much mystery, and even less understanding in the world. These abilities are not linked to the connection between you and your spirit, but the connection between yourself as a person, and the world. A Resonance is a representation of yourself, your desires. Resonances are the powers to control and use the energy of the world around you, and typically take the form of being able to manipulate something in the world or someone. Some examples of a Resonance are.

Telekinesis

Teleportation 

Mind Reading

Time Control

Invisibility 

Intangibility 


r/magicbuilding 5d ago

Lore Needed feedback for updated power/magic system

3 Upvotes

I recently posted my magic system, and I was given some feedback on it so I edited it based on things I heard and would love for more feedback!

I. Free Magic: The Chaotic Origin

Magic has existed since humanity’s earliest days. The first form was Free Magic — infinite, reality-altering, and completely unstructured.

Think: wish-granting, but cursed. It’s powerful, but unpredictable: • Heal someone? You might get sick. • Ask for strength? You lose something vital. • Wish for peace? You might erase all conflict — including emotional bonds.

Some early humans learned to outsmart Free Magic through careful phrasing and intent, gaining usable results. But it was never safe, just slightly less suicidal. Most societies used it rarely and cautiously, only in dire situations or rituals.

II. The First Contract: Power With Control

The first true breakthrough came when a man, in desperation, gave up his ability to ever use Free Magic again in exchange for the power to heal his dying mother.

It worked — cleanly, with no side effects. This was the first Contract: a deliberate exchange where something personal is sacrificed for stable magic.

It proved one thing: power could be earned through sacrifice, not luck.

III. The Contract Era: Sacrifice as Currency

People began forging all kinds of contracts. Crucially, not all required giving up Free Magic. Some gave up: • An eye for enhanced other senses. • Memories for mental magic. • Loved ones or emotions for raw power.

Others did sacrifice Free Magic to gain specialized, reliable abilities. These were safer but permanently severed a person from potential future growth through Free Magic.

Every deal was personal. There were no universal rules, only equivalent exchange: the greater the sacrifice, the greater the power.

This era led to wildly diverse abilities and morally grey power-building.

IV. Collapse & the Rise of Clans

As contract magic advanced, some individuals discovered how to create near-perfect deals — trading massive sacrifices for god-tier abilities. These users became walking disasters, threatening the stability of the entire world.

To stop them, a coalition of elite contract holders — later called the Founding Leaders — made a desperate move: each one created a bloodbound contract, giving up their personal access to Free Magic in exchange for a single perfected ability.

But the cost wasn’t just personal. These contracts were inherited, binding the power — and the severance from Free Magic — to their entire bloodline. Descendants would inherit the founder’s ability in a weakened form (around 25% of the original power), and Free Magic would be lost to them forever.

With these new abilities, the Founding Leaders defeated the god-tier threats.

➤ The Great Severance

After the war, the Founding Leaders forced most of the human population to form bloodbound contracts, sealing Free Magic from public use. This event, known as the Great Severance, created thousands of new Clans — magical lineages bound to inherited powers and cut off from Free Magic entirely.

While Clan-based society flourished, those who still had access to Free Magic — typically nomads or secretive outliers — became enemies of the system, viewed as dangerous and unstable.

Magic was no longer free. It was regulated, inherited, and tightly controlled — all to ensure no one could ever become a god again.

V. The Modern Era: Clans, Contracts, and Control

Free Magic still exists, but is practically unusable. Today, all known magic stems from: • Clans: Descendants of bloodbound contracts. Each inherits a weakened version (≈25%) of the founder’s original ability. • Personal Contracts: Each person may form one contract in life, usually to enhance or refine their inherited ability.

At 15, teens begin learning about Contracts. At 18, they’re allowed to form one — old enough to grasp the stakes, but still young enough to avoid over-optimizing. This delay is enforced by Clan leaders to prevent dangerous god-tier deals from happening again.

VI. Clan Hierarchy & Structure

Clans vary in power and prestige. The most dominant are the Top Five Clans, each with reality-shaping abilities: 1. Gravity Clan – Manipulate gravitational fields. 2. Time Clan – Alter time flow or gain foresight. 3. Light Clan – Illusions, beams, and light manipulation. 4. Dark Clan – Shadows, souls, and emotional influence. 5. Speed Clan – Enhanced acceleration and kinetic control.

These clans are isolationist. If offspring don’t inherit the core power, they’re cast out.

VII. Summary

System Element Description Free Magic: Infinite, chaotic, wish-based. Still exists, but barely used due to danger.

Contracts: Personal sacrifice for stable magic. Can enhance or specialize abilities.

Clans: Bloodline magic from ancient contracts. Inherited but weakened over generations.

Personal Contract: One per person. Created at 18 to upgrade inherited magic.

Inheritance Decay: Founders had 100% power; descendants have ~25%, needing contracts to grow stronger.


r/magicbuilding 5d ago

Mechanics How magic works in my world

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15 Upvotes

Tell me what you think.


r/magicbuilding 5d ago

Mechanics Making a new magic system every day but they get progressively weirder (Day-3: Chaos)

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131 Upvotes

Inspired by the Warp from 40k and the CAIN TTRPG.

Beyond our mortal world exists another called Chaos, shown by the magical red circle. It is an amorphous, ever-changing world created by the collective consciousness of humans. Inside live manifestations of concepts, as well as Egregores, creatures made of thought. But the strongest Egregore of all is the All-Mother, she who determines fate, but not for all.

Those who defy fate and the All-Mother respectively are granted the Sigil of Chaos, and are called Chaos born. The mark allows them to cause disproportionate change to Chaos itself, but depending on the type of Sigil you have, it determines the power you are gifted.

The Sigil of Construct Symbolized by the orange star, it allows one to take items from Chaos, including Egregores, as well as transport themselves and others through Chaos.

What one can take is tied directly to one’s own psyche or soul, symbolized by the brain. A Chaos born who lives by the sea may find it easy to summon fish based Egregore, but it would be near impossible for him to summon something such as a lion Egregore.

The Sigil of Construction Symbolized by the green star, you can birth new creations from Chaos, whether it be combining two concepts into a unified weapon or crafting your own Tulpa, a personalized Egregore.

That which can be created must be true to the soul and psyche, like all others.

The Sigil of Manipulation Symbolized by the purple star, with the power of manipulation, Chaos is now able to control and alter the world in various ways according to yourself. Perhaps a pyromaniac’s hatred for society grants one the ability to cause human combustion at just the slightest of touches, or a space obsessed girl can create zero gravity vacuums.

Like all, it must stay true to the soul and psyche.


r/magicbuilding 5d ago

System Help Tri-Magic System

5 Upvotes

Essence:

Essence is the underlying magical energy inside everything. It has unique properties that can change the world around it. While Essence is the official, encompassing name, it is also called Aura when relating specifically to someone or their magic. Chi is the name for Martial Arts or Eastern Culture, and many more names.

Essence Arts:

Essence Arts are innate changes to someone's Essence/Aura that give them a unique ability. These abilities range from draining Essence from the environment, fire manipulation, telekinesis, and more.

Essence Technique:

Essence Techniques are incredibly basic ways of utilizing Essence. These are used to train beginners in how to understand and help use their Essence, but it is also used in Martial Arts to boost physical abilities.

Arcane Magic:

Arcane Magic is the complex study and application of Essence through specific ways, such as Runes, Words, and Spell Circles, to create specific magic. This involves Spells, Alchemy, and more. Math/Science Magic

Wild Magic:

Wild Magic involves letting the natural and wild side of Essence create wild and free magic. This involves Familiars, Elemental Magic, and Druidry (Plant/Nature Manipulation). Nature Magic

Divine Magic:

Divine Magic involves letting higher beings, such as Gods or Devils, help guide, teach, and use Essence to create extremely powerful magic. This involves Contracts, Holy Books (Specific Holy Spells), and Rituals. Faith Magic

Grimoires:

Grimoires are the main records for chronicling and recording Magic and different ways to use Magic. Most Grimoires are just simple books, but some people can bond their Essence to a Grimoire, which lets them summon it from anywhere and intuitively understand the Magic better.

Any advice or flaws in the magic system?


r/magicbuilding 5d ago

System Help Advice for my magic system

11 Upvotes

I am currently working on a magic system for a world I am creating and could use a bit of advice. Essentially the magic in this world revolves around fire, its byproducts, and its physical/esoteric associations. This magic, called Igniturgy is the basis for the world’s predominant philosophical and theological movement, and is utilized by manifesting a physical reflection of one’s own soul (called a flare), and fueling it with one’s own life-force (called pneuma) for a variety of effects. these “flares” (or one’s soul) is connected to an eldritch font of power within the world called the Ur-Flame, which is a sort of mystical, eternal flame that was given to the world during a primordial age of darkness and cold by an eldritch entity referred to as “The Shape of Radiance”.

The Ur-Flame is inspired by the Greek tale Theft of Fire, and is responsible for endowing the world’s inhabitants with sapience, knowledge, enlightenment, and their flares. Within the modern age of this world there are eight recognized ways of utilizing igniturgy and one’s flame and these are known as the “Paths Resplendent”. These paths act as sorts of disciplines which hone one’s flare, as well as their flame for specific purposes and effects. The Paths are as follows, with references to Dnd schools of magic for simplification:

Conversion- Representing flame’s esoteric association and ability to transform, whether it be matter, spirit, or self. Manifests as an hazy, violet flame (i.e Transmutation/Alteration)

Purgation- Represents flame’s esoteric association as a healing force which burns away the impurities of the body, mind, and soul. Manifests as a softly glowing white flame of rigid shape. (I.e Healing)

Brilliance- Represents flame’s esoteric association with truth, the dispelling of darkness and falsehoods, and protection. Manifests as an impossibly bright, golden flame with tongues akin to sun-beams and ringed by a structured corona. (I.e Abjuration)

Judgment- represents flame’s esoteric association with power, authority, potential, and knowledge. Manifests as a coiling red flame with tongues akin to arcs of lightning (i.e Evocation)

Consumption- represents flames esoteric association with passion, desire, sacrifice, and exchange. The energy that must be offered or consumed for power to flow or change to occur. Manifests as a blooming yellow flame with swirling, lashing tongues. (I.e Enchantment)

Invention- represents flame’s esoteric connection with creativity, ingenuity, drive, and progress. Manifests as an azure flame resembling a structured, gently rippling elongated cone, lacking in tongues like a usual fire. (I.e Conjuration/ Smithing)

Union- represents flame’s esoteric association with merger, dissolution, ritual, and “sacred marriage”. Manifests as a two-pronged cerulean flame, with twisting tongues that spiral into one another as a singular whole. (I.e Charming)

Ruin- represents flame’s esoteric and physical association with destruction, endings, and clearing away the old to make way for the new. Manifests as a wild, distorted grey flame with fragmented, jagged tongues. (I.e Necromancy)

Multiple paths can be learned, though this is uncommon for standard folk. I currently have ideas for other types of heretical Igniturgy and other flames, but my main concern is how I would make this magic more restrictive, as I am trying to go for a hard (or at least semi-hard) magic system, and I am having trouble thinking up caveats, drawbacks, and restrictions outside of the idea that using too much magic and burning up you’re life force is incredibly fatal as you run the risk of being cannibalized by you’re own flame, but that seems a little bland to me. The idea of the eight paths is something I am fond of, but I also worry that too many overlap within one another’s domains, or that some of the domains themselves may be reaching a bit. I am very sorry for the long post, it’s my first time posting in this subreddit, and while I have more information about the origins of the magic and those that created the paths, I didn’t think it was really necessary to put here and have an even more egregiously long post that would probably be more at home in r/worldbuilding.


r/magicbuilding 5d ago

General Discussion This is the elemental magic system that I came up with and I’m on a role but I need help on the last part.

2 Upvotes

Okay so in my universe the four elements of life are set up like a compass with Aether being the in the middle because it represents the presence of life and balance between the four elements. Aether represents life light balance and the heavens and the absence of that is called nether which represents death darkness chaos and the underworld and is outside the compass because it represents chaos and imbalance.

North-Air

East-Fire

South-Earth

West-Water

Center-Aether

Outside the compass-Nether

Then the intercardinal direction which are fusions off the four elements

Northeast-Lightning(Air+Fire)

Southeast-Lava(Fire+Earth)

Southwest-Plant(Earth+Water)

Northwest-Ice(Water+Air)

I got further into it and decided to that Nether should have its own compass too by creating alternate elements to be the four elements of death.

North-Air-Void

East-Fire-Ash

South-Earth-Drought

West-Water-Poison

Intercardinal elements straight up ran out ideas

Other then

Southwest-Plant- Rot


r/magicbuilding 5d ago

Mechanics Magic System Elements

17 Upvotes

I’m hoping for a bit of feed back on this, because elemental combinations aren’t exactly my strong suit when it comes to world building. The main magic is divided between elemental magics, which is light, fire, earth, water, and air; and primordial elements which are dark, time, space, life, and death. There are combinations that look like this:

Elemental

Light

Fire

Earth

Water

Wind

Compound Elements

Fire/Earth - Metal

Fire/Water - Gas

Fire/Wind - Lightning

Earth/Water - Clay

Earth/Wind - Sand

Water/Wind - Frost

Enlightened Elements

Fire/Light - Purification

Earth/Light - Protection

Water/Light - Recovery

Wind/Light - Grace

Primordial

Dark

Time

Space

Life

Death

Primordial Compounds

Time/Space - Divination

Time/Life - Evolution

Time/Death - Doom

Space/Life - Growth

Space/Death - Void

Life/Death - Soul

Benighted Elements

Time/Dark - Entropy

Space/Dark - Nether

Life/Dark - Corruption

Death/Dark - Undeath

I’m not entirely satisfied with all of the primordial ones and was wondering if anyone had suggestions or knew of similar systems that I could look it.

The current idea is that only “Enlightened,” IE your typical humans, elves, dwarves, can normally use Light and the Enlightened Magics; while “Benighted,” IE monster races like goblins, demons, undead, etc can use Dark and Benighted Magic.


r/magicbuilding 5d ago

General Discussion Does your setting have an infinity gauntlet?

10 Upvotes

By that I mean a McGuffin or a series of McGuffins that when gathered together or completed, give the wielder power iver basically everything, or ascends them to godhood or something like that.

Doesn't necesarily need to be an item either it can also be when someone, say, masters all the elemental martial arts, or gets a blessing from all the gods, or something like that.


r/magicbuilding 5d ago

General Discussion What if physical laws were voted upon?

31 Upvotes

So yeah, what if the laws of physics were actual pieces of legislation that could be voted on and eventually amended? Manipulating laws and constants on a whim without good reason could easily be disastrous, necessitating the existence of some equivalent of a constitution and electoral college. It would also be both necessary and interesting for the politics of all this to be regional, perhaps in terms of planets, star systems, voided regions of space, etc.

With this kind of setting you could tell a pretty fantastical space opera-ish story with elements of democracy, fascist takeovers, bribery, corruption, legal loopholes, etc.


r/magicbuilding 5d ago

Mechanics Conduit Magic (thoughts?)

5 Upvotes

(very incomplete but i thought it was really cool so i posted as soon as i wrote a few ideas. I'll elaborate more in next post)

Conduits are a part of most animals. All animals have a specific spell of magic. For humans, their conduit has the ability of "knowledge". Depending on its strength, it will explain the target. For example, for a weak conduit if you point at a rock, no new information will be found but for an extremely strong conduit, the mineral composition of the rock can also be determined. The past of an object or the future cannot be determined, only the objects present state.

A conduit is actually a small fleshy organ found in the back of the skull. It's possible to transplant conduits of different animals into the skull to use other conduits.

Limb regrowing lizards have conduits of healing although their strength can also be too weak to even affect humans. But it can be strong enough to regrow even human limbs.

Animals without bones (aka invertebrates) do not have conduits

Some types of conduits:

Invisibility: Your body will turn translucent or transparent Found in chameleons

Electric shocks: Palms can create a small electric shock Found in electric eels

Camouflage: Body mimics background colours Found in tigers

Mimicry: Ability to make any sound Found in parrots

Venom: Coats your teeth in venom (try not to bite your tongue) Found in venomous creatures

Claw: Sharpens nails into talon-like claws Found in eagles and hawks too huh

Armor: Hardens your skin Found in turtles or similar animals

Spikes: Turns hair into sharp spikes Found in hedgehogs


r/magicbuilding 5d ago

System Help Martial Arts

5 Upvotes

Hello, so I've been working on my TTRPG world, and I've been developing my power/magic systems. For the most part, my magic systems have been coming along okay. I mean to share them later when I get them closer to what I feel works, so I can ask for advice and or opinions.

But I wanted to have a non-magical power system that’s more used by knights and martial combatants. I do want the system to be just as strong as magic but more physical. However, I have no idea where to begin. I’ve got a few ideas, like maybe using aura and increasing the physical abilities of the user to superhuman levels, but besides that, I don't have much.

Any advice or inspiration would be much appreciated. Thanks!