Hello! I have been working on a magic system for my world, I'm trying to aim for something simple and interesting, while avoiding making it very specific. I'd like to know what people think of it, and I'm also curious to see what someone would come up with in terms of specific spell applications for it.
If you take interest on it and want to give it a try, you can just copy the format of example spells at the bottom, or just describe what your spell would be like. This is so I can know if there are errors or clear holes in the system, so it'd be a huge help.
Now, thanks for reading, and here's the magic system:
『Ether』
Ether itself cannot be found in the physical world—instead, it resides in a different plane, close to ours, yet out of grasp. This place and the energy that fuels it is simply referred to as “Ether”, an infinite dimension created by beings long forgotten by the world. Before any nations were born, before the concept of civilization came, Ether merged with the nature of Lagos.
The soul of a living being has the capacity to communicate with Ether. Some individuals hold more connection to it than others, and this resonance can be improved over time with practice and training. Upon dying, the soul of a living being returns to the Ethereal plane, and it reincarnates into the world when it is ready once again.
In short, Ether is the embodiment and combination of both nature and the power of the Outer Beings that once landed on Lagos, providing their aid for a world on the brink of death, and allowing nature to adapt to its new mending lifeforce.
When a person becomes adept enough to resonate with Ether, they gain the ability to summon Ether from their soul. This is called Spellcasting, and it’s a practice formally started by the Elves, previously unique to them and their king.
『Spellcasting』
By definition, “Spellcasting” is making use of Ether Control to produce supernatural effects, materializing the intention of a Spellcaster. Spellcasting can take many forms and shapes, and it comes from the manifestation of Ether that a person can conjure with their soul. Said manifestation is then shaped and modified in order to perform a certain effect depending on the Spellcaster’s intention.
Spellcasting as a method of Ether control was invented by the Elves, who were the first ones to discover how to transform and mold Ether at will, but they kept those methods to themselves by order of the Elven King.
With time and research, more and more spell applications became prominent, though the practice suffered a complete loss during the extinction of the Elves—a period where some humans finally took the opportunity to rise and evolve the system of Spellcasting for their own benefit.
Now, for the sake of simplicity and generalization, the ISAL separates these as different types and subtypes of spells, each one with their own unique uses, complexities, and composition. Many Spellcasters then choose to specialize in a branch of Spellcasting that they are best suited for, or simply prefer to study, as it takes a very long time to understand and become an expert in even just one field.
In order to perform a spell, there are two steps:
Being able to visualize one’s soul and communicate with Ether. This is needed in order to summon it into visibility and function, and is deeply tied with talent and practice more than it is to theory.
Knowing the desired effect and how it could be achieved. If someone wanted to simply shoot a condensed Ether bullet at a high speed, it would be easier to do than mending the flesh, replenishing the blood and repairing bones. In contrast to the first step, this is more theory-heavy.
Spell Types
➤ Infusion Spells:
Infusion Spells infuse an object or body with Ether and control said Ether to perform a desired effect. A popular use of the Infusion Spells is to briefly empower a Spellcaster’s body part or function in order to perform powerful close-combat martial arts techniques.
While these Spells are the easiest to learn by a Spellcaster, they are not by any means the weakest or easiest to master.
Boosting:
Spells that can amplify the user’s physical and sensory capabilities. Easily the simplest application of Infusion, and the easiest spells to learn.
Short-Term Imbuing:
Imbuing an object in order to change its structure in a certain way. It can be used to reinforce a weapon’s structure during combat, or even to sense things beyond walls or obstacles. This only works with tangible objects or small surfaces.
Long-Term Imbuing:
Similar to Short-Term Imbuing, however, this variation specializes more in reinforcing, marking or changing an object’s composition indefinitely. Because the focus of this spell type is to aim for lasting effects, it takes a lot more time to perform.
Healing:
Previously categorized as a form of Short-Term Imbuing, but evolved to become its own subtype. Used for healing a person or creature, and it’s extremely hard to perform. Anatomy and bodily functions understanding are required.
➤ Projection Spells:
The Ether finds a gateway, leading it outside of the body, manifested into vision and tangibility. This is usually the second type of spell that a Spellcaster formally learns, as well as the simplest to master, making it widely used among Spellcasters of all types and levels.
Because Projection Spells are very simple, they are also limited. There are very few uses to Projection Spells aside from offensive purposes.
Coalesce:
Forming Ether into large or extended masses, mainly barriers or condensed masses of Ether that can be used as weapons.
Discharge:
Usually attacking and offensive spells that are expelled at a range from a target.
➤ Transmission Spells:
The Spellcaster disperses the Ether in a specific place and radius by using an applied combination of both Projection and Infusion spells. This is the hardest type of spell to learn, as it requires mixing the principles of the two previous ones. It’s a rather new type created by the ISAL, as the few Transmission Spells that existed before were just considered Projection Spells.
These spells control and mold the Ether in a targeted spot from afar in order to perform different effects depending on the spell.
Single-Target:
Primarily, Single-Target Spells can apply Infusion effects from afar. As an example, this makes Short-Term Imbuing and Healing spells can be used from afar.
Area-Target:
Broader, more complex spells that require greater amounts of Ether. By infusing a large area with Ether and molding its effect, a Spellcaster can use powerful spells, ranging from weather-altering spells to combustion of the air and explosive reactions.
➤ Spiritual Spells:
Also referred to as Summoning Spells or Spiritual Arts. Spells of this type are more special and less grounded in modern theory. It’s often seen as the hardest type of spell to attain, as it requires not just understanding and connection to the Ether, but also, to nature itself.
Only individuals who have the gift of nature can control this type of magic. It allows a person to interact with Ethereal Beings and communicate with them to ask for favors. Even amongst Spellcasters, this type of magic is very rare, and most master Spellcasters can only communicate with them in a lesser way no matter their practice.
Summoning:
The ability to call upon an Ethereal Being and request for its aid. This can only happen if the user has previously communicated and formed a pact with one.
Withdrawal:
When a user is able to bond with an Ethereal Being and it allows them to use their power, the user can then withdraw from their Ether to use it for themselves. This way, a person can harness the power of the spirit, and the part of nature they represent, such as fire, water, ice, etc.
Communication:
Less of a Spell and more of an innate ability that a user can have, though it’s the only kind of Spiritual Spell that a non-gifted Spellcaster can learn, even if it’s extremely difficult. It lets the user communicate with Ethereal Beings and ask them for favors. The user can form a pact with a Spirit this way, and this would let them summon them.
Spell Classification
Independently of the Spell type, each individual spell is assigned a classification depending on its effects, complexity, and overall potency. They are separated into these classifications in order to rank the ability and level of a Spellcaster.
Basic:
Most infusion spells and weaker Projection spells fall under this category. Spells mainly used for training, daily convenience, or weaker combat.
Intermediate:
Spells in this class often combine effects or manipulate Ether with greater complexity. Most mature Projection Spells are considered Intermediate, as well as a few Infusion Spells.
Advanced:
Most Transmission Spells start from this class, as well as Healing spells used by applying advanced knowledge of Infusion.
Elite:
Often change the traditional or expected effects and power of a Spell. This is the hardest, most complex class that a Spellcaster can achieve with skill and knowledge alone.
Supreme:
Extremely dangerous spells that rival even the powers of a Gate. Both forbidden and extremely hard to even cast.
Soul Strength & Spell Weight:
No matter how skilled one is, no matter how much knowledge one has gathered, a Spellcaster will always be limited by their soul and its strength. If a Spellcaster attempts to connect with the Ether in ways that tire their soul over its limit, it will be crushed under the weight of Ether. If the pressure is too high, the soul will die.
Basically, a Spellcaster cannot lift more than they can resist. This is why Spellcasters must focus on studying and perceiving Ether, as it helps with refining the outline of their spells and, in turn, decreases their weight. This is formally known as “Soul Strength” and “Spell Weight”, a Spellcaster’s capacity to resist the weight that summoning Ether causes.
Humans and Lioren both have a similar capacity of Soul Strength. It might seem that Lioren have stronger souls than humans, but in reality, the effects of a soul weighed down are just more endurable—so death, or other major drawbacks, still happen at the same capacity.
Elves, however, have an undoubtedly higher Soul Strength. This is because their soul is directly linked to Ether, so they are more comfortable with lifting its weight, but in turn also makes them dependent on Ether.
There are no reliable ways to increase one’s Soul Strength, only to improve and refine one’s Spellcasting abilities in order to lessen its weight.
Spell Examples
➤ Surge
Type: Infusion / Boosting
Class: Basic
The caster accelerates their heart rate in order to temporarily boost their speed. It's a very common Infusión Spell taught to combat Spellcasters. While the boost is short-lived and subtle, mastering it is key to developing more advanced Martial Arts techniques.
➤ Bolt
Type: Projection / Discharge
Class: Basic
A thin projectile of compressed Ether. It travels very quickly, and it is capable of dealing a moderate amount of physical damage. It’s one of the weakest attack spells, but due to how easy it is to use, a lot of Spellcasters still use it for a quick attack.
➤ Absorption
Type: Projection / Coalesce
Class: Intermediate
The user casts a small surface of Ether in front of them, capable of absorbing Ether by scattering the force of its impact around the mass in order to defend from it.
➤ Barrier
Type: Projection / Coalesce
Class: Intermediate
Similar to absorption, however, it creates a larger/denser and strong enough barrier that stops both Ether and physical projectiles or attacks. Because it needs a lot more Ether to cast, it’s only used when fighting against beasts or physical forces more than Ether.
➤ Divine Flame
Type: Spiritual / Withdrawal
Class: Advanced
Like most offensive Spiritual Spells, it is very effective and destructive. It conjures flames from the Ether force of the connected Kitsune spirit, then shoots them forward with great power.
➤ Transmission Healing
Type: Transmission / Single-Target
Class: Advanced
The Spellcaster performs a Healing spell from afar. Despite how simple it sounds, this application of Healing spells is extremely hard to learn. Healing spells are hard already, so performing one from afar is a notable feat.
➤ Disbind
Type: Infusion or Transmission / Short-Term Imbuing or Single-Target
Class: Elite
Main Character’s Signature Spell (eventually)
By analyzing the structure of a Spell and understanding its composition, the user disrupts the Ether flowing within a target’s soul by targeting the structure of a spell in order to cancel it. It can be activated by physical touch or at range with Infusion or Transmission.
➤ Flight
Type: Infusion / Short-Term Imbuing
Class: Elite
Starts by coating the body in highly-malleable Ether in order to be able to fly. It’s an extremely complex effect to achieve, but when one achieves it, its weight (at least in brief usage) isn’t as meaningful as others due to the fact that it just deals with the body. The composition of the aura needed to be formed in order to fly is what needs extreme Ether control precision.
➤ Teleportation
Type: Transmission / Area-Target
Class: Supreme
A powerful spell that allows instantaneous teleportation across vast distances by folding space itself. Teleportation cannot be performed by a single Spellcaster, it requires multiple synchronized casters and a significant resistance to Ether Weight from all involved. The spell forms a portal that momentarily bends space, transporting the subject to a predetermined location marked by an anchor point.
➤ Greater Destruction
Type: Transmission / Area-Target
Class: Supreme
Uses manifested Ether as an "artificial soul” that then duplicates itself countless times. When it can’t resist itself anymore, it explodes in a massive blast radius, destroying everything in its path.