u/Budget-Emu-1365

Can you give critique and advice regarding my magic system as well as things I should improve or elaborate further?

This is my first time posting in this subreddit. I want to preface that my magic system is heavily inspired by a lot of media I've consumed, primarily belong to Genshin Impact and Coiling Dragon. I'll start with the lore because the magic system is inherently tied to the lore of my potential story (yeah, I'm not sure if I'm planning on writing it in the future or not).

First, the metaphysics (I think that's the correct word?) of magic. Everything in existence is governed by the Divine Order, the "perfect" system of laws established by the Resplendent Sovereign (basically the God Almighty of my world) at the moment of creation. The Divine Order governs every aspect of reality, from the movement of the stars to the cycle of life and death, the behavior of elements, and the fate and destiny of all living beings. Nothing exists outside of it. Magic can be defined as the means by which mortals (not necessarily humans) interact with the Divine Order because magic ultimately derives from it, no magic can violate or overturn the Divine Order. Even the greatest of mage is still bound by the laws imposed by God (for all intent and purpose, I'm gonna use this word to refer to the Resplendent Sovereign). Only miracles granted directly by Him possess the authority to temporarily bend or suspend these laws.

There are around fifteen types of magic and each is grouped into four based on their source: Divine Transcendence, Empyrean Mysteries, Tellurian Wonders, and Hermetic Arts. Divine Transcendence originates from the Eternal Sun, which represents the Resplendent Sovereign. Empyrean Mysteries (celestial magic) comes from the Three Immaculate Moons and the Twilight Star, each representing the Three Maidens and the Lightbringer. It is tied to a person's soul through their spiritual resonance with either of the four lesser celestial bodies. Tellurian Wonders (terrestrial magic) comes from the Seven Primordial Origins, each governed by the Seven Luminaries. This magic is tied to one's elemental affinity. Hermetic Arts is considered as mortal magic and comes from human ingenuity and innovation and require neither spiritual resonance nor elemental affinity.

I'll start with Empyrean Mysteries first. Individuals who practice this magic is called as a thaumaturge. It originates from the four subordinate celestial bodies: the Three Immaculate Moons and the Void Star. These celestial bodies are both astronomical object and also the manifestation of the divine order. They are simultaneously a heavenly law, a divine office, and a living divine will. They were preordained into existence by God and is neither fully impersonal or fully independent. The Pearl Moon governs life, the Crimson Moon governs death, the Mirror Moon governs time, and the Twilight Star (morning/evening star) governs space. Thaumaturges with spiritual resonance with the four subordinate celestial bodies can use life, death, time, and space magic depending on which lesser celestial body they resonate with. This spiritual resonance is like a "either you have it or don't" kind of thing and you can only possess a resonance toward one of them. So, a thaumaturge can wield only a single heavenly law.

Tellurian Wonders next and it is often called as terrestrial magic as the source is located on the world (I don't want to call it as the Earth I guess so world will have to do for now). They derive from the Seven Primordial Origins and, like the heavenly laws, every elemental wonder have a governing principles and a divine custodian collectively known as the Seven Luminaries who were also created by God. The seven primordial origins and their element are as followed: Core Flame (Fire), Primordial Sea (Water), All-Renewing Soil (Earth), First Breath (Air), Impermanent Flash (lightning), Boundless Radiance (Light), and Fathomless Abyss (Darkness). Practitioners of this magic is often called as either an elemental mage or a sorcerer. Anyway, they are tied to elemental affinity. Elements are ubiquitous building block of the material world as well as all living beings that inhabit it. As such, everyone have an affinity with all seven elements. However, elemental affinity is distributed in a zero-sum balance. Exceptional affinity with one element means a reduction of the rest. Only individual with an affinity that exceed a certain threshold (not sure what percentage, maybe 75% or something) can become a sorcerer. So, a sorcerer can only use one element in their lifetime. Also, spiritual resonance and elemental affinity aren't mutually exclusive. You can have a spiritual resonance with either one of the four lesser celestial bodies as well as having an affinity with one of the seven elemental wonders.

Hermetic Arts doesn't have any ties with any divinity. They are entirely the product of mortal observation, experimentation, and accumulated knowledge. Rather than drawing authority from celestial or terrestrial powers, adepts of the Arts study the Divine Order and learn how to mimic it. They are divided into three main disciplines (that I could think of): Alchemy, Divination, and Enchantment. Alchemy studies the composition, properties, and relationship between matter as well as the transmutation of it. It's like a mix between FMA's alchemy and Harry Potter's potions if I were to imagine it. Divination is the art of gathering information by studying causality, probability, and hidden relationships between things. Diviners calculate existing variables within creation to uncover information and anticipate future events. However, they can't accurately predict the future with anything more than 50% certainty nor could they glimpse into the inner working of fate for long as true fate remains beyond mortal comprehension. It wasn't that it's forbidden by the Divine Order, but more so that the mortal mind can't bear the brevity of fate I suppose. Enchantment is the study of magical language and symbols. Enchanters can impose structure, imbue powers, and even enchant spirit into object through the use of runes, sigils, symbols, sacred geometry, and written language. Hermetic Arts is essentially mortals trying to study and imitate God. He creates and ordains with Logos while mortals imitate Him through language, mathematics, and science. Alchemy imitates the act of creation, divination imitates divine omniscience, and enchantment imitates Logos.

Finally, Divine Transcendence. The Eternal Sun differs fundamentally from other celestial sources. It is the dominating celestial body that governs all other celestial bodies and the world. Rather than requiring anything like a spiritual resonance or elemental affinity, its power is bestowed solely by the Resplendent Sovereign. Those chosen bear a sun-shaped mark known as Stigmata somewhere in their body and are recognized as Saints. Instead of using the heavenly laws, saints perform miracles. Miracles are expression of the Resplendent Sovereign's own authority and divine omnipotence. Saints can use all four heavenly laws and seven elemental wonders without the need of spiritual resonance or elemental affinity. Miracles may temporarily bend, suspend, or even bypass some parts of the Divine Order such as resurrecting the dead, reversing cause and effect, shaping primordial chaos into a creation, influence the momentum of fate, etc. However, this authority remains entirely conditional and can be limited or revoked by the Resplendent Sovereign at any time.

Regarding limitations, every form of magic remains subordinate to the Divine Order. No miracles, heavenly laws, elemental wonders, or hermetic art can overturn the fundamental principles established by God. Magic grants influence over things, but is never the sovereign of things. Now, each magic can like fail differently. For saints and thaumaturges, their magic simply don't respond or not do anything if they fail or if they try to overreach their authority in the case of the latter. For sorcerers, failure can result from insufficient elemental affinity, poor control, or attempting to exceed their capacity, which can result in the elements resisting to obey. Hermetic arts resemble scientific experimentation so errors in theory, calculation, materials, execution, etc. can produce no effect, imperfect results, unstable things, or even catastrophic consequences (even more so for diviners).

I think that's it for the lore. As for other things, I'm not sure if I want magic to require spellcasting or innate manipulation but I think I'm leaning toward spellcasting because it gives magical vibes. I don't know if I want to use things like mana or magical energy. In my draft, magic is like your will that originated from your mind, passing through your soul, and channeled through your body, and takes effect in the material world. Essentially, your body and soul is a conduit for your magic while your mind is the source. So, a powerful mage typically have a strong body, mind, and soul. Also, overexerting yourself in spellcasting can cause physical exhaustion and mental fatigue (or even death I suppose). This is what I've come up with so far. I don't know where to go next from this and would like advices from you guys. Critiques are also welcome so I can improve this system as well.

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u/Budget-Emu-1365 — 1 day ago