r/magicbuilding

▲ 34 r/magicbuilding+1 crossposts

Do you think Magic would speed up or slow down technological advancement?

I personally believe that magic wouldn’t impede the way a society grows technologically, but I want to see other people’s opinions.

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u/Ok-Rabbit-3054 — 4 days ago

Is a a pure Martial Arts power system redundant?

Recently heard about this type of power system a week ago. Honestly it sounds pretty cool. But I still wonder if it's redundant at the same time though. Since what's the point of a Martial Arts power system, when Martial Arts already exist in real-life? Lol.

A pure Martial Art power system is a system that has nothing to do with Chi Energy or any Lifeforce energy. It's basically that the characters are just really good at doing Kung Fu, Karate, or Taekwondo to Anime levels. It's less like a Wuxia story. And more like a Bruce Lee story.

The Cobra Kai show is an example of this. Again the characters are just really good at doing Karate. I wonder if this also a way Writers want to have their cake and eat it too. Have a power system with a basis in reality, while still having the characters pull off superhuman feats.

The best way to describe a power system like this. It's like building a power system off the Marvel character Taskmaster Photographic Reflexes abilities. A system where all the users are Martial Arts prodigies at young ages. To the point the fighters can dominate both MMA and Boxing with ease. Despite MMA and Boxing being different combat sports with different skillsets and training.

In conclusion. It's basically Martial Arts as a superpower.

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u/PassengerCultural421 — 4 days ago

How flashy its your power system? what does a fight between two competent above average users looks like there?

Harry Potter tier?

Hunter x Hunter tier?

Jujutsu Kaisen tier?

Dragon ball tier?

Some other?

u/Dran1000 — 5 days ago

How to write an illusion based magical power?

I need some advice and guidance on writing illusion based powers. Both the power itself and how it can affect characters. Also, appreciate it if you can give me examples for this in any type of media.

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u/BeginningWild3912 — 3 days ago

Help defining the visual identity of a Sound based Magic System

I’m building a magic system based on sound. In my setting everything is vibration, and mages shape reality by producing sound. I’m happy with the rules but stuck on how it looks and sounds when someone actually uses it.

What it can do

Magic never creates or destroys anything. It can only push a property that’s already there, up or down. Think heating and cooling, hardening and softening, building or releasing pressure. No fireballs from nothing, no gravity or time tricks.

How it works

Every object has its own natural tone, the way a bell or a wine glass does. A mage first listens to the object. Then they hold that tone and play a second note at a specific interval above it. That interval decides the kind of effect. For example, a sharp of that note means warmth a flat means cold. Diferent notes relative to the natural tone create diferent affects.

As the object changes, its tone changes. Warm metal gets less stiff, so its pitch sinks. The mage has to follow it, gliding down and keeping the interval the same. If they lag, the two tones start to beat against each other and the effect goes patchy. So even the simplest working is a slow conversation with the material, not one note held for minutes.

How you play it matters as much as the interval. A slow swell heats a blade evenly. A sharp attack flashes the surface. Pulses with rests let heat spread into thick metal.

Groups and songs

If you play a sound alone the effects are minimal, however by playing in a group the effect multiplies.

And here i get stuck into two ideas, i want the magic to be hard in its effect, to change real physical properties to be measured and studied. And this works if i associate a note to an effect. However when we put songs into the mixture it breaks down and seems forced, music is a fluid and dynamic and its more then its individual notes.

What I’d love feedback on

Does “follow the object’s changing tone” make solo casting more interesting, or is it still just someone humming at a rock?

Have you seen a sound-based magic that sounds good on the page? How did the author do it?

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u/someonenamedjack — 4 days ago

A magic system, or rather multiple, based on the fundamental forces

That Feynman diagram was just to capture your attention.

Anyhow, I've been workshopping this for a fantasy story I'm worldbuilding for the past few...weeks? I started on it, and the story, months ago, but I forgot about them, and now I finally got it into a functioning draft state. So! The fundamental forces, right? Electromagnetism, weak force, strong force, gravity? They're weird! I daresay they might be a part of our world's extremely complex and at times unknowable magic system! Which is what inspired me to make this. Well, that and this one thing I saw about someone wanting to see a color magic system based on quantum chromodynamics. This goes out to you, whoever you are.

So, without further ado: Let's actually talk about how these "fundamental magics" work!

---

To begin, the basics. These magics are called Flux, Shift, Bind, and Warp, and are based on the fundamental forces (wow who could've guessed), certain aspects of quantum and particle physics, and specific magic system "archetypes" I've noticed in my time observing.

Each magic is facilitated by unique "quanta", with a magic's given quanta (just to make sure, I'm aware that quanta is a plural noun, and that the singular is quantum, I'm just using quanta as both the singular and the plural to differentiate it from the real physics term of quantum, I'll likely come up with a different term later on) being best thought of as a unique kind of...energy? Energy, for lack of a better term, or maybe a particle depending on how you interpret it (hahaha wave-particle duality why are you the way that you are). Regardless, the quanta is the main thing that is manipulated when using a given magic, and is what produces the desired results. It is impossible to create quanta, but they can be manipulated by other creatures, especially humans, who have invented various complex techniques for the magics. A magic's quanta is based on its carrier particles in real life: Photons (Flux), W and Z bosons (Shift), gluons (Bind), and the theoretical gravitons (Warp).

The magics themselves are, much like their inspirations, akin to fundamental forces. Their quanta are everywhere, waiting to be used, and are constantly affecting the world. In fact, the world probably wouldn't even exist in the way it currently does if it weren't for them.

Before we talk about the magics themselves, however, one disclaimer: Next to NONE of the specific terminology used is set in stone. I will gladly take suggestions in the comments. Now then, let's talk!

---

FLUX, THE MAGIC OF ENERGY

Based on electromagnetism, the electromagnetic spectrum, and "spellcasting" magic archetypes. Its quanta is, as of current, known as "sparks".

Flux is broadly applicable in an exceedingly wide range of fields, and is easy to learn to boot, though hard to master. It is a magic of motion and circulation, of moving energy around. Depending on how one wishes to use sparks, Flux can be used in various different ways, not all of which by humans. But, of those that can be used by humans, humans have categorized them into seven different forms: Reach, Charge, Tempo, Lumen, Vita, Anti, and Rend.

Reach is spells of distance: Seeing things happening elsewhere, carrying messages, teleportation, portals, and so on.

Charge is spells of energy: Electricity, "kinesis", magnetism, that sort of thing.

Tempo is spells of motion: Fire, ice, and other heat-related spells are the most well-known use, but another common use is that of "rippling", sort of creating waves that carry force, and a use case that hasn't even entered the average scholar's knowledge base is that of propulsive force; in general, Tempo is about motion on a large scale, and motion on a small one AKA temperature.

Lumen is spells of perception: Light manipulation, illusions, etc.

Vita is spells of life: Healing wounds, repairing broken objects, one can also use Vita to "take life away", causing a sort of withering effect, though this is extremely difficult to do in practice, so spells of weakness are a more common, though less effective, version. On a more overall level, Vita can be used...sort of to cause short-term "status effects", positive and negative. Not that this is a video game, nor does this world use video game rules. It's just an easy way to get the idea across.

Anti is spells of nullification: Nearly all defensive magics are Anti, as is anti-magic, as well as more niche, offensive use cases.

Rend is spells of...it's hard to say: Rend is a poorly-understood magic, which isn't helped by how dangerous it can be, nor how seemingly unrelated its known uses are. It can melt things, make them crumble, cause burns, help other spells pierce through objects or even other spells, and induce strange disease and other negative health effects.

These mentioned use cases are far from the only ones, and the same is true of the other magics! I know I'm not creative enough to think of every possible use case given a certain conceptual idea, and I'd hate to restrict these things unnecessarily just because I myself can't come up with all of them off the top of my head.

TL;DR: Flux is a basic, widespread magic, which comes in various forms based around manipulation of certain energies. Humans have categorized its best-known use cases into spells of distance, energy, heat/motion, perception, life/death/"statuses", nullification, and just...the weird shit gamma radiation is known for.

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SHIFT, THE MAGIC OF CHANGE

Based on the weak force, particle flavors, nuclear transmutation, and alchemy (and "alchemical" magic archetypes, if that makes sense). It has three quanta, which come in three forms, known as augeo, minuo, and nihil, collectively called the "primes". For our purposes, we'll represent them as +, -, and 0 here, if we aren't talking about all three primes. + and - are capable of transmutation (changing one material to another), and 0 is capable of transformation (changing a material's shape, though creating more requires transmutation).

Shift magic is difficult to learn, with its complicated mechanisms, but has a wide range in its potential, due to how it interacts with matter and other magic. It is a magic of alteration, transmutation, transformation. The basics are thus:

There are two "elements", called brimstone and quicksilver (distinct from their namesakes, sulfur and mercury). + creates brimstone, and turns quicksilver into brimstone, and - creates quicksilver, and turns brimstone into quicksilver. Brimstone is "active", and quicksilver is "reactive".

Through further interactions with the primes, brimstone and quicksilver can be turned into Worksteels (formerly Shiftmetals, but I hated how it rolled off the tongue), specific magic-sensitive materials, whose properties are determined by their brimstone to quicksilver ratio. From the most brimstone and least quicksilver to the least brimstone and most quicksilver, these Worksteels are called (though are not, I'm trying to think of better names, though I'm also considering just tacking on a prefix or suffix to differentiate them) gold, iron, tin (the "brimstone" or "burning" Worksteels), lead, copper, and silver (the "quicksilver" or "fluid" Worksteels), which are believed to represent "principles" of the physical/health/self/metaphorical fire, strength/impulse/efficiency, luck/growth, defense/focus/reduction, charisma/harmony/love, and the emotional/memory/rhythm/metaphorical water.

The Worksteels also have certain provable, physical properties related to these concepts, usually in regards to how they interact with other magics, which have informed the spiritual beliefs about them. Using the primes, these properties can be harnessed and imbued onto other things, which, combined with other uses for brimstone and quicksilver, form the basis of how Shift is used. Potions, weapons, armor, tools, the aforementioned transmutation and transformation, and so on.

TL;DR: Shift is complex and hard to learn, but offers a wide range in uses. In terms of categorization, it is divided into magic that uses "primes" to transmute and transform, magic that uses "elements" for various purposes, the most important of which being to create materials called Worksteels that react with other magic, and magic that uses the Worksteels for assorted purposes.

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BIND, THE MAGIC OF TIES

Based on the strong force (normal and residual/nuclear), particle colors and the everything it spawns, and enchantment, magitech, and contract magic archetypes. Its quanta is known as "hues", which come in six forms: The "additive" red (R), green (G), and blue (B), and the "subtractive" cyan (C), magenta (M), and yellow (Y). I'd try to make it more accurate to gluon colors, but you don't want to know what gluon color charge is like. So instead, hue colors are based partially on gluon colors, and partially on quark colors and strong force interactions.

Bind is a bit difficult to learn, though not greatly so, but is extremely difficult to use to its fullest extent. However, it offers great reward. While it lacks in the kind of broad application seen in Flux and Shift, it still has great utility, especially when combined with its interactions with those magics.

In order for Bind to be used, hues must be grouped up from the surrounding environment, and bound together. In doing so, hues react with one another, creating an energy exchange. Depending on how they are utilized, hues can be used for either bonds (using hues for physical ties), or pacts (using hues for magical ties). Additionally, bound hues can come in the forms of either doublets or triplets.

Doublets are pairs of hues, in the form of an additive-subtractive grouping (purely additive or purely subtractive fails for doublets): RM, RY, GC, GY, BC, and BM. Doublet bonds are used to bind objects to one another, allowing for rapid construction (transformative Shift can help in this process, but ultimately fails to replace it, because it can only be used to change an object's shape, and that is not always the desired outcome, not to mention it requires a certain level of skill to use properly, whilst doublets are a fairly basic form of Bind; not to mention, it can't exactly create adhesives), whilst doublet pacts are used to "bind power"; magical seals and locks, alteration of one's magical abilities in the form of an equivalent exchange of one's power, and so on.

Triplets, meanwhile, are trios of hues, in the form of purely additive (RGB) or purely subtractive (CMY). Triplet bonds are used to bind magic to objects, or to bind magic together as a more advanced technique (though it gets harder to maintain cohesion the more spells are bound together...just to make sure nobody creates any nuclear bombs); binding a fire Flux spell to a sword to create a fiery blade, for instance, or binding two Flux spells together to create unique effects (though not all will have the intended ones). Through delicate combination of doublet and triplet bonds, plus other magics, true magical technology can be made, though this is a newly-developing field. Triplet pacts are an extension of triplet bonds' effects on magic, being used to "bind entities", creating an exchange of power, energy, etc., this being what creates your familiars, your warlocks, your magic contracts, that sort of thing.

Notably, pacts are much more difficult to undo than bonds, and triplet pacts are even harder to undo than doublet pacts. In addition, "unbalanced" pacts produce undesirable results, as the magic naturally tries to create an equal exchange. This principle is what makes them "legally binding", especially in the context of triplet pacts as magical contracts; break the terms of the contract, and the pact is no longer balanced, and because it is now skewed towards the contract breaker...there are consequences.

There is also the aspect of Bind known as cancellation, wherein contradictory colors can, if used correctly (hence some Bind magics being harder to undo than others), "cancel" each other out, undoing the spell. As a byproduct, this also emits energy, akin to a firecracker. In general:

  • Doublets can be canceled by one or more contradictory color (e.g. introduce C to RM -> RC cancel each other out -> only M remains, and one hue isn't enough for a spell, or introduce GC to RM -> RC cancel each other out, GM cancel each other out -> no hues remain)
  • Triplets can only be canceled by the contradictory color triplet (introduce CMY to RGB or vice versa -> both triplets cancel each other out -> no hues remain)
  • And "singlets", or two or more hues of the same color (e.g. RR), will self-cancel immediately after creation, which makes them a quick and easy source of an energy burst, though useless for anything else

TL;DR: Bind has a low skill floor, though it is still present, whilst it is much harder to master. It can be used for bonds to bind objects together, bind magic to objects, and bind magic to other magic, all of which can be utilized in tandem to create magitech, or it can be used for pacts to create magical seals, limit or enhance someone's abilities, create a flow of magic between two entities, or create magical contracts.

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WARP, THE MAGIC OF DISTORTION

Based on gravity, its uniqueness compared to the other fundamental forces, and how it will bend spacetime in strange ways, and the relatively common sub-archetype of "dark magic". As of current, Warp has no known quanta, though there are theories.

Warp is a strange magic. It changes, reshapes, but in a way much different than something like Shift. Warp, well, warps. It is not a magic commonly used by people, if only due to how poorly understood it is making it nigh-impossible to figure out any standardized methodology, instead being more commonly used by monsters, with most information on Warp being obtained through observation of said monsters. Locally non-Euclidean spaces, altering one's senses of space and/or time, transforming things in a manner beyond mere shape...it's unclear how Warp works, or what the true extent of its effects on the other magics are, but this has only made it all the more intriguing to many a scholar, turning the magic into an extremely controversial topic between those who seek to understand it and those who write it off as some fundamentally unknowable, even "evil" thing (though of course, ascribing morality to a force of nature is a fool's errand).

As stated, it is extremely poorly understood, though the brave few who dare try to master its ways are doing everything they can to glean an understanding of its mechanisms.

There's also the less human-centric ways in which it affects things, but that's more fit for r/worldbuilding (or maybe a lore post?) than here.

TL;DR: Warp is fucking WEIRD

---

So, those are the four magics of this setting, or at least, their current state. I'm itching to hear people's thoughts, what I could improve and what I could change, ideas for other use cases for specific magics...and better names for some things.

Personally, I think the interplay these different magics have with each other could be extremely interesting, and provides a nice explanation for having a variety of different fields of magic users in the same setting without making magic necessarily able to do just about anything. Same with the way magic itself is used, willing something to happen is only part of it, there's also one's own knowledge and creativity that naturally limits these things; they're different fields, which means different knowledge bases and skill sets to draw on.

To summarize the magics, or at least how humans use them, as simply as possible, because I know this is a long post (though I did include TL;DR's for individual sections):

Flux is based around manipulation of energy in different ways, with specific standardized techniques resulting in specific spells. It has a wide variety of applications, but can't necessarily do anything, just a lot of things.

Shift is based around manipulation of a material's shape and "essence", and is treated much more like a science due to the mechanisms by which it functions, though with some spiritual beliefs mixed in. It has three "primes", from which come two "elements", from which come six "Worksteels", and the interplay of these three categories gives rise to Shift magic.

Bind is based around manipulation of "hues", which can be used for very specific purposes. Hues can be used in the forms of doublet or triplet, which have different effects: Doublets can bind objects to objects, and can affect one's magic in different ways, while triplets can bind magic to objects to "enchant" them, bind magic to magic to combine spells, or create a magical tie between two beings, which can even be honed into magical contracts.

Warp is not a magic used by humans. It has the ability to distort things, though it is unclear how or why.

u/Xero818 — 4 days ago

What are your wands like?

Do they need to be made of glass and filled with liquid magic, or do they need to be made from sugarcane to attract sweet-toothed spirits, or do they have microchips that hold impossible mathematical sequences that need to be played in order? What is your twist on the iconic wand?

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u/LikeAMothToStarlight — 11 days ago
▲ 17 r/magicbuilding+1 crossposts

Please give me some brutally honest opinions on one of my magic systems (right now I only have 5 examples, but more can be made if requested)

(Just in case you can't read my handwriting, the actual explanation is later in the post)

Core runes

Temperature

weight

Durability

Higher

Lower

Size

Logic runes

Time

Activation

Inactivity

Activity

Connection

Combination

Input runes

Sound(input)

Touch

Number(input)

Special runes

Sound(output)

Higher(half)

Lower(half)

Number(output)

Exclusion

Power

Spell storing runes

Dorrilium beam

Flame

Wind

(More to be added)

Rules

Runes that border each other are connected, unless subject to a connection or combination rune.

Higher runes increase by a value of 10 normally, but can be rewired to increase by a value of between 0 and 10 using a number(input) rune.

Lower runes are the reverse of higher runes.

You can probably guess what their (half) variants do too.

A activation rune has to be connected to a rune which causes an effect to work, and can be triggered by any input rune.

Runes which produce an effect are any output runes, any spell storing runes and any core runex except the Higher rune and Lower rune.

Time runes are used to set a timer.

Activity runes interact with time runes and tell them that the effect rune they are connected to are being activated for x amount of time.

Inactivity runes interact with time runes and tell them to wait x amount of time until activating another rune.

Time runes only interact with one effect rune at a time.

If connected to two effect runes, the one closer to the activation rune on the construct is activated first.

Spell storing runes just activate spells.

Power runes connect to spell-storing runes and increase/decrease the power of the spell by +2 per higher rune, or -2 per lower rune. Half of that if it is a (half) variant of a higher or lower rune.
This is regardless of any number(input) rune connected to Higher or Lower rune.

I am pretty sure that covers everything, if not, ask.

Examples

Example rune construct one increases the temperature of the object it is written on by 50 kelvin if touched.

Example rune construct two decreases the temperature of the object it is written on by 40 kelvin if touched.

Example rune construct three, when touched, increases the temperature of the object it is written on by 30 kelvin for 20 seconds before decreasing the temperature by 30 kelvin for another 20 seconds.

Example rune four shoots two minimum power dorrilium beams for 10 seconds when a cetrain sound hits the sound(imput) rune. This can be anything from a spoken phrase to the sound of a bell.

The last rune construct is the standard one found in most Marasawan rifles, and when touched fires a dorrilium beam capable of punching through 18cm of tungsten per second. This beam lasts for 2 seconds.

A bit of Lore

There are two magic systems on Marasawa, the "normal" one and the rune one. The normal one casts spells by basically just nicely asking Tara, the last remaining god, to do a specific type of divine intervention. Which she usually does unless incapacitated. Or unless she refuses because it doesn't fit her morals.

Rune magic functions without Tara, but is more limiting in what can be done with it. It can only be used to alter an objects properties or cast spells from a VERY limited list.

Rune magic is the first thing Marasawan children learn after learning how to write normal language and basic maths. Though they usually are not told how to do cast any destructive spells using it.

The basics of rune magic are extremely easy to learn, after all. But it is hard to master. Experienced runesmiths can use tens of thousands of individual runes to make rune constructs capable of controlling machines that would otherwise require modern computers to operate.

Rune magic is also incredibly easy to mass produce. Once a rune construct has been made, an infinite amount of copies can be made with the right tools.

It is rare to see an object that has not been enchanted this way on Marasawa.

Last words

First of all, thanks for reading my little wall of text.

Secondly, if you have made it this far, I have three requests:

One, ask any questions you have about the magic system. It helps me greatly.

Secondly, give me your brutally honest opinion. Do not filter your thoughts. If you think it's complete and utter dogshit, tell me. If you think it's good, tell me. I take no offense either way.

Lastly, if you have the time and materials(pen and paper or any drawing program) on hand, I would be interested in seeing what rune constructs you can come up with. I take no offense if you do not to this tho.

(also, I lowkey think I wrote this in a way too clinical way, but eh.)

u/Streetsign10 — 11 days ago
▲ 12 r/magicbuilding+1 crossposts

Viability of a belief based magic?

I have been dreaming up a magic system in which "belief" can be accumulated in objects, practitioners, and concepts.

One example would be a lucky pair of socks, in which, over time, after someone has attributed these socks with luck, they will accumulate, and this luck will become real.

Another example would be religion, where enough cumulative "belief" would manifest a diety/dieties, lending believers strength.

What I need to know is whether this would cause cultures and practices to be static or whether the spread of these conflicting yet real beliefs would create an interesting story?

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u/Embarrassed_Ad8731 — 12 days ago

A power system based around the concept of "Angels and Devils on your shoulder".

So I recently had this concept of a new power system where suddenly several people around the world were split into two separate different costumed, powered identities.

The Angels represented all of the target's positive and good traits while the Devils represented all of the target's negative and bad traits. With their powers and costumes were based on the individual's greatest sin/deed in life.

As such Angels are inherently good and archetypes of benevolence whereas Devils are the total opposite and often act on the target's crueler impulses without any inhibition.

The immediate goal of both an Angel and Devil is to defeat and kill their doppelganger. Upon succeeding the winner essentially gains complete ownership over the original person's identity.

What this means is that depending on whether the Angel or Devil wins, the target experiences a respective drastic change in their personality and morality as they are completely stripped of their negative or positive character traits.

In order to clarify this with an example:

Imagine if there's a man who runs a orphanage, he doesn't abuse the children but he often enforces them into performing basic child labor to make profit.

Upon being split into an Angel and Devil, his Angel persona becomes a hero who can summon several child-sized minions that follow his commands while his Devil side traps victims in special restraints that require special puzzles to nr unlocked.

If his Angel side wins then not only the person becomes an actual superhero, but he also becomes a genuinely good person who stops making children work for him.

Whereas if his Devil side wins, then he becomes much, much more crueler and forces children to work non-stop without food or rest.

However, there are also some unique phenomena that can occur this battle between ab individual's Angel and Devil.

If during the battle, either Angel or Devil receives any form of physical assistance which leads to their victory, then there is a chance of it becoming a "Pyrrhic Victory" depending on how much help the individual received.

(Words of encouragement or distractions do not cause Pyrrhic Victories but if a third party interferes in the battle and physically helps one of the individuals to victory then it is instantly considered a Pyrrhic Victory)

Pyrrhic Victories not only cause an individual's Angel/Devil persona to re-manifest after an unspecified amount of time in the future and issue a rematch. But they also cause the winner to retain traces of their original lost positive/negative traits.

The final thing to discuss about my power system is the ranking system which determines the strength of an individual's Devil and Angel, they are the following:

Cherub/Imps: The weakest class of Angels/Devils, often manifest as a result Pyrrhic Victories, Pure Luck or Strategic Action.

Guardian/Demon: The most common type of Angels/Devils and tend to be generally pretty decent in terms of powers though not very exceptional to note.

Archangel/Archdevil: These Angels/Devils tend to be way stronger than your average ones and as such tend to be just as charitable/sinful.

So what do you think?

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u/Radiant-Ad-1976 — 12 days ago

A system built around two things, fairies and witches

Fairies: are spiritual beings born from objects/places with enough value, meaning, or purpose.

Witches: are those able to safely commune with fairies to achieve various goals.

so a witch might wield a sword passed down in their noble bloodline for centuries representing their families willingness to risk their lives to protect their people giving rise to a fairy with the sole goal of assisting its wielder with protecting others.

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u/Curious-Channel1610 — 12 days ago

How do you create a magic system??

Hello, I'm aware that might come off as odd for a fantasy writer but I am sort of stuck in a daedalus labyrinth here.

I have been working on a specific project for about three years, it's more like a hobby than anything else, hence why I allow myself to take so long but I worked on everything except the magic system for now and since what I'm going for falls more into the cosy fantasy/found family type of story I've decided to not make magic a very prominent stake of the story.
I developed the characters and their arcs more then anything else, which lead me to decide I'd make a magic system based off of emotions and physical state in general, except I feel like my approach might be too vague so I would love to hear advices on what to improve or cut off.

Like I said, my main idea was to first closely tie magic to one's emotions in the sence that the "quality" of it would vary depending on how the person feels while performing it. For instance if the wielder is feeling rather calm its magic will "obey" them and do just what it is being used for, like if they're summoning an object like a pair of shoes as they get ready or something, it's mostly ised for day to day activites. Then there is the middle ground where they're either calm but with greater intent or simply feel happy or even slightly frustrated, then the magic will sort of work alongside them and be a bit fiercer. You can say the magic takes some kind of initiative while still remaining in the restrictions of the person. However, if the emotions of the wielder are too submerging it starts to take over them and slowly acts on its own to the point where it continuously builds up to an overload waiting to crack open. For example my MC has an outburst in her office after having to handle a crisis amongst her class (she's a teacher and was holding her first "duel practice" and the kids decided to to make two teams and jinx eachother, and my MC is triggered by loud noises). Thus bringing me to limitations, the first possibility is the direct outburst like this one or the person can also overuse their magic. For example using it on ends while ignoring that they're not in the right mindset for it, thus gradually draining the magical energy and the person itself as they're forcing on their physical strength in order to perform. In both cases, it ends in what I like to call a "flatline" where the person is temporarily stripped of their magic, it kind of blocks itself to prevent any further damage. The person has to meditate to re-enable it while still ensuring to stabalise their emotions to prevent anything going south and can also take a restauring potion in order to bring back the magic to a stable level faster if that makes sense. They can also very much continuously do grounding exercices to make sure they avoid the worst case scenarios.

My friend also told me I could have the characters use objects to store their emotions in vials/objects as a means to keep them from interfering and harming them, thus avoiding the outbursts. The thing is I assume those emotions would need a purpose later on instead of trhowing them away and I don't really know what, if not been used for potion making...
I also wanted to use elements but I don't feel it fits in my system anymore.

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u/Idk_boubibuleMaybe__ — 12 days ago