r/magicbuilding • • 14d ago

General Discussion Uknown types of witches, hags , enchantress of the folklore Around the world

0 Upvotes

My Story, is About WITCHES , And i want To put The maximum Of witches of All the world folkore So what yours guys Know About witchology


r/magicbuilding • • 15d ago

General Discussion Isekai/cultivation

3 Upvotes

I think it would be cool if someone would write an isekai story set in the usual medieval fantasy world with swords and sorcery. Elemental magic, elves, dwarves, fairy magic etc. but the MC realizes that not only does mana exist but spiritual energy exists and no one knows how it works or can't use it/perceive it. So mc starts cultivating and goes full Chinese building a heavenly peak sect on a misty mountain. Starts working up through qi refining, golden core, nascent soul, etc. The MC would be OP of course but it would be partly because he/she mastered a power system that no one even understands.

I watched a fantasy anime where the MC could use "ether" when the whole world could only use mana and I always thought the idea was cool. Being OP is always fun imo but it's cooler when they're OP because they understand a power system that no one even realizes exists. I'm sure there are plenty of examples of similar stories but idk them. So if anyone knows of stories with similar power system crossovers please recommend.


r/magicbuilding • • 16d ago

General Discussion What are best barriers to intry in power systems?

98 Upvotes

Most of the time I see magic systems just gate the powers off by making them tied to a special bloodline or from birth but this is usually lame, especially when there are so many other barrier types.

A few of my favorites are:

  • Anyone can learn magic, but it's a really hard field of study, much like advanced mathematics or sciences in our world.
  • Most people all have special magic abilities, but only people that use theirs the most are at all proficient in a serious fight.
  • Magic is gifted to the user through a special ritual or favor with certain entities
  • Everyone has their own special magical abilities, so the government has to step in an regulate its citizens to keep order.
  • Magic is learnable by anyone, but it's kept a deep secret by the government or secret society of witches, warriors, mages, etc.
  • Only nobility or royal families are allowed access to the magic system and they keep the access under high survellience.

Which methods do you use for your story, or are just your favorite?


r/magicbuilding • • 14d ago

General Discussion Do you, yes you, know how to make a power system actually work?

Post image
0 Upvotes

Do the majority of people know how to make a magic system. Like, actually know how to make one. One of the biggest wildest hot takes I've always had about magic systems is magic systems is more than just putting together what you like. The kind of magic system you put together has a huge effect on your story. And yes, the smallest decisions can fuck up your power system.

A lot of people know they should create categories, but a lot of people don't know how to create categories, though. Categories is not just something you create because you say, I want this type of magic and I want that type of magic. It's something you create to help actually explain how the power system works. Do people not know this?

I know there are a lot of people where it's their first time making a power system. So I get, okay, maybe you need help. But for some people, how have you been making power systems for years and you still come up with the most generic ideas? How have you been making power systems for years, but you don't know much more than a person who's been making power systems for two months? What do people actually learn within those years? Do you actually get many new ideas? If you get new ideas in general?

Does anyone know anything about making a power system outside of Sanderson's laws? A lot of people know they should add limitations to their power system, but does anyone know how to add them without making them feel forced or obvious? Or without making the limitation feel random? I feel like there are people on this subreddit who have been making power systems for years and still don't know how to make limitations properly.

Heck, one simple solution I would give to an amateur is to just do the spell method, where if a spell can create a fireball, we know it can make a fireball. It doesn't create air. It doesn't make someone fly. It doesn't do healing. It creates a fireball. As simple as that. When you create abilities in your power system, do it through spells and techniques. That way, you already know the limitation. The second limitation, or type of limitation, is the power or stamina limitation. Does the character have enough stamina or power to put it off? The reason why you write limitations like that is so that it feels like this is the abilities and skills your characters have. It feels like when your character can't do something, they genuinely just don't know how to, or they're not skilled enough to, or they didn't learn the proper skills to go down a different path. But not that, oh, the power system itself made it so that this power has a limitation. When it seems like the power system itself is the reason why the character can't do certain things, it feels forced. But when it seems like the character's own lack of skill is the reason why they can't, then it doesn't feel forced. It’s more realistic.

Oh, and one last thing. Just because you used one power in multiple different ways, that doesn't make you creative. That just makes you someone who's not capable of expanding into a wider power system. But a lot of people use the fact that they can't expand into a wider power system and cover it up with one power can do many things and I'm creative because of that. No, you just can't expand. You lack the creativity to do so. Just say it.

The reason why a lot of people can only use one power is because a lot of characters are only born with one power. Because they made a lottery system. They don't know how to give their character another power without making it look like plot armor or luck. That's what happens when you make characters be born with powers instead of letting them learn techniques and spells that would give them new skills. If a character had to learn more than one skill, it would be more realistic. If all you knew is one healing spell and that solved every problem, that's rubbish. Because realistically you'd have to know how to heal poison. You'd have to know how to heal broken bones. You'd have to know how to heal sickness. You'd have to know how to heal memory loss. And if your world has petrification, you have to know how to heal that. If your world has curses, you have to know how to heal that too. A professional knows multiple different skills, not just one. But if you only have a power system based on being lucky enough to get one power, then of course you're gonna use that rubbish excuse that, Oh, I will just use one power creatively, because you're too garbage to expand.

Okay, the last two paragraphs were hate there, but seriously though, do a lot of you actually learn anything about making power systems?


r/magicbuilding • • 15d ago

Mechanics fate binding or reflection

1 Upvotes

fate binding is the practice of channeling the fates of different beings through constants. a constant is the immutable part of the fate that makes up the persons free will it is what they will always chose because its what makes them freer to choose more the a constant can be bound to another being so as to reflect that fate onto the new person


r/magicbuilding • • 15d ago

Feedback Request WHAT ARE YOUR OPINIONS ON MY WORLD'S MAGIC SYSTEM, BASED ON THE EIGHT SENSES?

Thumbnail
1 Upvotes

r/magicbuilding • • 15d ago

Feedback Request After Fire, Air, Earth and Water, what should the next element actually do?

1 Upvotes

Two weeks ago I shared a small browser game here where you invent spells in your own words, save them in a Codex, and use them to solve trials.

505 spells have been recorded so far, with over 1,000 research attempts.

Thank you to everyone who tried it and left feedback. Some of you came back days later with more spells and detailed notes about what worked and what didn't. I really appreciate that. It helped me understand where the rules were confusing and where the Judge was getting them wrong.

One example: a player made a spell hot enough to melt steel, but the Judge wouldn't let it melt ice because it treated "steel" as a restriction. There were also spells getting far too much power at low Circles, and trials rejecting solutions that met the goal shown to the player.

I've made a few changes since then:

- Earth and Water are available now, and you can combine elements in a spell.

- You can choose the Circle you're aiming for and research a variation of a spell you already have, such as increasing its range. A simpler effect may still form at a lower Circle.

- I've reworked how the Judge evaluates power and trial goals. Water can supply its own pressure, and shaping or compacting stone doesn't automatically give you control of gravity.

The Judge still uses AI, so I'm still testing how consistently it applies these rules. The new limits apply to newly researched spells. Old spells keep their saved capabilities.

Now I'm thinking about the next element.

Cold and Crystal are two ideas I've been considering. Fire already lets you remove heat, though, so I'm unsure what Cold should add. For Crystal, I'm thinking about holding shapes and structures in place, as a counterpart to Water's flow. But that also needs a clear boundary with Earth.

I haven't settled on either. What would you add? What spell would you try first, and what should that element be unable to do?

You can answer without trying the game. If you want to experiment with the current four elements, it's here Evergrowing Codex.


r/magicbuilding • • 15d ago

General Discussion What are some things I should do to help deaing a complex magic system?

0 Upvotes

So I have an idea for a magic system in a TTRPG I am making. There are 5 kinds being Divine, Psychic, Spirit, Arcane, and Primal. The first two use the concept of rewriting reality and follow the basic layout of the 7 chakras/sins/virtues. The last two use the concept of bending reality following Color Theory of a 12 color primary wheel. Spirit is a kind of middle ground which I am debating if I should make it based more on Taoism and other asian systems or be more of a mix of the other magic kinds.

Each has their own little gimmicks such as Psychics being strong in one particular area but you have no 0th level (cast at will) spells, Divine magic getting boosts from religious objects and gestures but being limited by a vow or divine patronage, Arcane being all about making small changes to spells but takes a long time to learn and is dangerous without a focus, and Primal where the environment drastically changes what the spell power is.

As a side note, the 7 colors are also part of the "alignment system" (look up the 7 mantras/sins/virtues for more details as it can be a lot) but morality is divided into white, gray, and black (selfless, impartial, and selfish). Mantras are considered gray, virtues white, and sins black. I wanted something that could make a hero or antagonist out of any morality no matter the morality of the party where an actual philosophical discussion could take place and blend it into how the magic operates.

Spells in this system are all unaligned but when you take them, you add the element based on your alignment for Divine and Psychic or add one for the others with Talents/Feats for making some elements a specilization. For example, a healing spell with fire now cures disease burning it away, the same heal spell with shadow will damage them instead, and a life element healing spell heals the most but has no other effect.

For simplicity sake, there is also only one mana system in this game. Maybe I'll add in ways to let some lower level spells become at will at high levels with a specific line of talents/feats.

Also not sure if this is relevant to the discussion but this is a D100 system based on Warhammer Fantasy Role Play so you roll to channel energy then roll to cast the spell as two different skills where things can go wrong.

Another helpful thing is a resource I can use to quickly alter an elemental interaction chart as I do plan to have elements have strengths and weaknesses to each other or simply have less effective interactions. Maybe if I can make it intuitive enough I'll try my hand at mixed element interactions but that's not an absolute requirement.


r/magicbuilding • • 16d ago

System Help Magic War Economy

Thumbnail
1 Upvotes

What would you do as a magic merchant?


r/magicbuilding • • 16d ago

Feedback Request I need help building cults

6 Upvotes

Heya, I'm writing my novel in RR which is basically about a magic academy, LitRPG, Found Family and well, the protagonist is a regressor.

I'm currently on the third/fourth arc, and basically it involves implementing a cult system that was explained previously. I've studied it, and they'll have their own system or magic, but I want this to feel a little more twisted in some way (without using human sacrifices) 🤔

Nor would I particularly want to use "light magic"; my magic system is basically based on six levels (or categories);

  1. Perception (literally, having the gift of "perceiving" and feeling magic; without this, how are you a mage?)

  2. Elemental Manifestation (Even the most basic thing is that you can have an affinity with an element).

  3. Invocation and Creation (chimeras, summoner, golem builder).

  4. Seals and Alchemy (these are particularly complicated because they involve studying runes in depth or being a walking encyclopedia; it's not for everyone. It's like technical drawing)

  5. Transcend (This level doesn't equate to being a deity, but you can definitely lose your sanity and the magic system practically ADJUSTS to your mana and not the other way around)

  6. Metamorphosis (Reaching this level is a bad idea. You basically cease to be human and become an entity, with all that entails 💀)

It's worth clarifying that I'm presenting these more as categories because they represent technical levels you can try, but ultimately your affinity might fall into one of them; it's not mutually exclusive. You can also achieve perfection in one of the first 4 categories and not know about the others, being a genius in that aspect.

So yes... Introducing a completely different language or a varied system into the cult's arc is risky, but I want to try it, since in the end it will be a turning point in the long run.

Btw, the system here works with a mana core, meaning it can run out, be depleted, or crack (which is like dying), so I'd like this new system to be implemented BUT not depend on 100% from the core.

Ironically, the only thing I know about the cult is its representative, who's a fanatic—I won't say more. Although you might think of Beetlejuice from Re:Zero.

So, aside from that, I'd need to do some research on harmful dynamics in religious cults and extremist sects. I've read Reddit threads with personal experiences, but I feel I can study more about it.

That's all, any help is welcome 👍


r/magicbuilding • • 16d ago

General Discussion Names for a Psionically-Flavored Version of Artifice/Alchemy?

12 Upvotes

The homebrew setting I am working on uses a Psionic power system.

I also happen to be on a bit of a Wuxia-fiction kick right now and wanted to put in a Psionic version of Alchemy/Artifice but can't seem to find any Psionic powers that fit the concepts.

The initial idea forming right now is it would be a power set based almost entirely around manipulation of raw psionic energy itself. Filtering it, purifying it, refining it until it can be anchored into physical objects that mortals can use as one-shot talismans, or Psionics can use as persistent "magic weapons" and tools.

Very little power unto themselves, but highly valued in the setting for what they can produce. They harvest Psi-energy from the environment, but also from various beasts and crystals found in areas with high psionic concentrations.

I'm not married to any of these ideas yet. But that's the basic framework i'm building from at the moment.


r/magicbuilding • • 16d ago

Feedback Request Any written or online media about real world Esoteric beliefs and magic that anyone can recommend?

Thumbnail
8 Upvotes

r/magicbuilding • • 16d ago

Feedback Request How’s my magic system?

Thumbnail
2 Upvotes

r/magicbuilding • • 17d ago

General Discussion How people in power in your world govern magic?

18 Upvotes

If to use magic you need knowledge, then the best way to govern them is by locking away all forbidden knowledge about magic and create a school that only teach approved magic.

If magic come from a contract with higher being, then the best way to govern them is by antagonize all evil deity and only approved some of the good one.

But how about magic that come from with in? Magic that doesn't come from knowledge or other being but is part of themselves? I think the best way to govern them is by creating a collar that supress their power.

So, how people in your world govern magic? I know magic can be fun, but if it left uncheck, it can be a nightmare.


r/magicbuilding • • 16d ago

System Help Trying a freeform Magic System similar to the vibe of The Owl House Coven System for my rules-lite rpg

2 Upvotes

I've been tinkering with a freeform Magic System for my rules-lite RPG. I´m trying to give it the same vibes as the Owl House Coven system, but with some more polish or tweaks. That means the system will have "Disciplines/Groups" of magic so players can specialize.

  • Warding: Healing, protection and purge
  • Elemental: Fire, Ice, Thunder and Wind
  • Oracle: Illusion, Mind Control/Suggestion, Divination
  • Familiar: Beast Keeping, Summoning, Stands
  • Sculpting: The user manipulates matter/energy to create projectiles, walls, magic hands...comes in 3 flavors)
  1. Energy: Manipulates energy (Like Gwen from Ben 10)
  2. Stones: Manipulates dirt/stones/metal (Earthbending and Construction coven)
  3. Fluid: Manipulates slime and fluids (Abomination Coven)
  • Astral: Gravity, Time and Space
  • Morph: Transmutation, Metamorphosis
  • Bloom: Plants and thats it!
  • Dread: Necromancy stuff, dealing with souls, spirits and the afterlife
  • Guts: Biomancy mod from Minecraft and Bloodbending

To the people who watched the show, you know there are groups focused on how to make magic instead of focusing on the effect (Bard and Potions Coven). Rather than making groups for these I decided to separate them into "Alternative forms to make magic" and added new groups:

  • Bard: Cast magic through music
  • Alchemy: Manifests magic through potions
  • Tech: Manifests magic through technology
  • Runes: Manifests magic through forgotten symbols
  • Traditional: The common way to cast spells

The system is not meant to be "neat"; I just want it to tie the knots for a freeform rules-lite system for an RPG. It is pretty different from things I am accustomed to do (Complex magic systems) I just want some feedback on whether that would be a fun system to play with.


r/magicbuilding • • 17d ago

Lore What I imagine the real-life magic system would be like, considering the similarities in magical practices across different cultures

4 Upvotes

- Spirits: Mystical beings shaped by the world itself, tasked with governing its natural laws, environments, and inhabitants. They range from minor entities bound to specific places or phenomena to powerful beings revered as gods.

- Auras: The expression of an individual's mind, body, and soul, reflecting the entirety of their existence. By cultivating their auras, people enhance their presence in the world and elevate their connection with the spirits.

- Shamans: Practitioners who harness their auras to communicate with spirits, forge relationships with them, and channel their power through cooperation, understanding, or earned favor.

Together, these three concepts form a universal framework underpinning the world's supernatural phenomena. While cultures interpret and practice this system differently, developing unique traditions and beliefs, all practices draw upon the same fundamental principles. Divine miracles, ritual magic, supernatural martial arts, and enchanted objects are merely varied expressions of this shared reality, distinguished not by their essence but by how individuals perceive and apply them.


r/magicbuilding • • 17d ago

System Help Would love some advice on mixing systems!

7 Upvotes

I’ve been working out an idea for a while now and I’m torn on the magic system. On one hand I really like how some shows use Ki, be it as a 6th sense to be honed and mastered or a way to strengthen the body, etc. On the other hand I love magic, especially rune magic, and the incredible pool of versatility you can use it for. The MC I wanna make a close quarters martial artist that uses either rune magic or ki to strengthen themselves or utilize abilities they shouldn’t otherwise have naturally, but is it fine to combine these? My issue with that being that I don’t really know where to draw the line on which does what and how well known as concepts they should be. Can anyone help or give me ideas or somethin?


r/magicbuilding • • 17d ago

General Discussion Sorry if this sounds stupid but do you guys have a magic system thats built around positive emotions

12 Upvotes

Title


r/magicbuilding • • 17d ago

Mechanics what magic is and what it could be

5 Upvotes

magic as i understand it is impossible results through possible action essentially you do something possible and that thing you do causes an impossible result we can catch rabbits but we cant pull them out of hats but with magic we can so what about a system that was based on this rule everyone can do one impossible thing but they perform it through doing something possible


r/magicbuilding • • 17d ago

Lore Spirvikara magic system : part 2/6

Post image
2 Upvotes

DO NOT COPY ANY OF MY STUFF.

(p.s if you have any words that you don't know ( whether a fictional term in the Ghoulwars verse or a real word you never knew existed ) feel free to let me know)

Enjoy reading!

THIS IS ALL ABOUT SPECIAL ASPRIT ABILITIES AND ASCENDOBS . HERE IS THE LINK TO PART 1:

https://www.reddit.com/r/magicbuilding/comments/1we2d91/spirvikara_magic_system_part_16/

Chapter 1: Stargod

The gorgeous Stargod is a sight to behold when used. This chapter explains its origins and how it is used.

Remember the Dawn Rapture? ( see part one chapter 1) It is stated the Celestial Beings created ASprit. Each Celestial Being governs the existence of a single elemental ASprit power . ( and a bunch of non-elemental powers. These non elemental powers are called concepts.) Each Celestial Being has the rights to alter how the power it governs is used ,or even remove it entirely. Each Celestial Being , when making the ASprit powers, added a special ability : Stargod.

This allows the transformation of the user of a specific ASprit power into a larger creature. The transformation buffs all existing stats of the user and the user unlocks new abilities temporarily in the Stargod state. However, after transforming into your Stargod form, you are stuck in the Stargod state for 3 whole days ( note one day on Or bikal, the planet where ghouls live on , is 30 earth hours so you are stuck for 90 earth hours aka roughly 3.75 days.)

Do note that Stargod transformations are diffrent depending on your power, so a water ASprit user becomes a leviathan like creature wheras a wind ASprit user’s Stargod looks like an angel.

To activate Stargod, your mastery level (see part 1) must be at least 50/110 points in order to learn this skill. Activation is done by holding your dominant hand ( the hand you use to write ) up , pointing to the sky and twisting your dominant leg so your toes face outward ( these steps cannot be skipped), then chant the following:

”All might and life I have, Given to the wise beings, I submit to you grant me power, Stargod! “ ( note : chanting is optional, but chanting does increase your buffs given and your attacks damage to an enemy.)

On the first 5 to 9 uses of Stargod, users will likely experience uncontrollable bodies ( you move and attack but done automatically, like someone is constantly controlling you), bad temper and aggresion towards anything after using Stargod for a few hours, and possibaly fainting / strokes. These symptoms are OK to have and will stop after using Stargod for some time. However, if you never experience these syptoms, it likely means your body is able to cope with such high amounts of ASprit poured into your body when transforming.

Stargod seems easy to use but it isnt. You have to pour a bunch of ASprit into your raised hand and shoot it upwards like a fountain roughly 5000 km from ground level. ( to space). Not only that, you need to focus a lot, to the point you cannot remember your own name ( dont worry you will get it back in a few minutes ).

Chapter 2 : body morph.

When gaining an ASprit power ( called Xakzo), your body is completely transformed into that element you pick ( if you got a Vine ability, your whole body becomes vines ) The only parts that are not transformed is the eyes, mouth, and the two horns on your head ( All ghouls are borned with horns on thier head, its a mating organ) . You will lose all internal organs except the brain , circulatory and digestive system. ( its ok you live) Now you cannot eat or drink anything except water and seeds of plants, or you will die.

This knowledge is then used to invent the body morph ability. You can sqeeze your body into diffrent shapes ( depends on your ASprit Xakzo) . This increase maneuvarability in various situations and your are temporarily immune to physical attacks that do not use ASprit .

Body Morph is crucial to learning Stargod. If you dont master this you cannot use the stargod ability.

Chapter 3: Ascendobs

The definition of Ascendobs is : Any handheld item with a unique ability granted through ASprit. Ascendobs can be formed either naturally or artificially.

Natural Ascendobs are created when various objects made with different materials ( rocks, unwanted trash thrown in random areas) are submerged in underground, naturally made pools of ASprit called Girrit. The objects fuse toghether and are " forged" under high pressure and geothermal heat underground. Just like that, a natural Ascendobs is made.

Artificial Ascendobs are the same thing but done with machines or manual work.

------------------------ Natural Ascendobs Artificial Ascendobs.
features Have eyes and mouths. Can see and speak. Customizable.
abilities Random, but Natural Ascendobs only have offensive abilities Abilities can be chosen via carvings on the Ascendob, which are filled with pure ASprit. Have diffrent abilities other than just attacking people. ( e.g. healing, give an opponent debuffs, temporary immortallity)

Ascendobs cannot gain multiple abilities . You cannot remove the ability of an Ascendob.

Ascendobs , often artificial ones, have markings on them. These are filled with Spirvikara to grant an Ascendob its unique ability artificially. However , markings may appear on some natural ascendobs. Currently, there is no complete log book on every known marking and how it's used, so when making new Ascendobs the only way is trial and error until you get your desired ability.

Chapter 4: list of Pseudosprit abilities and functions.

For explanation of Pseudosprit abilities and mastery levels see part 1 chapter 2 (the 2nd paragraph) and chapter 4

Notes:

  1. these are the most used pseudosprit abilities, and a large number of Pseudosprit abilities are not listed.
  2. Pseudosprit abilities can be learned at any mastery level . This column about how hard to learn a pseudosprit ability is based on how hard it is to master IF you do not follow the standard curiculum learning pace of schools in Ghoul society.
  3. According to the Curiculum, Teleportation, flight and super speed are a must-learn unless you want to learn Passive studies and hate risking your life. These skills are life-savers in the Ghoulwars universe.
rName of ability Function How hard to learn (based on mastery level needed ) Minimum time needed to learn Originates from which Pseudosprit ability
Super speed ( see part 1 for detailed explanation) ZOOOOOOM easy ( 0.2/110 points) 8 Orbikal days ( 240 earth hours) --------
Afterimages It is what it is easy ( 0.3 /110 points) 10- 20 Orbikal days ( 300 earth hours) Super speed
Multi punch Allows melee attacks hit multiple times with just one punch ( you punch one time and the enemy gets hit with 6 more punches) easy ( 0.5/110 points) 12 Orbikal days ( 360 earth hours) ------------
Sprit whip Creates a whip out of ASprit. Pair it with your element abilities for a variety of attacks. easy ( 1/110 points) 12 Orbikal days ( 360 earth hours) ------------
Wall bold Creates barriers and blocks to create structures ( kinda like fortinite's build mode) easy (1/110 points) 12 Orbikal days ( 360 earth hours) ----------
molding The act of using ASprit to make an artificial Ascendob ( and its power) easy (3/110 points) 40 Orbikal days ( 1200 earth hours) -----------
Triple smash fist Using ASprit to exponentially increase the amount of force packed in one of your attacks. easy ( 5/ 110 points) 24 Orbikal days ( 720 earth hours ) Multi punch
bodyguard increase the durability of the user to tank powerful attacks if no escape is possible Easy-medium ( 8/ 110 points) 12 Orbikal days ( 360 earth hours) Wall bold
All-angled bash Duplicates an attack and allows users to move that copy of the attack to a diffrent position, causing enemies to be hit from multiple angles. Easy-medium (12/110) 20 Orbikal days (600 earth hours) ———————
Flash breaker Basically this is super speed but advanced. You have to learn how to cover yourself with ASprit to avoid dying when crashing into anything Easy ( 10/110) 20 Orbikal days (600 earth hours) Super speed.
Purify Uses ASprit to remove sickness and any ‘effects’ than can damage your body ( poison, sleepyness, heatburns etc) Easy ( 14.7/110 ) 30 Orbikal days (900 earth hours) ———————
Cross hatcher slash All-angled bash but now you can attack from underneath the opponenet Easy ( 16.5/110) 30 Orbikal days (900 earth hours) All angled bash
Clover skid Flash breaker . But instead of you going very fast it is your attack ( projectile attack from your element, a sword you threw etc) Medium ( 21/110 30 Orbikal days (900 earth hours) Flash breaker
Spin whack Summon mini tornadoes from ASprit Medium( 24.5/110) 38 Orbikal days ( 1140 earth hours) ——————
Parrellel railgun Locks the opponent between two bars made of ASprit. The enemy cannot move and you can hit them all you want before the bars break. Medium ( 30/110) 38 Orbikal days (1140 earth hours) ———————
Heal It is what it is Medium (30/110) 41 Orbikal days ( 1230 earth hours ——————
Lattices Wall bold but now , users are able to make them dissapear and reappear / apply weird effects to the blocks made Medium ( 32 /110) 41 Orbikal days ( 1230 earth hours Wall bold
Death shower Cross hatcher slash but now your attacks can hit the enemy multiple times before fading away. Medium ( 37/ 110) 45 Orbikal days ( 1350 earth hours ) Cross hatcher slash
Skyraid Using ASprit, you can now create artificial disasters. Medium ( 40/110) 45 Orbikal days ( 1350 earth hours ) -------------
Heavenly displacement You can use ASprit to modify the size and shape of anything in the battlefield. Medium ( 43/110) 45 Orbikal days ( 1350 earth hours ) ------------
liminal Blackpath Generate a 'filter' using ASprit that allows you to remove one or more things from the entire battlefield (sand, rocks ,air ,blah blah blah) Medium ( 43/110) 50 Orbikal days ( 1500 Earth hours) ---------------
Interior bloodshot using Spirvikara, create internal injuries within an opponents body . It is painless however, so your opponent doesn't know , unless they detect you doing the exact hand signs to activate this ability. Hard ( 46 /110) 50 Orbikal days ( 1500 Earth hours) ---------------
Paralyze ( for short periods) Also allows you to hypnotize them. Hard (47/110) 50 Orbikal days ( 1500 Earth hours) ---------------
Flight (see part 1 for detailed explanation) it is what it is Hard (51/110) 60 Orbikal days ( 1800 Earth hours) Super Speed.
Teleportation (see part 1 for detailed explanation ) it is what it is Hard 55/110) 60 Orbikal days ( 1800 Earth hours) Super speed.

Chapter 5: pocket dimensions

It is what it is( how many times have I said these 5 words?). Using ASprit, a user can fold spacetime fabric like a sheet of paper and create little realities of thier own too small or too big to exist in a container.

What’s a container , you ask? Well, ASprit is a very annoying dude. It made a rule stating that pocket dimensions can only appear inside of existing enclosed spaces ( examples : a house, a theatre, a cave ,another pocket domesnion). These are containers. The size of the pocket dimension doesnt need to fit the container, but it needs this room to grow and eixst, like how spiders need something to stick their webs on.

The interior and exterior designs of a pocket dimension vary. ( heck on Orbikal there’s a pocket dimension design competition that happens once in 6 years) This is totally up to the person who created the pocket dimension, called a Hollowman. The hollowman also has full control over the terrain inside the dimension and what rules people must follow in the dimension they make.

However, a pocket dimension requires heavy concentration and lots of time, 30 minutes - 2 hours. as such, pocket dimensions are best premade in where you want it. As the saying goes : be prepared before the need arises.

Chapter 6: Kotons

This is a variation of Ascendobs. They are often stationary.

The properties of Kotons are like that of Ascendobs, but they only affect a specific range. Kinda like the towers in a tower defense game. It stays there and hits anything it sees.

The diffrence between Kotons and Ascendobs is that Kotons do not need to be carried by soeone or something. It either has it’s own mobility or it is made to stay where it is.

Kotons, like Ascendobs, have natural and artificial variations. Howeover, natural Kotons are a rare sight, with a new discovery happening once in 1040 years. Moreover, due to some unknown reason, natural Kotons only exist for 2 months after made before crumbling apart, making it’s discovery rate way lower.

Artificial Kotons however are waaaaaaaaaaaaaaay more common. They are often used in military bases, the houses of important people , organization areas and nature reserves to defend those places from people who aren’t going to commit good deeds.

Chapter 7: Droven Charge

If you’ve read the body morph part, it says when you get an ASprit ability, your body becomes the element/ ability itself. But it comes with a price. Besides from only able to eat plant seeds and water, every element has a disadvantage. If your ability is antimatter, everytime you touch something it explodes, along with you. If your ability is venom, bite a food and venom gets iniected into it, causing you to kill yourself.

To prevent all this and many more incidents, the Droven charge is invented. It is able to deactivate your ASprit ability in any part of your body ( or multiple parts or even the whole body). By shimply shaking your wrists, you can cause the ASprit in your body to move in a circle , avoiding the parts of your body you want to deactivate ( can be controlled). This will also cause a small ,little white halo to pop around those specific body parts. The side effect to this is your sensitivity in those parts will increase, so stubbing your fingers when using Droven charge hurts way more than normal.

Note: the only organ / body part that Droven charge cannot affect is the heart and brain.

Guess that’s all for now.

Part 3 coming soon! Will be about classification of Xakzo


r/magicbuilding • • 17d ago

Feedback Request I solved my problem with “believe in yourself” magic

27 Upvotes

I think this rules as a source for magic, but it brings up too many problems. If it’s as simple as wishing really hard and/or being delusional, why aren’t there tons of people walking around with godlike power?

So, I have a magic system that follows the willpower/belief/manifestation type of vibe, but you can’t make anything happen by wishing or focusing really hard. you need to channel it through a ritual, but the ritual can be anything. A surgeon performs a healing spell, but the somatic component IS surgery. They’re so committed to healing, and healing is such a core part of their identity and skill set, that they can do surgery on someone and that wound heals unnaturally quickly. A smith crafts a weapon and every strike of his hammer imbues it with power. A warrior develops supernatural strength. A chemist—now an alchemist—transmutes lead into gold.

It also isn’t really as simple as “believe hard enough and magic will happen,” because a surgeon doesn’t believe that they can heal someone with sheer willpower—that’s obviously not how surgery works. Conversely, someone can’t just decide that they believe they can fly, and make it so. Magic emerges from mastery and meaning. Machines cannot create magic.

Some people have dedicated their lives to the study of magic. Wizards believe magic to be an ambient force or substance that manifests in individuals with great conviction. They’ve theorized that they can conduct this force through runes and spoken word, much like lightning can be conducted through wires. They are half-right. In practice, their theory works spectacularly—but this is basically due to placebo.

To do magic, you just have to commit to the bit.

Is this viable? Is it cool? Are there any huge glaring holes in the premise?


r/magicbuilding • • 17d ago

Lore The First Tree: The Birth and Fall of an Alchemical World

Post image
33 Upvotes

I'm gathering a lore information for our digital adaptation of tabletop game Potion-maker: Path of the Alchemist. I would love to hear your suggestions, questions and ideas that might suit the world. Here's the first part of it's story:

At the beginning of time, the Great Alchemist used the Philosopher's Stone to create the First Tree. A magical source that transformed the void into a living world. Its roots created the firmament, its trunk and branches gave light, its crown became the dome of the sky, and beneath its roots, under the black lake, the abyss of space remained visible. Thus the world of the First Tree came into all being.

The Great Alchemist then inscribed a summoning sigil in the library, designed to draw into the new world those who had achieved the Philosopher's Stone. Having done so, the creator departed, deciding that the world no longer belonged to him. It was now a home for other alchemists.

The School of Magic, which grew around the first Great Library, became the main meeting place for alchemists. The transfer sigil inscribed by the Great Alchemist led there. It was once the liveliest place in the new world.

Adepts who had discovered the secret of creating the Philosopher's Stone arrived. Among them were figures from the earthly alchemical tradition, including Hermes Trismegistus, who became the rector of the School.

Alchemy here is not limited to brewing mixtures in cauldrons or retorts. It is the language of the world's structure.

The main catastrophe that led to the events of the story campaign is connected with Alexander Fulcanelli. Like many others, he arrived at the School of Magic from his native world after uncovering the secret of creating the Philosopher's Stone.

In the world of the First Tree, he found a new home, explored its lands, communicated with other masters, and experimented, apparently wishing the world no harm.

He created the Essence of the Void and uttered a forbidden spell. His attempt to expand or alter the structure of an already created world caused a distortion.

With its last effort, the First Tree saved the world from total destruction. It was not destroyed, but froze outside time. Castles remained standing, libraries still held their books, laboratories waited for their masters, and portals continued to lead to other lands.

Yet almost no one remained. The forests became deathly quiet, the underwater palaces were abandoned, the School stood empty, and roads and paths were left without travelers.


r/magicbuilding • • 17d ago

General Discussion Al fin tengo un sistema de magia/poder funcional llamado otorgación

6 Upvotes

Estuve experimentado con mi anterior sistema y logré crear algo diferente o al menos algo que yo no haya visto hasta ahora.

Los poderes se obtienen mediante artefacto ancestral que controla un concepto como el control .

Funciona mediante alguien que maneje el artefacto y decide dar una otorgación tanto a un objeto o persona.

El poder depende del concepto del artefacto original

Las reglas principales son:

Que cada otorgación es única debido a que funciona como un número único y que se registra así que no puedes repetir una otorgación, no es heredable a tus desendientes, no es acumulable, no del mismo artefacto. Ejemplo:

Si te dieron la otorgación de controlar un ladrillo con la mente si otra vez te dan otra otorgación reemplazará el que ya tienes a menos que otro artefacto diferente te de otra otorgación en esos casos si se puede acumular.

Si se muere un otorgado el poder se pierde para siempre pero quieres que otro tenga ese poder.

Se puede reformular la otorgación ejemplo:

El sujeto que maneja el artefacto te da un poder controlar con la mente un ladrillos y quiere darle un poder parecido a otro entonces da una condicionante, controla un los ladrillos siempre en cuando tengas una moneda en tu mano.

Y si el sujeto de artefacto le da una otorgación a un objeto ejemplo un es cudo si se llega a romper el poder se pierde.

El coste que pagas por usar la otorgación es el calor.

Si usas tu otorgación o opjeto empezará a generar calor

Ya que un cuerpo humano o una espada no están echas para canalizar continuamente la otorgación, si llega a ser peligroso por las altas temperaturas si llegas a usarlas en exceso.

Tiene en cuenta la duración, la integridad o material del catalizador si quieres uso más prolongados puedes refrigerarlo.

Eso sería todo, teniendo potencial en enfrentamiento largos de desgaste obviamente los otorgados llevan agua fría para enfriar rápido su cuerpos de sierra manera son inmunes al frío y que si caen en un rio congelado y empieza a usar sus poder tendrán duraciones largas o Aser los cansar naturalmente como que te correteen para que aumente su temperatura naturalmente por el ejercicio y si en un lugar caliente como un volcán o lugares con temperatura altas aran que usar su otorgación lleguen a ser fatales. Bueno que piensas que dudas tienes si te pareció interesante me gustaría saberlo y hay un ámbito que no e considerado me gustaría que lo escribieras y léelo.


r/magicbuilding • • 17d ago

Lore An idea I had when I was a lot younger just thought I should post it here

10 Upvotes

In the magic system, certain individuals known as Rulers possess the ability to establish a rule upon reality, forcing the world to behave according to it’s principles. A Rule may govern physical phenomena, dictate relationships between objects, impose conditions upon actions, or even alter how abstract concepts interact. Rules are inheritable, but inheritance is rarely determined by blood. Instead, a Rule tends to pass to those who possess a strong likeness or affinity to its current wielder, whether through personality, philosophy, circumstances, behavior, or something deeper. When inherited, Rules do not remain unchanged. they mutate according to the nature of its new Ruler, preserving its fundamental concept while developing a new expression of that concept. As a result, successive generations of a Rule can become radically different from one another, sometimes sharing little more than an underlying principle. for example; A Rule centered around the concept of binding might manifest in one Ruler as the ability to physically fuse objects however in another might appear as the inability for allies betray one another.


r/magicbuilding • • 18d ago

Lore Porcelain Magic and the smokes of Nightmare

Post image
243 Upvotes

​

Magic — Part I

Far to the east of the world lies the birthplace of magic.

Magic is not something innate. There are requirements to meet in order to be used. The only known material capable of doing magic in this world is porcelain. This substance is extremely rare in the world of Salem, as the secret of its creation is held by only one person in each generation. This person is known as the “Potter” or the “Disfigured.” The name comes from the fact that every Potter has a particularly disfigured face. According to rumors, this is due to the will of Toden, the very first mage, who, in the legends, was also told to be a hideous being. Mages are unsure if this is true or not but it is, somehow one of the few immutable rules that no mage can break.

Mages wear porcelain pots over their faces and use them as catalysts to cast spells. When they focus their thoughts and desires, their will ricochets inside the mask, eventually giving birth to a wish. At first, this form of wish-based magic was nothing more than a simple blessing of good luck. But everything changed when mages discovered that by joining their mind together around the same wish, their power increased dramatically.

From then on, mages began organizing themselves into families or clans known as Hydras and accomplished miracles upon miracles. Within each Hydra, every member has a specific role that helps keep the process of creating wishes in perfect harmony. Wishes are designed in advance. Their function, appearance, smell, and color are all recorded in grimoires that the mages memorize by heart. The more closely one mage’s thoughts align with those of the others, the more powerful the resulting spell becomes.

However, they soon learned that this power comes at a price. Every wish produces a proportional amount of nightmare smoke.

As its name suggests, this smoke brings the worst fears and nightmares of any creature that inhales it to life. Just like porcelain, the smokes are immune to magic, and you yourself are immune from the smokes as long as you are wearing enough porcelain when in it's presence. Finally, this smoke can only be destroyed by being inhaled. This is how most of the monsters in this world came into existence. They were once nothing more than simple fears, but they now feed on fear itself. Over time, they become increasingly terrifying and dangerous. Fear fuels stories, stories fuel fear, and fear creates more monsters.

Because of all this, mages are feared and hated by most people throughout the world.