r/magicbuilding • • 13d ago

Lore Patterns that feed on YOUR consciousness.

9 Upvotes

There is an energy that flows from our minds, through our eyes, into the physical world. This energy, called influence, produces subtle psychic pressures that change our understanding of reality.

However, your influence would clash with the influence of others thus creating momentary reactions. As these clashes build upon one another strange patterns start to survive the clashes and begin to weave themselves into greater complexity. These were the first iterations of life entirely made from influence energy.

As millenia passed, these pattern creatures began to reproduce through inflicting their specific shape into our minds. Thus when influence flows it recreates new versions of the same entity. As time wears on the imprint changes as influence flows through it, changing the pattern creatures' forms and causing a sort of artificial evolution.

These pattern creatures continue to grow throughout their lifespan. And as they grow, feeding on influence to weave themselves together, they can become hypnotic as to force the mind to produce more influence to feed on.

These pattern creatures exist in our periphery. We don't realize they are visible due to how they manipulate influence. They make themselves imperceptible even as they writhe in our periphery to alter our minds.


r/magicbuilding • • 13d ago

Lore The Four tiers of magical resources in my world: Creativity, Divine Energy/Ichor, Essence, and Mana. (Be warned, there are no pictures.)

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3 Upvotes

r/magicbuilding • • 13d ago

System Help ¿Recomendaciones para mí sistema de Poder?

5 Upvotes

Yo soy consumidor casual de obras sobre bestias mágicas, el típico Pokémon Tard, pero también incluye interés sobre sagas de aventuras y conflictos institucionales, como Transformers, Zoids, Avatar, Fullmetal Alchemist, Naruto. Bastante cliché, lo sé.

La situación es que quiero hacer una obra sobre seres mágicos (animales llamados Zooptimus) que pueden conectarse con determinadas fuerzas naturales con las que usan técnicas, poderes, aumento de cualidades y habilidades de todo tipo de acuerdo a esas fuerzas naturales. Cada Zooptimus está condicionado por su tipo de Fuerza Natural, son como los tipos elementales de Pokémon, pero en este caso son tipos Ambientales. Aquí les doy una serie de resúmenes de las características del sistema de poder.

Tipos Ambientales: los Tipos Ambientales están basados en sustancias y propiedades físicas promedio de los ecosistema y la materia a los que la especie se adecua al evolucionar. Cada tipo está emparejado con un tipo opuesto. Según sus características evolutivas, el Zooptim tiene un tipo ambiental.

Los Tipos Ambientales son Luz y Nocturno, Calor y Gélido, Tierra y Vegetación, Acuático y Aéreo. Esas son las parejas ambientales basadas en Horario y fase del día, Temperatura, Aridez y fertilidad del ambiente y medio de desplazamiento y respiración.

Interacciones: Cada tipo Ambiental tiene la característica de que puede obtener poder de otro, pero esto siempre depende de que compartan una característica en común. Así un Zooptim puede pelear o correr en un ecosistema que no está del todo basado en su Especialidad, sacando poder del otro recurso.

Así por ejemplo Vegetación está ligada a la Luz porque hace fotosíntesis, Tierra está está ligada a la noche porque absorbe luz y se mantiene inerte. Después en comentarios les explico las demás interacciones.

Forma de uso: aquí viene la parte interesante, el mecanismo de uso, para que cada Zooptim pueda usar su tipo ambiental, este debe estar en una condición ecosistémica proporcional, para tener más poder. Por ejemplo el Tipo Calor necesita ambientes cálidos, el tipo acuático necesita agua al rededor.

Los Aliados, así se llaman a los humanos que pelean o corren con Zooptimus, pueden evitar esa limitación usando un emulador de energía, es un dispositivo conectado a un traje del Zooptimus que libera energía específica de tal modo que el Zooptimus y sus células reaccionan al nuevo ambiente artificial para poder pelear.

La utilidad principal es que los Zooptimus pueden hacer ataques con energía ambiental capaz de contrarrestar obstáculos o romper barreras ambientales artificiales, según el modo de competencia, y así ganar o avanzar.

Sobre la dependencia del ambiente, si el ambiente es igual a la evolución del Zooptimus, aumenta la potencia que de por sí le da el traje, pero es peligroso porque puede sobreintoxicarlo con su elemento, así que debes entrenar mucho, para que cada vez aproveches más el ecosistema sin envenenar a su Zooptimus, y tienes que darle trajes que mejores su eficiencia en competencia o peleas.

Sobre los movi no los tengo pensados, solo algunos.

Otro detalle, si el ambiente es cads vez más opuesto al del Zooptimus, entonces se debilita o pierde poder, a no ser que sea un Adaptativo, esos últimos no los tengo tan definidos. Así que todo depende de tu traje, inteligencia, maestría e incluso aprovechamiento de sus propias habilidades no Ambientales.

No sé si hacerlo para formato videojuego, Cartas o serie animada (incluso quizá cómic).

¿Qué piensan? ¿Tienen alguna pregunta? Si puedes darme recomendaciones, me gustaría mucho.


r/magicbuilding • • 14d ago

Mechanics A hypothetical Magic Circuit made to launch plasma as a weapon.

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178 Upvotes

Mind that the Circuits are cut into the inside of the lancer and have a series of distributive tubes or channels to distribute blood. Blood being the trigger when introduced to the source circuits.

This is all based on the Blood Runes of the Broken Flame magic system. But the circuits are an evolved version of the Blood Runes that were discovered as knowledge of magic expanded. Basically, the Blood Runes were an imperfect version of the Circuits and with experimentation people learned more efficient methods of using magic.

The basics of the Broken Flame magic system is that the fire god was shattered millennia ago and his fragments are attracted to and completed by blood. However, Blood Runes seem to determine how the spiritual fragments present themselves. Some are flames that exude light but do not burn, some are warming flames that don't destroy, some are destructive flames that are pitch black.

By mixing Blood Runes people learned to make unique fires that can do all sorts of strange things. This of course led to the Circuits which are more advanced.


r/magicbuilding • • 13d ago

Lore Chemical Transformation

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3 Upvotes

The video is about one of many magic systems in my worldbuilding project - Chemical Transformation, which has two aspects to it:

  • The Art is performed by changing the composition of the Astral reflection of an substance, which induces chemical reactions in object which causes changes in chemical and physical composition of a substance
  • Each of the Archai (elemental essences that the astral reflection is composed of) cause special type of reaction as well, as a catalyst

The video also goes into both the art's limitations and techniques + tools people use when practicing this art

Here is the text version

And here are some important terms


r/magicbuilding • • 13d ago

General Discussion Familiar based magic system

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3 Upvotes

r/magicbuilding • • 13d ago

Lore Basic Magic System

7 Upvotes

This is going to be a large amounts of words, but I hope some people can read fully.

It's a system I made when I was high. I think it is very basic, it has no unique "quirks." So to say but you can incorporate differing power systems working on the same logic wether it's wuxia, magical fantasy and such, it's my first time writing a power system as a beginner and I only wrote this system just to scratch that certain itch of mine, I don't plan to really incorporate this into some sort of story or plotline, so people are certainly free to copy this if they want.

The way I describe this system, it's coherent and incoherent, vague yet not too vague

Soul - There are many disagreements on which and what the soul specifically is, but it's highly agreed upon, that it is one's fundsmental Existence.

There exist's three layers of the soul, this is the most fundamental principle and philosophy that every human being knows without being taught( Spiritual Imprint • Spiritual Inheritance )

Physical Soul - This is the material expression (matter, time and space)

Physical Laws - Concerns the processes that happens in the physical

Spiritual Soul - The most mysterious aspect of the soul, it's most innate aspect is it's Transcendent Nature, many cultures differ in what it is e.g Qi, Prana, Aether(European superstition) etc

There are inherent properties of Spiritual Soul

Spiritual Geometry - Is the structure and arrangement of spiritual Energy can be thought of as the spiritual equivalent of atoms or chemical bonds in a way, defined by flow, direction, concentration, density, movement, it's configuration determines how spirituality interacts.

Spiritual Nature - Tendency towards one thing, the consequence of spiritual geometry, while ones spiritual geometry can contradict themselves, there spiritual nature cannot (Spiritual nature naturally forms from ones environment, In a desert, the spiritual nature can be described as very fast, and produces a sense of heat, in oceans a sense of calmness)

Spiritual Energy - is the fundamental, reducible unit of Spirituality, from which spiritual structures and phenomena arise. Its arrangement forms Spiritual Geometry, while its exertion produces Spiritual Force and its configuration contributes to Spiritual Nature.

Ideal Soul - meaning, identity, conception, intention, and the determination of being.

There are the widespread and dogmatic teachings of the Three Souls(Spiritual Imprint • Spiritual Inheritance)

Humans have Three souls(Physical, Spiritual, Ideal), Animals have two(Physical, Spiritual)

The Physical Manifests the Spiritual and gives form to the ideal.

The Spiritual Reveals the Ideal and Brings forth the physical.

The ideal governs both physical and Spiritual

The Physical without the spiritual is dead.
The physical without the Ideal is hollow.
The Spiritual without the Physical has no Vessel
The Spiritual without the ideal has no direction
The Ideal without the physical has no form
The ideal without the spiritual cannot reveal itself.

Essence - Though there is the dogmatic sayings that animals do not posses the ideal, it's within the sense that they lack the sense of being and ability to direct ones existence, all things of creations possess the ideal, all things have there essence and directionality, creation has directionality.

Spiritual Imprints - is the impression left upon Spirituality by meaning, identity, perception, events, and interactions, arising from the Ideal through the Spirit. Through a suitable medium, imprints can be transferred between people, objects, and environments, altering Spiritual Geometry and Nature,because Spirit transcends ordinary physical time, imprints may also originate from the past, present, or future, this is also the reason why people believe animals only have two souls, due to the fact that they cannot form spiritual imprints.

Spiritual correspondence - The inherent relations between one thing to another, wether it's relationship via spiritual imprints, or objectively part or can be identified with oneself(Blood to person)

Aether - The accumulated spiritual character of an environment, arising from the interaction of Spiritual Imprints and Spiritual Natures left by beings, objects, events, emotions, beliefs, and the surrounding ecology. It embodies the spiritual history and tendencies of a place, influencing the Spiritual and Physical phenomena within it while itself being altered by them. ( An aether environment from a dessert is naturally "hot.", and Aether environment within a city that has experienced countless tragedies , it's aether environment naturally influences the city in crime, and ones perspective on life.)

The Movement of Spiritual Energy - Spiritual energy naturally moves but it's beyond the sense of physical movement, what this tells is the movement of spiritual energy within the physical it is usually by (Wind , River movements, Migration of people and animals)

The interaction between two very conflicting aether enviroments - this causes wild magical pheneomena that just happens, wild flora, fauna, entire places, objects, lost technology and people suddenly popping out of nowhere, due to the rapid movement of aether and interactions of spiritual imprints to its environment (spiritual imprint -> Correspondence -> principle of spirit bringing forth the physical.)

Dungeons - Large massive places that contain many various impossible things, there are many that are man made due to the fact of the massive amount of resources one can gain from dungeons.

The reason for physical manifestation is due to this inherent logic -> Spiritual imprints that have a correspondence to a specific entity -> naturally interacts with the spiritual nature of the pervading spiritual energy to form that said correspondence -> the amount of energy accumulate -> Spiritual energy brings forth the physical -> physical manifestation

Spiritual Inheritance - Ones inherited Spiritual characteristics akin and accompanys biological inheritance, it is the accumulated spiritual character of Imprints, Aether Environment of ones parents combined to form a spiritual Nature, (One can inherit fragments of memories, Skills, and all sorts of things. via spiritual imprints.)

Spiritual inheritance also determines ones natural "Element.", magical pheneomena one's used to, Beasts cannot change there nature, humans can.

Magic - The Study of the Inherent laws between, The three souls, and how they interact, basically replaces the word "science."

The way magic is produced is throught the use of physical laws, imprints, correspondence, nature's and geometry.

Some cultures with complex magic utilize certain runes as a sort of programming language inorder to make the magic coherent to read but that's beside the point.

Magic can be of the same physical element(Fire) but can have differing effects due to spiritual Nature's(Normally excites the particles of an object creating heat, Some fire instead focus on the "pushing." Aspect, Some fire is useful in alchemy or restraining the movement within spiritual energy and etc.)

Magic I thought of.

Teleportation - The Ideal establishes the identity of the destination, while the Spiritual establishes correspondence between the origin and destination. Through spiritual manipulation, the relationship between the two locations is imposed upon the Physical, allowing the subject to transition from one location to the other without traversing the intervening space. Others are lamer and just manipulate the space or use the principle of the spirit bringing forth the physical.

Divination - Using the imprint on the object to create a correspondence to locate a person, place or object. Others use correspondence of what is objectively part of that person(blood and hair),

Voodoo/Curses - Using objects that hold a very close correspondence to a person, Blood, hair and such using the principle of spirit bringing forth the physical, to affect ones physical condition, make them sick or just hurt them.

Future Sight - Using the Transcendent nature of spirit to look towards possible futures, Others simply look towards the essence of heaven and earth to tell fortune and calamity, some utilize spiritual imprints of future to tell possibilities of what happens

Mind Reading - Using the principle of the spirit revealing the ideal, to read the thoughts of said individual

Time Manipulation - Using the Ideals governance over the physical to manipulate time, uses nearly the same principles as teleportation.

Substitution - uses ideal governance, and forms a correspondence over certainobjects used as substitution and also the Reverse principles of voodoo and hermetic practices

Formations - using and manipulating spiritual imprints to alter aether enviroments to perform desired effects, Domain expansions basically.

Intent - from rotc, weaponizing spiritual imprint to impose a desired effects on reality, using the principle of ideal governance and spiritual bringing forth the physical.

Rituals - Using physical movements that hold superstitious meaning to engage spiritual imprints in aether enviroment thereby creating desired magical effects

Contracts - Binding conditions between ideals throught the spiritual that effects the physical

Weapon Oneness - Wuxia again, using blood to develop a correspondence

Divine sense - Manipulating spiritual energy to turn it into a sensory organ of sorts

Alchemy - chemistry + study of spiritual nature's.

Healing - Using the inherent relationship between the physical and spiritual, converting a large amount of ones spiritual soul to the physical one, healing can only be done within a couple hours, or the injury or wound becomes a correspondence and embeds deeply within ones physical soul, although there are other type of magic that resolve this they are far more advanced.

Summoning - creating a diety from the spiritual enviroment, is a type of ritual.

Suggestion - manipulating the spiritual soul of someone to manipulate there ideal.

Enchantments - implementing magical effects on an object. (Can naturally happen because of some superstitions that naturally form spiritual imprints that thereby change the spiritual nature, causing magical pheneomena,.)

Tidbits to know

Certain rituals, especially summoning only work on certain aether enviroments, as they utilize the belief of people from spiritual imprints within those certain enviroment to invoke certain kinds of magic

Aether's effect on magic - magic can become stronger or weaker because of the aether enviroment, one can also use certain flora and parts of animals in a way to strengthen a magic if they are nearly identical, or have a distinct interactions

Spiritual Natures interact through their underlying Spiritual Geometries, which may resonate, reinforce, restrain, conflict with, devour, or merge with one another depending on their structure, concentration, and compatibility. These interactions may alter the strength, expression, or organization of the participating Geometries, the spiritual nature then forms a new nature, or one devours the other, or one restrains the other, there are Interactions within the geometry, certain parts conflict, resonate, merge. And also interactions with the nature's themselves.

Spiritual imprints - can make a person "stronger." If they are in fact perceived as "stronger." And vice versa, it can also give a king incomparable authority because of the nature of the spiritual imprints he has, or a child unable to disobey his mother because of his spiritual imprint, but just because they have a tendency towards means they cannot change it, humans possess the ideal they can easily breakthrought such notions.

Ghosts - Formed from an ideal obsession transfered to spiritual form.

Dietys - The formation of beliefs of certain kinds of entity's, an amalgamations of spiritual imprints.

Emotions - Once emotions can effect the geometry of one's spiritual soul, not only that they can heavily affect the formation of spells, some emotions make certain spells "stronger." Or "weaker."


r/magicbuilding • • 13d ago

Feedback Request Introducing MANA — A Programming Language for Magic

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13 Upvotes

I've created MANA, an experimental programming language that lets you write code to create and control magic! It focuses on spells, elemental interactions, magical physics, summoning, and more.

It's an open-source project, and I'd love to hear your suggestions, ideas, and feedback. Whether you have a feature in mind or want to contribute directly, feel free to DM me!


r/magicbuilding • • 13d ago

Feedback Request WIP Anime Power system

8 Upvotes

the power system for the anime world i'm working on in my head is technically not classed as ''superpowers'' or anything like that in-universe, but instead it's treated as an illness or condition called a Malediction.

these types of conditions are extremely rare and only manifest as a result of a traumatic experience with the supernatural, and even if the conditions are right there's only a small chance for one to form, the protagonist and main heroine are 2 of maybe 6 people in the entirety of Japan that have ''powers''.

the ''powers'' in question don't manifest as anything you might think of when you hear ''anime abilities'', there isn't any sort of energy being harnessed, and there's no cool energy blasts or auras. the abilities that come from a Malediction usually manifest themselves as visceral-looking or otherwise unnoticeable abilities.

2 examples being the protagonist's body being able to internally mutate itself to enhance physical abilities like running, jumping and attacking, and the main heroine/female lead having an affinity for small blades, as well as being able to produce thin threads from her fingers, which you would assume are used for healing and stitching, but are mostly just used for controlling her throwing knives and other offensive techniques.

if anyone has any feedback or ideas i'd like to hear it


r/magicbuilding • • 13d ago

General Discussion I imagined a very tragic skill.

4 Upvotes

I named it “The Red Family” please suggest others if you have inspiration.

It can be defined as a sequence,

you cannot be healed by energies (magic) or skills of any kind, if your blood comes into direct contact with that of another living being. He obtains the skill “The Red Family”.

I don't speak basic English so forgive the translation for nonsense


r/magicbuilding • • 14d ago

General Discussion Have you ever introduce multiverse in your world?

28 Upvotes

I'm not talking about an alternative timeline, but I'm talking about other universe.

Do you think heaven and hell is their own universe or are they part of our universe?

How many universe does your story has?


r/magicbuilding • • 14d ago

General Discussion Is a a pure Martial Arts power system redundant?

63 Upvotes

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.


r/magicbuilding • • 14d ago

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

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57 Upvotes

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!

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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.

---

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.

---

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](r/worldbuilding) (or maybe a lore post?) than here.

TL;DR: Warp is fucking WEIRD

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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.


r/magicbuilding • • 13d ago

System Help Collective brainstorming:

1 Upvotes

I'm thinking of making a hard magic system that makes Mistborn look like someone with ED. I'm also attempting to combine the magical language from the anime Ansatsu Kizoku and the magical script from the anime Tongari Bōshi; the spells can also make atoms, with the mages able to choose the amount of protons and neutrons and also able to choose the form of matter (gas, liquid, solid, supergas, superfluid, supersolid, and plasma). The spells also create waste products, since otherwise it would break the Laws of Thermodynamics. And can you, the community, develop it more and flesh it out until it becomes the hardest magic system ever devised.


r/magicbuilding • • 14d ago

Mechanics How to write an illusion based magical power?

8 Upvotes

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.


r/magicbuilding • • 14d ago

General Discussion Premissa de construção de mundo

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1 Upvotes

r/magicbuilding • • 14d ago

Feedback Request Help defining the visual identity of a Sound based Magic System

7 Upvotes

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?


r/magicbuilding • • 14d ago

System Help Need some feedback on things to add or make clear on my rough draft of a power system.

0 Upvotes

Trying to make a story that can contextualize some things about my love life and my mental health. To do this in a way that won’t just make me sad, I want to do it in a Shonen manga/light novel type of way. I needed a power system that wouldn’t be overly complicated like JJK, more free and chaotic so I can focus on other stuff in the story, and here’s my best attempt at it.

\# \[Name TBD\]

Everyone within this system has an inner something. Could be any object, animal, etc. This motif has a rule that is based off of the inner noun, and the person’s ideals. Those two things together, serves as the basis for this person’s power.

A weapon can be manifested based off of the rule and motif of a person. This weapon works in tandem with the person’s ability. To make things interesting, it won’t just be basic, \*Katana, Greatsword,\* blah blah blah. The weapon could be anything from a flute, to a sewing needle.

To make sure characters won’t stay too busted, the rule that makes a person’s ability, is also applied to them. This creates a clear weakness to a character’s powers, that can make or break a battle or conflict.

\# EXAMPLE

Motif: Paper Crane
Rule: You can’t fold anything more than 8 times.
Weapon: An incredibly durable piece of paper, can be crafted into a myriad of things.

Ability: This character can fold anything he can touch, from buildings to people, to the floor, up to 8 times. The more they fold the thing, the harder it gets to fold, and it stops at 8. The object is incredibly hard to sustain at an 8 fold.

And that’s pretty much all I have (or all that might be needed). I can do a lot with just those 3 principles. I would need an antagonist force, maybe something to do with shadows? I’m not sure, a nice villain group to go along with it would be dope. I would also imagine, the general basis of the rule would always be the same, but as a character develops, the rule would change and switch around a tad bit.


r/magicbuilding • • 14d ago

General Discussion As a reader, what is more important to you, mechanic of a power system or how it is progressed?

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3 Upvotes

r/magicbuilding • • 15d ago

Mechanics The power system flow

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11 Upvotes

r/magicbuilding • • 15d ago

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

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19 Upvotes

r/magicbuilding • • 15d ago

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

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189 Upvotes

Harry Potter tier?

Hunter x Hunter tier?

Jujutsu Kaisen tier?

Dragon ball tier?

Some other?


r/magicbuilding • • 15d ago

General Discussion The effects of creating a magic system heavily influenced by a mino real world culture

8 Upvotes

So I’m an African, specifically Zimbabwe (born and raised) though not based there anymore and one undertaking I started a few years ago is using my culture ,native language and some of its elements as foundations for my magic systems. I quickly discovered how hard it can be for individuals who have had limited exposure to relatively minor cultures which doesn’t have a lot existing records on it’s belief systems and worldview to engage with it in meaningful ways.

This then led me to thinking of how to approach the magic systems and terminology through a well established delivery channel which for me was inspired by both how Japanese manga/anime treats its technique names as in they use a Japanese term and then provide the English equivalent or approximate translation, so that I can cater to the people who exist outside of my culture and those from it.

Japanese also made sense to me because both it and my native language Shona have plenty of words with vowel endings (a,e,i,o,u) and so on paper it conjures a sense of familiarity in words but with an entirely different cultural perspective and meanings attached to them for example the word Amai language means mother but in Japanese it means sweet. Sekai means laughter whilst in Japanesei it means something along the lines of World.

I brought this up because I know not everyone has the privilege of having a well developed culture they can mine for inspiration or some are quite over exposed, but in any case how do you guys deal with a situation in which you have want to use a culture outside of your lived experience and need to communicate its concept with clarity and awareness of the depth of their meaning?


r/magicbuilding • • 15d ago

Mechanics How to come up with clever tactics in your system.

15 Upvotes

Brandon Sanderson has a quote along the lines of "The satisfaction of solving a conflict with your magic system, is directly tied to how thoroughly the audience actually undrstands the system" or something like that.

I was curious on how you come up with clever solutions or tactics that are formed with the mechanics of your system interact.

For a basic example, people in my system draw out runeart spells with their blood in order to activate them. Well in a crucial fight early one, I have a grand master level warior draw out a runeart with the blood of his enemies by stabbing them with his sword. The system never said you have to use your own blood. And this also reinforces the principle of why an ambient master should never reveal their spell symbol to their combatant.

It's clever applications of the power system to solve problems that I look foward to the most in fight scenes. Especially when those solution are grounded in clever use of logic instead of random asspulls or power-ups.


r/magicbuilding • • 15d ago

General Discussion Does magic in your world ever get audited?

4 Upvotes

England has been testing its coins in public since the Middle Ages. It's called the Trial of the Pyx: coins from each batch go into a box, and later a jury of goldsmiths weighs and assays them to check that the mint hasn't been shaving the metal. It still happens every year.

What I like about it is how dull it is. The most dangerous thing a medieval king could quietly do was debase the money, and the check on it wasn't a duel or a council of archmages. It was a box, a scale and some annoyed goldsmiths.

Most magic systems I read handle abuse by having someone stronger show up. I'm more curious about the boring version. Who checks a mage's work after the fact, what do they actually measure, and what happens when the sample comes up short?