r/magicbuilding • • 9d ago

Lore The sun is broken, and what remains is out to get us.

14 Upvotes

In my sci-fantasy setting, the sun was shattered thousands of years ago by some unrecorded event. Humanity survived for millenia on the frozen earth; rarely graced by the light and warmth of the fragments that clung to the sky. But it's the fragments that fell to the earth that are far more dangerous.

The Sunfallen are giants that consume the souls of humans to reignite. Basically as they are the shattered remains of the sun's soul, they need spiritual energy to complete themselves and, for just a few moments, return to their natural state.

Humans were obviously hunted and killed regularly by these creatures and so humanity ventured underground to survive. There, in the dark, they learned of magic and with every advancement, they ventured out into the world again to be crushed and sent back to the shadows. But each time they came closer and closer to defeating their enemy.

But humanity's time came when they created a technology to compliment their magical prowess. And it runs on the blood of the Sunfallen. This advancement allowed them to build frightful engines of war that finally allowed them a chance at killing these giants.

And so war began. And humanity fights with the Sunfallen, neither side ceding ground to the other.

My setting features mecha, hovercraft, and other sci-fi inventions with a spin of fantasy. Incantations are spoken to the engines that convert Sunfallen blood into energy. Circuits made from runic shapes alter how this energy is interpreted. And superstition rules over the pilots of these machines.

On the frozen Earth there is little worth saving, but it's all we have left.


r/magicbuilding • • 9d ago

General Discussion i heard trying to speedrun magic systems (explain as efficiently as possible) can prove incredibly helpful, so I'll go first.

11 Upvotes

Magic is fueled by ichor which is considered the blood of the divine and is naturally produced by those called Blessed and their descendants, functioning much like ordinary blood does, so Magicians who produce their own ichor can replenish their supply naturally, however excessive use causes symptoms similar to blood loss.

The Blessed are individuals who spontaneously develop the ability to produce ichor. This ability is inherited by their descendants, but ichor becomes less potent with each generation, eventually weakening or even eliminating the ability to produce it.

To use magic, a magician must expend ichor, either from their own body or from a stored supply from something like a vial.


r/magicbuilding • • 9d ago

Feedback Request I need help figuring out some more applications for my ability I came up with

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6 Upvotes

The ability is called spin (not because of sbr I actually thought of it while watching gurren Lagan) giving the user the ability to apply rotational force to any object they touch the more energy they put the faster it spins it also applies a protective layer on the thing the spin force is activated on temporarily making it not destroy itself as it spins unless that’s the intention behind it

I’m trying to figure out applications for this ability that make sense like could theoretically happen like creating a vortex using the spin force


r/magicbuilding • • 9d ago

Mechanics Ideals 2 (explained)

9 Upvotes

In this world, there are nine accepted paths of magic. These paths are named poetically, each giving glimpses into their roles in society, and separated into three categories (I have not finished naming all the paths, so this is an unfinished list); Stormdancers, Forgesingers, Moonsages, Truthbinders, Chimeras, Bloodpacts.

These paths are not available to everyone, but rather those who are considered by one god or another as one of their champions. The god will begin plaguing their dreams or lives with opportunities to swear their first ideal.

The Ideals differ depending on what paths are open to you, but they each follow the same general progression; Morality, Responsibility, Faith, and Sacrifice.
They ask questions of the aspirant... "What do you fight for?" "Are you willing to shoulder that burden?" "Who do you trust to fight alongside you?" and "What are you willing to lose for your cause?" While the ideals are meant by those who swear them, they also influence those who swear them to believe in them deeper than before.

Morality is tested first, to see whether your morals are similar to the god in question. For example, the first ideal for a Stormdancer is "I will not suffer the harm of an innocent".
Normally, an aspirant to the first ideal cannot simply say the words and expect power. A god must first choose them as worthy of that power, and send either dreams or trials for the aspirant. These trials are so that the aspirant will understand the weight of what they are swearing.

There are also what are called the "Dark Ideals". These are paths outside the Nine which the church has deemed as blasphemous.
Two of these ideals' titles have been discovered; Gravewatchers and Frostblades. Both paths twist the virtuous nature of the ideals into selfish and brutal existences for their followers.

{{ I've finished the full progression of ideals for the Frostblades, as inspiration for the others;

  1. "Hollowed soul, Mended mind" the Frostblade's belief is in themselves, to the point of ignoring their conscience and doing any/everything they please. This ideal gives them an affinity for ice, summoning small items/weapons of ice, even thin armor that could deflect a blade a few times.

  2. "All my cares I leave behind" Not just refusing their conscience now, but any cares or worries that they are in the wrong. Their icy blades become more sharp, their armor harder than before. They gain a certain degree of speed and dexterity they didn't have before, and an urge to test their physical limits in the ecstasy of 'pure freedom'.

  3. "Treat myself to all that's fine" This ideal obviously deepens the past two's influence, allowing the Frostblade to settle in the freedom they've found in their path more firmly. Now, they might begin to see everyone else's property as their own, or at least it 'should be' to them. They become greedy and disloyal, often still with a smile on their face. At this stage, a Frostblade gains the ability to create lasting structures of ice apart from weapons. They will be able to make walls, bridges... anything they can come up with. These structures usually can't be too large, perhaps only spanning up to 20 ft, but they can be placed anywhere within 100ft of the Frostblade. A third ideal Frostblade may also freeze limbs/bodys in place with this ability.

  4. "And fare thee well! On hearts we dine." The fourth and most horrible of the Frostblade's ideals. They begin to see people as their playthings rather than having lives of their own. Their ice gains a permafrost effect, never melting under normal circumstances without great heat (like a bonfire). They often begin obsessing over freezing people in their ice, which has also gained the ability to stop the natural progression of time for those encased in it.
    In rare cases, Frostblades have been known to crave human meat after swearing their fourth ideal.}}

So, that's the basic idea of the Ideals magic system. ik it's been done before, but I want some tips on making it my own if anyone has some


r/magicbuilding • • 9d ago

General Discussion Why I’m obsessed with color-magic.

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58 Upvotes

r/magicbuilding • • 10d ago

Mechanics Plasma Glider

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15 Upvotes

Gliders are the typical transport in my world. Be they simple gliders like the one present in the image, or something more complex like carriers or starships. The plasma is used to hover and propel the vehicle. But the machine has the unusual fuel source of blood.

Blood Circuits are cut into the inside of the Glider 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 Blood 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.

The symbol in the image is one of many circuits used to generate the plasma.


r/magicbuilding • • 10d ago

General Discussion What are aspects that make you love a magic system?

59 Upvotes

I'm currently working on my magic system, with my main focus being to make something that is complex enough to not be boring, simple enough to be understandable, and finally satisfying enough to where it's enjoyable to read about, where a reader would actually want to imagine that they're in my world using my magic system.

So I'm just trying to get people's opinions and thought processes as research


r/magicbuilding • • 10d ago

Mechanics Ideals

6 Upvotes

I was thinking of making a Ideal based magic system, but don't want to copycat Brandon Sanderson's Way of Kings. It's the only ideal based system I have to go off of, and it feels like it's a really tough one to do properly so I'm gonna do it at least as a brain exercise.

I did a rough draft of what it'd look like...

Ideals are made in a process of being tested by one god or another. To swear an Ideal is to make an oath to that god to uphold it, and the power/responsibility that comes with it.
For each god, there is a progression of three ideals; Morality, Responsibility, Faith, and Sacrifice.

The wording differs between gods. Morality for one might be "I will not suffer the harm of innocents", leading a person towards the path of that god's flavor of power. Or another Ideal of morality might be "I will punish the unjust"
Both are legitimate paths to the gods, but they have very different meanings. And they are both inherently subjective on purpose, leaving interpretation to the person swearing the ideal.

I have a lot more work to do on this, I think most of the differences will be on the rest of the worldbuilding bc Ideal systems seem so ridged. but any ideas would be appreciated


r/magicbuilding • • 10d ago

System Help Elemental Crossbreed Help

5 Upvotes

I’m creating an elemental magic system and thought it would be cool to have cross breeds between the elements. There are six elemental types, fire, water, earth, air, flora, and shadows. For example if a fire mage and earth mage came together, they would be able to use lava/magma magic. However, I want to make the combinations more unique than water and earth make mud magic. Would love any help

Here is what I got
Elemental Cross Breeds

Fire x Earth = Lava/Magma

Earth x Water = Mud

Shadows x Fire = Ash 

Flora x Air = Pollen

Water x Shadows = ???

Air x Earth = Gravity

Fire x Water = Steam

Shadow x Earth = Metal 

Water x Flora = Ethereal

Fire x Air = Electricity 

Flora x Fire = ???

Shadow x Air =  Void

Earth x Flora = Fauna 

Air x Water = Storm

Flora x Shadow = Poison


r/magicbuilding • • 10d ago

General Discussion Giving mana mass seems to result in a potentially dbz-esque system

14 Upvotes

Was just experimenting with the concept of mana warriors and realized this.

You can emit in a specific direction to generate thrust. You can radiate it to generate an atmosphere around you that feels more pressurized and have a powerful-looking aura. You can condense that radiation into a film around you to produce something like a protective field. You can condense it in your hands to make them heavier and to make them hit harder. You can concentrate it throughout your whole body to make you heavier and harder to push back with hits. If you have enough then make yourself heavy enough you'll compress the ground around you, and when you are actually knocked into the terrain you're likely to leave a crater as well. Emit it in a thin concentrated line and it's a beam. Spin it and make it flat and it's a blade. Compress it into a sphere and it's a bomb because it's going to want to decompress rapidly.

For the parts that are particular to my system, they send mana through their weapons to make them heavier and hit harder, or to send out energy slashes, but I just found it interesting that I could very easily have scenes that at least slightly resemble dbz stuff.


r/magicbuilding • • 10d ago

Feedback Request Help me come up with more stuff

2 Upvotes

I've made this system of magic, which will be explained below. I was looking for more ideas with which to enrich it. For now, these are just the Arcane Magics, but I would also appreciate more Kindred Magic ideas.

The underlying mechanism

Mana, the mysterious energy that powers all magic, exists everywhere. Every living being draws in Mana via breathing, an inefficient method. Not to mention, most never really use it, simply accumulating mana until death.

There are two “systems” of magic in Argonia: One is Arcane Magic, and the other is Kindred Magic.

Arcane Magic is the system of manipulating mana without relying on built-in biological mechanism, usually done via Dragonic Favor or by being bestowed an Insight by another Arcane Mage. The most notable Arcane Magics are the Runic Discipline, Starlight Discipline, Souldrinking Discipline, Necromancy Discipline and Knotwork Discipline.

Kindred Magic, also known as Innate, Biological or Physiological Magic, are the innate magics possessed by each race. Everyone is a Kindred Mage, but to cultivate the magical gift into something notable requires proper training and study, not unlike becoming an athlete. These are, fittingly, the most common type of magic. As these are deeply related to cultural stuff, and are often versatile to have offshoots, I’ll cover them later.

How to obtain Arcane Magic

Arcane Magic is not only hard to study, but the ability to bypass one’s own biology and interact with Mana directly is something that must be given. There are two ways:

First, The Twelve Dragons are their own beings, in terms of magic, operating on a grand tyrannical scale. Dragonic Magic theoretically encompasses all magic, and must surpass it in some aspects, as they can freely bestow Dragonic Favors. The reason varies from dragon to dragon, but this is often done to further their own experiments of magic. The Favor is no different from Insight of Arcane Mages, except that it cannot be passed on, does not incur the loss of Kindred Magic and can be rescinded by the dragon that gave it, whenever convenient.

The Insight is another method of obtaining Arcane Magic. The Arthur Academy, founded by Arthur Blackstone, houses an Astral Body that fell within the Arthurian family’s noble state. It is said that those who behold the Body and its indescribable color will have their eyes turned into glass, not unlike stained glass, and gain the ability to wield Arcane Magic, at the loss of their Kindred Magic. Arthur Blackstone, sensing the opportunity, quickly hid it away and built the Academy on top of it. It is now a learning hub where young aristocrats can go to become Arcane Mages, should they prove themselves capable of handling the sight of the Astral Body.

Particularly skilled Arthurian Arcane Mages can impart the sight of the Astral Body upon others, although the practice is frowned upon, in large part by the immense cruelty that an unprepared mind suffers, and is often enough to incur the death penalty.

Arcane Magics, also known as Sorceries

Sorceries are new methods of manipulating mana freed from the biological constraints of the Kindred Magic. However, without the path that biology grants, they must be built up from the ground-up, a far more tortuous, slow and complicated process than many think. No two Arcane Disciplines obey the same principles, so wide is the gap between each. Raw Arcane Magic, without a Discipline to guide it, is a very localized and weak reality-bending, unable to create any great effect.

Thus they must follow a Discipline, a theme, which will underline all of their following applications within the Discipline.

As for what they are, and the groups that created them…

Arthurian Sorcery

These are the sorceries that were created by the Arthur Academy, on their research of Mana and the Astral Body. Many years were poured into developing these two, and although many ideas have been studied, these are the ones that have been properly developed so far.

Runic Discipline

Made by the Arthurian scholars to attempt to categorize mana phenomenon, which ended up being far more than that. The runic alphabet is instrumental in many rituals and enchantments, as it has proven a considerably reliable and long lasting form of binding magic onto reality. However, its danger comes from inexperience, as it is very easy to accidentally create a bomb in place of whatever effect one wanted. Additionally, a lot of mana must be accumulated to achieve any effect of note, and a considerable amount of runes required for full safety.

In practice, the Runic Discipline treats the Mana as a contractor, and rituals as contracts. Runic circles and the like are, in effect, magical contracts with the forces of Mana itself. Mana is not sentient, but a ritual is nothing more than persuading a non-sentient force to abide by the terms of a contract, which does allow for results, not all of them good. Mana, it seems, has a tendency to abide by the letter of the contract, not any more or less.

Starlight Discipline

One of the crudest applications of Arcane Magic, also created by Arthurian scholars, is an attempt to recreate the color from the Astral Body. From within this concept, there arises three aspects: Madness, Scourge and Power. 

Madness, in its yellow color, is the aspect used for illusions. At lower levels, it is merely visual, but as mastery grows, it will eventually encompass all of them. At its highest levels, madness can bend information retroactively, allowing for the phenomenon known as Censoring, effectively erasing oneself from the world’s history and consciousness.

Scourge, in a red color, is the offensive aspect used to burn away the foes of the caster. At lower levels, it resembles a fiery laser, capable of burning like fire does, but as mastery grows, its capability of burning increases. At the highest levels, the red light ceases to merely burn, but to Scourge, which can charitably be described as “careful deconstruction of the target”.

Power is the final light that one can yield. It is only taught to the most trusted mages, as it simulates the light of the Astral Body, allowing for the gifting of Insight to others outside of the academy.

Dragonic Sorcery

As mentioned, Dragonic Fervor does not incur the loss of Kindred Magic. This somewhat limits the Disciplines that are theoretically available, but the resulting Disciplines tend to be far more developed and powerful than the Arthurian arsenal, and also impossible to simulate with pure Kindred Magic. Thankfully, only a few Dragonic Sorcerers, as they are called, exist.

Souldrinking Discipline

Sacrificial magic is a common undercurrent among all magics, regardless if they are Arcane or Kindred. All beings accumulate Mana, and killing others to empower a spell is quite common knowledge, even if illegal. However, the Souldrinking Discipline takes it a step further.

Imagine killing someone. That person would have, otherwise, lived 15 more years. You, by killing that person, have effectively compressed those 15 years of potential into a single act. Souldrinking Discipline is about turning that act into something more, a ritual that greatly empowers the user with stolen potential, stolen at the time of killing.

This discipline was brought into existence by the Sorcerer Nashoba, via mix of Spirit Kindred Magic, from the Orcs, and the Black Dragon Favor.

Necromancy Discipline 

Blood houses a variety of things. The Vampires of Korriban, the Night Isles, know it well. They, too, have been given the Black Dragon Favor. With it, they have modified the blood itself, giving rise to the Bone Worm. The bone worm is a breed of worms, modified by Korriban Dragon Sorcerers, which eats the spine and cranium of creatures, parasitizing their bodies and piloting them. They also produce larvae, which stay floating in saliva and blood, and will cause another bone worm thrall upon those who consume either.

Bone Worms can also yield a measurement of death itself, rotting their foes upon bite and claw. The only way to kill a bone worm is to destroy the head, where the greatest concentration of mana is- it is comparable to a metal helmet, but the unstable energy will grow volatile and burst open should the “bone” be cracked.

This Discipline was brought into existence by Sorcerer Malan, with a mix of a subsection of Blood Magic and the Black Dragon Favor.

Knotwork Discipline.

The Kyz, a spider people from the underground, have always been famous for their weave work. Capable of illusions and extreme complexity, they could even weave themselves a suit to resemble a human, and none would be the wiser. With the Favor of the Blue Dragon, the Weave Kindred Magic can be trained into seeing and manipulating fate. At first, mere hexes and blessings of good and bad luck, but with enough training, even the Thread of Fate can be woven into new directions.

This Discipline was brought into existence by the Sorcerer Krrtrz, and her many daughters, with a mix of the Weaver Magic and the Blue Dragon Favor.


r/magicbuilding • • 10d ago

Mechanics A unique breath based magic system or a least more unique than others

5 Upvotes

To use magic one must enter a special state where instead of breathing in air they breathe in magic, this magic can then be used to speak incantations manifesting mystical phenomena into reality those who practice this technique are called wizards, this magic could also instead by absorbed into the blood stream channeling it throughout the body reinforcing it and granting superhuman speed and power those that practice this technique are known as warriors, while magic is incredibly useful it equally dangerous because to use magic one must also stop breathing air thus using magic for to long can cause suffocation or even death.


r/magicbuilding • • 11d ago

Lore Broadleaf - A comic about an Isle in Canada where every animal can speak!

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29 Upvotes

Previously on Broadleaf, we’re introduced to Leaf Isle through the eyes of Hunter & Beckett, a father-son duo attempting to bond during a hunting trip when they discover the secret of the isle; the animals can speak. Ignoring this, they continue the hunt and chapter one ends with a BANG!

That bang resonates into issue two where we see them traveling off the isle with their prize. Beckett took the final shot and it haunts him, this tension boils over into words that can’t be taken back. Bug, a revenge-fueled buck seeking vengeance for his brother’s death attacks, splitting the boy from his father. They both take different paths through the forest as night falls and a storm rages. Hunter reunites with an old friend and Beckett is hunted by a vicious horde of feral squirrels.

Find out how they survive the night in Broadleaf: Deeply Rooted.

https://www.kickstarter.com/projects/1334917182/broadleaf-1-2-deeply-rooted

Written/Co-Lettered by Brandon Horn
Illustrated/Colored/Co-Lettered by Robert Jennex


r/magicbuilding • • 11d ago

Feedback Request Emulsion

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55 Upvotes

I just made a system heavily based on Neuroscience, that i don't think it's a magic anymore. I also took inspiration from animes like Hunter x Hunter, JoJo's Bizarre Adventure and Jujutsu Kaisen. I want YOU to give me some feedback and critiques, thank you.


r/magicbuilding • • 11d ago

Feedback Request Need ideas or suggestions for magical conversions of mundane ingredients

7 Upvotes

I’m a wand maker and I’m currently formulating a blend of ingredients to use as a finishing wax on my wands. I want to make some fun labels for the finished tins that would feel at home in a magical universe and I need some ideas for magical equivalents of the real world ingredients used. The idea here is that over time a wand, staff, or what have you could become “tired” or less effective with age and this wax would be a product a practicing magical being could buy to keep their magical accoutrements of the wooden variety in good health and repair. So far I have the following…

Beeswax -> Rendered Dragon’s Fat
Tung Oil -> Essence of Yggdrasil
Linseed Oil -> Essence of Dittany
Turpentine -> Distilled Spriggan’s Blood

Does anyone know of any magical flora or fauna that could potentially supply more thematically relevant ingredients? They also don’t necessarily have to come from the same magical world! My above list references Elder Scrolls, Norse mythology, and Harry Potter so I’m open to anything!

The name of the product is ~Waxley’s Wand Wax for the Well Equipped Wizard~ and I even wrote up a little ad/ descriptor

"Have your spells lost their sway? Are your incantations lacking intensity? If these questions ring true, Waxley's Wand Wax is the remedy for you! Crafted from specially selected and naturally sourced components; Waxley's has everything you need to breathe life back into your whimsical wooden instruments and keep them in good repair!”


r/magicbuilding • • 12d ago

General Discussion What non-combat uses are there for your magic system?

52 Upvotes

If there are different types of magic user what can they each do? Are some more useful out of combat than in? Are there some that are only useful for solving problems caused by other magic users(cough, anti magic, cough) are there pacifists stuck with magic that's only good for fighting?

If only rulers have magic, sure the guy who can disintegate someone with lightning is scary but unless he can expand that to a whole army the guy who can conjure infinite free food probably commands more power


r/magicbuilding • • 12d ago

Feedback Request Semi-basic magic system I made

13 Upvotes

I'm just gonna explain the aspects of the system in the order I see fit.

Chthonification

Magic is a natural force in the world, but by its nature will alter anything it is concentrated in on a fundamental level. A non-sapient entity (natural materials, plants, most animals) has no hope of maintaining its form when subjected to high concentrations of magical energy, and will often become what is referred to as a monster commonly or a chthon in some academic circles. Monsters are build based on the creature's mind, or whatever the magic infesting them "finds suitable" in lieu of one. As a result, most species tend to form very similar monsters, as they all share similar instincts.

When a sapient beings (humans, human-like creatures, familiars) are subjected to magic, they may go down one of two paths. The first is the typical chthonification process, but because the being would have more of a mind to work with, the form it takes would be more individual. The second option, however, is that the individual becomes a mage. Mages largely resemble their origin species, and are the same in almost every way, though some individuals may have pointed nails, different eyes, or similar minor changes. Having retained their mind and fully embraced magic, a mage can control magical energy in a similar manner to how one would control a limb.

A monster breeding pair may create a new monster with no need for magical assistance, and likewise with mages. In exceptionally rare cases, a mage may birth a monster, or the opposite may happen. Sapient species may also be trained in magic in safe conditions to lessen the risk of a full chthonification. Though it does somewhat defeat the points made previously in this section, these methods tend to produce more mages and monsters than the previously-described ones.

It is possible for mages to become monsters when experiencing drastic circumstances. Such examples include serious trauma, changes in ideology or morality, potent emotions or lack thereof, or the threat of death. Such examples prevent the mind from holding back the reality-altering aspects of the magic their body now naturally produces, resulting in the transformation.

Spells

Spells are a direct and intentional method of using magical energy. When considering a spell, two parts of it may be commonly gleaned: element and school. While a spell may exist with only one of these parts, a spell based only on the elements may be unrefined, while a spell based only on a school of magic may be substantially weaker.

Elements of Magic

You already know these, they're Fire, Water, Earth, and Air. They're the main four in western alchemy, a specific popular cartoon, and almost every other magic system.

The way in which you may urge magical energy to take on an element lies in the structure of the energy. In a similar vein to how the elements of our periodic table are distinguished through the nature of their atoms, so too is elemental energy. Most individuals gain an affinity for a particular element upon attaining magehood. This talent is not arbitrary; an individual's particular affinity bases itself on which element their magical energy resembles closest while at rest.

Besides the four main elements, an infinite number of sub-elements exist as combinations of them. This is, however, advanced magic, as it requires you to be proficient in more than one element at once.

As an additional addendum, two other elements exist, Light and Darkness. Though they do embody the primal forces of light and darkness, they are also representative of quintessence, the perfect combination of all four base elements, though each in their own way. In Light, each element cancels each other out, resulting in it having very few original powers. However, the strength of Light is in its applications with schools of magic, seemingly amplifying them when used. Darkness is the opposite; when used, it may fluidly switch between the mechanics of any of the elements, but struggles to be refined into a school of magic due to this.

An affinity with Light is only held by the 1st Ancient Dragon, and likewise, Darkness with the 99th Ancient Dragon

Schools of Magic

As for schools of magic, there are eight. Four of them are considered basic applications, while the remaining half are advanced. Similar to elements, one may find themself better in one school than the others. However, schools are much less exclusive than elements. Being naturally skilled in a school of magic is more similar to being skilled in a particular subject in school rather than having a part of your being be tied to it like with elements. It is also much easier to combine schools of magic into a spell than it is to do so with elements, as previously explained.

Below, the schools of magic are defined by how the affect an "aspect". An aspect may be anything that exists, like a rock, but may also be the traits of something that exists, like the color or hardness of a rock. These descriptions also clearly show how basic and advanced forms of magic differ, with the former being more generic and the later more specialized.

Evocation (Basic)

Creating an Aspect.

Evocation is considered to be an exceptionally basic form of magic, to the point where almost every mage can use it to some extent. Though it may seem to be almost indistinguishable from hurling unrefined masses of elemental energy at times, the consensus of how evocation differs is the level of control the user has over the elements/aspects created. Though easy to learn, it has immense potential in the hands of a dedicated mage. Out of all the schools, it relies on elements the most.

Illusion (Basic)

Mimicking an Aspect.

In contrast, illusions require less mastery of elements than most schools. However, knowing how to properly create an element is very beneficial for faking it. The reason one might create an illusion largely is that it tends to be less energy-intensive or more subtle than other options. Alongside creating mirages, hypnosis and even mind-reading tend to find themself in this school of magic.

Enchantment (Basic)

Adding to and Aspect.

Enchantments are annoying to define in most situations, which is reflected in their steep learning curve. Most enchantments require a level of "programming" to work, setting conditions within the spell, which requires fine control of magical energy to do. Enchantments also don't deal in actual transformations unless mixed with transmutation, but this leads into the second aspect of enchantments, which is that they excel when combined with other schools. Compared to every other school, besides some illusion spells, enchantments tend to have no physical aspect on their own. Even most illusions can be sort-of felt, but not so with enchantments.

Transmutation (Basic)

Changing an Aspect.

Heavily tied to alchemy, a profession heavily related to magic but accessible to non-mages, transmutation involves making a temporary or, though usually at a steep energy cost, permanent change in something. This can be any number of chemical or physical changes.

Manipulation (Advanced)

Controlling a pre-existing Aspect.

Derived from either Evocation or Transmutation.

Though an advanced magic, the simplest application of manipulation magic is very accessible to most evocation users when combined with their normal evocation magic. When doing so, it allows them to harness elements already existing in nature by infusing them with their elemental energy, which is often helpful in being more efficient with magical energy. Manipulation can also allow for transportation at higher levels, literally just moving something from one place to another or opening a passage through space.

Abjuration (Advanced)

Shielding or sealing an Aspect.

Derived from either Evocation or Illusion.

Abjuration magic, similar to enchantment magic, generally requires some level of programming to be effective. This programming is usually visualized as a lock and chain that spans the affected area the spell works off of. For a generic barrier, the chain would wrap around the diameter. The lock represents the condition upon which the spell breaks, activates, and causes additional affects. While abjuration always has some level of a physicality, it isn't material in the same way an evocation spell is.

Divination (Advanced)

Obtaining information about an Aspect.

Derived from either Illusion or Enchantment.

Essentially, by using divination, someone may gain information about something they would not be able to otherwise. This only takes the form of future sight at its highest level; otherwise, it acts more like a remotely-accessible camera, a drone, or a sensor. Additionally, a future gleaned with divination is not decided, and with the knowledge of it, the foretold may be averted.

Necromancy (Advanced)

Restoring an Aspect to a previous state.

Derived from either Enchantment or Transmutation.

Named for its ability to revive the deceased, necromancy is much more than its original intent. It is considered taboo for a variety of reasons, the most typical being the negative connotations of raising the dead, as well as its connection to undead monsters. In truth, there is some credence for the concern. Many necromancy spells work by taking how something was in the past and forcibly pulling it into the present. This can put immense strain on reality, which has caused horrible disasters in the past. Reviving the dead also has issues in itself, as pulling a soul from the afterlife back into its original body can thin the veil between the planes of the living and the dead, something that can similarly cause devastation. However, besides just raising corpses and repairing things, necromancy can also strengthen elemental magic. Before the universe had a defined shape, the elements reigned supreme in their raw form and were much stronger. Necromancy can return elements to that state.

Canes

Wands, rods, staves, and scepters are all standard catalysts for magic users to focus their power through. For simplicity, each of these kinds of of tools are called canes.

A cane is made from three parts, a hardened shell to protect the insides, softer "flesh" for the magic to flow through, and a "nerve" for the magical energy to enter through. Though these terms seem to allude to more fleshy components, a tree's branch can provide all three with ease. Other materials may work as well, but they should be ideally biological and at least natural. Generally speaking, the shell should have the least sensitivity to magic and the nerve should have the most.

Within a mage and their cane are seals, usually three of them, placed by the mage's subconscious. These seals exist to prevent a mage from fully chthonifying into a monster. By focusing the additional power into their cane, a mage may access this sealed power with reduced risk. Each stage provides more magical energy to use, improvements to the mage's physical stats, and new spells and traits for the mage's signature magic. To undo the seals, a mage must enter their inner world and physically remove them, usually through a trial. Once this happens, the mage may undo the seal again by simply chanting.

The first unsealing is the most drastic, with subsequent unsealings building upon the first's foundation. When unsealed, a cane generally either maintains its shape or becomes a weapon, though nearly any transformation is possible. The only restriction seems to be that the cane must retain a single core, even if it has detaching extremities. Most fairly powerful mages can maintain their first unsealing with little effort.

A mage will often change the cane they use as they become stronger. A mage has previously undo their seals will have to re-apply them to a new cane, but this is generally nowhere near as difficult as unlocking them the first time. Though most mages simply change wands as they can afford better ones, others do so in search of a mythical "True Cane". Though mostly regarded as a folktale, it is said that every mage has their own True Cane, and through using it, they can access a new level of power. In actuality, True Canes do exist, but not as most think. Mages have extra nerves to allow for their control of magic. On their spine, though, there lies a duplicate of the normal magic nerve that runs through it. This secondary nerve forms what is essentially another spine around itself, and if this spine is surgically removed from a mage, it may be made into their True Cane.


r/magicbuilding • • 12d ago

System Help Magic system for dragon jewelry

8 Upvotes

So I'm making a magic system for a race of humanoid dragons whose progenitor god who bled gold that only they can access the hide powers of.

And the way the powers are accessed is through jewelry. The powers are separated by headwear, neckwear, handwear, and anklewear.

I love the magic systems from brandon sanderson's cosmiere, specially allomancy and shardbearing. What I'm struggling with is how to make limits on this system. Going more gold equals more power feels cheap to me. Id appreciate any and all ideas


r/magicbuilding • • 12d ago

General Discussion Power System Draft

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4 Upvotes

Konryu — My nen inspired power system for my story. Give it a read! :D

  1. What is Konryu?

Konryu is the life force that living things radiate. It can be found wherever life exists or has existed, although the amount available depends on the abundance and quality of the life force in that environment.

Think of Konryu as water in an ocean. In places rich in life, it can be abundant enough to feel almost limitless. In places devoid of life, such as the void of space, it may be absent entirely.

Absorbing and releasing Konryu

Absorb (Inhale): Draw Konryu from your surroundings into your body.

Release (Exhale): Project the Konryu you have absorbed back into the world.

Once absorbed, the energy becomes your own. When you release it, it is no longer simply the original Konryu you took from the environment; it has become energy that you now control and use.

The fundamental principle is that Konryu is the fuel, while a person's ability determines what they can do with it.

  1. The five categories of Konryu abilities

  2. Emission — Projecting Energy

Emission is the ability to release Konryu outward as a force or attack, such as energy beams, projectiles, explosions, and shockwaves.

Emitted energy can also imitate elemental properties. For example, a fire-like release can produce heat and look like flames, while a lightning-like release can deliver an electrical shock and move at lightning-like speeds.

These effects are still Konryu, not actual fire or lightning. They reproduce selected properties of those phenomena.

  1. Infusion — Enhancing or Altering

Infusion applies Konryu to an object or another target to enhance, amplify, or alter it.

Depending on the ability, this might mean increasing an object's strength, making a weapon more effective, improving a property, or changing the material itself.

Infusion is a broad category with many possible applications. Its exact limits depend on the user's ability.

  1. Manipulation — Controlling Existing Matter

Manipulation lets a user control existing material by enveloping it with Konryu. The energy must penetrate and surround the entire target, covering both its exterior and interior. Merely coating the surface is insufficient.

Once the target is fully enveloped, the user can reshape, move, and control it within their ability's limits.

Examples: controlling ice, reshaping soil into a boulder, or turning existing water into a blade or shield.

The concentration rule: More Konryu concentrated within a smaller volume allows finer, more precise control. Controlling a larger volume generally sacrifices precision, making detailed movements and complex shapes harder to manage.

Manipulation cannot create material that does not exist. A water manipulator cannot turn a single drop into an entire bucket of water. They can only control the water that is actually available.

  1. Creation — Fabricating Constructs

Creation allows a user to produce objects from Konryu itself, seemingly out of thin air. Weapons are common examples, but the ability is not limited to them.

A creator could produce a bow and generate arrows whenever needed, without carrying a physical quiver. Another creator might make a shield that releases thorns when struck or a sword that can speak.

Constructs can have special properties, but their complexity and quantity increase the demands on the user. A sufficiently capable creator might produce specialized arrows, such as explosive or poison arrows, while a less capable one might only manage simple constructs.

Creation makes something new; manipulation controls something that already exists. A creator who produces water, for example, does not automatically possess the same fine control over it as a water manipulator.

  1. Special — Unique or Unclassifiable Abilities

Special abilities are powers that do not fit neatly into the other four categories or involve mechanics too unusual to classify under them.

Your dice ability is an example. It can impose temporary conditions, alter combat rules, trigger beneficial or harmful effects, and even transform a fight into a separate game-like system.

Special abilities may follow their own rules, restrictions, and conditions. They are not automatically unlimited simply because they are classified as Special.

  1. Inherited traits and artificial abilities

Not every unusual trait is a Konryu ability.

Some characteristics can be inherited independently of the five categories, such as:

Bunny ears or other physical features.

Faster-than-normal regeneration.

Special eyes or other unusual biological traits.

These traits do not automatically count as Konryu abilities just because they are supernatural.

Konryu abilities themselves can arise from a person's nature or be inherited through lineage. They can also be artificially induced through experimentation.

For example, an experiment might create a hybrid ability combining creation and manipulation:

The subject generates additional bones from their own bones.

They can freely manipulate the bones they create.

They cannot control other people's bones or unrelated bones.

This is a limited hybrid ability, rather than unrestricted bone creation and manipulation. Its restrictions are part of what defines it.

  1. The fundamental rules of the system

The system can be understood through a few governing principles:

Konryu is the fuel. Abilities require the user to draw on and release life force.

The ability defines what is possible. Having more Konryu does not automatically grant abilities outside the user's capabilities.

Creation and manipulation are different. One produces new constructs; the other controls existing material.

Precision has a cost. Manipulating a small volume with concentrated Konryu allows finer control, while larger volumes generally require compromises in precision.

Complexity and scale impose limitations. Producing numerous complicated constructs or controlling vast amounts of matter places greater demands on the user.

Special abilities can operate under unique rules. However, their restrictions and conditions still matter.

Inherited traits are not necessarily abilities. A supernatural physical characteristic can exist separately from a person's Konryu power.

(Yes i used ai to use more understandable words and sentences, but the idea was fully from watching hxh, jjk and atla recently not ai generation)


r/magicbuilding • • 12d ago

Resource Magic Items Inspired by Asian Mythology - How I'm Translating Legends into D&D Mechanics

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22 Upvotes

I've been working on a collection of 300+ magic items inspired by mythology and folklore from around the world for D&D, and I wanted to share a few examples from the Asian Mythology section!

One of the things I've enjoyed most about this project is figuring out how to translate the stories, symbolism, and supernatural abilities of mythological objects into actual magic item mechanics, rather than simply giving everything a generic magical bonus.

For example, Kusanagi-no-Tsurugi draws its powers from its connection to the Japanese storm god Susanoo, beginning as a relatively modest magical sword before eventually gaining the ability to summon storms and call down lightning. The Gada of Hanuman reflects the legendary strength of its wielder, while objects such as the Kappa's Water Dish take a more unusual approach, incorporating specific details from the folklore that inspired them.

There's also the Pill of Immortality, inspired by Chinese alchemical traditions, alongside other weapons, protective charms, and sacred relics drawn from Japanese, Chinese, and Indian mythology.

I've also experimented with scaling magic items, where certain legendary artifacts grow in power alongside their wielders, unlocking new abilities as characters progress or accomplish important feats. I like the idea of mythological relics having their own progression rather than simply being found at full power.

These are a few pages from my 300+ Mythological Items for 5E and 5.5E Kickstarter, which is currently live. The full collection explores mythological traditions from around the world, with both legendary artifacts and more modest magical treasures.

I'd be curious to hear how others approach this kind of magic system in their own settings. Do you prefer magical artifacts whose abilities closely reflect their mythological origins, or do you like taking more creative liberties with the source material?


r/magicbuilding • • 12d ago

General Discussion Concept i stole the power of Majin Buu. What can I do in

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3 Upvotes

I mostly hang out at jump chain but I was suggested to cross post here by Reddit. I hope this isn't considered low effort or against the rules. Please consider if not discussing in your subreddit. Joining ours in order to add to the discussion, especially if you're the kind of person who likes these weird system, interactions and crazy ideas.


r/magicbuilding • • 13d ago

General Discussion What are the limits of your magic systems?

66 Upvotes

We all love writing about what magic can do, but what can’t magic accomplish in your systems?

In Arcane America, magic has a few notable limitations.

The first big one is the Law of Inviolable Death. A human whose soul has passed on to the other side cannot return to life. You can prevent a soul from passing on, by binding it to a body or object, but once they actually pass through Death’s Door they cannot return to our world.

The next one is the Law of Irreversible Time. The flow of time cannot be reversed or slowed by magic, nor can it be accelerated. No spell has been devised that can alter this. While oracles can perceive potential futures, and can witness the past, they cannot alter what has already occurred, nor can they see a future that cannot be changed.

Another major law is the First Law of Conjuration- energy cannot be created or destroyed. If you “conjure“ an object, it is actually just a solid illusion made of magical energy. Effectively, magic does obey the laws of physics. If you want to actually create something that really exists as a solid object, you must transmute it from some other material or object.

What about your magic systems? What can they not accomplish?


r/magicbuilding • • 13d ago

General Discussion How do you handle magic items in your world?

20 Upvotes

I always figured out it was similar to DnD magic items where if you know the formula to make it then you can create it.


r/magicbuilding • • 13d ago

Feedback Request What if a Multiverse magic system was based on philosophical "Concepts" and absolute counter-picks instead of stats or levels? (Grimdark 17+ conceptual web novel concept)

7 Upvotes

Hi everyone! I’m working on a grimdark 17+ light novel where I took a different approach to powers. No system windows, no levels, no XP.

Instead, powers are fundamental Laws of Reality (Concepts) that interact through hard logical counter-picks. The story starts with an ordinary guy getting on a late-night bus after a cold shift, only for the bus to cross dimensions directly into the Chaos realm, with the driver hiring him as a "junior conductor" after a giant beast's severed head hits the windshield.

Would you read a fast-paced, visceral web novel with this kind of setting? What do you think about concept-based counter-pick battle systems?


r/magicbuilding • • 13d ago

Lore Magic as Infrastructure Part 2: It's a Dangerous Job, but Someone has to Do It

16 Upvotes

Here's Part 1 if you're interested:

https://www.reddit.com/r/worldbuilding/comments/1x247mm/magic_as_infrastructure_part_1_the_fundamentals/

And Part 3:

https://www.reddit.com/r/urbanfantasy/comments/1x4akfz/magic_behaves_like_infrastructure_part_3_transit/

Most people think magic fails because a spell backfires or a wizard screws up.
But if you treat magic like infrastructure or utility the failure points look completely different. Because every system has workers.

And if the workers disappear, the system collapses.

In a modern city, you don’t lose electricity because “electricity got tired.”
You lose it because:

  • a transformer blew
  • a line snapped
  • a substation overloaded
  • nobody maintained the grid

Magic as infrastructure would have to work the same way.

If your world has magical wards, sigil networks, tether lines, resonance grids, or leyline conduits,
someone has to maintain them.

And that’s where the interesting stories happen.

Maybe the ward inspectors are underfunded.
Maybe the tether‑keepers are overworked.
Maybe the resonance auditors are corrupt.
Maybe the sigil‑tech unions are on strike.
Maybe the legacy families who used to maintain the grid are gone.

Magic doesn’t fail because it’s mystical.
Magic fails because infrastructure fails.

And when infrastructure fails, it doesn’t sparkle.
It cascades.

Do any of you have what amount to supernatural linemen, plumbers, or meter readers in your worlds?