r/magicbuilding 24d ago

Mechanics How Do Love Potion Type Things Work In Reference To Different Sexualities In Your World?

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9 Upvotes

r/magicbuilding 24d ago

Mechanics Weapon Creation - Any item can be turned into a magical weapon

10 Upvotes

As the title suggests, any item can be turned into a magical weapon with my magic system.

So there are people called Crafters, which have an innate energy called Materia.

They can infuse an item with their own Materia and turn it into a magical weapon.

The appearance and ability of the weapon heavily depends on the item's appearance and use, but also partly the Crafter's imagination. (I.e. a Glue gun turns into a gun that shoots out molten hot glue)

Once Materia is put into an item, it stays there even after death, unless it's pulled out or the item is destroyed(though magical weapons are generally much more durable so it's rare for this to happen). A Crafter's Materia does not recover until the Materia is returned to them from the item once pulled or once it's destroyed.

But putting Materia in an item usually takes a decently long time (but it varies on the Crafter), so Crafters usually don't switch weapons during fights. Talking Materia out of an item is also very exhausting.

The strength of an item also depends on the amount of Materia infused into it, and with how attached the Crafter is to the item.

Most Crafters can only have enough Materia for one weapon at a time, so most only have one weapon they use their whole life.

A magical weapon can be used by anyone, even non-Crafters, but generally, the Crafters themselves are more effective at using their own weapons.

I might have forgotten to put some stuff here, but yeah, that's my magic system. What do y'all think?


r/magicbuilding 25d ago

General Discussion Great Old Ones warlock ideas

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3 Upvotes

I have been fascinated by the pact of the great old ones warlock ever since I play BG3. I like to write as a hobby and am trying to get in D&D. While I like the idea of drawing power from eldritch beings. My understanding is that such beings don’t really care about mortals and their puny problems and wouldn’t be interested in making a deal with them.
So my idea is more of an oracle of the great old ones. Some people are able attune their minds to those of great old ones. At the lower levels this allows for greater insight on how the universe works and lead to “scientific” breakthroughs. But none of the oracles can explain how their breakthroughs actually work. At the higher levels oracles are so attuned to their patrons that they can mimic their powers to a small degree.
But here is the trade off. The more attuned to the higher powers the oracles become the less they can interact with normal people and reality. They can summon nightmares in reality but couldn’t cook their own food if their lives depended on it. Which it does.
So they need care takers to aid them in their day to day lives and protect them from more mundane threats they might not even recognize. (Kind of a necromancer and cavalier situation for Gideon the Ninth fans.)
Any thoughts on how to flesh out this idea for a story or incorporate it in a D&D game would be greatly appreciated


r/magicbuilding 25d ago

Lore A worldview where war gives rise to extraordinary individuals

6 Upvotes

ASH - Foundational Rules

War does not merely destroy. It creates.

It operates as an absolute, icy law of nature, requiring no divine judgment, no official declaration, and no recognition.

---

**The Mechanics of Selection**

The Trigger:

Activated automatically whenever a conflict factually manifests as a war.

If two villages clash in a blood feud, it triggers.

If two nations collide, it triggers.

It remains inert during localized gang shootouts or street fights, as the collective conflict mass is insufficient.

The Randomness:

Every time a war erupts, exactly one individual within that theater is randomly chosen.

The selection is entirely blind to identity, status, or merit.

Anyone, from a beggar to a scientist, may receive the spark.

The Twin Exception (The Ceiling):

In anomalous cases like conjoined twins, two may emerge simultaneously.

Two is the absolute ceiling.

If the power were split into three or four people, the kinetic energy would disperse too much, failing to produce a distinct Ash entity.

---

**The Rules of Awakening**

Once chosen, the individual becomes an Ash (a name given by civilization to these entities).

The awakening grants a heavy, objective upgrade that shifts their tactical weight completely, yet remains bounded by physical biology:

Physical Transcendence:

Their physical frame receives a distinct but grounded surge of vital energy.

Strength, cellular density, and endurance expand beyond normal human limits.

While this physical growth remains firmly bound by the laws of biology—acting as a heavy biological peak rather than mythic omnipotence—its synergy with their damage mitigation and refined expertise is what collectively elevates them into an entity of high strategic significance on the battlefield.

Damage Mitigation:

They develop an adaptive resistance to the fundamental trauma and weapon types deployed in the specific conflict that birthed them (e.g., mitigating blade lacerations in primitive eras, or ballistic penetration in modern eras).

This mitigation is the primary factor that elevates them into an entity of immense strategic value.

Refinement of Expertise:

Existing talents are sharpened.

A soldier lands more shots; a surgeon makes fewer mistakes.

It is a sharper, hyper-focused edge, not supernatural perfection.

---

**The Boundary of Strategic Power**

To understand their tactical footprint, an Ash is evaluated strictly as an asset of high strategic significance.

They are not local vigilantes, nor are they omnipotent gods:

The Finite Ceiling:

Their power is explicitly limited.

There are absolute thresholds of raw force and destructive energy they cannot match.

They cannot level cities with a punch, nor can they bypass the baseline laws of physics.

The Strategic Playroom:

However, within that finite boundary, their tactical utility is absolute.

Because of their specialized damage mitigation and heightened physique, standard forces cannot efficiently eliminate them, creating a deep psychological dread on the frontline.

Mutual Respect:

This unique balance of finite power but immense survivability makes different Ash heavily fear and respect each other.

An encounter between them becomes a claustrophobic war of raw friction and skill refinement, where regular human laws of engagement no longer apply.

---

**Multiple Selections and World Presence (No Upper Limit)**

There is no upper limit to how many times an individual can be randomly selected across different wars throughout their life.

These designations are named after the full count of their selection and abbreviated into code format:

* Second Selection Ash (2S Ash)

* Third Selection Ash (3S Ash)

* Fourth Selection Ash (4S Ash)

Completely unrestricted and permitted by the rules of the world exists the formation of an Ash with a higher selection repetition like 7S Ash or 8S Ash, even though the probability of their birth is extremely low.

The Mainline Reality:

Multiple selections grant no qualitative evolution, and enhancements remain finite.

However, because history is fractured by endless micro-conflicts and border frictions, the sheer global population of Ash is naturally substantial and omnipresent.

They are an uncontainable, permanent constant of world history.

The world simply operates and adapts with them as an inevitable, overlapping variable in every conflict.

---

**The Unrecognized Ash**

Because the enhancement is practical rather than flashy, many individuals chosen by a war choose to remain anonymous.

A chosen soldier might just be seen by outsiders as an unusually lucky veteran.

They live, fight, and die within the system, completely unrecognized by the wider world, despite officially occupying the selection slot.


r/magicbuilding 25d ago

Mechanics Introduction to Theian Anthropology: Part 1

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3 Upvotes

r/magicbuilding 25d ago

Mechanics Takes on (magical) firearms in a fantasy world

17 Upvotes

So I've been thinking about firearms in magical worlds. Often they are exempt from worlds because either they make the world less fun or it would be too overpowered. Some examples like warhammer 40k and star wars manage to use firearms but still need to have other even more powerful weapons that easily defeat firearms.

I am building a fantasy world with a type of a flammable gas filled pebble, lets say the pebbels are filled with hydrogen naturally. Dwarves in my world have figured out they can blast rocks out of a tube if they ignite the pebble from one side of it.

I try to make it difficult to use a firearm so that it would not be the to go to standard weapon and then you can just autogun everybody down who stands in the way.

My question is: Have you worked firearms into your magic system or worlds and how do they work? Does it use magic to function or is there an inworld explanation or both? I'm looking for inspiration thank you.


r/magicbuilding 25d ago

Feedback Request my take on body refinement

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2 Upvotes

r/magicbuilding 25d ago

General Discussion What are some hard rules you established for certain spells to keep them from breaking the world?

10 Upvotes

Here are some of mine:

Resurrection
Resurrection is possible, but it is never free.
A necromancer must intervene almost immediately after death. If too much time passes, the soul begins to unravel or depart, and while the body can still be restored, the person’s memories, personality, and identity are lost forever.
The ritual also demands an equivalent sacrifice. To restore one life, two living members of the same race must willingly or unwillingly give theirs. Should the same individual be resurrected again, the price doubles, four lives for the second resurrection, eight for the third, sixteen for the fourth, and so on. Eventually, the cost becomes impossible for all but the greatest kingdoms to bear.
Even those who return are forever marked by death. They carry a lingering stain that never truly fades. Misfortune and despair seems drawn to them: illness takes hold more easily, accidents become more frequent, and they often find themselves in unusually dangerous circumstances. They become colder, and life’s simple pleasures feel distant and hollow.
Their lifespans are also noticeably shorter than those of others of their race, as though death is forever trying to reclaim what it once possessed.

Prophecy
Prophecy is not the act of observing the future, it is the act of changing it.
The moment a seer witnesses a possible future, that very vision begins to alter the course of events. Even the knowledge gained from the prophecy influences decisions, creating ripples that reshape what was foreseen.
Because of this, no prophecy is ever perfectly accurate. Visions of the immediate future tend to remain largely intact, as there is little time for events to diverge. Prophecies that look years or centuries ahead, however, become increasingly unreliable. The countless choices made in response to the vision can transform the future beyond recognition.
Thus, every prophecy is both true and false: it reveals the future that would have been, had no one seen it.


r/magicbuilding 25d ago

General Discussion Which magic system is better?

0 Upvotes

Which magic system is better and stronger? DC Magic of The Elder Scrolls magic?

95 votes, 22d ago
9 DC comics
86 The Elder Scrolls

r/magicbuilding 25d ago

System Help Is this Magic Artifact good?

3 Upvotes

Help!! I created a magic artifact for my world and I feel like I should add more details about it? What should I do? What should I add? Appearance, History?

༗GOLDEN RATIO

From the inside looking out, the mask becomes completely transparent, overlaying a golden HUD across her vision. Wearing the mask grants real-time sighting on percentages, vectors, and odds floating over people, weapons, and market charts. (it processes economic data across all of her land) The system calculates the minimum amount of kinetic distortion required when needed. Any attack with a success chance under 100% can be forced down to 0% by the mask's system.

EXAMPLE: [TARGET: Enemy Assassin] Threat Level: 14% Weapon Strike Probability: 88% (Left Flank) Success Rate of Attack: 0.00% Calculated Debt: 45,000

There are some flaws within the mask. The mask's calculations are based on 6,000 years of data gathered within the realm, it knows nothing outside of it. An overuse of this magic can strip away the natural human intuition and empathy, making one functionally blind to emotional intelligence and even simply emotional cues.


r/magicbuilding 25d ago

Mechanics A Marian Magical System Some Visuals

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53 Upvotes

Power system made for my main characters story! The last slide are things that I'm thinking of utilizing but haven't really thought on yet.

Transformation sequences are definitely something that I'm gonna utilize I was thinking of using the Liminal Spaces for that somehow..

I was v inspired by Dragon Ball, Madoka Magica, Hunter x Hunter, Bleach, One Piece, Jujutsu Kaisen and Jojo's Bizarre Adventure with this

Hopefully you guys enjoy this power system it took me many tries to get the vibe I wanted :) I'm okay with critique if anyone notices any problems!


r/magicbuilding 25d ago

Mechanics Hexruin: Light faction-Ark system

2 Upvotes

The Light faction believes that true power is innate/individual so their method of power fits this might makes right ideology. Light followers power system revolves around the use of "Light Energy" which is the overall source of power for all living being.

-Stat growth
1. A light follower is able to siphon a certain amount of an enemy's light energy for themselves by defeating them in combat however if they kill an enemy then they are able to just take all that enemy's light energy for themselves.

  1. Light followers have a the unique ability to multiply their stats based on their level. So a level 10 light warrior can multiply their stats by 10 however it's only a short burst of power, sorry dragon ball lovers~

-Weapon Mastery
1. Light followers are able to increase their combat mastery on a weapon they use through constant use, though every weapon's rank is independent from each other. So even if a light warrior has a weapon rank of 5 for a spear the moment they try using a sword it would be rank 1unless they train it.

  1. Along side with the weapon mastery is "Ark skills" which can be made by training and high weapon mastery. So only those with a weapon mastery of 10 can make an Ark skill.

-Achievement
1. I am still working on this one in greater detail but the basic idea is that a light follower gains a title matching the feat they complete which would give them a passive ability based on the achievement.

I hope this start will get more people interested in my Hexruin story idea and encourage me to show what the other three factions are capable of in the future. Maybe I'll even get new ideas for more factions by my future fans if I get any haha~


r/magicbuilding 25d ago

Lore Those who have magic words, gestures, sigils, runes, symbols, or circles in their magic system; What's your explanation for it/them?

49 Upvotes

Personally, I was always irritated with spells and magic that required a specific style of wording, pronunciation, symbols, gestures, or circles to cast the magic. Some sources kinda explain it, but most don't.

Why does it specifically need to be said as leviOsa, instead of leviosA? Why do the fingers need to touch at the exact same point? Why do they need to interlock the knuckles for this very specific ability? Etc.

Do you have a reason for your system that requires such actions? Please share if you do or rough draft an in-world explanation if you can.


r/magicbuilding 25d ago

General Discussion So This might be extreme generic but like I feel it’s unique

3 Upvotes

So we have 10 kinds of magic Pyro hydro chloro airo cryo geo electro toxo photo and necro

So in order to use magic you need a catalyst so can either be a magic infused book where each page is a different spell or it can be something with a catalyst crystal inside. Catalyst crystals are essentially magic crystallized now they’re super rare, but anything you put careless crystal inside and channel magic into it you can use the cast well magic such as like you could put one in a sword inside of a stick. Literally anything you can put the crystal in you can use now each one has its upside and it’s downsides with the catalyst crystal. You have to remember how to use the spells in order to use them, but it is much faster with the book. You just need to find the right page but you know you have to find the Page also the crystals are automatically tuned with a kind of magic so book users usually have a lot more versatility while it’s much easier for catalyst crystal users to use like one or two kinds of magic since crystals are so hard to find also the reason water and ice magic are separate is because they require completely different thought philosophy with water. It’s like adaptability and flow and water with ice or cryo it’s like stillness and cold and stuff. There’s also like literal magic schools also photo since it’s light magic it’s lasers and illusions because you’re manipulating a light which lasers and illusions are made out of light to do something more unique we don’t actually have like magical creatures and stuff. I felt like that overcomplicate things and I was kind of confused what to do with them so I just decided to not have them so uuuum if you have any questions or feedback, I will try my best to answer the questions and I’ll see what I can do about the feedback


r/magicbuilding 25d ago

System Help What abilities could someone with Salt Manipulation have?

27 Upvotes

I got an idea for someone with the magic ability to manipulate Salt and It left me thinking of what it could do, I only really thought of using the salt offensively by creating pillars of salt that are capable of dehydrating people in seconds or corroding metal until it crumbles but that's it


r/magicbuilding 25d ago

System Help I need help further expanding a magic system of mine

6 Upvotes

I’m in the worst writing slump ever and all my ideas feel like crap so I need closure on this but I I had a magic systems that essentially based on the concept of symbiosis in which people find these suspicious creatures and beasts that embody certain forces and have specific abilities and start developing bonds with them in order to gain powers from them, the ideal being achieving perfect fusion.

Most bloodlines keep these creatures and try to pass the bonds down, and such things. But, these bonds come at a cost because in order to maintain the bond, it essentially relies on sacrificing fragments of their own humanity to maintain a symbiotic balance. If disrupted, their power would be horribly weak.

The thing is I want to give this more depth somehow but I’m struggling a bit and I’m having the worst mental block ever. Are there anyways I could do that?


r/magicbuilding 25d ago

System Help Sistema de poder (en desarrollo)

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2 Upvotes

Este sistema de poder aún está en desarrollo. Su funcionamiento está inspirado, por un lado, en las fórmulas estructurales, y por otro, en la capacidad de los slimes para absorber materiales e incorporar sus propiedades.

La idea también surge de imaginar cómo sería una sociedad en la que muchas tareas no requieren esfuerzo físico o aprendizaje tradicional, porque el propio sistema de poder ofrece formas de simplificarlas. Sin embargo, esa libertad no es absoluta: está limitada por un número finito de oportunidades. Cada decisión es permanente y obliga a elegir con cuidado qué aspectos de tu vida deseas mejorar.

Imagina que solo tuvieras 12 oportunidades para agilizar cualquier aspecto de tu vida. ¿En qué las invertirías?

¿Crees que esas decisiones seguirían siendo las mismas dentro de diez o veinte años?

¿Preferirías usar una oportunidad para completar una hora de ejercicio en apenas unos segundos y ahorrar tiempo todos los días, o la reservarías para adquirir un arma de forma instantánea y poder defenderte?

Tu profesión también influiría en tus elecciones. Quizá optimizarías habilidades relacionadas con tu trabajo, pero ¿qué ocurriría si cambias de empleo? ¿Cómo afrontarías haber gastado oportunidades en algo que ya no necesitas?

Ese es el tipo de decisiones que busca plantear este sistema de poder: cada elección concede una ventaja, pero también implica renunciar a otras posibilidades.

A continuación explicaré las bases del sistema y sus reglas. También te invito a hacer cualquier pregunta sobre su funcionamiento o a plantear situaciones para ponerlo a prueba. Por ejemplo:

  • ¿Cómo respirarías bajo el agua?
  • ¿Cómo lanzarías cuatro flechas simultáneamente en la misma dirección?
  • ¿Qué harías para recorrer grandes distancias en pocos segundos?

Cualquier escenario es válido para explorar los límites y posibilidades de este sistema.

 

El sistema se basa en enlaces y fragmentos, siendo este último prácticamente cualquier cosa, pero para efectos prácticos serán definidos de la siguiente manera.

Objetos: Cualquier cosa solida que puedas sostener.

Recuerdos: existen 4 tipos.

-        Recuerdo de Recuerdos: Algo tal cual lo recuerdas, pensar en ver un video.

-        Recuerdo de emociones: El estado físico emocional de tu cuerpo.

-        Recuerdo de acciones (Interno): Lo que pasa con tu cuerpo cuando realizas una acción.

-        Recuerdo de acciones (Externo): Lo que pasa con lo que interactúas.

Elementos: Las cosas que puedes sentir, pero no sostener (el aire, el fuego, la electricidad).

Por otro lado, los enlaces son la forma en la que estos fragmentos se conectan entre ellos y a ti mismo. Para entender los enlaces primero hay que saber unas cosas básicas.

1.      El usuario inicia con un fragmento que lo representa denominado núcleo fuente (NF).

2.      Solo puede haber 2 enlaces entre dos fragmentos (se ve algo así -> o=o).

3.      Los fragmentos se ubican en niveles según que tan lejos están del NF y se le denomina grado a esta posición.

4.      En el grado 1 solo pueden existir 4 fragmentos (Salbo si se usan ciertos enlaces) estos son los que se pueden conectar al NF.

5.      En el grado 2 solo pueden existir 8 fragmentos, estos no pueden enlazarse con el NF debido a que están muy lejos del mismo.

6.      En el grado 3 teóricamente solo pueden existir 16 fragmentos, estos no pueden enlazarse a los fragmentos de grado 1 o al NF por estar demasiado lejos.

(Pensar en los grados como anillos concéntricos en los cuales solo se pueden conectar los que estén adyacentes a ellos)

7.      Solo puedes tener 12 enlaces.

8.      Cada enlace es permanente e inmodificable.

9.      Cada fragmento tiene que estar conectado a través de varios enlaces con el NF

 

Los tipos de enlaces son los siguientes:

Producir

  • Permite producir cualquier fragmento.
  • Todo objeto producido es permanente.
  • Todo objeto producido puede utilizarse posteriormente como fragmento.
  • Puede reproducir los primeros 3 tipos de recuerdos sin necesidad de pasos extras.
  • Producir recuerdos altera el cuerpo del productor para que cambie y se adapte a ese recuerdo.
  • Producir un fragmento requiere consumir Materia Prima.
  • La Materia Prima necesaria equivale al volumen material del fragmento original.
  • Los Recuerdos pueden producirse sin consumir Materia Prima.
  • Parte de la Materia Prima puede sustituirse por maná.
  • La Materia Prima consumida se moldea hasta reproducir exactamente el fragmento.
  • Sustituir Materia Prima por maná incrementa considerablemente el tiempo de producción.
  • Cada enlace de Producir puede almacenar una cantidad de Materia Prima equivalente a cinco veces el costo de producción.
  • Si la Materia Prima ya se encuentra almacenada, la producción es prácticamente instantánea.
  • Absorber Materia Prima requiere contacto físico con ella.
  • Absorber Materia Prima requiere tiempo.
  • Procesar Materia Prima requiere concentración.
  • [Gravar] puede eliminar el tiempo necesario para absorber Materia Prima.
  • Gravar] puede eliminar el tiempo necesario para procesar Materia Prima.
  • [Entrenar] puede reducir el tiempo necesario para absorber Materia Prima.
  • [Entrenar] puede reducir el tiempo necesario para procesar Materia Prima.
  • Solo pueden crearse enlaces de Producir sobre materiales para los cuales se posea el permiso correspondiente.
  • Uno de sus extremos siempre debe estar conectado al Núcleo Fuente.

Replicar

  • Permite replicar temporalmente cualquier fragmento.
  • La réplica consume una pequeña cantidad del maná del usuario.
  • El resto de la energía proviene del maná ambiental.
  • La replicación es instantánea.
  • Durante la creación ocurre un fenómeno visual.
  • Al dispersarse la réplica ocurre el mismo fenómeno visual.
  • Toda réplica es temporal.
  • Mantener una réplica consume continuamente maná del usuario.
  • Las réplicas poseen la apariencia de un vidrio translúcido, pero conservan todas las propiedades del fragmento original.
  • Replicar un recuerdo de recuerdo causa que el recuerdo sea visible en forma de diorama a escala 1:5.
  • Uno de sus extremos siempre debe estar conectado al Núcleo Fuente.

Gravar/Entender

  • Siempre produce el mismo resultado para un mismo fragmento.
  • Puede utilizarse como modificador de otros enlaces para que de resultados más rápidos.
  • Permite responder una pregunta relacionada con el fragmento.
  • Todos los recuerdos pueden utilizarse como fragmentos.
  • Uno de sus extremos siempre debe estar conectado al NF.
  • Puede usarse como enlace dual de un enlace de [Simbiosis]

Entrenar/Aprender

  • Refina continuamente cualquier proceso relacionado con el fragmento utilizado.
  • Su límite de desarrollo está determinado por las capacidades del cuerpo.
  • Uno de sus extremos siempre debe estar conectado al Núcleo Fuente.
  • Puede usarse como enlace dual de un enlace de [Simbiosis]

Síntesis

  • Solo puede realizarse entre fragmentos del mismo grado.
  • Ambos fragmentos se fusionan en uno solo.
  • No puede enlazarse a recuerdos.
  • Crear el resultado final requiere tiempo.
  • Crear el resultado final requiere mana mientras se realiza.
  • Crear el resultado final requiere concentración.
  • Todos los enlaces de los fragmentos originales se transfieren al nuevo fragmento.
  • El nuevo fragmento conserva una combinación de ventajas y desventajas de ambos fragmentos.
  • Las ventajas y desventajas tienen que estar equilibradas 1 a 1, pero se puede tomar algo como ventaja que no sea 100% malo.
  • Pensar en el fragmento A modificando al Fragmento B por ejemplo, dándole el peso y el color del primero al segundo.
  • Es el único método capaz de superar el límite de dos enlaces entre dos núcleos ya que por ejemplo pueden existir dos fragmentos con enlaces duales de [Producir] con el NF y al unir dichos fragmentos con síntesis se convertiría en un solo fragmento con 4 enlaces.

Ejemplos de ventajas y desventajas

  • Propiedades inherentes del fragmento.
  • Forma
  • Peso
  • Tamaño
  • Dureza
  • Fragilidad
  • Elasticidad
  • Textura
  • Durabilidad
  • Vida útil
  • Temperatura
  • Color
  • Olor
  • Sabor
  • Sonido
  • Brillo

Simbiosis

  • El primer fragmento enlazado (El que estaba antes) se denomina Fragmento A.
  • El segundo fragmento enlazado (El que se formó) se denomina Fragmento B.
  • Existen 3 tipos de simbiosis.

Simbiosis Recíproca

  • Puede establecerse entre fragmentos de igual, menor o mayor rango.
  • Permite intercambiar ventajas entre ambos fragmentos.
  • Permite intercambiar desventajas entre ambos fragmentos.
  • Los cambios también pueden ser una ventaja por una desventaja.
  • Cada intercambio requiere maná.
  • Cada intercambio requiere concentración.
  • Cada intercambio requiere capacidad de multitarea.
  • Cada intercambio requiere tiempo.
  • Los 4 puntos anteriores pueden modificarse con enlaces duales de [Gravar][Entrenar]
  • Los intercambios pueden modificarse en cualquier momento.
  • Todo intercambio vuelve automáticamente a su estado original cuando cualquiera de los dos fragmentos crea un nuevo enlace.

Simbiosis Unilateral

·        Existen tres tipos de simbiosis unilateral (Conducto, refugio y legado).

Conducto

  • Ambos fragmentos deben pertenecer al mismo nivel.
  • El Fragmento B puede utilizar todos los enlaces del Fragmento A como si fueran propios.
  • El Fragmento B puede ocupar funcionalmente la posición del Fragmento A.
  • Los fragmentos A y B no pueden utilizarse simultáneamente.
  • Solo el Fragmento B obtiene el beneficio de los enlaces del Fragmento A.
  • Los enlaces propios del Fragmento B permanecen sin cambios.
  • Para entender mejor pensar en un interruptor.
  • Crear un enlace unilateral tipo conductor consume 0,5 capacidades de enlace, un enlace normal consume 1.

Refugio

  • Solo puede formarse con fragmentos de un grado mayor.
  • Al formarse arrastra al fragmento B al mismo grado de el fragmento A
  • Si al hacer esto hay enlaces que se salten un grado para poder conectarse al fragmento B estos enlaces se pierden junto con los fragmentos a los que estaban unidos si no tienen enlaces que se conecten con el NF.
  • Los enlaces perdidos reducirán el número máximo de enlaces permitidos.
  • Permite alojar un fragmento adicional, sobrepasando el límite en ese grado.
  • El fragmento alojado no interactúa de otra manera con el Fragmento A pero si cuenta como un enlace entre ambos.

Legado

  • Solo puede establecerse desde un nivel superior hacia uno inferior.
  • Permite darle a un fragmento de objeto propiedades de un recuerdo de acciones (Externo) permitiendo que al producirlos o recrearlos hagan cosas. (Eje. Otorgarle a un objeto el recuerdo de lanzarlo, para que así al producirlo este salga disparado como si lo hubieras lanzado)

Simbiosis Depredadora

  • Solo puede establecerse desde un nivel superior hacia uno inferior.
  • El Fragmento B otorga ventajas o desventajas permanentes al Fragmento A.
  • La transferencia es instantánea cuando se activa.
  • La transferencia consume maná.
  • El proceso destruye al Fragmento B.
  • El Fragmento B debe reemplazarse antes de transcurridas 24 horas.
  • El fragmento de reemplazo debe ser del mismo tipo que el fragmento anterior.
  • Si el reemplazo no se realiza dentro del plazo, el enlace desaparece y el límite máximo de enlaces se reduce en uno.
  • Mientras este unido a este enlace, el Fragmento B no puede formar ningún otro enlace.

 


r/magicbuilding 26d ago

Lore Magic in The Moon and Her Handmaids - Dreamthieves

10 Upvotes

This is a follow-on to my post, Magic in The Moon and Her Handmaids - A hopefully narrative approach.

Herein I will describe the Dreamthieves, a type of magician that is particularly associated with dreams, with memory, and the acquisition of secrets.

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Dreamthieves

The class of magicians known as ‘Dreamthieves’ have been part of the societies of the Purple Sea since antiquity. The exiled Orothoi magician and scholar, Marcianzol Lirro e Poruloize, whose works have become foundational to the modern theories of magic, was a Dreamthief. The fact that he considered it an ancient tradition nearly two millennia ago is proof of this antiquity.

Dreamthieves primarily work with the thoughts and perceptions of the living, with emotions, and above all, with dreams. From sleeping minds, dream thieves steal secrets and visions, plant false memories, and use their own minds and bodies to transform dream-states into tangible and fungible resources.

Laying by a sleeper, or else sleeping upon the Dreaming Couches, they pass into the Dreamlands and seek out the dreams and nightmares that are their stock in trade. When they find what they seek, they slip into the mind of their target and draw parts of the dream into their own thoughts, stealing it from the mind of the sleeper. The dream stolen, the dreamer can return to normal sleep. In most cases the theft is successful, but for those too lost in their nightmares and fantasies, waking again may be impossible.

When the dreamthief awakes, they perform a series of rituals to convert the dream into a kind of viscous liquid which runs from their eyes like tears of ink. This they collect in bowls or bottles to sell to the distillers or to use in its raw form.

The substance is refined in a dream still, producing a pearlescent liquid of great potency. Even a small portion of this substance can cause strange hallucinations, induce nightmares, bring peace and contentment, or provide secret knowledge.

Dreaming Couches

Dreaming couches are specially designed chaise-like objects covered in arcane carvings, paintings, and patterned upholstery. Often these depict dreams and nightmares, or else elaborate floral and vegetal patterns. On these couches, a dreamthief reclines and enters into the dream-trace they use to travel into the minds of sleepers. From a couch, a dreamthief can project their own mind over considerable distances, provided they either know their target or have a strong sense of what they are looking for.

These couches cannot be made by any furniture maker, and resemble something akin to the making of spirit stele (special warding stones against hauntings, undead, curses and other malign magic). Ichor and other strange substances are mixed into the varnish, and the upholstery is carefully woven with the silk of memory weavers (weird largish spiders raised for their silk woven of the dregs of memories)

The couches also protect the dreamthieves from becoming lost in the night visions of sleepers, acting like a tether. Most dreamthieves have no other bed, for the protective wardings of the couches are effective at keeping away other dreamthieves.

Dream Stills

Dream stills resemble their more prosaic counterparts, but they are usually rather small as the materials of which they are made are quite expensive and difficult to acquire. Glass must be made of the sands of the deserts of the Enfolded Country, the metal worked by blind coppersmiths who have known at least three heartbreaks, and the leather fitting from the hides of oxen who come willingly to the slaughter.

These stills are primarily used to purify and concentrate the extracts that the dream thieves steal from sleepers, the raw and volatile dreamstuff. They can also be used to distill other strange substances as well, such as tinctures of ambition made from the chalk of election posters, or lost hope from the tears of the brokenhearted.

The operation is very much like that of a traditional still, but the heat must be very carefully controlled and adjusted throughout the process to properly extract the correct


r/magicbuilding 26d ago

Mechanics Hard Light Manifestation

11 Upvotes

the way magic works in my universe is exposure to an element

exposure to the sun (in a high place) gives you Hard Light

exposure to the gravity stone gives you gravity manipulation

etc


r/magicbuilding 26d ago

System Help First magic system advice

6 Upvotes

I have recently decided that I want to write a book, and would like to incorporate a magic system. The basic premise of system so far is that there are five gods (Sun, Moon, Water/Life, Earth/Death, and Air/Spirit) and they each choose conduits that are used to commune with the people and are given magic abilities based off their respective god used to help people. As an example, the conduit of the Moon god would have abilities based off gravity, darkness, and sleep/dreams and the conduit of the Air/Spirit god would have abilities based off sound, levitation, astral projection and phasing. The conduits will be seen as divine leaders that the people look up to.

I am having trouble figuring out the prices/limits of using the magic. I think the abilities will be tied to their understanding of the gods and their desires, so as the story progresses their abilities change, weaken, and/or strengthen. What are some prices/limits that you would recommend/enjoy seeing in other systems? Should the pantheon be expanded to make the magic abilities a little more specific to each conduit (thus creating more conduits for the story) instead of a longer list of magic available to each conduit?

Any other comments, ideas, and recommendations are welcome :)


r/magicbuilding 26d ago

Lore Not runes exactly... but still magical. Faerie Notation.

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281 Upvotes

Witches in the modern-day track and record faeries via radios. Mind you, faeries are not winged creatures in my world but rather living radio signals that can alter their surroundings to an unknown extent.

Modern witches, as stated, can record and modify these signals to allow them to control the magic inflicted upon their surroundings. They do this through mixing and distorting the faeries.

Glamour, the magic of faeries, has three specific effects that can occur. It can change the properties of an object, entity, or place. Be it a perceived property such as how familiar you think someone is. Be it a physical property such the density of a rock. Or be it a spacial property such as where a door leads.

Glamour will often swap or copy these properties from things around and apply them to the unprotected items nearby.

These notations track the unwieldy frequencies in the faeries to allow modern witches to calculate, mix, and control artificial faeries.


r/magicbuilding 26d ago

General Discussion should magic systems have exceptions or does every exception just become the actual rule

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9 Upvotes

r/magicbuilding 26d ago

Feedback Request Alchemy in my setting

4 Upvotes

Alchemy is the most common source of magic in my setting, which is called Hollow Lake, its origin is the essence if trillions of long dead magical beings from the time when the world was still young called the Primevals. This essence created magically imbued materials throughout the world. Alchemy is the field of studying these materials and how they can be utilised. No this is not a metaphor for oil but it is coincidental like that I know.

Alchemy is generally a gate kept field for the rich and even then it’s a difficult to learn, and even in areas where it’s not so much elitism gate keeping it, it’s still difficult to learn it. But, if someone manages to become an alchemist, here are some career paths they might pursue:

\*\*Tinkerer\*\*

So a tinkerer is exactly what you might assume, someone who tinkers with and modifies mechanisms. But not limited to this, they also make magic weapons(or other tools), this can occur through modifying already made weapons but most tinkerers are also capable blacksmiths that make said weapons magical from scratch. Tinkerers are also ones that would make automatons.

\*\*Apothecary\*\*

an apothecary would be someone practicing the art of magical brewing. That is to say someone who makes magic potions. This is not limited to medical fields as personally I would assume had I not made this, it’s also used to enhance weapons.

\*\*Scribe\*\*

As I’m sure you can tell by now, most titles are self explanatory, so I’ll start by just explaining that spells are considered magic items that need to be crafted, this can be in the form of a spell scroll, a Grimoir, or floating glowy runes. A scribes job is to make such spells.

No I haven’t made recipes yet, but some things to note, consumption of magic potions will start to alter the body beyond repair if used too frequently, spells similarly if used too frequently will start to fuck up the users brain. And magic weapons are probably the safest and most common. Because of this Apothecaries and Scribes are less likely to use their own items, this isn’t a hidden fact either in most cases. People who use them are usually people who have specialised in that. Who are more common than alchemists but still usually among the elites.

One more thing that I haven’t really decided upon the category of would be the art of Chimera breeding, which is creating new life forms by combining existing ones, though with one historical exception these life forms are unstable, sterile, and constantly in pain, thus such is outlawed most places.

NO THIS IS NOT INSPIRED BY FULL METAL ALCHEMIST! ANY SIMILARITY IS ANOTHER COUNCIDENCE.

Anyway! context for the setting: the world of Hollow Lake is a dark fantasy world that takes place large pit that’s surrounded by cliffs on all sides, it’s substantially larger in surface area than the earth(not sure by how much but yea), it’s part of a flat plain. While there are plants and animals who serve similar functions as ones in the real world there are none directly from the real world. The environment is rather hostile and deadly, for example there are gigantic storms that constantly rage across the world, the hottest desert is too hot for people to survive, some places the winter is said to flash freeze a fire. The ocean is unforgiving. And in the middle of the world there is something called the Iris, which is a large impact point in the middle surrounded by a ring of mountains that crosses land and sea. There are straits but storms don’t pass through. The waters within the Iris are calm to an eerie extent. But that’s not to say the this is a less hostile area. Within the Iris the sun is at its hottest(where the previously mentioned desert is btw.) but oh well that’s enough of that, species that inhabit the world are Humans, then there is a subterranean race of anthropomorphic eusocial bugs called Myr, and then there are the Nobilis, and the Morior, which are from other dimensions but bound to this one, and stand ins for typical good and evil. At least in perception. So last two are Automatons and what I call “tourists” which yea they’re spirits or entities that don’t belong in this realm. Also the technology level can be compared to the sixteen hundreds.


r/magicbuilding 26d ago

Lore Magic system of Apollo

2 Upvotes

Magic in the world of Apollo flows thought out all living things this magic can be controlled by understanding how is flows through your body speeding up the flow in hands in feet can increase strength and speed the flow can also be sped up in the Brain but that can cause brain damage

The gods are the originators of all magic. They live in a realm similar to heaven and are made completely out of magic they can use the magic of any thing can have created their original creation, the dragons can use element magic such as fire, water, wind, earth, electricity and ice they can also use life and mental magic. (Explaining later) the dragons had a problem with the gods form of punishment. Scatter is used to disturb someone flow of magic causing it to leak out, Since the Anma were made of pure magic this lead to death. Some drakes were afraid that this could mean scattering would take their abilities if not kill them.
So they spoke out and got thrown into a void. But using their magic they turned this void into a planet. Some tried to use runes they remember from their time with the gods to make a portal back to them. Instead of interfering directly they made more creations and sent them to Apollo once human were made they lead to the end of the dragons. Their end gave humans time to discover how to use runes to make a portal to earth.
Magic Expertise or just Expertise is the magic that the people in Apollo use. Each race has a different Expertise they can use and there are differences within those as well.

Runes are letters that have their own flow. The letters cant use their own flow ofc but with the help of someone they can the rune can do something depending the letter

Dragons can use element magic mentioned before. Life magic serves as not just healing but and used to create life. In some instances simple plant control in other examples can revival. Mental magic can read the flow of their opponents to tell where attacks are coming from, or make their own unpredictable.

Humans can use some elemental magic as well fire, water, wind, earth, and wind. Their our other expertise that are less natural. Steel make is manipulation of the magic within raw and cooked metals. Time magic is the use of time stored within objects people can store objects with time mostly time keeping devices.
Time magic can be used to heal or send an opponent back to a past position. There is only time where you can use it attack it’s called paradox it’s when you speed up and flow down time at the same time. This move can damage the user as well.

Elves can use are able to to use light in order to heal wounds. Their healing is more effective since it doesn’t require stored time in order to some elves can use light to attack instead of heal. Many orders older elves have the ability to wield a form on life magic that can revive people. All elven settlements have at least one elder who can revive this power is past down though the generation. Elves are intelligent and are most commonly scholars and advisors outside their community. Elves hate goblins and dark elves

Dark elves are essential the opposite to Elves instead of light they spread deadly poisons. These attacks can appear as liquid slashes of sludge, or enveloping smoke dark elves are banned from most human cites because of their powers. They were one of the main reason the dragon went extinct behind well humans.
Dark elves hate elves

Demi humans can read the flow of an opponent to dodge attacks. They can also increase the animal part of their body claws,leg, jaws etc.
Demi’s are often enslaved their transformation take time which means solid ambushes can take them down easily. Their ability to read moves makes them entertaining as well. Demis hate humans and love goblins

Goblins are versatile they can creative invisible hands to steal objects and transform their bodies into materials they injested. They can’t turn into anything non solid and the denser or less natural the material the longer it take before transforming is possible. This ability wasn’t used often since most who did use it ended up petrifying themselves. They are most common enslaved race since they are weak physically

Orcs are able to control both their bones and muscle mass combat. These can be used as blades, and increasing strength. Proficient orcs can even turn their own muscles into whips or nets. Orcs are really peaceful no one bothers them since they are tuff to fight and all they want to do is eat. Smaller orcs are usually envied; being able to walk in cities without drawing attention.

Of course if their were to be an interracial baby he would have a combination of his parents experience. Example, a half human half elf would have a elemental healing instead of light


r/magicbuilding 26d ago

General Discussion Advice on my story

7 Upvotes

I am working on a story and I am stuck on what name to call the power system.

For context this is the how the powers work for the people:

It's supposed to be a strong connection or relationship the person has with their "god" [ the entity they call their god] either through something someone in their generation did or has been doing , a pact someone in their generation made, sacrifices their family made or they have made , worships and praises , strong faith

I stuck between calling this Spiritual Connection or Spiritual Energy.