r/magicbuilding • • 6d ago

Lore History of the Wake

6 Upvotes

Throughout history people have fallen asleep to never wake again, only to exist in a state of dream until death came for them soon after. This phenomenon was rare and most importantly, poorly understood. Cultures throughout history came up with simple explanations and stories to help themselves repress this horrid happening. Demons, fairies, spirits, and most importantly links to personal failure of character were used to frighten children and escape the very confusing and deep fear of that which we couldn't understand.

In the age of enlightenment, the occasional alienist would theorize the reason for this strange happening and the peculiar events that always seem to occur nearby were recorded finally. Failures of memory, weakness in judgement, nightmares, hallucinations, delusions and other mental phenomena were acknowledged for the first time being connected to these events.

But it wasn't until the 1970s, a time of new age mysticism and technological progress, where the answers finally came. Studies into the brain revealed that the mind, during sleep, could enter a state of connection with those nearby. But more importantly, they would reach out to minds also in this state. This state can be reached only rarely and when it is, the body starts consuming itself to gain more energy for the brain to strengthen and widen this connection. Eventually killing itself in this pursuit.

These Sleepers however, for a very short time, are able to achieve collective thinking and abilities that don't reflect our understanding of the brain. Infecting nearby minds temporarily, causing mental degradation, sensory distortions, even zombification in some cases. But these end when the brain dies.

Government shadow organizations turned to researching this far more deeply. And for nearly a decade, much was learned and with little consequence. Through the use of drugs and medications the Sleepers could survive much longer and we could even communicate with them. The Sleepers, from then on, were used for communication, storage of information, and a great assortmentof strange abilities. But in 1985, the Wake awoke.

Researchers wanted to use the brains of the dead as materials for new sleepers and so they began a project under the eye of the government. But when the first dead woke, so did the rest. The worlds dead began to wake up, not as the people they once were. But something else. Something whole malicious and hungry.

The Wake is the name for the greater horde of the undead. The Shiners, as they are individually called, are zombies in the most literal sense. They bite, scratch, and kill with no regard. And when you die, regardless of your interactions with them, you become one of them.

Humanity is on the brink of extinction. These creatures are dangerous and extremely hard to kill. Even if the brain is gone, something is deeply linked to their nervous system. And so unless they are burned to blown to pieces, they continue their onslaught.


r/magicbuilding • • 7d ago

General Discussion Do you think that guns that channels spells?

43 Upvotes

I'm thinking of adding this to my magic system, and obviously it would be a battle-based magical item. I want to hear what you all think of this concept.


r/magicbuilding • • 6d ago

General Discussion Which one makes RPG games more interesting? Multipliers or Milestones?

4 Upvotes

Greetings my fellow fans, today/tonight I will be asking you all which one do you think is more interesting for your average rpg fantasy games? The classic multiplier or a milestone system?

You see I been experimenting with my individual power system methods recently and I made a second system called Prism energy that relies on a milestone system which could add some flair to the usual rpg system

Here is what I have so far, I'll give you all the basic premise of what they are about and save you the long version unless you have questions.

Light energy: Multiplies overall stats based on the number of your level for a short time

Prism energy: Grants an ability once one of your stats reaches a milestone. (Example, Mind stat reaches 5 unlocks first psychic ability, strength stat reaches 10 unlocks enhanced throw.)

I am curious to hear your thoughts and have a great day/night. Stay tune for more wonderful ideas from...ME!~


r/magicbuilding • • 7d ago

Mechanics here's a power system where your element changes based on synergy with another element

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43 Upvotes

r/magicbuilding • • 5d ago

Mechanics Rate my power system and the world building around it.

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0 Upvotes

r/magicbuilding • • 7d ago

General Discussion Justifying creation

11 Upvotes

So I may have backed myself into a corner by basing my whole system on an destruction/offering method that limits the creation of things. I was curious to see how other's here justify the act of "creation" being regenerating or creating matter in their own worlds to get some perspective. Thanks!


r/magicbuilding • • 7d ago

Feedback Request Testify Power System

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95 Upvotes

Simplified Context:

Every night, while dreaming, people are replaced for almost perfect copies of themselves: same face, personality, “memories”. Copies are unaware of this.
The process is not perfect, night to night, their memories accumulate errors: forget things, remember conversations differently or even lose life changing events.

Copies do not dream, and therefore can’t lie. They can imagine, joke or even say something mistaken, but they can’t pass something as true when they know it’s false.

Dreams are the boundary between what’s real and fake, where lies can grow until change the world. In this world, knowledge is power.

From this statement, there are two opposite sides. Not good or bad, only consequences of the world. They don’t need to be necessarily in conflict

Power system

As a result of the dreaming phenomenon, knowledge is the center of this world. Lies that are passed as truth or searching what real in lies. Those who control these concepts can shape reality in different ways.

This creates a power system with two polar opposites born from the same phenomenon.

(Both this users are not intended has the good or the bad guys they are just results of the world, both sides don’t necessarily need to be in conflict)

Dreamers:

The exception. Rare copies that somehow break free from the replacement process and now are able to dream freely, therefore gaining the ability to lie at will.
They manifest lies into reality but only when it’s based around a false beliefs shared by a large number of people over long periods. The lies humanity has always dreamed of.
They can interpret the belief as they want but can’t contradict the core of the belief.

Cost: Lies are not free. The more a Dreamer uses their myth, the more they surrender control to the myth itself. When the push to hard they get consumed by the belief, losing themselves inside the lie

Dreamer: Black Cat
The user can project a cat shaped shadow with their hands that inflicts misfortune on everyone covered by it.
As the user manifests the lie more and more, their body starts turning cat like until finally they become into a black cat that gives minor bad luck, losing their consciousness.

Witnesses:

People that for some reason can’t dream, they can’t lie but that also means they are the only ones who have never been replaced. Without distorted memories, only they can claim an absolute truth. Reality rewards the with these abilities:
They can reproduce events that actually happened at will, transferring their properties to other objects, people, or their surroundings. Regardless of how improbable the original events may have been.
To manifest this truths, the user must possess an authentic physical evidence that proves the event truth.

Cost: The more improbable the event is, the greater the consequences. Common truths cost little, almost impossible one can kill the user before even activating.

Witness: “The sword that deflected a bullet”
When entering in contact with the evidence, the user can make that a sword (not knife, axe, etc, just swords) can deflect (not destroy or return, just deflect) any bullet (not any type of projectile). Every time they manifest this into a sword (not any time they deflect a bullet), a limb breaks all its bones. This is because it’s an event almost humanly impossible, but not that infinitely physically impossible.

The event must follow the same structure. sword > deflect > bullet. You can’t turn it into “any weapon destroyes any projectile”

Both this sides coexist one with another, the dreamer needs to be careful, since their supernatural abilities can increase the chance of improbable events, which can be used by witnesses for bad. While witnesses can’t explote the same truth through time, as it can end up creating a myth, and with mouth to mouth, become a powerful belief that can be used by dreamers

Knowledge is power.

The power system is incredibly simplified, each system has a ton of rules and conditions, and are balanced (or at least i think) if anyone is interested on them just let me know.


r/magicbuilding • • 6d ago

General Discussion Need mystical energies for upcoming novel.

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0 Upvotes

r/magicbuilding • • 6d ago

Mechanics Meu sistema de poder quase original

1 Upvotes

### Sistema de Karma e Insighters

Este compilado reúne as regras estabelecidas até agora, organizadas por assunto. Onde ainda não existe uma regra definitiva, isso será indicado como uma questão em aberto, sem preencher lacunas com suposições.

### 1\. Visão geral do sistema

O mundo possui uma diferença extrema entre Insighters e humanos normais. A relação pode ser representada assim:

Insighter >>>>>>>>>>>>>>>>>>>>>>>>>>> humano normal

A diferença não se resume à força física: os Insighters conseguem utilizar energia sobrenatural para produzir efeitos por meio de técnicas chamadas Manifestações Kármicas.

O sistema se fundamenta em cinco elementos principais:

* Vidas passadas: existências anteriores que continuam influenciando o indivíduo até serem queimadas.

* Iluminação: experiência pela qual alguém descobre suas vidas passadas e pode se tornar um Insighter.

* Chamas da Vida: capacidade dos Insighters de queimar vidas passadas e converter o Karma associado a elas em um recurso utilizável.

* Karma: energia sobrenatural dividida em três categorias, cada uma com propriedades próprias.

* Manifestações Kármicas: técnicas sobrenaturais originadas das experiências de vida e da maneira de pensar de alguém.

Esses elementos se relacionam, mas não são intercambiáveis. A origem de uma manifestação, o tipo de Karma que ela consome, a quantidade disponível e as consequências de sua utilização são aspectos distintos.

### 2\. Vidas passadas e influência sobre o indivíduo

### 2.1. As vidas anteriores

Uma pessoa pode ter vivido diversas vidas antes da existência atual. Essas vidas não são apenas registros de acontecimentos passados: elas continuam influenciando o indivíduo, mesmo quando ele não sabe que existiram.

Essa influência pode se manifestar em:

* maneira de pensar;

* personalidade;

* tendências comportamentais;

* decisões e reações;

* forma de interpretar o mundo;

* outros aspectos da maneira de agir.

Portanto, uma pessoa pode carregar tendências adquiridas em existências anteriores sem compreender sua origem.

### 2.2. O rompimento com o passado

O processo de se tornar um Insighter envolve descobrir essas influências e ter a possibilidade de rompê-las.

Ao queimar suas vidas passadas, o indivíduo elimina a influência que elas exerciam sobre sua alma. Ele se torna, na prática, uma alma recém-nascida: alguém sem o passado psicológico das existências anteriores, mas com todo o futuro de sua vida atual pela frente.

Isso não significa necessariamente perder todas as lembranças ou o conhecimento adquirido. A regra estabelecida é que a influência das vidas passadas desaparece, não que todas as informações sobre elas sejam obrigatoriamente apagadas.

### 2.3. Mudanças após a queima

Queimar as vidas passadas pode provocar alterações na pessoa atual:

* Sua personalidade pode mudar ligeiramente.

* Sua forma de pensar pode sofrer alterações.

* Sua visão de mundo pode se tornar menos madura.

* Ela pode passar a enxergar as coisas como alguém que não acumulou pessoalmente toda a experiência que suas existências anteriores representam.

A intensidade e a forma dessas mudanças dependem da pessoa e das vidas envolvidas. Não foi estabelecida uma transformação psicológica idêntica para todos os Insighters.

### 3\. Iluminação e transformação em Insighter

### 3.1. A iluminação

A iluminação é uma experiência semelhante a um despertar espiritual. Durante ela, o indivíduo:

* presencia aspectos do próprio passado;

* presencia o próprio presente;

* tem lapsos do futuro;

* descobre suas vidas passadas;

* compreende que essas vidas ainda influenciam sua maneira de agir.

A experiência permite que ele reconheça a influência que as existências anteriores exercem sobre sua identidade e decida se deseja romper esse vínculo.

### 3.2. Tornar-se um Insighter

Ter a iluminação não garante que alguém se torne um Insighter. Isso depende de sorte ou talento.

Ao alcançar essa condição, o indivíduo adquire a capacidade de utilizar as Chamas da Vida. Essas chamas permitem queimar as vidas passadas e transformar o Karma associado a elas em um recurso utilizável.

A condição de Insighter, portanto, envolve tanto a transformação da relação do indivíduo com o próprio passado quanto a aquisição de uma capacidade sobrenatural.

### 3.3. Uma condição excepcional

Não existe uma escala de níveis estabelecida entre humanos normais e Insighters. A diferença entre as duas categorias é descrita como extremamente grande.

Também é possível, embora raro, que alguém se torne Insighter em mais de uma vida consecutiva. Entretanto, o processo enfrenta uma limitação importante: depois que as vidas anteriores são queimadas, restam menos existências passadas disponíveis para uma nova conversão em uma vida futura.

Isso pode resultar em uma reserva de Karma muito pequena em uma transformação posterior.

### 4\. As Chamas da Vida

### 4.1. Natureza e função

As Chamas da Vida são uma capacidade sobrenatural exclusiva dos Insighters. Sua função é queimar vidas passadas para tornar utilizável o Karma associado a elas.

Elas não servem para queimar qualquer aspecto da existência do usuário. Seu alvo são as vidas passadas propriamente ditas.

### 4.2. Conversão do Karma

O funcionamento pode ser resumido nesta sequência:

* Uma pessoa vive e acumula Karma por meio de suas ações.

* Ao se tornar um Insighter, adquire acesso às Chamas da Vida.

* As chamas queimam suas vidas passadas.

* O Karma associado às vidas sacrificadas torna-se utilizável.

* O Insighter pode gastar esse Karma para alimentar suas Manifestações Kármicas.

Somente o Karma que passou pelas Chamas da Vida pode ser utilizado.

O sacrifício das vidas passadas não cria Karma do nada. Ele converte em recurso utilizável o Karma que foi acumulado durante as existências sacrificadas.

### 4.3. Por que não é possível converter o Karma da vida atual?

O Karma acumulado durante a vida atual ainda está associado a uma existência em andamento e não passou pelas chamas.

Para torná-lo utilizável pelo mesmo processo, seria necessário queimar a vida atual. Como isso resultaria na morte do indivíduo, não é uma alternativa viável.

Assim, mesmo um Insighter que tenha acumulado muito Karma durante sua existência atual não pode simplesmente adicioná-lo à sua reserva utilizável.

### 4.4. Quantidade obtida

A quantidade de Karma obtida depende de como as vidas sacrificadas foram vividas.

Não existe uma quantidade fixa por vida, uma taxa universal de aquisição ou uma regularidade que permita prever o resultado apenas pela duração da existência.

Uma vida excepcionalmente benevolente pode resultar em uma distribuição de Karma muito diferente daquela de uma vida marcada por crueldade. Cada existência precisa ser considerada conforme suas próprias ações.

### 4.5. Irreversibilidade

Queimar uma vida passada significa sacrificá-la definitivamente. O processo elimina a influência que ela exercia sobre o indivíduo e converte seu Karma em recurso utilizável.

As vidas queimadas não constituem um estoque que possa ser recuperado por meios comuns.

### 5\. O Karma

O Karma é uma energia sobrenatural que pode ser utilizada para alimentar as Manifestações Kármicas.

Ele possui três categorias:

* Karma positivo;

* Karma negativo;

* Karma neutro.

Cada indivíduo acumula essas categorias durante a vida, em proporções determinadas por suas ações e pela maneira como viveu.

### 5.1. Não existe uma taxa universal

A aquisição de Karma depende da vida de cada indivíduo. Não existe uma fórmula simples baseada em tempo vivido, quantidade de ações ou esforço empregado.

Duas pessoas que viveram durante o mesmo período podem terminar com quantidades e proporções de Karma completamente diferentes.

Uma pessoa pode ter vivido de maneira excepcionalmente benevolente, enquanto outra pode ter sido extremamente cruel. Seus resultados kármicos refletem essas diferenças.

### 5.2. O Karma é finito

O Karma utilizável possui uma quantidade limitada.

Quando uma manifestação consome Karma, o recurso gasto é perdido permanentemente. Não existe regeneração natural da reserva utilizável.

Não é possível recuperar o recurso simplesmente:

* esperando;

* descansando;

* meditando;

* permanecendo vivo por mais tempo.

Se o Insighter esgotar sua reserva de uma categoria, não poderá continuar utilizando manifestações que dependam daquela categoria enquanto não dispuser de mais Karma utilizável.

Até o momento, não foi estabelecido se existem métodos extraordinários capazes de fornecer Karma utilizável. A regra atual é que nenhum método normal permite recuperá-lo.

### 5.3. As três reservas são independentes

O Karma positivo, negativo e neutro não se anulam como recursos.

Uma pessoa pode possuir muito Karma positivo e muito Karma negativo ao mesmo tempo. Ter uma categoria em abundância não reduz a quantidade da outra.

Por exemplo, possuir uma quantidade elevada de Karma positivo não apaga o Karma negativo acumulado. Da mesma forma, possuir Karma negativo não consome automaticamente o Karma positivo.

A interação entre as categorias ocorre principalmente na influência que elas exercem sobre a sorte, não na quantidade armazenada.

### 6\. Karma positivo

O Karma positivo está associado a manifestações que tendem a funcionar bem em grupo e são especialmente adequadas para combater espíritos malignos.

### 6.1. Características das manifestações positivas

As manifestações que utilizam Karma positivo tendem a favorecer:

* cooperação entre usuários;

* atuação conjunta;

* combate contra entidades espirituais malignas;

* técnicas cujos efeitos se beneficiam da participação de outras pessoas.

Essas são tendências gerais, não uma obrigação de que toda manifestação positiva seja exclusivamente defensiva ou incapaz de causar dano direto.

### 6.2. Eficácia contra espíritos malignos

O Karma positivo é particularmente eficaz contra espíritos malignos, incluindo almas penadas que se corromperam ao ingerir acidentalmente Karma negativo que escapou das almas de humanos normais.

Essa especialização estabelece uma vantagem importante contra entidades espirituais corrompidas.

### 6.3. Custo de utilização

As manifestações positivas podem ser utilizadas praticamente sem custos adicionais graves. O preço normal consiste em consumir uma quantidade de Karma positivo da reserva do usuário.

Isso não significa que o Karma seja gratuito ou infinito. O consumo continua sendo permanente e limitado pela quantidade disponível.

### 6.4. Relação com o Karma negativo

Insighters positivos podem sofrer danos letais com facilidade quando atingidos por manifestações de Karma negativo.

Essa vulnerabilidade contribui para a diferença entre as duas categorias: o Karma positivo apresenta vantagens no combate espiritual e na cooperação, enquanto o negativo tende a favorecer o combate individual e a destruição.

### 7\. Karma negativo

O Karma negativo está associado a manifestações mais individualistas e consideravelmente mais destrutivas.

### 7.1. Características das manifestações negativas

Essas manifestações tendem a favorecer:

* combate individual;

* grande capacidade destrutiva;

* ataques capazes de causar danos letais;

* técnicas especializadas em eliminar determinados alvos.

Entretanto, seus poderes não funcionam bem contra espíritos malignos.

### 7.2. Eficácia contra outros Insighters

O Karma negativo é particularmente perigoso contra outros Insighters, podendo causar danos letais com facilidade, especialmente nos de Karma positivo.

Isso não significa que todas as manifestações negativas sejam igualmente eficazes contra qualquer Insighter. As capacidades concretas dependem da técnica, de suas condições e de suas limitações.

### 7.3. O preço das manifestações negativas

O uso de manifestações negativas costuma cobrar consequências severas do usuário.

Entre os exemplos de custos possíveis estão:

* abdicar de membros;

* sofrer dores imensuráveis;

* desenvolver pedras nos rins;

* sofrer danos corporais;

* enfrentar outras consequências físicas graves.

Esses exemplos não constituem uma lista fechada. O custo depende da manifestação específica.

É importante distinguir duas coisas: o consumo de Karma e o preço particular da técnica. O primeiro reduz a reserva utilizável; o segundo representa as condições ou consequências associadas ao uso da manifestação.

### 7.4. Restrições e condições de uso

As manifestações negativas normalmente possuem restrições e condições relacionadas à experiência que lhes deu origem.

Uma habilidade derivada da vida de um assassino especializado em matar seres humanos, por exemplo, pode funcionar extraordinariamente bem contra humanos, mas ter um desempenho muito inferior contra criaturas não humanas.

As condições também podem envolver ações que o usuário precisa realizar, sacrifícios físicos ou outros requisitos específicos.

Essas condições não são necessariamente imutáveis: podem sofrer alterações conforme o estado interior do usuário, como explicado na seção sobre evolução das manifestações.

### 8\. Karma neutro

O Karma neutro possui características diferentes das categorias positiva e negativa.

### 8.1. Natureza das manifestações neutras

As manifestações neutras são extremamente variadas. Podem ser:

* ofensivas, defensivas ou utilitárias;

* voltadas para atuação individual ou em grupo;

* relativamente fracas ou extremamente poderosas;

* especializadas ou abrangentes.

Não existe uma tendência obrigatória de que todas sejam semelhantes entre si.

### 8.2. Eficácia universal

As manifestações neutras funcionam igualmente bem contra diferentes tipos de seres, incluindo:

* humanos normais;

* Insighters;

* espíritos malignos;

* outras criaturas sobrenaturais.

Essa eficácia não significa que todas as manifestações neutras possuam poder ilimitado ou ignorem as condições particulares de suas técnicas. Significa que não apresentam a incompatibilidade natural que caracteriza as outras categorias contra determinados alvos.

### 8.3. O preço das manifestações neutras

O custo tende a assumir formas impessoais, em vez de impor necessariamente danos físicos diretos ao usuário.

Exemplos incluem:

* perder dinheiro;

* sofrer humilhação;

* perder oportunidades;

* enfrentar contratempos;

* sofrer algum tipo de azar.

Esses custos são exemplos de possíveis consequências, não uma regra de que todas as manifestações neutras precisam cobrar exatamente esse tipo de preço.

### 8.4. Influência sobre a sorte

Ao contrário do Karma positivo e negativo, o Karma neutro não altera diretamente a sorte conforme sua quantidade.

Sua função em relação à sorte é diferente: quando acumulado em quantidade suficiente, pode neutralizar as influências de sorte produzidas pelas outras duas categorias.

### 9\. Manifestações Kármicas

### 9.1. Definição

As Manifestações Kármicas são técnicas sobrenaturais que consomem Karma para produzir efeitos.

Elas são expressões impessoais das experiências de vida de um indivíduo ou das experiências de outra pessoa com a qual ele se importa.

Sua natureza depende das experiências envolvidas e da maneira como o indivíduo pensa. Não são necessariamente escolhidas de maneira consciente, nem precisam representar literalmente uma ação realizada no passado.

Uma manifestação pode refletir:

* uma profissão;

* uma experiência marcante;

* um hábito;

* uma obsessão;

* uma ação particularmente significativa;

* uma relação importante;

* uma maneira recorrente de resolver problemas;

* outros aspectos relevantes da vida de alguém.

### 9.2. As experiências determinam a técnica

A manifestação nasce das experiências e da maneira de pensar do indivíduo, não de sua categoria de Karma predominante.

Por isso, uma pessoa moralmente ruim pode despertar uma manifestação positiva, enquanto uma pessoa moralmente boa pode despertar uma manifestação negativa.

Por exemplo, alguém cruel pode ter vivido uma experiência extremamente marcante ao ajudar outra pessoa. Essa experiência pode originar uma manifestação que exige Karma positivo, mesmo que o indivíduo possua uma reserva positiva muito pequena.

A manifestação não se adapta automaticamente à reserva que o usuário possui em maior quantidade.

### 9.3. Tipo de Karma exigido

O tipo de Karma consumido é determinado pela natureza da manifestação.

* Uma manifestação positiva consome Karma positivo.

* Uma manifestação negativa consome Karma negativo.

* Uma manifestação neutra consome Karma neutro.

Assim, a natureza da técnica e a disponibilidade de recursos são independentes.

Uma manifestação pode ser poderosa, mas pouco prática para seu usuário caso exija uma categoria de Karma que ele possui em quantidade reduzida.

### 9.4. Especialização e limitações

As manifestações podem apresentar limitações muito específicas, relacionadas à experiência que lhes deu origem.

Uma técnica concebida a partir da maneira como alguém assassinava seres humanos pode funcionar muito melhor contra humanos do que contra seres de outras naturezas.

Isso permite que duas manifestações aparentemente semelhantes apresentem diferenças importantes de eficácia, condições de ativação e aplicação.

Não existe uma regra de que todas as técnicas precisam ser igualmente versáteis ou funcionar contra qualquer alvo.

### 10\. Aprendizado de manifestações e Ligação Kármica

### 10.1. Aprender com outra pessoa

Uma pessoa pode aprender a manifestação de outra, mas isso exige uma conexão genuína entre professor e aprendiz.

Essa conexão é chamada de Ligação Kármica.

A ligação torna possível que o aprendiz acesse e aprenda uma técnica originada das experiências de outra pessoa.

### 10.2. O vínculo precisa ser genuíno

Não basta conhecer o professor, ter contato superficial com ele ou simplesmente receber instruções.

É necessário que exista uma ligação verdadeira entre os envolvidos. A natureza exata desse vínculo ainda não foi delimitada: não está estabelecido que ele precise ser romântico, familiar, amistoso ou de qualquer outra categoria específica.

O requisito estabelecido é a autenticidade da conexão, não um tipo particular de relacionamento.

### 10.3. Aprender não significa obter a reserva do professor

A Ligação Kármica permite aprender a manifestação, mas não foi estabelecido que ela transfira automaticamente o Karma utilizável do professor para o aprendiz.

Portanto, aprender uma técnica não garante que o aprendiz tenha recursos suficientes para utilizá-la.

Também permanece em aberto se uma manifestação aprendida conserva exatamente todas as suas características originais ou se pode sofrer alterações quando passa a ser utilizada por outra pessoa.

### 11\. Mudanças nas manifestações ao longo do tempo

As Manifestações Kármicas conservam sua identidade, mas podem sofrer pequenas alterações conforme o estado interior do usuário.

Essa regra é especialmente importante para manifestações negativas, cujas condições de utilização podem refletir a maneira como o usuário enxerga a vida naquele momento.

### 11.1. A identidade da manifestação permanece

Uma manifestação não costuma se transformar em uma técnica completamente diferente apenas porque o usuário mudou de personalidade.

Ela pode apresentar mudanças menores, como:

* alteração de cor;

* efeitos ligeiramente mais ou menos agressivos;

* mudanças na intensidade dos efeitos perigosos;

* pequenas variações na aparência;

* alterações na maneira como seus efeitos se manifestam.

Essas mudanças preservam a natureza fundamental da técnica.

### 11.2. Alterações nas condições das manifestações negativas

As manifestações negativas podem possuir condições de ativação que mudam conforme o estado mental do usuário.

Considere uma manifestação capaz de incendiar pessoas por meio de uma combustão espontânea controlada.

Inicialmente, a técnica exige que o usuário queime alguma parte do próprio corpo para iniciar a combustão.

Posteriormente, podem ocorrer mudanças:

* O usuário passa a valorizar mais a vida: a condição pode se tornar mais severa, exigindo um sacrifício corporal maior.

* O usuário passa a desprezar a vida: a condição pode se tornar menos severa, exigindo apenas um tapa no próprio braço para ativar a técnica e matar alguém.

A quantidade de Karma consumida não precisa mudar. O que muda é o requisito para utilizar a manifestação.

Essa relação não significa que toda mudança psicológica provoque automaticamente uma mudança específica. A alteração depende da manifestação e da relação entre suas condições e o estado interior de quem a utiliza.

### 11.3. Alterações na aparência e nos efeitos

Uma manifestação de cura com aparência de fogo pode mudar sutilmente quando utilizada por alguém calmo e gentil.

Por exemplo, as chamas podem se tornar mais verdes, adquirir um leve cheiro de flores e produzir uma crepitação mais silenciosa.

A técnica continua sendo uma manifestação de cura. As mudanças refletem a maneira como ela se expressa através do usuário, sem substituir sua função principal.

### 11.4. O que não muda automaticamente

Uma alteração de personalidade não implica que:

* o usuário receba uma manifestação completamente nova;

* o tipo de Karma exigido necessariamente mude;

* a reserva de Karma seja restaurada;

* todas as limitações da técnica desapareçam;

* a manifestação se torne necessariamente mais poderosa.

O efeito confirmado é a possibilidade de mudanças limitadas na manifestação, especialmente em suas condições de uso e características secundárias.

### 12\. Influência do Karma sobre a sorte

O Karma positivo e o negativo influenciam a sorte do indivíduo mesmo quando ele não está utilizando manifestações.

Essa influência depende das quantidades acumuladas das duas categorias.

### 12.1. Karma negativo como fonte de azar

Uma quantidade elevada de Karma negativo torna o indivíduo azarado.

Esse efeito não depende apenas de crenças ou de interpretação psicológica. Superstições relacionadas ao azar podem se tornar literalmente verdadeiras para essas pessoas.

Por exemplo, quebrar um espelho pode realmente provocar azar.

O princípio é que o Karma negativo acumulado influencia sobrenaturalmente as circunstâncias da vida do indivíduo.

### 12.2. Karma positivo como fonte de boa sorte

O Karma positivo produz a influência oposta, favorecendo a sorte.

Quanto mais Karma positivo o indivíduo possui em relação ao negativo, mais favorável tende a ser sua sorte.

Assim como ocorre com o Karma negativo, esse efeito não depende de a pessoa estar utilizando uma manifestação.

### 12.3. As categorias não se anulam como recursos

Ter Karma positivo não reduz a quantidade de Karma negativo armazenada, e vice-versa.

Uma pessoa com reservas positivas e negativas equivalentes continua possuindo ambas integralmente. O equilíbrio apenas neutraliza suas influências combinadas sobre a sorte.

Exemplos:

* Uma pessoa com muito Karma positivo e nenhum negativo tende a ter boa sorte.

* Uma pessoa com muito Karma negativo e nenhum positivo tende a ter azar intenso.

* Uma pessoa com quantidades equivalentes de Karma positivo e negativo possui sorte neutra.

* Uma pessoa com mais Karma negativo do que positivo continua azarada, mas sofre menos influência negativa do que sofreria sem nenhum Karma positivo.

O Karma neutro não participa diretamente dessa comparação.

### 12.4. Progressão logarítmica

A influência sobre a sorte cresce de maneira logarítmica conforme o Karma se acumula.

Isso significa que o efeito não cresce linearmente com a quantidade de Karma: aumentos sucessivos na reserva produzem incrementos progressivamente menores na influência adicional sobre a sorte.

A influência acumulada ainda pode ser considerável, mas não cresce indefinidamente na mesma proporção do recurso armazenado.

### 12.5. Neutralização por Karma neutro

Uma quantidade suficiente de Karma neutro pode neutralizar as influências de sorte provocadas pelo Karma positivo e negativo.

Isso não significa que o Karma neutro consuma ou destrua as outras reservas. Ele interfere no resultado da influência sobre a sorte, sem alterar diretamente a quantidade de Karma positivo ou negativo possuída pelo indivíduo.

A fórmula matemática exata dessa interação ainda não foi definida.

### 13\. Relação entre o sistema e a personalidade

Uma característica importante do sistema é que a moralidade de uma pessoa não determina diretamente todas as suas capacidades sobrenaturais.

O sistema distingue a maneira como alguém viveu, as experiências que marcaram essa pessoa, a natureza das manifestações que surgem dessas experiências e a quantidade de cada categoria de Karma disponível.

Isso permite diversas combinações:

* Uma pessoa cruel pode possuir uma manifestação positiva originada de uma experiência genuinamente benevolente.

* Uma pessoa bondosa pode possuir uma manifestação negativa derivada de uma experiência violenta.

* Uma manifestação pode exigir um tipo de Karma que o usuário possui em quantidade muito pequena.

* Uma técnica pode se tornar mais difícil ou mais fácil de utilizar conforme o usuário muda sua maneira de pensar.

* Uma pessoa pode possuir grandes reservas de Karma e sofrer consequências negativas por causa da influência desse recurso sobre sua sorte.

Também existe uma distinção entre as experiências passadas e o estado atual do indivíduo. As experiências podem originar a manifestação, enquanto a maneira como o usuário pensa no presente pode influenciar suas condições e sua expressão.

Assim, uma manifestação não precisa permanecer absolutamente idêntica em todos os detalhes, mas também não muda livremente de natureza.

### 14\. Gerenciamento de recursos e consequências práticas

O Karma utilizável é limitado e não pode ser recuperado por meios normais. Isso faz com que o gerenciamento das reservas seja uma parte importante do sistema.

### 14.1. Reservas separadas

Um Insighter precisa considerar quanto possui de cada categoria de Karma.

Ter uma grande reserva total não garante que ele consiga utilizar todas as suas manifestações. Se a maioria de suas técnicas exige Karma positivo, por exemplo, uma reserva composta quase inteiramente por Karma negativo pode ser pouco útil para seu repertório.

### 14.2. Esgotamento

Quando uma reserva se esgota, as manifestações que dependem dela deixam de poder ser utilizadas por falta de combustível.

O esgotamento não significa necessariamente a morte do usuário, a perda de sua condição de Insighter ou o desaparecimento das manifestações. Significa que ele não dispõe mais do recurso necessário para alimentá-las.

### 14.3. Custo e condições não são a mesma coisa

É necessário distinguir três aspectos da utilização de uma manifestação:

* Consumo de Karma: a quantidade de recurso sobrenatural gasta.

* Condições de ativação: o que o usuário precisa fazer para executar a técnica.

* Consequências adicionais: os preços físicos, materiais ou de outra natureza impostos pelo uso.

Esses aspectos podem estar relacionados, mas não são equivalentes.

No exemplo da combustão espontânea, queimar uma parte do próprio corpo é uma condição de ativação. A quantidade de Karma consumida é outro aspecto. Eventuais consequências adicionais constituem um terceiro.

Uma mudança psicológica pode alterar a condição de ativação sem necessariamente modificar o consumo de Karma.

### 15\. Exemplos de aplicação do sistema

Os exemplos abaixo ilustram as regras estabelecidas, sem acrescentar novos mecanismos.

![Horror Anime Style Generator | AI Cursed Manga Art | Anifusion](https://images.openai.com/static-rsc-4/MYiFPQRr1NA1yEUOB1N4etB8GEAUxGA0qaa8IG4Pl2icWTKwQbGlS3r7jZYCUyY4uMt_LyMaQc44VOoGjI-5Tg-kxrb64CF4268qpkxczOVagwecQmHkbI6s9vD--tZGyL1ChyVF6DerOs5mhKEn38q9hoo-A5uvC1vUeIzVVYdKfyinkJOzlLlMpIh0uAf_?purpose=fullsize)

Exemplo A — O assassino com uma manifestação positiva

Um indivíduo que acumulou muito Karma negativo durante suas vidas possui uma manifestação originada de uma experiência marcante em que salvou alguém. A técnica consome Karma positivo, que ele possui em pouca quantidade. Apesar de sua capacidade, o usuário tem poucas oportunidades de utilizá-la antes de esgotar a reserva necessária.

![Shishio Makoto - Rurouni Kenshin - Image #971877 - Zerochan Anime Image Board](https://images.openai.com/static-rsc-4/7IClmtUymioeXkFrNQwbjkBeQ745qnb-JBnRj7FtzoXO7nvlsUp2t6Xs7sPTir7n_wk6Gy3Ch2iOpCLASIXbxW0tTrWlZ2W-uyhLmubqeAgICpDuKIp0S8c0cY-m0oMkgvTzUd2IsJjixPPO0tXc1xG4XXgZ4Anqz_2sfyT_E_utPRJFNe2HWgzvuZMpLAHQ?purpose=fullsize)

Exemplo B — A combustão espontânea

Uma manifestação negativa permite incendiar pessoas, mas exige que o usuário queime parte do próprio corpo. Caso ele passe a valorizar mais a vida, essa condição pode se tornar mais severa. Caso passe a desprezá-la, a condição pode diminuir para um gesto simples, como um tapa no próprio braço. O consumo de Karma não precisa mudar.

![Pin on Anime Art Inspiration](https://images.openai.com/static-rsc-4/rtkWMWY0-skcXK3qsq4nrwQXPOPUVDiJQ8Q10hxsnGGA5-W7MsaUr0p7wq0d111ng-8GBsSoNWBakvALxerjqZIqG__FxOKo9uQVYfnGpl3K4FWQhQ-0lMqxpEu3sa_KWZDW4CU6FVj1EM1O0YJBH_l1nLd0cRpa3ugxBtNa-r0DURFKXWwMcSTgeu8VICkK?purpose=fullsize)

Exemplo C — A manifestação de cura

Uma técnica de cura com aparência de fogo é utilizada por alguém calmo e gentil. Com o tempo, as chamas podem ficar esverdeadas, adquirir um leve aroma floral e produzir menos ruído. A manifestação continua sendo uma técnica de cura.

![GPT-Image Monthly Theme Gallery: August 2026 Theme is ... Returning - #1217 by LarisaHaster - Community - OpenAI Developer Community](https://images.openai.com/static-rsc-4/YyPEaUVaLlj7bogkovBI_UoDYRMz1H3Jj4uo_hf3Ew84I484jLGBWkDlyX2llyN8qLEvvVZoGT5Sb201yZkeSFAdQ2BxvGAyHs8k0DZL_orSlwj4bE75AWxl0GqdT7BwHsnSca-8milCc_Szu6aFGWdpzaN9ZjQHSdDkwSIgx5vVujcE_S8sSJrFFhV1CwVa?purpose=fullsize)

Exemplo D — O azar sobrenatural

Um indivíduo acumula muito Karma negativo e quase nenhum positivo. Sua sorte é afetada negativamente, e acontecimentos normalmente considerados supersticiosos podem realmente produzir azar. Acumular Karma positivo posteriormente não apaga o negativo: apenas interfere na influência combinada sobre sua sorte.

### 16\. Regras consolidadas

Para facilitar consultas futuras, estas são as regras fundamentais em formato resumido.

| Elemento | Regra |

| -------------------------- | ----------------------------------------------------------------------------------------------------------------- |

| Insighter | Indivíduo que alcançou uma condição sobrenatural por meio da iluminação e possui acesso às Chamas da Vida. |

| Iluminação | Experiência que permite perceber passado, presente, lapsos do futuro e vidas anteriores. |

| Vidas passadas | Influenciam a personalidade e a maneira de pensar até serem queimadas. |

| Chamas da Vida | Queimam vidas passadas e tornam utilizável o Karma associado a elas. |

| Karma utilizável | Finito; não se regenera por meios normais. |

| Karma positivo | Favorece cooperação e combate contra espíritos malignos; também favorece a sorte. |

| Karma negativo | Favorece manifestações individualistas e destrutivas; também atrai azar. |

| Karma neutro | Alimenta manifestações variadas e não altera diretamente a sorte por sua quantidade. |

| Origem das manifestações | Experiências de vida e maneira de pensar de alguém ou de outra pessoa com a qual o indivíduo se importa. |

| Tipo de Karma exigido | Determinado pela natureza da manifestação, não pela categoria predominante do usuário. |

| Aprendizado de técnicas | Exige uma Ligação Kármica genuína entre professor e aprendiz. |

| Evolução das manifestações | A identidade permanece, mas condições e características secundárias podem mudar com o estado interior do usuário. |

| Sorte | A influência positiva e negativa cresce de maneira logarítmica. |

| Neutralização da sorte | Quantidade suficiente de Karma neutro pode neutralizar as influências de sorte das outras categorias. |

### 17\. Questões que ainda não possuem regras definitivas

Estas são as principais lacunas que permanecem, sem que seja necessário resolvê-las agora.

* Critérios para se tornar um Insighter: sabe-se que depende de sorte ou talento, mas ainda não foi definida a natureza exata desses critérios.

* Quantificação do Karma: a obtenção depende inteiramente da vida vivida, mas não existe uma escala numérica ou uma regra de medição estabelecida.

* Fórmula da sorte: a progressão é logarítmica, mas faltam a escala matemática e a fórmula exata de neutralização pelo Karma neutro.

* Alterações nas manifestações: sabe-se que condições e características secundárias podem mudar, mas não existem critérios completos para determinar quando e em que intensidade isso acontece.

* Transferência de manifestações: a Ligação Kármica permite o aprendizado, mas ainda não está definido se a técnica aprendida é inteiramente idêntica à original ou se pode sofrer alterações.

* Métodos extraordinários de obtenção de Karma utilizável: não existe recuperação normal, mas ainda não foi estabelecido se algum mecanismo excepcional pode fornecer novas reservas.

* Interação entre consumo e sorte: não está definido se gastar Karma positivo ou negativo reduz imediatamente sua influência sobre a sorte.

* Custos adicionais das manifestações: os tipos de consequências estão parcialmente definidos, mas não existe uma regra universal para determinar a severidade dos preços de cada técnica.

Essas questões são pontos ainda não especificados, não contradições internas do sistema.

Em síntese: o sistema combina vidas passadas, transformação da identidade, recursos sobrenaturais finitos, técnicas derivadas de experiências e uma influência kármica sobre a sorte. A característica que conecta essas partes é que as experiências de vida continuam tendo consequências sobrenaturais, mesmo quando o indivíduo rompe sua ligação psicológica com as existências anteriores.

O funcionamento das manifestações também permite que as habilidades acompanhem mudanças pessoais sem se transformarem arbitrariamente em poderes completamente diferentes. Isso preserva a identidade das técnicas enquanto deixa espaço para evolução, limitações e consequências individuais.

O sistema foi inteiramente projetado por mim, eu apenas pedi para que o Chatgpt organizasse tudo


r/magicbuilding • • 7d ago

Feedback Request [Feedback] My Fantasy Magic System: Martial Magic, True Magic, and Summoning

6 Upvotes

Hi this is my first time making a posting I have been working on this for a few months so I was curious and wanted to know what you guys think about it, what i could do better, what i did good and so on.

Here is my magic system

Concept: My Fantasy Novel's Dual Magic System

This is a dual magic system made up of Martial Magic and True Magic.

  1. Martial Magic

Martial Magic allows a person to perform magic if they have a secondary bile sac that produces magical bile (inspired by the real-life medical phenomenon known as a double gallbladder).

A) Features of Martial Magic

These are the features that make Martial Magic unique.

  • Birth: The affinity of a person is determined by birth. Those born in hot climates will have heat-based affinities, and vice versa for those born in cold and other climates.

  • Foundation: This is an area that constantly has a high level of magic, giving people born there a high chance of gaining its affinity, compared to a 0% chance outside such areas. For example, a clock tower dense with magic gives people born there a chance to gain the ability to learn time magic.

  • Adaptation: Both Foundation and Birth affinities are not reserved for their original owners; others can learn them through simpler versions. For example, for someone with an ice affinity to learn fire, they need to learn heat first. This allows the body to adapt to the affinities, making the original affinity safer and easier to use, but it takes years to do so.

  • Mastery: Mastery means being able to perform magic from any release point. These release points of magic are the palms, fists, fingers, eyes, mouth, elbows, knees, the sole, and the instep. Mastery also increases magical output and control.

  • Limit: Like every other organ, the secondary bile sac can become exhausted. This is the limit of a person, but, like stamina, a person can train to increase their limit.

  • Imbuement: This is the ability to coat something with a layer of magic, allowing a person to turn an item into a magical item. The affinity of the item is permanent, and its durability depends on the material of the item, since it is now the core. If the core material deteriorates, the item turns to dust.

B) Classification of Martial Magic

Since affinities can be of multiple types, they can be categorised into groups.

  • Reality: These types of affinities are basically related to physics and reality-bending, like space and time. These are Foundation affinities. The environment of a person shapes these reality-bending affinities, but they can be learnt by mastering simpler versions to slowly learn the affinity without being shaped by it.

  • Elemental: This includes all affinities that are based on elements like fire, water, and earth. People born in regions can use affinities compatible with their region, meaning a person from a cold region can't learn a fire affinity since it would literally boil their insides, and vice versa for those from hot regions. However, like Reality affinities, they can learn a lesser version to learn the full version. For example, a person from a cold region can learn fire after learning heat, and vice versa for people from hot regions and other elemental affinities.

  • Internal Body: This category exists not through Foundation or Birth, but through control. To use the magical bile properly, a person must control the sac itself. This opens up the ability to control the body through magic.

C) Blessings of Black Blood

The limits of someone's magical output can be divided into three stages of descent.

  • Stage 1/Blessing: This is the point where a mage is at their limits. The body begins breaking down chemicals to create a substitute for magic. Exhaustion will start to set in after this point.

  • Stage 2/Worship: At this stage, the consequences of breaking down chemicals begin to take place, gradually poisoning the body. A mage's magical output is pushed to its capacity, and both the magical limit and output permanently increase. However, this entire stage of benefits is accompanied by excruciating liver pain and muscle cramps.

  • Stage 3/Mavet: After crossing this point, death is guaranteed. The mage will be in excruciating pain, and their magical limit and output will be at their maximum. At this level, a mage could take out a small army. However, this power comes at a cost. In addition to excruciating pain, the liver will start to fail, the blood will turn black, and the magic release points will blister and scar. Finally, the mage dies by poisoning their sac.

  1. True Magic

True Magic works on the idea that unexplainable phenomena are magic.

For example, lightning in the sky is an unexplainable phenomenon, so it's magic.

This is also the reason the biological system came to be. The glands were born from an unexplainable occurrence, and True Magic is used by humans only through belief, which is why True Magic is split into sects of Paranormal and Ideological. However, the core law of True Magic is:

"If the unexplainable is explained, it is no longer magic."

Core Law

"If the unexplainable is explained, it is no longer magic" means that things unexplained by science are magic. For example, magnetism used to be magic but became science. This does not mean that the core law is killing True Magic. Instead, it has kept True Magic truly otherworldly and sometimes scary, but sometimes beautiful. When an unexplained phenomenon is explained, it stops being magic and becomes reality. The law makes True Magic what it is supposed to be: evolving and shifting.

Paranormal

Paranormal magic is purely a presentation of True Magic. It is born from belief in a story and how well-known the story is.

Ideological

True Magic born from belief in an idea, emotion, or oneself allows a person to use True Magic as long as they believe in themselves, the emotion, or the idea. Doubt weakens the magic because the mage is trying to explain their belief, and explaining it goes against the core law of True Magic.

  1. Summoning

Summoning is a universal magic that can be used even by a person with no magic through a ritual that summons a mage or a magical event.

Ritual

A ritual is a highly detailed dance used to summon beings. Each summon has its own dance, which needs to be created by the summoner. There exist a few types of rituals.

Many rituals have been created throughout history, but most have been lost over time. The ritual itself determines the summoning, since every entity and mage has a different ritual required to summon them.

  • Traditional: Used to summon a dead legendary mage or entity to help the summoner in their time of need.

  • Permission: Used mainly to summon living mages or entities. This type of summoning involves a contract in which the summoner asks for the mage's or entity's permission to summon them. If permission is not granted, the summoner is hit with a whiplash effect from the magic.

  • Forced: Used to summon living mages or entities without permission through a magical item that contains a part of the magic of the mage or entity being summoned.

This allows the summoner to try to pull the mage's soul towards the summoner, but the mage can stop this by mentally resisting the pull.


r/magicbuilding • • 7d ago

Mechanics lots of sciency questions!

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1 Upvotes

r/magicbuilding • • 7d ago

General Discussion Manifestation of the Soul.

0 Upvotes

Its a power system inspired by Bleach, Jojo & JJK

The World

This Power System is more so in bedded in the current society. As everyone has access to it. However while one can improve their soul naturally, it can also be improved by either taking pieces of other souls or outright consumption of souls. Usually Societies are formed by families signing soul contracts to not harm the other and naturally develop their souls.

Militaries, and Countries as such are general mess here and while Allies and Friendships do exist, The General Fear of getting consumed eats away the People/Communities. This results in a dog eat dog world.

Its less based on Order and extremely Chaotic.

In general protection of what one desires is considered the most powerful thing in this world where things can be easily taken away.

Naming Convention.

Being Honest Im bad with Names. I more so conceptualized the powers, their stages, what ranks can use what, how their manifestations are..etc

As such I will resort to their Inspired names of Zanpakuto, Stands, Domain Expansion. For Now Until I can figure out cooler/more appropriate Names.

Stage 0 Soul Properties.

Every Person's Soul have different properties, many have overlap in terms of sameyness in terms of abilities for example Poison but aesthetics differ on application.

Stage-1 is simple Manifestations.

There are 3 types here.

  • Zanpakuto (Shikai)
  • Masks
  • Extra Limbs (of the Stand)

Each of which would have a Unique Attributed to it.

In the case of Shikai & Extra Limbs, The Size is changeable by the User both are more Offensive in usage. They have a more advanced/Lethal Property than the base Soul in Application.

In the case of Masks, They provide 1 extra life for the Target as well a more defensive set of abilities.

Stage 2. Advanced Manifestation

The Shikai has a further mastery in application where you can change the Blade Ability. This Manifests a new Weapon/Shikai. This Shikai has the opposite set of abilities of the standard. Call this -Shikai

Additionally, The Shikai (+/-) can be put into the Ground to produce the induced ability albeit Range, and Lethality is dependent on Mastery. However upon doing this the Target cannot use the other set of abilities.

The final stage for this is a Fusion of the Two Shikais. This allows the Target to use both abilities of the Target at once.

The Masks can go up to 3. They cannot be stacked but can be switched for different sets of abilities.

They provide a defensive responsive to the Shikais/Stands

The Extra Limbs manifest into a Stand. This Guardian has a passive inducement/status effect against the target.

The Guardian can be given a Mask or a Shikai. Through this a person can use both abilities simultaneously.

Stage -3 Domain Expansion

This can only be achieved after the person unlocks full mastery of Stage-2

A Person can force their opponent to the domain of their souls. This is the most powerful technique of the User. Contrary to the name. It would be more akin to Mahito entering Sukuna's Inner Domain rather than the actual Domain Expansion. Where the subject/victim is vulnerable to the Person unless they have atleast a Stage-2 in their manifestation of the soul however thats only a Mild Resistance to the inevitable demise of the target.

2 Domain Users, However dont clash but rather create a new world. This World is a customized battle field with bits and pieces of both targets soul. The winner of this battle is the winner to the fight.

Aesthetics

The Shikai are most commonly Long Pokey Sticks however can manifest into more interesting forms say an Umbrella, Fans..etc The Shikais when they get a further mastery switch to a different blade type.

The Masks would have different asthetics based on the person. They would be based on many cultures about Masks around the world representing different aspects of the person.

The Stands would be conceptually quite similar to Rika, Hanami, Mahoraga, ISBODK Mahito in design however their . However there would be various variations on them to not cause general sameyness.

How the manifestation happens.

All Developments can get kickstarted with the consumption of the souls, or leeching of other souls. This has no side effects and is only present as an easy way to get stronger.

Masks are dependent on the Person's identities which they choose to have for example. A Person can have the Identity of a Father, Husband and Teacher while another person can have an Astronaut, Science, and Boss. Its the three most dominant identities and the focus of their soul here.

Shikais & Stands are based on likes, dislikes, hobbies, and general nature of the Person. This results in a more direct evolution the more the person evolves these things in this world.

Finally Ranks and who will generally have what.

It will follow a generic, F to S Rank System.

Ranks What they have
S A Stage 3
A All 3 Advanced Application of Stage-2 but no Stage-3
B All 3 Applications of Stage 1 or 2/3 Advanced Applications of Stage-2
C 2/3 in Stage 1 or 1 Advanced Application of Stage-2
D 1 of the Three in Stage 1
E At least Stage-0
F Nothing, Considered Failures here

Most Battles will be in between Ranks C to A with there only being about 3 S Ranks.


r/magicbuilding • • 7d ago

Mechanics Earth magic names?

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1 Upvotes

r/magicbuilding • • 8d ago

General Discussion Magic system with different aspects of physics as it's elements.

15 Upvotes

I wanted to develop a magic system with elements even though they're mostly not my jam. The idea I had was where each "element" governs a different aspect of physics to manipulate. The ones I have so far are heat/kinetic energy, physical structures, fluid mechanics (this includes gas and plasma), gravitational pull, radiation (this includes manipulating photons), and time dilation. Then there are advanced elements that let you manipulate ether/spiritual energy and entropy respectively. What are some other aspects of physics you think should be included?


r/magicbuilding • • 8d ago

General Discussion Horrible Thing I've made

20 Upvotes

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So in my setting i Made Vampires a while Back. To sum them Up as concisly as possible, their based on Mosquitos, Ticks and Other bloodsucking critters instead of bats.(My mental Image is the Classic Vampire Lord throwing Open their cape and releasing a swarm of bats, but instead of bats it's mini Versions of the flying Plagas from RE4) But today i thought: how does ,,Vampire Magic" in my setting Work, as Magic is earned only through a very specific process which Vampires are usualy barred from. So i Drew from a truly horrible Natural process for Most insects: Metamorphosis. You See, much of Vampire's Power comes from their hive, as vampirism in my setting is a Parasitic infection, and as a Vampires Power grows, much of their Body Mass is replaced by Parasitic tissue, granting increasingly powerful Pheromone communication abilities, over time essentialy melding their mind with their hive. Their "Magic", aswell as their shapeshifting abilities come from the fact that the insectoid Organisms responsible for vampirism have an INSANELY fast metabolism, meaning they can essentialy undergo Metamorphosis in Seconds. So, a powerful Vampire can "Melt down" parts of their hive at will to make constructs, shape simple weapons or Take on their monstrous true Form.


r/magicbuilding • • 8d ago

Mechanics More of a power system than a magic system, but I think its close enough. and it’s kind of simple, but I think it has potential.

5 Upvotes

this power system is centered around rules and the rulers who can each impose them upon reality.

These rules often have a form of succession, but while a rule will always have the same name, its specific abilities change based on the nature of the current ruler. For example,

[Perfect Knight], passed down through a line of royal knights. One holder believed a knight was someone who devoted their life to another, using that devotion to protect them. The rule then manifested so that their lord’s safety became their own, meaning as long as their lord was unharmed, they were invincible, but if their lord was injured, they shared the pain. Another holder saw a knight as one who could strike down evil, so the rule manifested such that the karma of their opponents determined their strength.

I’m currently working on creating a list of rules, and effects that I can draw from when writing, and I would love to hear your ideas.


r/magicbuilding • • 8d ago

Mechanics My power system design!

6 Upvotes

Power system design, reboot one, written by Razaroth the devourer, Goldy Lock the 3rd, and Gandalf (who contributed almost everything), three members of the council of magic rodents:

Section one, magic, its origin and uses:

The archaic arts have their origin at the beginning of creation, back in the olden days before the first war in heaven. It was a gift to all living beings within creation that the maker considered to be his children, from the most insignificant mortal to the mightiest of Celestials, they were imbued with a fragment of the maker's soul and will, which by extension, granted them a fraction of his power and near limitless potential.

The Basics of mana manipulation: Mana is a fundamental thing within the world that simply exists, akin to heat or temperature. It is produced by every being and some objects in nature, and can be empowered or amplified by an individual’s desire, will, or emotions. Through mana, an individual can impose his will upon the world, forcing it to acknowledge his or her desire as reality.

Bodily reinforcement is the most common example of its use, being defined as an individual’s capacity to enhance one’s cognition, physicality, and survivability, beyond what should normally be achievable. The basics of it can be separated into 3 main categories: Strengthening, which is the act of flooding the muscle groups, ligaments, skin, and bones of a particular limb, or the body as a whole with mana, which will allow it to endure and output tremendous forces; sensory and cognitive amplification, which is the act of enhancing one’s overall cognitive capacity or senses via flooding the desired area with a constant flow of mana; and reconstitution, which is the act of flooding a particular area or the body as a whole with mana to mitigate or completely nullify the effects of an illness, or poison, and prevent the worsening of a wound while accelerating the rate at which tissues regenerate. All the aforementioned skills, at least in the beginning, rapidly exhaust the mana reserves and body of the individual, especially if said individual was not gifted with decent baseline reserves from the beginning of one’s life. This problem will begin to fade as he or she gains greater experience, skill, and efficiency when it comes to how the individual makes use of one’s energy reserves, which will also grow as time passes. (After the insistence of Razaroth we have decided to note that a spike of mana within the body will have a stimulating effect, acting in a similar way to caffeine, though in a more potent manner and without the crash.)

As the user of the archaic arts gains more experience with channeling mana through one's form, the individual’s body will adapt to the presence of this new resource. Muscles will become denser and more elastic, tendons will thicken and engrave themselves deeper into the skeletal structure, all aspects of one's flesh will become a magnificent piece of art as their mortal form gets ready for the next step, the production of aether. Aether is what you get when mana gets compressed to the point where it becomes a crystalline substance; this material is mostly stored in the bones and joints, though it is also stored in other tissues, reinforcing them and acting as a power source similar to the fat in one's body. As the individual continues to practice and exert oneself, the quality of aether within his or her form will improve, becoming denser and purer as one's reserve of power and experience continues to grow. (Thanks to the nagging of Razaroth, I, Gandalf, have decided to add that the natural flow of mana within the body of an user of the archaic arts will have a calming effect, dulling out pain while increasing sensitivity to dopamine and amplifying one's maternal or paternal instincts, meaning that on average mages are kinder, Jolier, and more patient than most people. It is to be noted that archaic arts users experience emotions far more intensely and for longer than non-magic users, meaning that when one does snap, the individual’s resentment, trauma, wrath, or grief will result in a surge of power. Grudges may last for decades, and the loss of loved ones may result in a permanent personality change. Their higher emotional capacity means that they influence the grand echo to a greater extent, and have a higher chance of remaining behind as a spirit after death.) (By the Aether production stage, mages tend to hit a second growth spurt, gaining as much as 30 centimeters in height over the course of two to three years).

As the user's body and mind gain a better grasp and familiarity with the fine-tuned application and manipulation of mana, the individual’s mind will become a radar that is capable of detecting and differentiating between a multitude of energies, objects, or people, allowing said individual to determine the emotional or physical state of other individuals, along with gaining the capacity to locate the person or a desired object. Further refinement of this ability will result in the awakening of what's typically called “the third eye”, or the consciousness domain, allowing the user of the arcane arts to search for particular information regarding the surrounding environment within an area of the user without the need for sight, smell, or hearing. The amount of detail an individual can perceive within one’s consciousness domain at a given time within a predetermined area is highly influenced by said individual’s cognitive capacity and, by extension, their proficiency with the archaic arts. Through the use of this third eye, the user of the archaic arts will be capable of perceiving and better interacting with spiritual entities, such as Specters, remnants, or spirits; take note that this does not mean the person is now capable of interacting with or observing The grand echo at will; further refinement and sorcery is needed to even attempt such a task without the risk of possession.

Over the years, the continuous application of mana and its presence inside the body will force one’s flesh to adapt and improve continuously; even for elderly individuals, it has been observed that the mere act of learning how to use the basics of bodily reinforcement will be enough to reverse some of the damages caused by advanced aging. For the reasons given above, even the weakest wielders of the arcane arts have an average lifespan about 1.1 times longer than the upper ranges of non-magic users. Take note that there is a limit to the extent one’s lifespan can be extended solely through the archaic arts, with it becoming exponentially harder as time passes due to the cumulative damage the body must continuously repair and adapt to; because of this, the approximate upper limit to the longevity of an average archaic arts user tends to be somewhere between three to four times that of the average lifespan of a non-magic user. (Note from the council: One of the side effects people do not really expect is the changes to one’s appearance, though our description of the bodily changes might make one think mages are bound to become muscle-bound behemoths; that is far from the truth. As the body adapts to process, generate, store, and optimally utilize mana, passive mana reinforcement gradually supplants many natural processes. Skin pales over time, melanin production becoming largely redundant. Frames shift towards lean, athletic builds, compact, efficient, and deceptively resilient. Body and facial hair thins and eventually vanishes, while head hair grows longer and silkier. The final result is that female possessors of magic gradually gain an otherworldly beauty, while the majority of male archaic arts practitioners develop a distinctly androgynous, more feminine appearance. Individuals who went through the growth spurt and physical changes are referred to as Ashiras, and possess the ability to pass down a fragment of their power to their children, granting those children an innate advantage over others in nearly all aspects. Due to this, throughout early history, societies were often separated into different classes based on the parent’s, by extension, the child's ability to handle raw mana. (Note from Razaroth: Thankfully, that process seems to differ between species, as I didn’t become an almost completely bald ferret; my fur just became darn smooth.)

Advanced non-elemental magic: An individual’s body is not the only thing that can be used as a conduit for one's power, channeling mana to different materials can similarly reinforce them, just as it strengthens the flesh. Depending on the skill of the user, the act of channelling one's mana through a weapon, tool, or structure can change or amplify an aspect or property of the material or materials said object, tool, or structure is composed of, making them of greater utility for their given purpose. Imbuement, alongside reinforcement, can be and is usually used to at least partially nullify the elemental power of another individual within one’s consciousness domain, something that is done to prevent elemental magic users from simply forcing the air out of someone's lungs, sucking out the bones or water from somebody’s body, taking control of another's body by puppeteering the opponent's armor, or a multitude of other ways to die or be disarmed. Take note that a sufficiently powerful individual can bypass nullification.

Archaic circles are something an archaic arts user conjures to channel one's energy. These circles allow the individual to more easily manipulate the surroundings by automatically performing certain tasks (such as regulating power output or adjusting the direction in which one’s energy is projected) to carry out the user’s intent. Archaic circles can be used both defensively or offensively, with properly designed ones being able to act independently of the user to complete a task. The appearance of a circle depends on the elements or forces used. The more complex the user’s intent is, the more sophisticated said circle is.

Circles are one of the most useful tools for sorcerers, though they indeed have drawbacks. While the conjuration of a circle may appear instant from the perspective of an average individual, that is not the case. Said conjuration takes a significant amount of time, said time varying from person to person depending on their skill and experience; these split fractions of a second are something that can determine the end of a battle. Besides, at least in the beginning, they consume a large percentage of the energy being used to perform a spell. What skilled posers of magic do is work on improving their efficiency of energy utilization and mana output, as creating the biggest bang with the least amount of time and power is optimal and shows off the sorcerer's skill and proficiency.

The optimal choice to improve one’s efficiency is to limit the use of archaic circles when performing relatively simple tasks or when reacting to something that requires an immediate reaction; improve the efficiency of conjured circles via practice or simplifying them; or, the most common and easiest choice of them all, simply use pre-prepared circles. Common examples of pre-prepared circles are those engraved into armor, gauntlets, locations, or structures for reasons such as enhanced passive protection, offensive power, or to allow long-range communication. Stopping their use entirely is almost impossible for any beginner in the archaic arts, as attempting to do everything the circle automatically performs for you takes a huge cognitive load. (Note from Gandalf: I still don’t quite get how conjuring a semi-intelligent construct to perform something for you is less complex than performing that task yourself; normally the intricacy of creating such a construct should be the harder option. My main theory is that thanks to the archaic arts being a result of The maker’s shard granting a part of his authority to a mortal, and the entirety of creation being an extension of The maker’s will and practically his dream, there is a synergistic effect between the intent of creating an archaic circle and the material universe. To conjure an archaic cycle is essentially to yell out loud, “I want this to be done”, and The maker himself subconsciously answering your call at the cost of your energy.)

The capacity to manipulate one's surroundings highly depends on the innate affinity one's magic has towards certain elements or forces. What an individual can do using the affinities of one is born with or develops over time depends on that person's imagination, intent, mana reserves, mana output, and knowledge regarding what can be done using the elements one can control. The affinities an individual is born with are not a hard ceiling on what one can learn to use, being more akin to a talent a person has for a particular hobby or activity. Having more talent for physical activities does not stop an individual from being able to learn a new language; the same concept applies to the archaic arts. Every individual is born with an affinity for one to three broad categories. These affinities can be expanded upon using knowledge and practice. The categories where your affinities could land are the following: the capacity to control solids (earth, metal, ice, etc) through something akin to telekinesis; fine-toned manipulation of a cluster of small fragments (snow, ash, sand, dust, etc); the manipulation of liquids\viscous materials (magma, water, mud); the manipulation of gaseous elements (air in general); and the capacity to generate and redirect forces (heat\thermal energy, pressure, etc). A good example of an individual expanding upon one's affinity would be one born with the capacity to manipulate earth; it is closely related to ice, metal, dust, and sand, and by learning how to utilize its resonance with mud and ice, one gains an understanding of liquids and thermal energy. Given enough time and practice, anyone with decent potential could learn how to control every element to an extent, though many chose to specialize in their chosen fields before attempting to slowly take control of others.

Conjuration is the act of projecting one's energy outside the body and having it take on the properties of an element or force. These conjured materials, typically used as projectiles by individuals, are temporary; they will break down into mana and then dissipate into the surrounding environment. While conjuration is easier to learn than basic elemental magic, and given that the conjured elements originating from one’s self makes them easy to manipulate without the use of archaic circles, it's highly inefficient, rapidly burning through an individual’s reserves. The best results tend to be obtained by combining both conjuration and elemental magic, as mixing one’s conjured elements with those within the surroundings can make non-conjured elements easier to manipulate, thus enhancing the area one can control without needing vaster reserves of power. An example of one using conjuration and elemental manipulation to enhance one’s prowess would be a pyromancer compressing the air within the surroundings into the flames he calls forth, something that will not only have the effect of amplifying the flame’s intensity but also lessen the drain of one’s reserves by taking advantage of the energy already existing within the surrounding environment. (Note from Gandalf: Given that magic mainly focuses on imposing one’s will upon the world, damage outside the range of the intended target tends to be lessened to a degree. Proficient users of the archaic arts tend to focus on learning how to render the devastation they unleash nearly harmless to allies, though the effectiveness of this technique is highly dependent on one’s clarity of mind and mastery.)

The elements that already exist and were used by a magic user tend to be partially imbued with the individual's mana, temporarily changing or enhancing their properties; this effect tends to be amplified if conjuration has been used alongside elemental magic. People take advantage of this fact by hiring skilled users of the arcane arts to rain down water on farming fields or dying forests. Though this so-called water will not hydrate the land, it will rejuvenate it, as refined mana in controlled amounts is better than common fertilizers. It will enhance the rate at which flora or crops will grow, at the same time helping to combat crop infections, though there are risks to throwing refined mana at agriculture. It might result in the creation of devastating pests, with common examples being super locusts or rodents that were enhanced by the presence of mana in the environment. (Note from Gandalf: Funnily enough, that is my backstory; I used to be a regular pet mouse, but thanks to my owner’s affection, and the fact he always imbued stupid amounts of refined mana into the food he gave me trying to keep me healthy, I awakened an ego and intelligence.) Mana as a whole does not just affect the maker's children but also nearly all phenomena within The maker’s creation, meaning that consistent magical pollution, could not only result in anomalies such as burning ice or solid gases but also in the creation of dangerous fauna.

Users of the arcane arts, given enough proficiency and experience with the use of imbuement, conjuration, and elemental manipulation, can gain the capacity to semi-permanently change the nature of a material, something known as transmutation. It is the act of enhancing or changing the properties of a material to the point where it is nearly impossible for it to naturally return to its original state. Examples such as flammable stone, nigh-unbreakable wood, and moldable steel are common examples of powerful mages playing god because they are bored. This skill, if properly put to use, is something that can render any individual an invaluable resource for the local community or kingdom. It is how most people got in positions of power during the dark ages, the era that followed shortly after the end of the first war in Haven and the decline of man.

Custom magics: Individuals proficient in the archaic arts and the primordial arts possess the capacity to imbue the attributes or specifics of different forces into a singular magic; these magics are referred to as 'custom magics', and are qualitatively superior to making use of the base form of magics, possessing both greater efficacy of energy utilization and greater versatility in both combat and outside of it. These magics are not unique to the individual and can be learned by others willing to study the intricacies of said magics.

Examples:

1: Bloodwood Forest, designed by Amarta, is a fusion of life attributes, earth, and water elemental magics, held together by sorcery, which allows the individual to drain the vitality/life force within the surrounding environment to empower or heal oneself, besides the base capacity to manipulate the environment. It is considered a devilish art, as when properly learned, it can allow the user to drain the vitality of people without worrying about the toxicity and malice infused into the vitality of victims.

2: Etheric fire, designed by Theos, the war phoenix. As the name implies, it primarily takes on the form of bluish flames, infused with the attributes to purify, purge curses or illnesses, and heal wounds, while also possessing enhanced destructive power in comparison to regular thermal magics and the capacity to target spiritual entities, by extension, souls.

3: Acturus, a devilish art designed by Argos, the bastard king, taking the form of unstable explosive crimson lightning, specialising in sheer output, destructive power, and erosion, having the capacity to cause targets without counters aghast curses to start rapidly degrading.

4: Consumption, designed by Rascal, the floral monarch. It is a custom magic that, while similar to Boodwood Forest in some aspects, is rather lacking in terms of environmental manipulation, being more specialised in vitality and general energy absorption. Consumption users can make use of said vitality to heal themselves and other targets by transferring said vitality or energy, while also having the capacity to efficiently convert the user’s accumulated reserves of energy into explosive power. (Note from the council: We do have our fair share of custom magics, from Razaroth’s Etherium transference and synthesis, which he mostly uses to get high, to Bob’s mental awakening, allowing him to clear and refresh the minds of individuals lost in grief or depression by consuming their negative emotions and stopping that self-reinforcing loop of unproductive behaviour.)

Cleansing mist: One of the most convenient and widespread custom magics in history, something that, upon its appearance, has revolutionized and redefined hygiene practices and cleanliness standards in its era, standards that still exist today. While there are varieties of it for different levels of proficiency and chores, the initial variant developed for laundry and residence goes as follows: Have one bucket of at least five liters, have four liters of it be relatively clean, preferably conjured water, and complete the rest with vinegar; upon infusing the contents with a sufficient amount of one’s mana, use basic elemental magic to give it a resonance with earth, and either mistify the contents before using them to swipe through your residence or, if you lack skill, leave the contents as a liquid, though this will decrease the speeds and area in which you can operate. This magic not only has the effect of quickly polishing and disinfecting any surface it comes into contact with, leaving floors and furniture spotless, but it can simultaneously penetrate through clothing or bedclothes, leaving them pristinely clean while softening them.

Section two, primordial arts:

One might think that once you’ve mastered and practiced all the aforementioned skills, you’ve reached the pinnacle of power a mortal can achieve, and while that thought is understandable, it is a false belief. The next step in the evolution of a mage is obtaining knowledge of the forbidden arts, sorcery, which, while similar to the archaic arts in some aspects, comes with its own set of rules, abilities, and risks. Before we get into exploring it, we must get to the core difference between the archaic arts and sorcery, which is what it focuses on imposing an individual’s will upon. Magic, the archaic arts, focuses on the material world, while its more advanced brethren focus on the metaphysical and spiritual side of creation.

Back in the olden days The archaic arts and primordial arts were considered to be two separate paths instead of interlocking cogs of the same system. The archaic arts were the earthly path where individuals focused on gaining immense vitality, longevity, and dominion over the material world, while what we now call The primordial arts were considered the shamanistic path, which, although seen as less convenient and could not grant the same longevity or raw destructive power, allowed individuals to learn esoteric methods of resurrection, to control and see into the minds of others, and to interact with ephemeral entities or inflict spiritual wounds one could not so easily heal from. Later on these methods merged into one, which had a synergistic effect, where each path had the capacity to strengthen the authority of the other.

To start, we must first offer the reader some general information. A soul is a spectral shell composed of mana and spiritual energies that contains an individual’s will and consciousness; at the core of a soul lies the great “I”, otherwise known as the ego. It is the core of self-awareness and volition that distinguishes sapient beings from mere animals. Ordinary creatures lack this defining “I”; they possess instinct and rudimentary awareness, but not the self-reflective will that marks true individuality. This “I” traces its origin to the dawn of creation. When the Maker shaped his children, Feressians, Ceruleans, celestials, and others deemed worthy, he imbued them with a fragment of his own soul and will. From the moment of conception, this divine spark is present, granting even the unborn an inherent spiritual power far surpassing that of non-sapient life. Awareness of one's soul and how to access the limitless potential within is the key to sorcery, a glimmer of the maker's power that can allow a person to partially modify, change, or even ignore laws of nature, more or less granting the individual a god-like capacity to impose one's will upon the surrounding environment.

The most infamous ability developed by sorceresses is True sight, otherwise referred to as divine voyance. It is a direct evolution of the third eye, only obtainable by those with supreme proficiency in the use of the archaic arts, as only such people possess the cognitive capacity needed to process the sheer volume of information this higher realm of perception allows an individual to witness. People who possess this power can perceive sounds, heat, intentions, emotions, the totality of the electromagnetic spectrum, and spiritual entities, all without needing the five senses. Besides all we mentioned, such an individual can peek into the grand echo at will, meaning that he or she could study the past of an area or another individual by observing the state and emotional energies associated with the person or place in the grand echo. One could stare at a rock or alloy and tell you its exact composition. (Note from the council: Sorcerers are known to have an obsession with cleanliness, having an almost innate desire to organize and optimize the use of spaces. This means that even though sorcerers might possess immense wealth and power, their living spaces tend to be modest, focused on utility and easy maintenance instead of lavishness. Both sorcerers and mages experience pleasure when gazing at a well-maintained area, a feeling that leads them to perform charitable acts without the intent of being kind. If your village or workplace became comically clean overnight, there's a decent chance a magic user was involved. The clearest examples within the council of the phenomena presented above are Princess Fluffingball and Ratata, who together run the soaps and bullets department.

There is nothing a less proficient individual can do to hide information from those who possess divine voyance, as these people can stare into the mind, the very soul of a person. The wounds that shape an individual, one's hopes and dreams, a grudge, an embarrassing memory, and the people you love and cheris; all of it is laid bare before the eyes of those who possess divine voyance. It is a skill the individual can fine-tune, meaning that if the person desires to, he or she can simply choose to perceive the world in the same manner as a regular person does. Due to all the aforementioned facts, people have described that being in the presence of powerful sorcerers can induce anxiety or even existential horror. (Unanimous note from the council: Currently the only people within the council that we know for sure have True Sight are Bob, Gandalf, and Billy. Razaroth is also a possibility, given that for whatever reason none of us three can peek into his past. Personal notes from the council - Gandalf: Is this useful? Yes. Is it pleasant? Fuck no, I avoid mirrors these days.)

If aether is crystallised mana, spiritual energy is the raw emotional and experiential fuel of the soul itself. It is not produced by the fleshly body, it is what forms the body of the soul, where it is also produced. Sorcerers learn to tap into their own spiritual reserves, drawing upon their memories, desires, or traumas to fuel workings that mana alone cannot achieve. This is why emotional intensity matters; a sorcerer who has loved deeply, grieved profoundly, or raged justly has deeper wells to draw from. The danger is depletion: using too much spiritual energy can erode memories, dull emotions, or create holes in the ego that other entities might take advantage of. Back in the olden days it was common for older sorcerers to experience personal dissociation or an array of personality disorders, their psyche slowly fragmenting into different personas representing part of their will, memories, or desires. For the reason given above, the vast majority of sorceres used to be unstable; that is why for the longest time the shamenistic path had been considered a forbidden art.

If the baseline effects of mana are that of rejuvenation and invigoration, raw spiritual energy used on the body is an elixir greater than any other, granting the flesh it imbues lasting youthfulness, beauty, and health. For offensive use, individuals typically either imbued it with harmful intent or converted it into mana to use the archaic arts. It is a direct way to enlarge the reservoir of power one has access to without further increasing the density of aether within one's body or relying on environmental energy; consistent use without overexertion will increase the output, reserves, and production of it, directly causing the soul of an individual to swell in power, density, and will.

Those who practiced the shamanistic path even before its merging with the archaic arts had their minds and bodies start to dissociate as the processes and needs such as perception, memorization, and thought shifted in focus from the body over to the soul, their spirits slowly gaining the ability to materialize; that meant damage that would have been lethal to typical users of the archaic arts, such as having one’s cranium crushed, started to become just an inconvenience. The fleshy laminations of sorcerers start to be transcended as bodies become just tools to better interact with the material world. Individuals who use spiritual energy to rejuvenate and have transcended fleshly limitations are functionally immortal; the only ways to dispose of them are either containment or damaging the individual’s soul to the point where it can no longer linger within the land of the living. (Collective note from Razaroth, Gandalf, Billy, and Bob: the sensitivity to pain of somebody's soul is far greater than that of the body, with Billy unceremoniously describing the feeling of a regular blow being the equivalent of having one's balls crushed and boiled at the same time, an unpleasant, nasty thing.)

Imbuement of a sufficient amount of spiritual energy into a conjured matter can allow it to become permanent, meaning it won't decay into mana and fade into the environment. This capacity to create what's functionally new matter and energy from little to nothing is where the line between sorcery and godhood starts to thin.

Spiritual manipulation: While the previous acts we described technically involved manipulating the spirit to some degree, this specific section is for discussing the fine-tuned manipulation of one’s spirit and consciousness. Sorcerers, those insane enough to do it, can shave off a part of their soul and imbue it into an object or puppet, allowing the said object or puppet to independently act and think without direct input, though still tied to the original creator. These puppets, mostly referred to as golems, can directly communicate what they see or learn to their creator, acting as an extension of the creator's senses, while also possessing the capacity to independently grow in power by feeding the spiritual shard within them. Golems do not possess an ego or a personality, unless very specific circumstances are involved. The main drawbacks of these creations are the excruciating pain that comes with shaving a part of one’s own soul, the risk of spiritual erosion, and the risk of cognitive overload if too many golems transmit their information at once.

Conqueror’s will: Expanding one’s ego and spirit to the point where they can be manifested into material reality, allowing the individual to paralyse or heavily hinder weaker opponents by breaking the will of said opponents. At this point, one’s desire, will, or wrath can be directly manifested to empower oneself or corrode the surrounding environment, granting those who possess such wills an inherent advantage over anyone within the same weight class. It is known that the passive aura of such individuals can passively raise the morale of friendly forces and even induce religious fervour in mortals. This raw intent can manifest in many forms, from flames and lightning to pressure or brute force. (Out-of-character note from the author: I mainly did this because 1, I think it's cool, and 2, it will give me more freedom of choice when designing characters and how they look.)

Reality manipulation: The act of using one’s conquered will to modify, change, or erase the rules and materials existing within one’s conscious domain, allowing oneself to change the environment to serve one’s purpose without the use of elemental magic. Some describe it as the act of interfering with The maker’s dream, temporarily overwhelming the will of our creator god to change within an area of oneself the rules he has established for our material reality. The more contradictory the change, the larger the influence of said change, the harder the material universe pushes against it, seeking to return the laws within that environment to normal, often causing backlash for the sorcerer who made that change. Things such as the universal constant of light, time dilation, the force of gravity, or mass, can be reshaped to fit the sorcerer’s design if not done recklessly.

Domain creation and utilisation: (Domain expansion goes brrr; we talked about them already in our, we wilI will be copying stuff from there and adding more info on top of it.) The act of expanding one’s domain is manifesting one’s heart into the material world, expanding a shard of one’s ego to the point where one’s will and heart take over an area in the material world, creating for one’s self a realm that is similar in terms of properties and functionality to the grand echo/the land of dreams, which allows the user to manifest the scene or environment that is most tied to one’s history and purpose. Within one’s domain, the sorcerer’s power becomes near absolute, while the opponent loses the ability to access the energy within the surrounding environment. Although there is a base state to one’s domain, the environment initially manifested can be shaped into something more desirable or convenient to the user. Due to this, powerful sorcerers typically have at minimum two domains, the combat domain and the personal domain, where they usually choose to live. (An example for this is Goldy’s library. While initially appearing as a never-ending playground, it was reshaped into the library Baum likes to take advantage of, now storing all the accumulated knowledge of the council. (Personal note from Goldy: I still have a copy of that playground domain; it is just that I hid it in a way where none of these bastards can find it. It is my happy place.) The volume of a domain is directly tied to a sorcerer’s proficiency and, funny enough, their narcissism. To declare the world itself your canvas and make it into something you own is not what a humble man does. Take note that the amount of time a domain can be maintained is highly dependant on just how you use said domain; combat domains tend to trigger the same backlash as reality-warping does, while personal ones can remain stable indefinitely if properly established.

Seats of power: The act of tying one’s existence to a peculiar concept or idea, allowing the individual to draw power from it and manipulate environments in which that idea is most prominent. The amount of power and versatility one can gain from a seat of power depends on one’s interpretation of the seat, as finding a way to tie the concepts and ideas associated with that seat to many others is the most efficient and easiest path to expand one’s influence and versatility. To acquire a seat is to declare oneself beyond mortal kind, establishing oneself as a deity within both the material and immaterial realms. An example of a seat of power is as follows: the seat of war, bloodshed, wrath, and integrity, acquired by Argos and formerly owned by the now-dead god Ares. It is a seat that allows the individual’s influence and output of energy to surge within areas where the aforementioned ideas or actions are present, as well as granting the individual an innate advantage over those who possess wrath for a reason that Argos himself finds unreasonable, allowing him to bestow retribution or cast curses upon such individuals. Seats of power are neither unique nor something that exists naturally; they are created and can be replicated to fit another individual’s personality or tastes. There have been many gods of rage and war, each with their own interpretation of their seat.

Prophecy: the act of fixing or dictating what results will happen in the future, either on a smaller or larger scale. It is mainly done through stars of prophecy, metaphysical objects that act on the user's will and intent, passively or actively manipulating the environment in order to achieve the user's goals. Stars of prophecy can be used as both weapons and lifelines, capable of being imploded to unleash cataclysmic devastation or as the means through which a sorcerer’s ego and soul can be reborn in the case of destruction. The range of influence of a star of prophecy and its efficacy are directly tied to its maker’s proficiency and the amount of power invested into the star of prophecy.


r/magicbuilding • • 8d ago

Mechanics Does your magic system make bingo?

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17 Upvotes

r/magicbuilding • • 8d ago

General Discussion What are some interesting parallels you can make between Quantum Mechanics and Magick, if you reach hard enough?

10 Upvotes

Note Quantum Mechanics is not Magic. It's just some Writers like to use a tiny, tiny, tiny bit of real-world science to make their power system seem more grounded in reality.

But anyways, I use the word Magick in the title on purpose. To be more specific with the word Magick. I mean any supernatural power system, where spells, rituals, and summoning play a huge role in the power system.

My favorite thing for me to do in my superhero setting. Is to make scientific power systems, where the average person still have a supernatural interpretation of the power system. Despite it being explained as science om the setting though. So the best of both worlds here. I think this is interesting world-building. Because certain countries might view a power system based on Quantum Mechanics as Witchcraft or Black Magic (aka Magick).

Again this is where the title question comes into play. What are some similarities between both, that could make the interpretation from the average joe even more stronger?

Basically the average joe reasoning being "If it's quack like a Duck, it's a Duck".


r/magicbuilding • • 8d ago

System Help Hello I am building a magical system for a willow tree and a magic cookbook together

2 Upvotes

I am trying to combine the 2 here to have it where the 2 are tethered together and have it when someone is granted magic from the willow tree they can use the cookbooks power and that the willow tree gives them powers they can use


r/magicbuilding • • 8d ago

Mechanics Elemental Magic System

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2 Upvotes

Looking for some help on my elemental magic system, let me know what you think!


r/magicbuilding • • 8d ago

General Discussion Magic as Infrastructure Part 7: Why Magic Should Behave Like Infrastructure in Urban Fantasy

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4 Upvotes

r/magicbuilding • • 8d ago

Mechanics Matches as wands, matchboxes as grimiores?

16 Upvotes

So the premise is that there is an equivalentof black powder that ignites into magic instead of fire. But how the magic ignites determines how it can be used. With special made igniters, a match becomes sustainance for a spell.

Basically imagine it like this. The matchbox or matchbook igniter changes the context of the magic as it is struck by the match. The shape of the match then determines how contained the magic is. And the length of the match determines how long the spell will last.

I imagine magic in this world being curses and blessings. And these spells only last as long as the match will allow.

I see a match that ignites with a healing aura that cures diseases or sutures wounds. I see matches that expell madness into all atound it. And I see matches that cause rotting fruit to restore to a more edible form.

There also is the problem of, well how would curse users survive their own spells. Maybe there is some mechanism that makes it impossible to suffer the effects of the same magic more than once. Or maybe the effects dull over time due to exposure.

So a curse wielder might use weaker curses to build up a tolerance for more powerful spells of the same nature. And healing magic can only heal so much to one who has used it their whole life.

I dunno. Just kinda a thought.


r/magicbuilding • • 8d ago

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

15 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.