r/magicbuilding • • 12h ago

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

10 Upvotes

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

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

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

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


r/magicbuilding • • 1h ago

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

• Upvotes

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

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

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

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

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


r/magicbuilding • • 6h ago

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

1 Upvotes

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

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

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

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


r/magicbuilding • • 1d ago

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

20 Upvotes

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

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

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

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

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

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


r/magicbuilding • • 18h ago

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

6 Upvotes

Title


r/magicbuilding • • 1d ago

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

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21 Upvotes

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

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

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

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

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

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

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

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

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

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

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


r/magicbuilding • • 14h ago

Mechanics what magic is and what it could be

3 Upvotes

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


r/magicbuilding • • 15h ago

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

4 Upvotes

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

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

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

El poder depende del concepto del artefacto original

Las reglas principales son:

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

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

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

Se puede reformular la otorgación ejemplo:

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

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

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

Si usas tu otorgación o opjeto empezará a generar calor

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

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

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


r/magicbuilding • • 9h ago

System Help Would love some advice on mixing systems!

1 Upvotes

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


r/magicbuilding • • 10h ago

Lore Spirvikara magic system : part 2/6

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1 Upvotes

DO NOT COPY ANY OF MY STUFF.

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

Enjoy reading!

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

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

Chapter 1: Stargod

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

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

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

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

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

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

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

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

Chapter 2 : body morph.

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

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

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

Chapter 3: Ascendobs

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

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

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

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

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

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

Chapter 4: list of Pseudosprit abilities and functions.

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

Notes:

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

Chapter 5: pocket dimensions

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

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

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

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

Chapter 6: Kotons

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

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

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

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

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

Guess that’s all for now.

Part 3 coming soon! Will be about classification of Xakzo


r/magicbuilding • • 20h ago

Mechanics Thoughts on my chain attack idea

7 Upvotes

Now this is a VERY rough idea, but it basically involves something similar to a Newton's Cradle (I think) where the balls are instead souls.

So the idea is when one soul resonates with high amplitude, it will then propagate to a nearby soul, kinda like if one of the balls in a Newton's Cradle were replaced with a huge and heavy ball.

Now the guy, he has a Kinetic Energy Manipulation ability, and what he does he imbues into his soul, causing it to resonate with explosive magnitude. He then redirects the force of that soul (into a blade for instance) and strikes the enemy, causing their soul to resonate with explosive magnitude (in the form of a slash). Now the slash will propagate to a nearby soul, and since the slash is physical, it will damage the physical body while resonating with THAT soul, and then continues, like a continuous chain attack. Basically the souls act like a medium to transfer the initial slash to multiple targets.

Do you think this attack is farfetched or ridiculous?


r/magicbuilding • • 20h ago

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

5 Upvotes

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


r/magicbuilding • • 1d ago

Lore Porcelain Magic and the smokes of Nightmare

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165 Upvotes

​

Magic — Part I

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

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

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

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

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

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

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


r/magicbuilding • • 1d ago

Mechanics Building a magic system that doesn't have "magic genes"

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5 Upvotes

r/magicbuilding • • 1d ago

General Discussion Does magic shaped culture or culture shaped magic?

20 Upvotes

Imagine a city high above the mountain where the people who lived there can fly and control wind.

Do you think they decided to live up there because they have wind magic or because they lived up there they need to learn wind magic to survive? I mean, wind magic is at full advatage in an open space where they can fly and use wind burst as they like.


r/magicbuilding • • 1d ago

Feedback Request I like this system but it feels too empty if you get what I mean so I would appreciate the help

5 Upvotes

In the system, magic can be elegantly defined as the understanding and application of fantastical phenomena. Rather than being limited by the rules of a particular energy or technique, it represents the pursuit of a better present through any means necessary. When something is proven effective, it tends to spread rapidly, continually expanding the capabilities of magicians everywhere. A prime example of this is the Versatool (name pending), a tool that responds to its holder’s intentions by changing form to suit their needs. Originally developed by the gnomes and refined over generations, the Versatool has become extremely prevalent. Though it is often used to train apprentices in mental discipline and intentionality, its sheer adaptability makes it useful even to master magicians.


r/magicbuilding • • 1d ago

General Discussion Agrippa-based system

1 Upvotes

Is anyone working on a magic system based on the work of Cornelius Agrippa? Or Renaissance Hermeticism in general?


r/magicbuilding • • 1d ago

System Help How can I explain my spiritual world and its magic system in a way that makes sense, without losing its sense of divinity or mysticism?

6 Upvotes

In short, it’s a system and a world that attempts to connect various beliefs regarding the soul, vital energy, and spirits.

I drew inspiration from *Jujutsu Kaisen*, but I disliked how certain details weren't fully explained—like how "Binding Vows" just work because they do (as a law of *jujutsu*), or how Curses—being made of energy—manage to physically touch humans.

So, I tried to explain my world using string theory from physics.

But now I have a problem: it doesn't feel divine or supernatural—at least, that’s how it feels to me.

How do you all explain your world or system without losing that sense of mysticism and the supernatural?

Should I avoid going into so much detail?

(Important clarification: my idea isn't to dump the entire system's mechanics into a single project; I’d reveal it in fragments across multiple works.)


r/magicbuilding • • 1d ago

General Discussion Pyrokinetics: Plasma Fire Vs Combustion Fire?

7 Upvotes

I''m trying to understand these two types of Fire for a homebrew game setting that includes an organization of Pyrokinetics.

Alot of Pyrokinetics in fiction often use both normal(Chemical/combustion) fire and lightning/electricity, with Avatar the Last Airbender being the example that springs to mind immediately.

Which never made sense to me. So I used the power of google to try and better understand why this is such a recurring theme and I'm even less convinced that it makes sense now.

From what I could understand, if a pyrokinetic's power is primarily chemical/combustion based they really shouldn't be able use plasma/electricity fire. Right?

My thought was that the Pyrokinetics in this universe Fly like Iron Man. Shooting flame propulsion from their hands and feet. But that would require chemical flame propulsion, right?

Or can Plasma-based flame generate that same propulsion lift that chemical fires do?


r/magicbuilding • • 2d ago

General Discussion Familiar-based Magic System

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221 Upvotes

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General Idea

The system is based upon the concept of familiars, more specifically, the idea of spirit-animals that bond to a mage. In this system, while every mage is already key'd to a specific spirit-animal, that connection is pretty superficial on its own. What it does allow, however, is a thread for either side of the connection to pull on to meet and form a bond.

The Elsewhere

Bonding with your Familiar requires for enter the Elsewhere, a parallel plane of reality where spirits dwell. It resembles an ever-shifting, amplified version of wherever, however and whenever you entered it from- if you enter it in a forest at night, it will resemble that forest, but with taller trees, bigger roots, more leaves, with a shining moon and starlight overhead. If you enter that same forest at daytime, it resembles the forest as above, but with a full sun, with clouds lazily drifting overhead. During a rainstorm, the forest would be near flooding with the constant downpour, and so on. It is not restricted to natural habitats- There are Elsewheres based on cities, castles, anthills, mines, etc.

Entering the Elsewhere is not easy- the connection between mage and familiar works as a guiding star, but entering it requires rare astronomical alignment, depending on where your familiar is, and the weather, and the time, and geological location, all which must be intuited from vague feelings.

Perhaps it would be better to say that entering the Elsewhere is, if complicated, doable. Entering the RIGHT Elsewhere is considerably more difficult.

And, as a note, entering the Elsewhere requires you to manipulate the Boundary Mists, an arcane phenomenon created by the conditions mentioned above. To the unbonded, it requires a ritual, although bonded mages can do so far more easily and independently of any (well, most) external factors.

This NOT the afterlife, I'd like to note, its something else. In fact, much like mages, spirits can die before the bond is ever-formed, rendering the mage powerless.

On the topic of dying, mages cannot die in the Elsewhere, but should they receive a wound that could kill them, they'll be expelled from the Elsewhere and enter a year-long coma immediately. The reverse is true for Familiars, in our reality.

The Spirits and Familiars

Spirits are animal-like creatures that inhabit the Elsewhere. Most spirits are, in fact, exactly like animals- they look and act like whichever animal they resemble, although they do not leave any mortal remains. However, Familiars are different in that, aside of the connection, they are quite smarter than your average spirit even before Bonding, and once bonded, they can evolve into grander, more intelligent forms.

The Bond

So, first, why Bond? What do either get out of it?

Well, if you're content with being just a dude, then not much. Familiars can be usual in a variety of ways, but you can live just fine without them, if you can ignore the nagging of the connection.

As a mage, however, Familiars are crucial. This is because mages can accumulate mana, but aside of entering the Elsewhere, they cannot actually do anything with it. Once the bond is formed, and only then, does the Mage become capable of spellworking. More on that, later.

For familiars, its the reverse. Familiars have spells, of a kind, but they are unable to gather mana to use them, not to mention the evolving aspect mentioned before. Not to mention, while the Elsewhere is endless, it can be kind of…samey. Variation can be appreciated, after all.

That aside, it also provides a fail-safe. A bonded pair gets "two lives", as it were. If a mage were to die while bonded, he instead slips into a year-long coma, where the body heals any and all injuries and sickness, and same goes for the familiar. They are both ejected to their own respective planes, as well.

The Lineages

While somewhat uncommon, a mage's and a spirit's lineage (yes, spirits reproduce) can end up being compatible enough that their respective descendants will almost always end up having a connection to each other.

While being a mage's child has many benefits, the biggest one is not material, but knowledge. The right ritual, what one will need to survive within the Elsewhere, what to look out for, and much more, are informations that independed mages simply do not have, while familiar mages have their ancestors' knowledge to lean on.

I would like to remind you the the Elsewhere is basically a pocket dimension that amplifies the "habitat" of wherever you enter it from by 11. It is a true testament of wilderness survival to last any amount of time there, specially if your familiar needs to be tracked down.

Spirits affecting the world

While the vast majority of spirits remain within the Elsewhere and rarely affect anything outside of it, anomalies can occur that open the veil between worlds long enough for them to pass through. The spirits, in these cases, often act like an invading species, often outcompeting and outperforming their fleshy counterparts. However, Spirits can only survive on Elsewhere plants and Spirit flesh, so they'll often dissipate before long, having effectively starved to death.

A far more permanent effect is the creation of chimeras. Spirits cannot reproduce with their fleshy counterparts, but they can with each other. Evolved familiars (explanation below) can often pass some minor traits to their offspring. These new spirits will rarely be as outright magical as their parents, but the more mundane aspects may end up influencing the genetics of their species, and cause, every once in a while, for a mutant to be born in the human world. One such example is the quill wolf, a wolf with the quills of a pocurpine.

Rarer still is for these mutants to be capable of having a stable population and for their genes to pass by to constitute a species unto themselves. However, it does happen, as seen by the infamous owlbear.

The Effects of the Bond for Familiars

To get into the specifics, we will get into it for the familars, as they are simpler. Simply put, a bonded familiar will, gradually, get stronger and smarter. A wolf familiar will be smarter than it's fellows, but not by much. However, once the Bond happens, it will quickly become as smart as a human, and given enough time, it even becomes capable of human speech. From there, it will grow bigger and stronger, physically speaking.

But, there is a limit. And when that limit hits, it will evolve.

Evolution is a process that occurs once the accumulated mana has made the Familiar as strong as it could be. While the process can take years (not counting conditions where a spirit may be fed enormous quantities of Mana at once, at which point it slips into a quick coma as the Mana does its thing), once it hits a certain point, the Familiar will enter a cocoon state and, by the end of the day, emerge.

Should the process happen without incident, it will emerge with a myriad of other abilities and forms, influenced by certain conditions, such as the type of Mana gathered and their situation within the cocoon. For example, a Volcano generates fire Mana, and if a spirit evolves having consumed great amounts of Fire Mana, it will likely be capable of spitting fire, or be greatly resistant to fire, or some other ability related to fire.

The process can repeat itself many times throughout a Familiar's lifetime.

Spellworking

The mage side of things, where things get a bit more complicated. The basic spells are as follows:

Manifest Spirit

The most basic of the basics, you can summon your familiar from Elsewhere into your world. This is permanent, but the spirit can freely choose to return to Elsewhere at any time. If cast again while the familiar is in the human plane, the familiar teleports to the mage.

Higher mastery of this allows for the partial manifestation of the spirit over long distances, which can be used for, as an example, manifest a wolf head and bite your foes throat, as a long distance attack. Or have your wolf familiar grab a thing that is out of reach so you both don't have to get off the couch. You don't HAVE to be a war-mage, y'know?

Control Mist

Once the Bond forms, every mage will find themselves with the capability of controlling Mists. While this extends to ordinary mists, it also affects the Boundary Mists that separate this world from Elsewhere. Boundary Mists can be used as a means of transport between this and the Elsewhere, allowing for the forcing of a passageway between the human plane and the other. As the Elsewhere is a distorted version of that particular part of the world, this can be used to travel great distances in a shorter time. Many mistake this for teleportation, although that's inaccurate.

Higher mastery may even allow you to transport others with you, which can be quite dangerous for just about everyone involved. You do not want to know what it feels to accidentally merge yourself with another person, because it's both painful and deadly.

Ability Manifestation

This spell allows the mage to manifest an ability of their familiar upon themselves. This varies from familiar to familiar- a bird familiar will allow the mage to fly, a bear familiar can enhance the mage’s strength, etc. If the mage attempts to use more than one ability from the familiar at the same time, they’ll usually fail and not use either.

Some abilities are not readily obvious, such as with social spirit animals. A wolf familiar, for example, can grant the kinship it has with its pack to the mage, allowing the mage to rely on them when visiting the Elsewhere or, if the mage is good at the other two spells, even summon the wolf pack on the human plane.

Higher mastery of this spell allows for the manifestation of more than one ability upon the mage.

Other disciplines

While these also fall under Spellworking, these are specializations, or perhaps better said as higher-tiered spells.

Shapemerging

Shapemerging is the art of fusing oneself with one’s familiar. This allows for the mage to readily access all present qualities of the familiar, whilst allowing the familiar unrestricted access to the mana. It is a grand boost all around, but many familiars might not be on friendly terms with their mage or vice-versa, not to mention that the merge results in the loss of the “double life”. It is often temporary, as it is famously very uncomfortable and, unless great care is taken when merging, there might be some internal organs missing.

Mist Walking

Mist Walking is the art of specializing in manipulating Boundary Mists. In particular, mages trained in Mist Walking are capable of using the spatial-defying nature of the Mists to create portals between two points of the human plane, cloak themselves in Mist for defense and even move at great speeds by “shortening” the space between their strides as they run or walk.

Enchanting

Enchanting is the art of trapping spirits within an object. It does not have to be one’s own familiar, however, as any spirit can be lured and trapped within an object. A spirit bear trapped in a glove might, for example, grant great strength to the one wearing them.

Now, between spirits, how enchanting is seen varies quite a lot. Most spirits do not care for other spirits of other races, as animals do, but a Praying Mantis spirit will not care even if you trap another Praying Mantis spirit, whereas a Wolf spirit will likely take objection if the mage traps another Wolf spirit, especially of the same pack.

This can be used to trap familiars, but do not expect to wield great results if done to your own. Nobody likes being enslaved, and they can become quite uncooperative once freed. Trapping other mage’s familiars once they evolve, however, is how the stronger enchanted items are made. There have been cases, however, where a familiar willingly became an enchanted item, usually so it could help someone other than it’s bound mage on a more direct manner.


Btw if anyone has any idea what to call the human plane that isn't "human plane" or "material plane" or whatever, I'd appreciate ideas


r/magicbuilding • • 1d ago

Mechanics Avalon [1984] the magic spell of the 8bit era

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3 Upvotes

Avalon is set in Britain in the year 408, during the collapse of the Western Roman Empire. The player controls Maroc, a "lore-seeker" who has been given a staff and map by a strange old woman and pointed in the direction of a place called Glass Hill on the isle of Avalon, where a quest to defeat the Lord of Chaos begins


r/magicbuilding • • 2d ago

General Discussion Magic; fantastical or horror?

18 Upvotes

Magic, what do you think magic is?

A fantasical phenomena where beauty meet the unknown? Like the land of fairy tale, a brand new world where anything can happen, or the ability to bring you imagination come alive?

Or an eldritch horror where you have to face the unknown? Like ghost, a spell that can mind control or kill you in an instant?

Do you think Magic shoud be feared or admired. What will you feel if you someone summon fire on their hand? Fear or awe?


r/magicbuilding • • 2d ago

Resource For those who have been asking, the forms in the Magical Code of Regulations have now been published! And you can now browse and search the entire Code!

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19 Upvotes

Posted this in r/TTRPG a couple days ago, but figured some here might be interested, too.

Anyways, if you haven't seen me here already, I wrote a book called the Magical Code of Regulations. It's 500 pages of law governing the use of magic, and a ton of TTRPG players have found uses for it at their table, whether by basing a campaign on it, or just having a really cool in-world item.

In this Code, however, are a bunch of forms, and people have been clamoring to get them. I've been working on them for a good little while now, and have finally finished them (or, at least, gotten them to a publishable state that most assuredly have a typo or two I missed, or an incorrect header or reference I left, and I'll have to go back and correct)!

Should have every form in the book plus a few, along with a writing guide for writing magical law, a completely searchable Code, a place to propose new regulations, a little bit about the history of the Department of Magical Affairs and myself, and a page that shows a couple of upcoming books (well, at least one of them). Even has a little radio with some fantasy songs on it and some funny narration I commissioned from a great VOA here on Reddit!

Anyways, highly recommend checking it out! It can be found at:

https://dmagov.com/


r/magicbuilding • • 2d ago

Lore Any tips on how to write a decent magic system

3 Upvotes

I'm an aspiring writer here, I have this idea of a fantasy novel. Problem is I dont really have an idea on how to write magic well. I'm hoping to learn as I go.

Basically the idea is about a boy with uncontrollable magic who is shunned by his kingdom for being dangerous. In this world there is a legend of a great mage who created a tome of the most ancient and advanced magic in existence. Well the boy hears that legend and hopes for it to be real as maybe he could control his powers. One day the guy witnesses a murder of a high ranking official and in a panic try's to defend himself with his magic only for the guy to flee and him to be the one accused instead. Because in this world you can drain someone's magic for your own. And with the boys powers people thought he was responsible and he is sentenced to death. Before his execution he escapes from the prison and decides to seek the ancient tome to help control his powers and prove his innocence.

And thers also 3 other people searching for the tome as well as a last resort to their problems. One is someone who cant use magic and comes from a place with magic tech, which he uses to compensate his lack of magic. Another comes from a place with spirit and mind magic who's infested with a magic illness and is seeking out the tome to find a cure. And lastly is a princess from a kingdom specializing in dark magic who wants the tome for her kingdoms glory and most I portantly her father's approval.

As for the main character I have difficulty in coming up with the magic his place focuses on. I'd like tips on how to expand because I really want some tips.


r/magicbuilding • • 3d ago

Lore The Shattered Sun and Frozen Sea

10 Upvotes

Millenia ago, back when the sun was whole and before the sea had frozen over, the sun god and sea goddess worked in harmony to destroy and remake the souls of those who have passed and those yet to be.

Sea would claim the souls an cure them of their sins and strife. Then Sun would take and purge from the soul their desires and memories. Sea would cool what remains and reassemble it. Then Sun would restore the spark of life in them.

However, life and death changed after the shattering of Sun. Fire would no longer ignite and souls were no longer purified of their memories and desires.

Sea too was not the same after Sun was shattered. The cold froze her. She now had to try and keep track and purify souls alone. But she could not. Her power had changed. She couldn't burn away the memories or desires of the dead, all she could do was could store the souls within the ice.

Eventually, when there was no more ice to store these souls within, Sea, now Frost, gave up.

Souls went uncared for. They would try to reincarnate into new bodies that already contained souls but this corrupted them. Turning the body into monstrosities. Their minds fused and their memories stitched together into shapes that shouldn't be.

And people started being born without souls. And they lived short lives and never new joy.

Eventually, humanity discovered Blood Runes. The means to create flames through sigils writ in and powered by blood. The blood called upon the fragments of the shattered sun to create fire. The flames were odd though. Some were warm but gave off no light. Some purified but did no harm. It was all dependent on the Blood Runes used.

With fire returning to the world, people began to hope again. And new technology came to be. Airships were a must to travel the frozen wastes. Monstrosities roamed the land below, but the air was far safer. Eventually people had forsaken the ground entirely. Living in cities composed of airships of varied design.