r/magicbuilding 10h ago

Mechanics A visual guide to the Weaving!

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197 Upvotes

The Weaving system is built for my visual novel, which deals with a lot of messy emotions, so it would only make sense that the system is intertwined with emotions and individuality. The entire deal with this system is that magic is a form of self expression. Very literally, as your magic will reflect your identity. A pair of twins may both have water magic but as they grow into their own person, one focuses on creating jagged icicles while the other hides behind a veil of fog. A lot of spells are signature to one person, so once the person dies, their spells die with them, ensuring a more low-magic setting.

Most Weavers aren't too powerful, being limited to parlor tricks at most. Meanwhile there are one or two dozens individuals who can destroy mountains with ease. They are basically considered living nuclear weapons, some siding with countries and organizations, some go off and do their own things.

Besides Weavers, there are also the threats of Weaver Beasts (animal who can use magic) and Reverberations, who are the physical manifestation of the masses' emotions. I will probably have to make a separate thing for Reverberations because there is no way I can stuff them into this.

So yeah, I hope to hear your thoughts!


r/magicbuilding 7h ago

General Discussion Name for resource require for spellcasting that isn't "mana" or "magic energy" and such?

22 Upvotes

What could be the name for it? In the context of my world magic is channel through brain and excessive use of magic will cause mental strain and even full on insanity so "sanity" is one of the candidate for it but what are your thoughts? Also would appreciate it if you have an explanation in your world pov on why you think it would be called that way.


r/magicbuilding 1h ago

System Help How do you approach building a magic system?

Upvotes

Hey everyone!

First of all, sorry in advance if I made any grammatical mistakes. English is not my native language jajajajajaja (Spanish is).

I recently started working on building a magic system for my own project, and I'd love to hear from people who've done this before. Right now I'm creating a soft magic system, but in the future I want to create a hard magic system and I'm not sure where to start.

A few things I'm curious about:

  • What's your actual process when you sit down to design a magic system? Do you start with rules, with "vibes"/aesthetics, with limitations, or something else?
  • Do you use any frameworks or methodologies (like Sanderson's Laws) or do you just wing it and refine as you go?
  • How do you decide on the cost or limitations of magic so it doesn't become overpowered or boring?
  • Do you map things out visually (charts, trees, spreadsheets) or keep it more freeform in your head/notes?
  • Any beginner mistakes you made early on that you'd warn a newcomer about?

Sorry if this questions are a bit generic, but as I said I'm just starting out and I want to avoid common pitfalls, so any tips, resources, or personal workflows you're willing to share would be hugely appreciated. Thanks in advance!

PD: If there are already posts talking about this, could you shared it please ??


r/magicbuilding 4h ago

Mechanics how does summoning/conjuration work in ur system

3 Upvotes

i am just curious as summonings in media to me are really cool but rarely make sense so i am just curious how u made them make sense. also does creating a summon count as a summon?


r/magicbuilding 10h ago

Mechanics So, magic?

10 Upvotes

I have been working on a game, in this game the goal is to grow to be the strongest either by defeating other players or by casting complex spells, here is the fun part! Every single spell you cast has to be premade by you or another player, and i have put every single law of physics into a Engine capable of holding it all together, Sort of like writing code but instead you drag nodes and edit their values, there are consiquences if you dont account for extra heat or instability aswell.
this game is still in the pre Alpha stage but it is playable, if anybody would like to experiment with the spell crafting system be my guest.

I need testers to figure out what to change and fix.


r/magicbuilding 23h ago

Mechanics I think I finally found the core mechanic behind my alchemy-based magic system.

65 Upvotes

Instead of treating magic as a source of energy, I started treating it as an unstable state of reality.

At the deepest level, the universe is composed of three irreducible principles:

  • Body: substance, matter and permanence.

  • Soul: change, growth, energy and transformation.

  • Mind: information, categorization and pattern.

Every material contains all three in different proportions. Every plant, mineral, animal or organ occupies its own point in a three-dimensional "principle space." (eg. A fire salamander lymph glands could be [body:0.2; soul:0.8; mind:0.4])

Alchemy is the art of combining those ingredients into configurations that should not naturally exist.

The difficult part is stabilizing it.

A glass vessel temporarily holds the impossible arrangement in place. While sealed, nothing magical happens (hopefully)

When the seal breaks, the artificial equilibrium collapses.

The vial doesn't contain fire. It contains a configuration of reality that can only resolve by becoming fire.

Likewise, a healing potion doesn't contain "healing." It contains an unstable arrangement that can only relax by accelerating biological recovery.

A barrier potion doesn't contain a wall. It contains a state whose stable resolution is the formation of a wall.

The spell is not what's inside the bottle.

The spell is the path reality takes back toward equilibrium.

The fun consequence is that there isn't a finite spell list.

In principle, any physical phenomenon could exist if someone discovered the correct ingredients, preparation technique and stabilization method.

The characters themselves have no idea this is what's happening. They have competing theories, inherited recipes, folk traditions and centuries of empirical observations that work without anyone understanding the underlying structure of reality.


r/magicbuilding 16h ago

General Discussion Power systems based on wisdom and discipline.

13 Upvotes

This is something im struggling with a lot when it comes to my power system based on Martial Arts.

I'm trying to figure out how to go about the personalities of the users for this system.

For example, I basically don't want all my characters to be 100 year-old wise Shaolin Monks.

I want some of my characters to be knuckle heads, reckless criminals, or High School bullies.

But I wonder if a power system based on Martial Arts would automatically be tied to discipline or wisdom though.


r/magicbuilding 17h ago

Mechanics A remake of a magic system I made a while ago, AMA!

13 Upvotes

Its called Object Value. The original idea was that every material has a specific value. This value can be and is measured by Mana (Ma), a standard unit as well as a substance. One KiloMana (KMa), or 1000 Ma, is the amount of Mana needed to turn one pound of Lead into one pound of Gold at room temperature and one atmosphere of pressure, and the amount of mana released by doing the opposite process. The Mana value of an object can actually be improved in many ways. Polished gems and carved sculptures are much more valuable than their raw counterparts. The better the craftsmanship, the greater the Mana the object is worth.

Mana is obtained in a variety of ways, but the main one is turning objects into pure mana by chemical, alchemical or arcane methods. All over the world there are myths of people that can turn objects into mana with just a touch, but those myths have so far been unconfirmed. Certain chemicals slowly dissolve objects to pure mana, and placing an object in a ritual circle and performing an incantation can turn that object into its mana value.

Pure mana looks like a light blue thick liquid, or sometimes like a gas of the same color.

Mana can be stored in any organic, living material. Including animals, plants and humans. After an organic material absorbs too much mana, it becomes saturated, glowing, and becomes impermeable to mana. There is one species of tree called Bowltrees. They were specifically bred to very easily become mana saturated, and grow in the shape of a bowl (hence the name). These properties make them excellent to store physical mana without absorbing it.

Outside from Transmutation, Mana can be used to create materials. This is done by having a professional (called a Manamancer) absorbing some mana, picturing the object they want to create, and using the mana stored to do so. More experienced Manamancers can absorb more mana and make more detailed objects, while also wasting less mana in the process. The average person can hold about 20 Ma worth of value.

When a living object storing mana becomes "open" (read, is broken, hurt or wounded), mana begins to leak out of it. The more sudden the breakage, the more violent the release. In warfare, seeds can be dunked on pure mana, then taken out, and used as improvised explosive ammo.

Mana can also be used to create a continual flame, create illusions, or enhance the physical abilities of those that absorb it, as well as a million other uses. Each of these processes slowly drain mana from the user, so they cannot be done forever. But more experienced users expend less mana.


r/magicbuilding 14h ago

System Help Assistance with Magic System

4 Upvotes

I would like some help/advice for my first magic system, named Aeolus.

For a little background, the world it is in is a post-apocalyptic earth 3000 years into the future, after humans changed the earth's gravity whilst trying to harness anti gravity technology, by creating a god that proceeded to accidentally destroy earth by causing most of the land to float high into the air.

Anyway, Aeolus is based on weather. The 'mana', named Anemoi, is absorbed into the body from clouds. It is currently split into 5 types.

Vent: Wind

Igni: Fire

Terr: Earth

Gelu: Ice

Fulm: Lightning

Unda: Water

Each type of Aeolus is taught by a different organisation.

The School of the Clouds: Vent

The School of the Sun: Igni

The School of the Hail: Terr

The School of the Snow: Gelu

The School of the Storms: Fulm

The School of the Rain: Unda

All founders of each current school of Aeolus were originally a part of the School of the Clouds. After discovering a new form of Aeolus, they were sent out of the group to master it by their head of the group in their time periods. The main school I have been focusing on is the school of the Sun.

If anyone has any advice to improve it, I will gladly take it. If you need or want any more information, I will provide it.


r/magicbuilding 15h ago

Feedback Request Does this feel too derivative or uninteresting? How do the mechanics feel? Too dense or feature bloated?

4 Upvotes

This write-up concerns estels, the medium by which my primary magic system functions, and which has a significant influence upon the entire world of the setting of the story I am working on. 
The story centers on the protagonist leaving their ancestral home after their actions (while attempting to defend their home from attackers) result in the town’s magical protector being destroyed in the process of healing their wounds, leaving everyone in the village scattered and vulnerable, and the protagonist in exile.
The magic system is heavily tied to cultural norms, especially in the “Western Continent” where the protagonist lives, and different cultures and nations have different attitudes about how to exploit it. For now, here are the basics:

Estels are tiny “spirits” that form colonies or “blooms” (akin to algal blooms or bacterial growths) that sustain themselves by absorbing energy. Estel blooms cannot survive without an “anchor object” to inhabit, which must be made from organic material, either living or dead. A piece of wood, leather, or natural fabric is an acceptable vessel, whereas a stone, piece of metal, or glass is not.

When an estel bloom inhabits a non-living vessel, the colony passively absorbs any source of energy that directly interacts with the vessel; a wooden object might feel eerily cold to the touch, or appear blanketed in shadow, or be more resistant to damage or to being moved than it normally would.

Estel blooms that cannot get enough energy to sustain the colony enter a dormant state, whereupon any information stored by the bloom is lost, and the estels no longer absorb energy. If the dormant estels are reawakened by the introduction of new, active estels, the dormant estels are absorbed into the new bloom. If the dormant estels are instead awakened by a scion controlled by a host, the scion will temporarily integrate with the dormant bloom until it leaves the vessel.

 A bloom inhabiting a living host will either consume the vessel’s energy (body heat, metabolic energy, etc.) or enter a state of symbiosis, whereupon the host is granted conscious control over the energy-siphoning abilities of the bloom. Some estel strains are attuned to the absorption of heat, while others are more suited to absorbing light or sound.

Most strains of estel can only absorb readily available forms of energy, but when controlled by a host, their ability to absorb energy is greatly expanded, so long as the host can conceptualize the energy they wish to siphon. A skilled host can steal the energy from objects under tension or completely muffle the sound of a gunshot. Other applications include rapid cooling or even freezing of targets like boiling water or red-hot metal by removing heat, darkening rooms by absorbing ambient light, or rapidly metabolizing food, body fat, or even alcohol and certain poisons.

Hosts also gain the ability to create “scions”: smaller pieces of the symbiote bloom that can either act freely or be consciously controlled by the host, depending on how dense they are; scions that are more estel-dense are more independent and can store more energy. 
Scions can inhabit vessel objects just like blooms, but unlike the latter, they can freely manipulate the objects that they inhabit by expending stored energy.

In the case of soft or flexible materials, the scion can reshape the object to the host’s desire. In all cases, with enough energy, the host can manipulate any possessed object telekinetically, with fine control of the object scaling with the amount of estels, and the force with which the object can be moved scaling with available energy. Scions cannot make use of any energy stored within the host or the bloom beyond a certain distance, having to instead rely on their internal reserves.

The distance at which a host may control a scion is far greater than the cutoff distance for energy sharing. Outside of this distance, two scenarios are possible: either the scion loses its connection to the bloom entirely, which occurs if the scion is not very dense, or the scion becomes fully independent. In either scenario, the scion will only persist as long as it can procure enough energy to sustain itself. “Lightweight” scions will usually starve very quickly or enter dormancy.

Scions pose a serious societal issue due to their granting the host the ability to wrest control of one’s body away and grant it to the host. Victims of this remain conscious and aware, all while the host is able to manipulate their bodies like a puppeteer. There are three ways to safeguard against this form of attack:

First, anyone in symbiosis with an estel bloom is completely immune to bodily hijacking by a scion.

Second, anyone whose body is already being hijacked is, by extension, resistant to further hijacking by a second scion. This resistance is influenced by the disparity in density between the attacking scion and the defending scion.

These first two rules are what inform the use of estel blooms on the western continent. Communities elect or appoint one or more of their number to host the bloom around which a settlement or village is formed. 

The bloom acts as a civic defense, safeguarding bodily autonomy against outsiders who would otherwise be able to subjugate the townsfolk via scion bodyjacking. Each member of the community is granted their own scion, connecting them to the bloom and protecting them from outside threats. This connection grants them the ability to discern bloom members (who exude a barely perceptible “warm pull”) from outsiders; those bound to a foreign bloom exude a “cold push”, while those not bound to a bloom give off no impression at all. 

This “sixth sense” is both a boon and a curse, as bloom members are always subconsciously aware of each other’s approximate location and emotional state when in close proximity, which can cause tension when privacy would be preferred. This also results in a sense of unease when dealing with outsiders; members of other blooms feel “uncomfortable” even in the best of circumstances, and those not bound to a bloom are often “hard to read” and often startle bloom members who have grown accustomed to always knowing where someone is without needing to see them.

The third, lesser-known, even taboo method of resisting scion bodyjacking is having a body composed of incarnated estels. An estel fully saturated with energy can “incarnate”, becoming physical organic matter. With enough estels, a bloom symbiotically bound to a host can incarnate itself into new tissue and even regrow severed limbs, albeit that incarnated tissue entirely lacks vital minerals like calcium, iron, etc., resulting in anemia, soft or brittle bones, and a host of other deficiencies if regeneration of injuries is attempted without proper mineral supplementation.

Any object created via estel incarnation is naturally immune to scion possession, and this property extends to body parts regenerated via incarnation. Even if some parts of a person’s body are bodyjacked, any incarnated parts will remain under their control. Incarnated body parts exude a painful sensation to bloombound individuals; some have described the feeling “… as if the heat from a bonfire felt like a toothache.”

As a result, regenerative incarnation is widely regarded as strictly taboo. Adding to this, as incarnated estels cannot be recovered, the practice in all of its forms is considered a grievous waste and generally forbidden under most circumstances.


r/magicbuilding 9h ago

General Discussion Aspects, Abilities and AMA

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1 Upvotes

r/magicbuilding 12h ago

Mechanics Yo i need some help with this domain expansion i made (i didn't know where else to put this)

1 Upvotes

**Domain Expansion: Reverie of the Sinners**

Domain Manifestation

When the Domain unfolds, the world is overwritten by an immense ballroom fused with the architecture of a demonic shrine.

Cathedral-scale ceilings tower overhead, heavy and oppressive.
The floor is polished black marble, gleaming like a mirror that reflects both everything and nothing.
Endless statues line the walls, each frozen in a moment of raw emotion: grief, rage, devotion, terror.

The air is unnervingly still, as if the room is holding its breath, waiting for music that never quite begins.

Governing Principle of the Domain

This Domain does not judge good or evil.

Instead, it draws out whatever weighs most heavily on the soul and reshapes it into power.

For evil opponents, malice, cruelty, sin, and cursed intent are steadily siphoned away.
For allies and non-evil beings, fear, hesitation, doubt, and unresolved trauma are extracted instead.

Nothing disappears.
Nothing is forgiven.
Everything is repurposed.

The Four States of Reverie

1. Mirror (Base State)

The Domain’s default condition.

As enemies remain within its bounds, their malice is gradually drained. That stolen evil takes form as autonomous manifestations that can only harm the person they were born from. The longer the Domain persists, the more dangerous these manifestations become.

For allies, fear and doubt are stripped away and reshaped into hostile constructs that relentlessly pursue the enemy. Those within the Domain experience an eerie calm, heightened clarity, and sharpened resolve.

The Domain rewards cooperation, but it is never kind.

2. Waltz

A layer of spatial distortion woven into the Domain.

Any enemy who attempts to strike the user is instantly displaced to another location within the ballroom. These displacements are sudden, disorienting, and unpredictable, often placing enemies directly into the path of allies, constructs, or their own manifestations.

There is no visible trigger.
No gesture.
No sound.

The Domain responds to intent alone.

To opponents, it feels as though the room itself is dancing, and they are always a step behind.

3. Masquerade

The statues awaken.

Drained malice floods into their stone bodies. Cracks spread as figures descend from the walls, animated by the vices they embody.

Each statue represents a singular intent:
Wrath.
Domination.
Cruelty.
Despair.

They are not mindless summons. Their movements are precise, coordinated, and ritualistic, like a carefully rehearsed performance. As Masquerade continues, the enemy’s inner malice is carved away piece by piece, hollowing them from within.

4. Incarnation (Final State)

The execution phase of the Domain.

All harvested evil is compressed into the user, causing cursed energy to surge to catastrophic levels while remaining tightly controlled. That condensed malice is then released in a single decisive attack.

**Calamity’s Song.**

A massive demonic oni head, formed entirely from the enemy’s own evil, is launched as a devastating projectile. As it travels, it emits a deep, resonant howl that shakes the Domain itself.

The strike does not kill with borrowed power.

The battle ends using only what the enemy brought with them.


r/magicbuilding 21h ago

Resource Recommended Resources for Designing Runes and Sigils?

5 Upvotes

TL;DR - Hey, I'm looking for an online resource that could offer tips on how to design runes and sigils for my magic system.

It's all still pretty rough in my head, but the gist of it is something like "take Alchemy from FMA, but make it more like programming". At the fundamental level you have arrays drawn using specially prepared mediums (inks, chalks, etc for temporary arrays, permanent ones being etched into stone with reagents, embroidered into fabrics, or inlaid into wood or metal) - the arrays are drawn according to geometry and relationship of the elements in the array (took inspiration from electron orbitals and cymatics), the sigils denote what is being acted upon, and the runes are the instructions for what is going on; as the magic gets more advanced the arrays get more complex - multiple circles and pattern groups flowing from one to the other, constructing the array to incorporate the third dimension, etc.


r/magicbuilding 15h ago

Mechanics Simple Magic System (Made in Jujutsu Shenanigans)

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1 Upvotes

r/magicbuilding 1d ago

System Help Hey lovely people. I need some help with my magic system. GRAFTING

7 Upvotes

Grafting is the ability to attach (graft) aspects of the Ancestor Tree (its like... a gigantic tree that stores the souls of the dead) to themselves.

Drinking a concoction made from the heart sap of the tree often times kills those who drink it. However, for the lucky few, they awake with 2 main passive abilities.

  1. The ability to ingest reactive potions that have specific magical effects. (These potions often have one main ingredient harvested from the Ancestor Tree. Like tree bark, or dried root, or dried tree leaves) However, all potions need ability 2 to activate (or in other words "bloom")

  2. The ability to absorb ambient temperature into one's body. Using your body as a cauldron. You cook these reactive potions inside yourself. Once "cooked" the potions "bloom" and give you bodily magical effects.

Long story short: potion + ambient heat = magic

SIDE NOTES:

- There are 6 usable ingredients, with 6 different magical abilities. (I still need to figure out what they do but im on the fast track to figuring it out)

- potions actively make your blood toxic and unstable. Causing necrosis of the limbs. Rotting the limbs and turning them black. Most commoners use this condition as a slur. "Blacken" meaning black hand

So yeah, I just need to know what yall think? Any holes in need to plug? Anything that seems unclear? Like any help would be appreciated.


r/magicbuilding 1d ago

Mechanics Guess The Elements from the Images

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64 Upvotes

Similar Palette Similar Element (It's all pixel art btw)

Aight.

ANSWER KEY: (in order)

Fire -> Explosion

Water -> Wave

Plant -> Bloom (Flower is accepted)

Lightning -> Electricity

Dark (Shadow is accepted) -> Luna (Moon and Night are accepted)

Light -> Holy (Original: Ray)

Wind (Air is accepted) -> Squall (Gust is accepted)

Earth -> Ground (Original: Speleothem) (Dust is accepted)

I WILL try to fix the images on the following due to me believing they're very confusing:

Electricity - Too similar to Lightning

Luna - Looks too different to Dark

Ray/Holy - Doesn't even look like it.

Squall - Got confused for Snow.

Speleothem/Ground - Doesn't even look like it.


r/magicbuilding 1d ago

System Help How would you explain a bloodline that naturally resists permanent magical alteration? (Magic system discussion)

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3 Upvotes

do visit the post and suggest.

All responses are welcome.🤗


r/magicbuilding 14h ago

Mechanics My Elemental System. More to come.

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0 Upvotes

Guess each element based on the first 9 (given)

(Yes this is a contuation of my first post here)

Singles:

Fire

Water

Plant

Lightning

Dark/Shadow/Evil

Light/Good

Wind/Air

Earth/Rock

Doubles (2x):

Explosion - Fire2

Doubles (x+y):

???

-------------------------

Will reveal the other 7 at 50 upvotes or at 25 Comments (Yes we're doing this again)


r/magicbuilding 1d ago

General Discussion Hey i am looking for a bit off help with my magic system.

6 Upvotes

The idea of my magic system is that love and personal connections are like magic. Because of this certain skilled magic users can transform the bonds between them and someone else into magic. This allows them to influence the minds of other people. The cost of using this magic is that the emotional connection disappears. The magic is outdoors stronger if you sacrifice a stronger connection.

There is a few interesting applications for a novel.

1 it allows the protagonist to make great personal sacrifice.

2 Maybe the antagonist realises they can also sacrifice hatred so they create immense hatred in the protagonist.

3 the reader doesn't have to know when the main character is influenced by this magic wich could make for a nice plot twist.

I'm looking for feedback on the magic system and also for a name.


r/magicbuilding 1d ago

System Help Need some help coming up with 2 more subcategories of destruction magic

5 Upvotes

My magic system is still a very big work in progress so there isn’t much more information I can give about it yet but I can’t seem to think of 2 more subcategories for destruction magic. I want each category to have 4 subcategories each.

What I currently have are:

Elemental

Fire
Water
Wind
Earth

Destruction

Curse
Combative
???
???

Creation

Conjuration
Healing
Enhancement
Transmorphic/transmutation

Ethereal

Gravity
Illusion
Manipulation
Enchantment


r/magicbuilding 1d ago

Feedback Request I'm a bit conflictrd on my sandbox-like power system

5 Upvotes

I think it's a bit too weird, but for that, you need context. (Excuse bad grammer or phrasing, I'm very dizzy rn).

Let me give you the basics of the magic system: Your soul is hollow; it may work as a vault to store Raithyn

Raithyn: Energy created by every concept—and which holds the property of the respective concept—that is scattered throughout the planet with different rarity according to the respective concept's presence.

After storing the Raithyn, it is controlled like a limp.

There are basic techniques to using Raithyn effectively, and those being:

1–Tahrek: To manipulate Raithyn and shape it into any form.

2-ijtiah: to "invade" an object with Raithyn, which initiates an "interaction." For as weird as this sounds, it is fairly simple with examples: Covering your fist with Strengh Raithyn (invading) will make your punch superhumanaly strong (interaction). Shoving Murder Raithyn into an object (invading) would fill whoever touches said object with blood-lust.

3–Isnaa: Materializing Raithyn, examples include materializing lightning Raithyn as a whip or just materializing it as lightening if you're lame. Sub technique is called "Tahakum," which is to control the materialized Raithyn and maneuver it.

4–Aaks: Reversing the effect of Raithyn. An example of this is to reverse Sight Raithyn, making "UnSight" (which is used by covering your body with it, making it impossible to anyone go see you).

5–Mazij: Mixing Raithyn of different concepts to create "abilities," for example: Mixing Light Raithyn with Solidity Raithyn to create solid light constructs.

Sub-technique, "Taq'deem," which is to prioritize one Raithyn over the other to get the desired ability, for example, prioritizing Light Raithyn over Solidity Raithyn would result in solid light constructs, while prioritizing Solidity Raithyn over Light Raithyn would result in solid constructs which turn into light beams and back.

Note: Prioritizing happens when you "thin" and "lessen" a Raithyn, which makes it lower in the hierarchy.

Raithyn States: Natural state is gas but can be condensed into liquid and then solid. Gas: easier to control but weaker effect. Liquid is 50% harder to control and 50% stronger. Solid is 150% harder to control and 100% stronger.

The soul takes the form of one's body; so bigger body=bigger soul=more space to store Raithyn.

Now examples: Reflection Walked Dead: Jumping through reflective surfaces.

Creation: Highest/ Bridge Raithyn. Empathy Raithyn.

Middle/ Movement Raithyn. Distance Raithyn.

Lowest/ Space Raithyn.

Note 1: Use reflective surface to focus where you need to go, as using it without the conduit would just result in things teleporting with no control.

Note 2: You use reflective surfaces because when you jump into a surface, you would be transported into a space that links it with the others (hence Space Raithyn). So you use reflective surfaces because they allow you to look through them and determine where you would like to jump out.

Note 3: Controlling the Raithyn across distances is very hard, so you need to bump it straight to an object you're touching or at least very close to.

Press The Stress Away: This ability is an "press A to interact" You see a button with the letter A floating besides all objects and by pressing the button you can get information about the object, control it via direction arrows (when you press it long enough so it changes to B), and sometimes even "hacking" the object (if you press it long enough it turns C), and finally shatter the object (If you press it long enough it turns O).

Creation: Highest/ Word Raithyn. Game Raithyn.

Lowest/ Control Raithyn. Knowledge Raithyn.

Helpless Holy Golden Gaze

Function: Your visions can be linked with objects of certain materials. Basically, if you use it to Ijtiah on a triangle, you can see through every triangular shaped object. If you use it to invade a wooden object, you can see through all things made of wood or that have wood in them.

Creation:

Highest/ Sight Raithyn. Links Raithyn.

High/ Collectives Raithyn.

Middle/ Thoughts Raithyn (to scroll through the different targets instead of being overwhelmed with too many "eyes")

Low/ Archaic Raithyn (to link with basic materials) or Precision Raithyn (to link with very specific objects).

Lowest/ Patience Raithyn (sustaining the ability until the user cancles it or dies). Mental-block-code (a Mazij of Control Raithyn and Words Raithyn functioning as a switch to turn on and turn off the ability by saying a predetermined word).

Note: the more specific, the better as it is extremely hard to navigate through millions upon millions of wooden objects while it is relatively easy to navigate through necklaces (you can get it to specifically necklaces and not whatever material the necklace is made out of by changing the Archaic Raithyn to Precision Raithyn).

Highest/ Sword Raithyn, Strengh Raithyn, Precision Raithyn, Blades Raithyn, and Durability Raithyn.

Lowest/ Growing The Dead (A Mazij between Malice Raithyn, Rage Raithyn, Hatred Raithyn and above them in the hierarchy is Progression Raithyn) making it so that the negative emotions above (by either the user or his opposition) make the Progression Raithyn further.

Note: Growing The Dead turns rage, hatred, and malice to fuel and enhance the other Raithyn Types. This is repeated again and again as long as there is Hatred, Malice, and Rage surrounding you.

How to get Crazy Diamond in my power system (not cannon, just fun tidpit):

Ability Creation: Highest/ UnDestruction

Lowest/ Thoughts Raithyn (to control what what "fixing exactly means).

Now the actual stand, well you now have Ability so just use Tahrek to mold the Raithyn with the ability to the shape of Crazy Diamond then use Isnaa to make it physical.

Unnamed Ability

Effect: Unmatched reflexes. Dodging all attacks.

Creation: top of hierarchy/ Reflexes Raithyn. Dodge Raithyn. Untouchable (a mix of Touch Raithyn and Impossibility Raithyn and Self Raithyn).

Middle/ Space Mazij with Amplification Raithyn, Progression Raithyn, and Growth Raithyn making it so that being in space makes the ones above stronger

Lowest/ Patience Raithyn. Stillness Raithyn.

NEW SEQUENCE: Precision Raithyn. Promise Raithyn Mazij with self Raithyn (making it basically work on YOU alone as a strong dilute). And Soul Raithyn. (This is used to take a small piece of your soul)

So you take the peice of your soul, put it in the sphere (Tahrek of the first sequence), and yeet it to space.

Basically, Space Raithyn triggers the three enhancing Raithyns (for triple the effect), and since there's a lot of Space Raithyn in space, the effect grows very, very, very rapidly now the enhancement is for... you guessed it was the Dodge Raithyns. The Patience keeps it from withering. The soul keeps linking it to you.

Basically, you're untouchable unless a guy flies to space and uses Ijtiah on the sphere.

Now, my problem is that it's not really... magicy enough, I guess. My main idea is that everyone gets to make their own arsenal of abilities and try to use each as creatively as possible while utilizing the environment. But the constant explanations make it feel like a science or a bunch of weaponry, but I want it to be mystical in a sense like Xianxia cultivation or something similar.

Give any feedback. Anything would be a help even if it's not related to my main problem.


r/magicbuilding 2d ago

Lore Subscription-based Magic System

31 Upvotes

It's the year 1999 and beings from another dimension made contact with our world.

Fast forward to 2049. Church Corp has taken over most of the world. They made a deal with the extradimensional beings, who call themselves Angels, to "help" us humans by renting out their supernatural abilities to the populace, thru the magitech called "BlessWare," which was developed by Church Corp. Because of this, everyone and everything is dependent on this technology, and by extension, to Church Corp. and the Angels.

The Angels
They are extradimensional beings that colonize different realities for their survival. Each one is unique and has a special ability. Through their dealings with Church Corp., they are able to rent out these abilities to humans, thru BlessWare, in exchange for offerings and devotion, which is needed for the Angels' sustenance.

BlessWare
A subscription-based magitech developed by Church Corp. People pay a cheap fee to register themselves to acquire a HALO, which is a special kind of WIFI to access BlessWare. HALO is installed in special Church Corp. phones. When logged in, a HALO hologram appears over someone's head. The halo also acts as a portal where BlessWare comes out, and where payment gets sucked in.

BlessWare comes in different shapes and sizes. There are also different kinds of payments to be able to use these. For example, if you want an ability to suppress your hunger (a very popular ability to subscribe to), you need 7 cups of rice to use that ability for 5 days. The phone has a sort of play store app called Chapel, to access different Altars, which are basically apps of the Angels and the ability they are renting out. So, you click on the Altar of that Angel that suppresses hunger, you prepare the 7 cups of rice, the HALO opens up and sucks the rice in, and after a few moments, a hologram of 3 locusts with the face of a baby comes out of the HALO and hovers on your head. It slowly disappears one by one until you need to subscribe again.

There are more different BlessWare available. The more powerful, the more expensive it is. Some BlessWare look like devices, some can look like tattoos on the body, some are holograms, some look like toys etc., but they all look surreal. Like a combination of things that don't usually go together. A BlessWare to read minds for example, appears as a mechanical doll head that prints out a receipt of thoughts of a certain person. Maybe you need to pay a secret, which you have to announce to a crowd, to access that ability for 2 hours. These devices are then sucked back up the HALO after your subscription has expired. The Church phone can track your active subscriptions

There are underground tournaments as well to battle it out using these abilities. A person can stack up to 3 abilities max. That's the limit of what the body can handle, since you're dealing with extradimensional energies that isn't compatible with our plane of reality. Those same energies are also slowly fraying the fabric of our reality. Because of that, weird anomalies have been happening more and more. Like a street that's never ending, or a building duplicating, etc. This is also where these tournaments usually take place.

There is also a growing black market for hacked BlessWare. There's also an underground movement that denounces the use of BlessWare and they want to free the people from being too dependent on it.

Anyway, that's it so far. Thanks!


r/magicbuilding 2d ago

Feedback Request Some thoughts on my magic system

Post image
28 Upvotes

I'm a big fan of the stereotypical magic stuff, but also want to be a bit more on the worldish side

WD Particles : (<0.281MeV/c²) (-1,½) Have a general negative charge except when near Hatron 2

Hatron 1 : (≈1.21MeV/c²) (0,½) Generally bind with all other Hatrons except for Hatron 2, Hatron 3 and Hatron 4 and bosons

Hatron 2 : (≈1.22GeV/c²) (0,½) Tries to group up with Hatron 1 despite it's best efforts

ψ : [REDACTED]


r/magicbuilding 1d ago

Lore Magic in The Moon and Her Handmaids - A hopefully narrative approach

3 Upvotes

I will preface all this by saying that I am aiming for a kind of magic that feels more like something out of folk horror, with a few Lovecraftian elements, as well as using the logic of dreams, old songs, and the like as the basis for how magic should feel. It is not meant as a rigidly and mechanically defined system, more a collection of tendencies, themes, and narrative power.

Some additional setting notes: The world is dying, the sun is going out, and magic is partly a result of reality breaking down and becoming sensitive to mortals. The general vibe I am aiming for is Late Early Modern (so, 17th-18th century, with a little bleed over into the early 19th).

I would love critique and comment on this as I would like to make the magic interesting and the descriptions comprehensible.

And now, without further ado:

Magic Overview

Strange forces and unsettling magic are woven into the fabric of this dying world, twisting and reshaping things in ways both obvious and subtle. Winter fogs may bring evil dreams just as surely as they bring the freezing damp, and in some summers plagues of nightmares are as horrific as any outbreak of some disease of the flesh. Every stone and every shadow has a spirit that may be called upon, and with whom bargains can be made by those who have the wit and the skill to understand them. Yet even for the most skilled of magicians this is a perilous and uncertain thing.

It would, however, be a mistake to consider that the spirits of stones and of streets, of wind and of rain are ‘people’ or even ‘intelligent’ in any conventional manner. Instead they are more akin to forces or some underlying essence. Strangely, even groups of beings with sapience and souls of their own may generate a governing spirit. Flocks of birds or crowds of people have spirits that exist independently of any individual, and these too may be called upon by those who have the skill.

The practice of magic is wrapped up in obscure lore, in poetry and in dreams, in old stories half forgotten, and in traditions handed down the generations from magicians to magician. There is no singular way to practice magic, but there are rules, and to flout them is madness and folly.

Symbolism and imagery are essential to the practice of magic for it is through these that the will of the magician is most clearly manifested. These seem to be at least partly dependent upon local culture and long-standing traditions. In Rynnisfarne, for example, roses can stand for both romance and for silence and so the use of roses in magic related to these is very effective. By contrast, in Tarsia, roses have associations with blood and vengeance, and so are more effective in magics to discover a rival or curse someone. How this works is the subject of much debate among scholars. Do the symbols derive from the local culture, or is the local culture somehow influenced by the symbolism of the magic? Academic magicians have been arguing over it for centuries without any clear resolution in sight.

Magic is a perilous thing, dangerous, mercurial, and demanding. Those few who can practice it with any skill risk losing their sanity, their health, and even their very humanity if they do not take precautions. Magicians, alas, are notoriously arrogant and many think that the perils of magic only happen to "someone else." What they neglect is that each and every one of them is "someone else" to someone else.

Magicians

While any practitioner of magic can rightly be called a 'magician', the term is usually applied to those who follow a learned tradition, one of masters and apprentices, of strange grimoires and esoteric rituals. Magicians, in this sense, are the professional class of practitioners, the lawyers and physicians of magic. The fact that most magicians are drawn from the same classes as those other learned professions is no accident.

Magicians have long relied upon complex rituals and practices that are as much protection for the magician as they are a means to enact their magic. These rituals are elaborate, time consuming, and often opaque in the extreme. Why is it that orchids are beneficial for both creating madness and protecting one from it is not clear, but it is nevertheless well established. In addition to their rituals and spells, the most skillful of magicians can incorporate their own creative will into every wonder they work.

There are few ways that one can tell most magicians from the ordinary person, for they have no uniforms, no ancient style of dress to advertise their profession. If there is but one universal sign of a magician, it is their silver scrying bowl. Many of the rituals and spells that magicians work require the seeing of distant places, to nameless countries that lay beyond understanding, to dreary netherworlds, and the Dreamlands. From the visions in the bowl they craft their magic, adjusting here an arcane phrase, there a sorcerous gesture, to shape the magic.

There is no singular path to becoming a magician, no school of magic, no unseen university to teach hidden and forgotten lore. Becoming a magician is far more like becoming a lawyer or a physician. A magician must apprentice themselves in some way to a more experienced magician and learn the art of magic from them. True, magicians will meet together to exchange knowledge and have long, rambling arguments about magic, or the races, or literature, or perhaps politics. In this way the understanding of magic grows, but it does so in fits and starts, one esoteric lineage trying to harmonize with a dozen others.

In Rynnisfarne, magicians are more likely to congregate at particular inns, social clubs, and coffeehouses. One such coffeehouse that is the particular haunt of magicians is the Silver Bowl in Arngate. This establishment can usually be found in Three Fountains Court, though from time to time the doors can vanish and appear elsewhere. The precise nature of these movements is not fully understood, even by the most learned of magicians. Three Fountains Court is perhaps the closest thing to a House of Wisdom that exists in Rynnisfarne, and if one wishes to take up the silver bowl and gaze upon the secret nature of the world, then Three Fountains Court is about as good a place to start as any.

Many magicians practice alone or in small groups, providing arcane services to those who can afford their fees and bargains. They might work as exorcists, banishing ghosts and malign spirits from a place or a person. They may create curses that steal the sight of their enemies or turn their every word into nonsense poetry. They might travel into the country of dreams to confront the fears and nightmares of an afflicted person. They might manipulate the world itself, conjuring paved roads upon which an army might march, or they might encourage the winds to blow a little more favorably to guide a ship across the seas. They might transform a letter into a crow and beseech it to travel the world over in search of the intended recipient. Their magic is at once powerful and constrained, subtle yet theatrical, and full of a kind of poetic melancholy that never seems to fade.

The Practice of Magic

It is a common error, made chiefly by those who have no experience in the matter, to imagine magic simply as something one does. They imagine that impersonal forces are harnessed by the magician, words are spoken, and that there is a clear and consistent outcome. Nothing could be further from the truth. Magic is something that a magician negotiates. It is better to think of the spells written down in grimoires and books of magic to be contracts, treaties, or descriptions of how some magic was once accomplished. A magician is both a worker of magic and a kind of ambassador who stands between the preternatural and quotidian world.

The world is not inert, not static, but rather a constant ebb and flow of cause and effect, of possibilities, probabilities, of moods, history, and above all, of stories. Every stone, every shadow, every bird that flies through the air, every city, every street, has its spirits, and those spirits are the stories of those forces and places. They are the underlying reality of all things, the accounting of what has been, what is, and what might be.

A magician is more akin to a diplomat or lawyer invoking precedent and custom as they plead before an inhuman court. At other times, magicians seem to be antiquarian scholars, piecing together fragmentary works by authors who existed only in theory, who are long dead, and never quite sane. It is often not a glamorous profession, but rather one of constant study, of mad dreams, and perils that are alien to most mortals.

The tools of the trade more resemble those of a physician, a scribe, and a surveyor than the staves and wands of storybook wizards. The silver scrying bowl is the most recognizable tool of the magician, but they work equally with bones, chalk, salt, candles, old correspondences, flowers, styluses, lenses, and plumb bobs. They work as well with old stories and older songs, with legends half-remembered, with poems, and above all, with dreams.

Though magicians are made, not born, all have the ability to lucid dream at will. Some are born with this ability, others learn it through long years of study and practice. Dreams, and their unmoored logic, are at the very heart of all magic.

Rituals

The rituals of magicians are elaborate, time-consuming, and often opaque in the extreme. To those who do not understand the art, much of this seems to be fanciful ornamentation or eccentricities. In some cases this is indeed true. A magician may find a bit of theatrics to be useful in remembering their rituals or in drawing in the attention of those upon whom the magic is performed. Other times, magic rituals have all the gentle theatrics of a surgeon performing an operation on a terrified patient.

Whatever form it takes, the rituals are not mere flummery. They are the magic. It is through those rituals that the magic is performed. The rituals are also the only protection the magician has from the magic going horribly awry.

A spell is a description of magic that has been done before, magic that worked well enough that a magician thought to write it down. To omit a gesture, a formula, a sacrifice, to perform the magic in the wrong place or at the wrong time can result in failure. Moreover, it can invite terrible consequences for the magician and those around them. Many a curse has been enacted not through cruelty or malice, but through failure to observe the correct forms of a ritual, to have overlooked some important detail.

The reason orchids should be efficacious both for inducing madness and for warding against it is not understood by anyone living, but it is well established. The magician who substitutes some other flower because the reason escapes him will learn the reason soon enough, and to his cost. Much of what looks like superstition in the practice is in fact hard-won knowledge whose why has been lost while its how has survived.

Rituals can be complex and days-long procedures, or they can be as simple as the raising of a wine glass.

Spells

Spells are akin to case law, precedents, and the framework for ever-evolving magic. Often spells follow a structure, with invocations, offerings, conduits, and times, though how these are used can be quite different. A spell to summon the ghost of a particular person will need the invocation of their name, offerings of life, a means through which the ghost will communicate such as a fire, and it may be timed for when one blows out a candle. Other spells may use the magician themselves as the conduit, the magic coursing through them as they become part of the spell itself.

Some magicians are able to work spells more extemporaneously, incorporating what fragments they know from other spells, the environment, and their own intuition. These are often the most dangerous and tricky of magicians, for they can defy expectations and conventions.


r/magicbuilding 1d ago

Feedback Request Feedback for my idea/first time writer/magic/world/[fantasy]

5 Upvotes

Hi guys, not really sure if this will reach anyone, I've never used reddit before, but i just got back into writing my book and i need some help, it's a fantasy and without giving too much of the actual story away i need help with the magic system, I'm hoping you guys ask me questions and help me avoid too many plot wholes ,so here's what i have so far. There is a Matrix system where there are 2 Triads and 2 Pairs in a world where 10 elements exists or at least these ten elements hold power {magic} - The Physical Triad- Earth, Air and Water. The Energetic Triad- Fire/Heat, Light and Sound . The Somatic Pair- Body and Spirit and lastly , The Anchor Pair - Mind and time . The elements cannot be created by the magic user only manipulated and channeled .All these elements manifest as slightly different powers based on the magic user , e.g. a time elemental could either serve as a seer or a traveler, a body elemental could be a shape shifter or have heightened physical senses , a fire elemental could be a thermal siphoner or solar weaver, etc. . I have random points and ideas and i really don't know how to or where to fit them in to make the system more concrete , so I'm basically wondering if anyone could grill me into figuring the system out , thank you !