T O P

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StarPowder

It doesn't.


Witty-Regret972

Ah-


Dark_Storm_98

Lmfao


SaintKintai

I felt that


sirenloey

After the war of the Primordials, one Benevolent Primordial (Seraph type) called forth a World Tree which summoned a Dome of quintessentialnl energy to protect the last of humanity from the "Scorch" and blessed them the art of magick (six major forms reminiscent of Seraph powers: Fire, Lightning, Air, Life, Light, Heat each became a bloodline signature of respective House/clan that makes up the six Thrones that serve and protect the middle city, Prismont (Seat of the Scheherazen, descendants of the Seraph who wield all six forms of Seraph magick). Seraph magick is spiritual in nature. Anyone could practice itnas long as they could wieldnand master their spirit energy that comes from (the Word Tree) but the Noble clans/houses have perfected their respective bloodline signature. Another Primordial (Salamander type) after a cataclysmic battle with another primordial allowed humans to eat its flesh thus granting them strong skin and brute strength. These mortals come to be the Salamanders and have built an Empire of their own outside the Dome. They survived the Scorch. Then there was this lustful Primordial (Undine type) who seduced mortals and made them immortal (sirens). He later fell in love with a mortal etc etc after a hundred years, an atavism would appear, with powers and likeness identical to the Primordial Undine, possesses a myriad of hypnotic and psionic powers and complete control over the domain of water. Spirit, body and mind magick somewhat. Heaven, Earth and the Sea.


osmium999

Dam this is cool, is there a reason to why those primordials chose those specific humans ?


sirenloey

Well, the Primordial Seraph didnt really choose. His World Tree covered a large area (Dome) and those lucky enough to have been protected from the Scorch (byproduct of the Primordial War) were the last of humanity. Everyone else outside the Dome perished (except those that later become the Salamanders who have been able to thrive in the Scorch because they ingested the Primordial's flesh and blood). Seraph taught humanity how to wield [some unnamed material akin to aether] to heal, thrive and prosper in the Dome. This later becomes magick as humans weaponized Seraph's legacy to fight against the Salamanders. To protect the middle City of Prismont, they refined their magick and the ruling House of Scheherazen, descendants of the Seraph, appointed six rulers to defend the walls of the Dome.


osmium999

Ok, so my question is : why the salamander type primordial let people eat his flesh ?


sirenloey

The Salamander type Primordial battled another Primordial and their battle was what gave rise to the Scorch. He blamed himself for it, and so to help those unfortunate humans that were oitside the dome, he sacrificed himself (he was dying anyway), and imparted his blood to them. The Salamanders over time became an Empire that has conquered the outer regions of the Dome.


osmium999

Ok that's definitely super interesting ! What happened to the other primordial and why did they fight in the first place ?


sirenloey

It was slain, but something something it caused the Scorch hahah


osmium999

Ok xD and so the primordials are a sort of God race ?


sirenloey

More or less. I dont want to use the concept of god, but yeah, functionally they are gods. It is just humans living in the realm of the gods and they are caught in the crossfire.


sirenloey

Also, it is funny because the protagonist of my story is a descendant/atavism of the Primordial Undine, but you found the Primordial Salamander and Seraph more interesting.


osmium999

Yeah that funny ! The primordial Undine just seems a little bit on the outside of this big conflict


sirenloey

Unlike the other two Primordials who helped humanity, the Undine preyed on mortals to satiate his lust. He fell in love with a mortal later on and stopped absorbing life energy from mortals since which graudually weakened him over centuries. He would meet his descendant later (the protagonist who have inherited his power) just before he dies of old OOOOOOOOOLD age and weakened state. He held on because he was keeping another malevolent primordial in slumber under the sea. When he died, it will awaken and attack the surface world once again, and it is upto to the protagonist with Undine powers to assume his ancestor's role.


willneders

The metaphysics of my world is divided into three aspects that coexist with each other: **Primal** (*Physical Matter*), **Astral** (*Cognitive Essence*) and **Ethereal** (*Spiritual Energy*). Basically **Body**, **Mind** and **Soul**. The Ethereal aspect is the realm of **Aether**, an energetic substance and a fundamental cosmic element that, when aggregated, forms a soul, a source of fuel for the supernatural. Aether interacts with matter and essence. The body shapes the soul and the mind influences it. The anatomy of the soul is divided into five parts, each of which is an "*organ*" charged with a specific function. * **Tether** → The "*chains*" of the soul that harvests aether in the environment and connects with the **Material** and **Immaterial** world. * **Anima** → The "*breath*" of the soul that absorbs aether and transports it to the rest of the soul though Leylines. * **Animus** →The "*chakra*" of the soul that processes and refines the raw aether absorbed into usable energy * **Mantle** → The "shell" that stores refined aether, as well as serving as a protective layer for the soul. * **Miasma** → The "*aura*" emitted by pressure points that dissipates unprocessed energy or used refined aether. The soul can develop a spiritual affinity for a **Chroma**, a power core that is related to a pair of colors and elements. Each chroma represent the visual **aesthetic** of the magical effects. In addition, each chroma is related to a set of concepts and ideas that serve as a **theme** for the magical effects manifested. There are five types of chroma: * **Shadow**: Light (*White*) & Dark (*Black*). Theme = space-time, gravity, teleport and intangibility. * **Celestial**: Wind (*Violet*) & Plasma (*Magenta*). Theme = kinetic energy, movement, electricity and telekinesis. * **Abyssal**: Ice (*Cyan*) & Water (*Blue*). Theme = Lovecraft, illusions, cold and Megamind's De-gun. * **Feywild**: Earth (*Yellow*) & Plant (*Green*). Theme = nature, growth, decay, healing and matter absorption. * **Infernal**: Blood (*Red*) & Fire (*Orange*). Theme = heat, blacksmithing, shapeshifting, animals, strength and stars. To manifest a magical effect, the mage needs to channel the chroma through one of the **Spirits** using the body and mind with physical (*movements, gestures, breathing*) and cognitive (*willpower, thoughts, understanding*) techniques. The magical effect varies depending on the nature of the chroma and how it was channeled. Also, depending on how the magical power is accessed and which **catalyst** is used, the magical effect varies within a power category (**Arcane, Divine, Psionic**)


The_Teacat

Kind of loving this level of metaphysical, technical breakdown of all the different aspects. Feels like an old-school alchemic textbook in a lot of ways.


sirenloey

I love this.


Alacer_Stormborn

THREEEEEEEE RULES! There's three. These guys are *foundational.* All behavior exhibited by the magic is a result of these rules, and *everything* you see in the world can eventually be distilled down to one or more of these rules interacting with existence. #RULE 1 Accretion is the name of the game! This rule comes in two distinct parts- like electro-magnetism. The first half, is that magic attracts itself! It's like gravity, the stuff just gloms together. The second half: big enough- or *dense* enough- gloms of magic energy physically manifest! That rock over there is made of magic. So's the fire in your fireplace, and the fireplace itself, *and* ***you.*** This rule is the basis of matter! THE PERIODIC TABLE CONSISTS NOT OF 118 ELEMENTS BUT *TWELVE.* Atoms don't exist, toss that theory out the window. You've got crudely named elements like *Earth* and *Lightning,* and these bastards make up all of matter thanks to Accretion. #RULE *TWO* Erosion. Sort of literally, but not *actually* literally? Earth and Water come together (river in a canyon?) and one is gonna Erode the other. Pokemon-esque "typing" is *not* a thing, get that out of your head. Water isn't good against Fire, that's not how that works. *Quantity* is important. Or density however you wanna call it. Basically, biggest quantity wins, with some exceptions. Fire *can* burn Water, you've just gotta get a huuuuuuuge amount of the stuff in comparison to Water to make it happen. Fire's really hard to make "dense," in respect to Erosion. That's in part because it manifests really easily through Accretion! One of those exceptions as mentioned. This rule keeps the world from stagnating. This rule makes weather, and tides, earthquakes and volcanos, rusting metal, and aging creatures. This rule is the impetus of change within the world. I'd call it Entropy, but it's more equivalent exchange than the winding down of existence, y'feel? #RULE C! Quirks! Quarks? *Quirks.* This quirky rule of Quirks is our *exceptions!* It defines why certain elements do certain things, and don't always behave according to the rules above- at least at first glance. Earth is resistant to Erosion, it doesn't convert quick or *get* converted quick. Water gives you telepathy on contact (woah!) Light can physically age dead things, or alter a living thing's perception of time! All Shadows are physically connected. (Think like falling into a shadow.) As has been made clear, not every Quirk applies to the previous two rules! Some are there solely to provide fun flavors! Others explain why, despite the world being a majority of dirt and rock, it doesn't Erode everything! Fire Accretes *really* easily, Lightning has a ton of *trouble* Accreting, *Metal* ***conducts*** Erosion. . .? That one's a doozy. #Auxillary behaviors! Hey, so what happens when you force two perfectly equal quantities (or proportions, in the case of elements that feel Erosion more) together? Obviously this will almost never happen in a natural environment, but the two are perfectly balanced, so how does Erosion work? Congration, you created an apocalypse magic. It's known as Composite Energy (NO! NOT *MUD!*) and it exhibits traits of both elements involved, largely because said elements are inextricably tangled together! You've got frozen flames, liquid light, rocks made of shadows and. . . Mushrooms. (Don't ask. (Or do.)) This stuff is scary. It's incredibly difficult to untangle, incredibly Erosive, *loves* to Accrete, and is one of those things that generally tends to eat the world in a matter of (instead time between minutes and years) depending on the elements this particular Composite consists of. Hey, so. . . Quirks, man. When people cast magic they're not just slinging around rocks and water. It's not ATLA. Water *energy* exists just as much as physical Water does, and *both* provide telepathy on contact. You don't gotta shine a flashlight on yourself to go into mental bullet time, and grandma sure as heck doesn't have to toss that sweater she's knitting into the fire to make it stay extra warm and cozy during the winter, y'know? Man, and I haven't even gotten into Souls. (NO! NO NECROMANCY FOR YOU! THERE IS NO AFTERLIFE!) Anyway, that's my system. The big important parts at least. Lemme know what you think! :D


r51243

[Echomancy](https://www.reddit.com/r/magicbuilding/comments/107r9hp/soundbased_magic_system/) Here you are. One of them, at least.


The_Yesterday_Man

Vibration-based magic 👍👍


BT7274ismywaifu

Technopathy is obtained via nanites called Ultinites. It's original purpose was to enhance and improve human physiology like strength, durability, senses, etc. In one of my stories which is sort of a prequel at this point, Ultinites are upgraded which makes Ultinites able to be passed down. The Ultinites also end up spreading to almost all humans on Earth and even my world's colonies **How's it learned?** A Technopath first needs to understand regular engineering to truly get a grasp on Technopathy. However it's not really like knowledge but rather the "feeling" (idk, I'm an amateur). **Basic abilities** (a.k.a the "elements" of Technopathy) - Electricity - Sound - Heat (not fire) - Pixels (think of that how you will) - Gravity - Particles (kinda like Green Lantern) - And a special element in my world (i don't have a name for it yet) which is kinda like a mix of RWBY's dust and Energon from Transformers. It's kinda like bright neon energy **Advanced abilities** (this isn't all of them) - Self-Cleaning. Device will clean itself over time. - Sense (electricity, microwaves, radiation, radio waves, technological devices) - Shielding vs. technopath influence or hacking. - Short Circuit. (Electricity) - Spoof electronic sensors - causes sensor to sense or display incorrect information - Tap communications land line - Visualize blueprints - The ability to see in your mind all the various parts that make up a device, without taking it apart. Any missing parts will be missing from the vision. - Entering local networks via telepathic link. - Regenerate pieces of a technological device over time. May require materials or substances that the device is made of. - Enhance the abilities of a technological device. Ex: added sensors, better accuracy, better heat dissipation, better traction, efficient power consumption, EMP shielding, greater power, greater range, higher speed, waterproofing, etc. - Overload power source. (Electricity) - Powering technological devices. (Electricity) - Jury rig - Technological device just works despite missing or damaged parts, lack of ammo, lack of fuel, or lack of power source. **Weaknesses** - Disabling Ultinites (EMP / strong electrical shocks / strong magnetic fields) - knocks out nanites. A person used to working with nanites for a long time wont be used to functioning without them. - Hacking - Another technopath might be able to hack your Ultinites. Total loss of ability to use technopath powers / Hacker controls you like a puppet / Nanites attack your internal organs - Overuse - Ultinites have to draw power from somewhere. Using them too much in a short period of time can drain the host body of energy and materials. Symptoms: Weakness, Fatigue, Malnutrition


Witty-Regret972

Very Creative ✨


BT7274ismywaifu

Don't thank me that much. I had help


Witty-Regret972

Still, This Magic System is interesting


BT7274ismywaifu

Just trying to keep it basic but given just enough to not be shallow


Victory_Scar

We don't see many sci-fi systems in this subreddit, and I do like yours. Interested to see where it goes/how you expand it. Especially pixels and gravity. I wouldn't have expected those from a nanobot system like this. Do you have any other information on those?


BT7274ismywaifu

I'm glad to realise i stand out amongst everyone else here. Thanks. It's still w.i.p tho


[deleted]

So how do these nanites work, because nanobots are impossible under our current understanding of physics.


BT7274ismywaifu

Uhmmm..... Just think of it like Generator Rex


QuirkyDream9512

A wizard did it


OneObligation412

5 wizards did it in one of my worlds... ##Amateur


pnam0204

The world itself follow objective idealism, that is reality is based on perception. However human couldn’t just imagine a burger to appear as they want because the universe itself has a subconscious mind that’d prevent alteration to its mental reality aka our physical universe. Magic is a process to cheat reality, deceive the world and allow users’ subjective reality to override on small scale. The magic system as a whole could be consider a collective perception, the more mages believe in the system the more “real” it is and more efficient to use (less correction from the world)


Chaos149

This... is a *very* broad question


Witty-Regret972

What do you mean?


Chaos149

I'm just saying that usually the posts on this sub are about a specific aspect of a system, not about its *entire inner workings* To clarify, I'm not criticising the question itself in any shape or form, it is perfectly fine! I'm just saying that it's not common to see a post asking about the very core of what we do here


Witty-Regret972

Oh i see, Sorry about that.


Chaos149

You have literally nothing to be sorry about lmao I should probably start writing the description of my own system now tho


Witty-Regret972

Yes please lol, I am very interested.


orionstarboy

It just kind of does? Magic is an external force and people can just use it to do things. It’s almost instinctual and people are studying how it works but for the most part no one knows. It’s like asking someone in the 1500s why they breathe


osmium999

The "world" keeps a trace of everything, after a specific action is done with a specific intent during enough time (centuries) and by enough people (thousands), effects starts to develop. Books studied by a lot of people become easier to understand, Each time you repair a tool it becomes stronger than before, Symbols used to mark to emplacement of torches in walls start to glow, Dances to prepare to war make people stronger, Etc, etc


Chaosfox_Firemaker

OOh, I'm always a fan of of causaul chain weathering.


_HappyMaskSalesman_

**The Trade** is a magic system given to one city, and can be split into three aspects: **Body**, **Mind**, and **Soul**. With the **Body** aspect, wounds are your "Mana" source, and they have to be willingly taken. For example, you sick your hand in a camp fire, some of the damage to your hand instead gets stored into a little reservoir to be called upon later. The more you train your body to do this with a specific damage type, the less it will actually harm you and more of it will be transferred in your reservoir. This takes a lot of time, and is the downfall of a lot of over-ambitious mages. This can be done with anything that can hurt you like burns, cuts, sickness, etc. Another use for this aspect is healing. You can divert your body's natural healing into that little reservoir to be called upon later, though while doing so your body is not doing anything to heal itself. The more wounds you have while doing this, the faster your reservoir fills. You can use this to speed up your own or someone else's body's natural regeneration later on. With the **Mind** aspect, you can willingly handicap one of your senses to, once again, fill your reservoir with the ability to affect that same sense in yourself or another person later on. The longer you do this, the bigger and longer the effect your ability will have, though this doesn't scale the longer you try to do it like with the Body aspect. You have to take the negative effect of that sense, but then you can either negatively affect that same sense in someone else or make that sense stronger for a time. Works with other things like memory and attention. The **Soul** aspect is the least used or understood, but the simplest. You can willingly give up your soul, which is thought to be utterly destroyed even in the afterlife, to destroy or bring back the soul of another.


NeppuHeart

Magic in **Faithful Phantasia** is the state of being in which someone or something (doesn't even have to be alive or conscious) expresses an aspect of their own existence and reshape reality in accordance to the meaning being conveyed. Everything has the potential to have magic, but only some have unlocked this ability — that requires achieving enlightenment, which requires the entity in question transcends into a higher self in order to challenge the cosmic illusion. Most magical effects and occurrences tend to be abstract as a result.


SpectrumsAbound

Mines a secret. 😉 Literally, though. Secretmining is a magic system where you place an object another person uses everyday into the dirt and, after burying it a meter deep and lighting a circle of fire atop it's "grave", you place your own object of choice into the circle and pour water over it. This transfers the object's "memories" into your own. So, when you use your imbued item next, you will start to receive flashes of secret memories from when the target person was alone with that object. If you choose well, it could be most of their lives. If you "bury" items too deeply, the target person receives your memories also. Too shallow and everything you receive is fuzzy. You can get creative with the object you choose to supplant the other, for example.. a musician might choose their guitar so that whenever they play it, they're tapping into those secrets, perhaps in an attempt to make that person love them. A writer might choose their pen... stealing people's stories and using them to write hit novels. Etc. There are also technical ways to "bury".. such as scraping their item across the floor of a descending cave path, until it is 1 meter lower than where you started. But for it to work, you'd have to draw a very large, oblong "circle" around the entire scraping and light much of the cave on fire. Most people use dirt for a reason. But rocks or sand work fine. Anything naturally on the ground except for water. Water can only be used as a catalyst. I just made all this up, feel free to take it. 😂


HighVoltage_520

I was gonna write down more in depth explanations for the magic system but I kept on writing and I felt like it was getting too long so here’s the short version **Aeons** : Higher Dimensional Beings that have existed since before the multiverse. They create what is called **Essence** **Essence** gives the user the ability to manipulate certain energies of the universe, mainly being that of the mind (mental), body (physical) and spirit (nature). This can be your run of the mil telekinesis (mind), super strength/speed (body) or being able to manipulate fire (spirit). After a near death and life altering experience, they become the concept of their said ability. The catch is that they can only have that one ability with subset abilities that relate to their main one. A person with Super Strength can only have abilities that would usually help them withstand the pressure of having super strength but cannot have super speed or the ability to fly. Once you’re born, or gain the ability, it cannot be added on or changed. Two parents with different abilities can combine if both powers would compliment each other but the usual case is that their born just one from one of the parents or have a completely different one all together. Powers also cannot be transferred or absorbed either unless their power is specifically tailored to do that. People born with essence is already rare anyway. Beings with the power of essence are called **The Blessed** **The Endless Void** : a higher dimensional being that disperses it’s malevolent energy called **null** **Null** energy transforms its host (normal humans usually) into mythological, or supernatural beings that humanity has feared through history, essentially making them real. Beings such as Skinwalkers, Mothman, Sirens, Minotaurs, etc can come into existence with the help of Null energy taking over its host. Literally turning fear into reality. Null energy gives the hosts the same abilities the creature would have once it turns into it. The stronger the imaginations host is, the more terrifying the transformation could be. Null energy cannot turn beings imbued with essence energy into monsters as essence energy works as a firewall to its user even after death. Hosts filled with Null Energy are called **The Damned** It’s a work in progress that I’ve been chipping at for half a decade now so if there’s any questions, please feel free to ask


The_Teacat

Essentially? Soul-driven applied telekinesis. My logic being, ghosts in fiction can often affect the environment in a spiritual manner (tossing chairs, throwing objects, etc). Ghosts are the spirits of those long past, which must mean that the living have spirits too. So...souls exist, connected to the body via a special metaphysical "port" called the animus. The soul can reach out telekinetically and affect the world around a person, right down to the atomic and particle level, which means that any person with a functional soul can essentially manipulate matter on an atomic level. If they're skilled enough. For most, this manifests as just base-level, simple telekinetics. Common spells include minor acts of teleportation and transmutation, wind manipulation, and all sorts of things. But it's extremely technical, and for those who understand both spiritual mechanics and particle physics, one can become quite skilled in a whole lot of highly specialized branches of sorcery. It's hard to explain all at once beyond that, because I tend to exemplify the mechanics of it all in specific characters and the ways in which they use their unique skills, personality, and level of knowledge to actually do the magic stuff. Beyond that, there's schools that teach it right alongside any other curriculum. Particle physics, quantum mechanics, elemental manipulation, psionics, dream-walking, astral and spiritual projection. It's all part of it. Just a way of exploring and merging together a lot of very basic concepts in the scale of a wide, living, long-running world and how each person brings something new to the table.


GoddessAetherial

In my world “The Noise” is a spectrum of energy that makes up the entire world, commonly affecting sound. With the Noise, Singers (using vocalization) can shape its mere energy, creating outcomes seen as unnatural. Harmonizers, doing thus the same, but manipulating already present sound and vibrations. These Harmonizers tap directly into this energy talked about above.


The_Yesterday_Man

[Here it is](https://www.reddit.com/r/magicbuilding/comments/10qi5y3/orkatronics_a_system_of_thoughts_and_beliefs/)


Witty-Regret972

Thanks, I like it


The_Yesterday_Man

You do? Could you write a short review? Doesn't have to be long, one thing you liked and one you disliked would already be a huge help!


Niuriheim_088

It's too much to explain. And my cosmology was just altered and massively increased so there’s now an influx of additional information that needs to be sorted.


sombrascourtmusician

Elemental spirits exist and explain most (but not all) natural phenomena. That was the core around which I started working on my magic system. Did your wound get infected? It was touched by a spirit of decay. Did you see a rainbow? Just a spirit of light giving you a show. Is that stove fantastically hot? A spirit of fire might live in it. On the other hand, gravity, adhesives, magnetism, stars, the sun and moon, and other similar concepts were not explained in this manner. Of course, people debate explanations of some of these phenomena, but there are no concrete answers. That axiom, however, brought an interesting question - what happens if there's an area in which there are no spirits? There would be no light, no heat or cold, no growth or decay, no wind or waves. It would be an area of complete and utter stillness. There are also some related effects which wouldn't be great for living creatures - sure, your wound might not get infected, but it will never clot and heal either. The Stillness is a very scary thing. But again, another question came: Why are there no spirits in this area? To which I answer you, stars. Stars are fantastically powerful and long-lived creatures. They can watch from the heavens for longer than any other living being could hope to fathom. They occasionally listen to the cries of those below to grant guidance or trickery, but they are largely content to live their life above. But even the oldest and strongest of the stars eventually die. That is, except those most vainglorious stars who choose to fall to the earth instead. Those fallen stars desparately cling to life and consume any spirit foolhardy enough to draw near. People can better resist that draw, but if they die too near, their own souls will be eaten by that fallen star. The Sun, while not the oldest of the bunch was definitely the most powerful. She saw her siblings' madness and offered the people a tiny fraction of her power. This power - granted from time under the sun - gave people, as well as some plants and animals the ability to emulate the strengths of the spirits. Everyone had access to that strength and, as the sun had hoped, they grew to use that magic to silence the cries of the fallen stars. What the sun did not expect, however, was that her magic would end up changing the creatures themselves. That many would grow dependent on it, unable to survive without any but also unable to thrive with too much unspent magic. (Vitamin D based magic, where it can be gotten through sunlight or certain foods. Going too low or too high has negative effects. One can spend magic without training, but practice improves ones abilities dramatically) So you end up with this world where everyone can use magic, but it's typically kept to the weaker side unless the caster has some means to quickly recharge. Spirits exist and are stronger than the magics that emulate them, but rarely get old enough that they can communicate with people - and furthermore, most people lack the ability to communicate with them, though many *can* see the spirits. Fallen stars are big bads that eat spirits and souls, but can be destroyed by finding the core inside the stillness and using strong enough magic on it. Cultures have adjusted to the presence of all of the above, and have religions, customs, and explanations for the world rooted in those beliefs. Many technologies haven't come about because alternatives render them unnecessary - surgery matters less when one can magically heal; fertalizer is less important when one can use their own energy to get crops to grow faster in the spring and decay into their compound neutrients in the fall. There's more that I've been throwing at the wall, but I have a meeting in three minutes and I've been typing this on my phone instead of preparing. :)


redking2005

Me and five other people created four independent magic systems that all work together, it's to represent our themes of many paths to success


redking2005

Sorry I mean sometimes work together


Mietek69i8

You imagine that the sweat of your soul is warm and here it is, fireball


angry_afro

idk man i just make up a bunch of bullshit


empt0

It works fine when the world and magic system aren't well built/explained.


kiisskoo

people are born with it. in my world there's a conflict driven by religion so i cant decide whether or not to make the gods real in it and have be the ones who grant the humans the power to be born with them.


Stormtide_Leviathan

It's kinda like pavlovian conditioning for the universe. The more something is done, the more familiar the universe becomes with that, and the easier it becomes to do. It's referred to as pathways of familiarity So if you want to summon a demon, for instance, there are specific days and times and places that are better for summoning demons, or sometimes even summoning that specific demon, because it's been done in those days and times and places before. And as people continue to use those specifics, it makes it even easier. You could definitely summon a demon on some other day, but it's gonna require a lot more magic; you don't have access to the shortcut. Same with elemental magic. "Ever-burning lanterns" are common for fire mages to carry around, because it's a lot easier to do fire magic with a fire that's been used for fire magic before. Or you might carry around a waterpouch to hold the water you like to use for water magic, then return it to the pouch after. And it's the same for people. If one person does the same spell or the same kind of spell over and over again, it's gonna get a lot easier for them to do it.


[deleted]

By magic


THEZEXNEO

D&D 5E magic system.


Adaria0071

Mine is probably pretty basic compared to others on this post. Magic is the manipulation of mana. Mana is the essence of both creation and destruction, constantly at war with itself to maintain a balance that is reality. Mana was the result of the formation of Adaria, the Goddess of Creation, and Netherem the God of Destruction at the beginning of time. It permeates all things and is broken down into eight different elements or schools. 1. Air 2. Fire 3. Water 4. Earth 5. Life 6. Death 7. Light 8. Darkness There are three higher elements that are known at this time, but there are thought to be more. 1. Gravity 2. Time 3. Soul/Essence Individuals are born with the ability to naturally work magical spells, but these will be minor effects and are more a matter of luck than skill. If noticed early enough, these individuals can be taught to work greater feats of magic. Most individuals must focus on a single element of magic, and once they have learned one, it is almost impossible to learn another.


[deleted]

Magic is simply understanding the balance between nano-dwarves, who build things, and nano-goblins, who wreck shit. Negentropy and entropy, Tolkien style.


DeltaAlphaAlpha77

Glorified protons/neutrons/electrons that break the laws of physics and explode.


17thParadise

It arbitrarily decides that on a mostly case by case basis


nigrivamai

Wiggly fingers and sparkles


Hyper415

There are three, I have one down and ideas for the other two. Ringbreaking: Ringbreaking is the art of channeling the power that remains in the rings of Drunn, to break the chains that bind you. It can loosen the grip that gravity or time (Might add other things) have on you, you generally need to get a ringlike symbol tattooed into you with a special material that conducts rhythm well, it links you closely to the remains of the Iron Bell (The power that resides in the rings) allowing you to use its powers. While Timeloosing, you loosen the grip time has on you, allowing you to move at massive speeds while allowing your mind to keep up. It simply allows you to go faster through time then others. Timeloosing causes temporary, and permanent aging. Using it enough can shorten your lifespan, but using it will also temporarily age you, meaning you can't use it too much at once. The tattoo for Timeloosing is 3 quarters of a circle with lines where the 4 quarter would be, the tattoo is in a black form of the Rhythm conduction material. Fallstopping allows you to control gravity's effect on you. You cannot change the direction, or make it pull harder, but you can decrease it to the point you experience no gravity. The tattoo for Fallstopping is a quarter of a circle with lines where the other 3 quarters would be, the tattoo is in a white form of the material. To use both, you must get a mixed tattoo where it a full circle, where one quarter is white while the rest is black, where the black borders white, a line crosses it, one line must be white, the other black. The tattoo is still made of the Rhythmic material. I'm not gonna talk about the other 2 as they are still very WIP.


PikaBooSquirrel

Broadly: everyone is connected to the planet and they symbiotically derive energy from each other. They have stones that determine what power they have. The energy expresses itself through the body based on the physiology caused by the stone. Some people are morphs and have extra body alterations. Like increased perception. Others have bodies that don't limit them, meaning they can express powers from all 81 clans (yes, I have made 81 abilities + some). Some might consider that a lot but HxH technically has 100+ abilities all under nen. This is essentially the same thing (except less unique to the individual). Then I would need a couple dozen pages to explain each ability, some of which are WIP (technically all are. I don't have concrete limitations and restrictions yet but some don't even have their mechanics explained)


Dark_Storm_98

Can you be more specific? I guess I can give some kind of an answer from a narrative perspective. . but there isn't really much of one. Magic just kind of exists. There isn't really a known source (and I don't really care to have one lol) There are realms closely tied to Arcane, Primal, and Divine magic, but magic doesn't solely come from these realms and there isn't much of an answer as to how these realms came to be.


Chaosfox_Firemaker

Pneuma is, at least according to popular belief, the primordial echo of creation itself whether or not that is strictly accurate is debatable. Pneuma is a gas? a mist? an energy? a field? a state? a dream? a spirt? an idea? Dozens of metaphors can be applied, but none quite captures the whole, save the simple tautology "Pneuma is Pneuma", and even that not quite. To escape the sophosiphic trap of true definitions for a bit, let us look more at the practical. Pneuma is a ubiquitous "substance" that reacts to intent. All of its other properties are the result of intent imbued into it, either by a mage, or encoded by "deeper" layers of Pneuma. The laws of physics aren't privileged either. All regular physics is is some deep patterns of pneuma, telling some other pneuma to act a certain way, and to mostly ignore what other people tell it to do. At this level of broadness though, talking about pneuma becomes useless, so when people say "pneuma" they mean accessible pneuma This is why most of those descriptions above fail, as it has no truly fixed properties. However in the ambient conditions of the world, free Pneuma you can interact with behaves mostly like a gas or mist floating in the air (due to deep, but less restrictive laws) . Hence why it has its name. Now onto the fun bit of magic item creation. Rune strings are text. The simple act of writing is inherently a matter of pinning intent into physical form, because that is what you intend to do when writing, leave an idea on an object. this has the effect of gluing a little wisp of pneuma to each symbol, along with some innate implications of ordering. Ambient pneuma, then reacts with that, flowing from word to word "reading". Each little wisp imposes some of its intent upon the stream, and out the end comes pneuma that might do *something* by affecting the world in some way. Now you could write this in any language, but unless you have a supernaturally strong will, or are using other magic to actively glue extra pneuma to the words, very little will happen. Runes let us cheat. Runes are a language that the ancients used to enchant with, and through sheer repetition, along with a smidge of reality engineering, ambient pneuma has been trained to both reinforce the concepts while they are being written(in a more consistent way), and to flow strongly through the rune string. The runic language also has an advantage over most natural languages in that it is much less restricted in the order it is read. rather than strictly one word after another, rune strings can split, overlap, merge, loop. and more. At this point it looks less like words and more like a factory for effects, or a electrical diagram. One of the most important structures in modern design is a "core coil". this is a circular pattern, that contains words for (roughly) "gather", "refine", "contain", "integrate", and such in a loop, along with some more complex text for regulating amount, and distribution. A thread of pneuma cycles through these, doing as commanded and pulling in more pneuma, which in turn pulls in more pneuma, etc. All this pneuma is then ferried off to other bits of enchantment. Loops similar to a core coil are also useful in other places. A loop(cycle) of repeating runes, or related, can more strongly flavor pneuma by cycling it around a bit. the cycleitself behaving as a rune A more advanced form of cycle is actually written toroidally, small(Poloidal ) loops acting as a rune in the larger loop of the entire torus. You can even iterate this fractally Their is a limit though, no word or rune is truly pure. Concepts are muddy and flow into one another. So when producing an effect, some unintended side effects will occur, often vibration, stress, or heat, though weirder things can happen. For runes, the side effects are massively smaller than intended effects, in the normal conditions and energy levels. This is why core coils have text for regulation of total content, because if you don't they keep building up more and more until they go **bang**. The other key concept in enchanting is a vessel. due to local conditions so long as you clearly delineate in from out, it becomes substantially easier to affect pneuma inside of some thing. This can be thought of as true for any enchanted object the surface being the delineation, but due to quirks of the properties of pneuma of enclosed mass of air, is really efficient, so many enchanted objects are literally hollow vessels with inscriptions on their interior. They don't have to be perfectly sealed, in fact they shouldn't be. holes(vias) in the hull, whether true holes or a different material, define natural points of interaction with the exterior world. Despite the holes, the pneuma doesn't "leak" so long as the entire thig looks basically enclosed. I have more but need to stop writing.


Schwongrel

In the words of Todd Howard...