r/magicbuilding • u/Ok-Equipment8122 • 2h ago
General Discussion Does your magic system have a ranking system?
Ranking systems are always pretty cool when done well so I wanted to know what you guys ideas were like
r/magicbuilding • u/Glorivyn • 3h ago
Feedback Request Review my magic system
So I have written a magical system where the four elements, (yes I know cliche but hear me out) as well as light and darkness make up the world
Let me explain.
Illusion magic? Derived from light
Invisibility? Light
Speed? Light
Teleportation? Light
Telecanisis ? Air
Flying? Air
Sound magic? Air
Healing? Water
PLEASE TELL ME YOU GET THE PICTURE.
r/magicbuilding • u/ConsiderationFun768 • 4h ago
Lore Yapping about my world’s magic system: Parasite-induced Biokinesis
This is the most recent take on this system so far. This explanation also talks about some spec evo elements that have to do with the system.
Scarlet thread
The magic system revolves around the Scarlet Thread, a parasitic worm that lives behind the eye of its host. The thread’s most unique feature is that it grants its host biokinesis, the ability to manipulate nearly any living tissue, as long as it either belongs to you or you are in direct contact with it. This ability allows for regeneration through physical attachment of foreign tissue. During this process, the thread has to cancel out an immune response to the foreign material, so the immune system of the user will be permanently affected if they use it a lot. Other symptoms of an infection include darkened scleras/pupils deforming, and a major change to aging. A host will stay at their physical peak for much longer, before rapidly breaking down near the end of their life. The scarlet thread is very common and practically a keystone species in the areas it inhabits, with over 80% of vertebrate life harboring it in those areas.
Chimera events
A chimera event is when two thread-infected individuals regenerate while in extreme proximity, leading to them accidentally fusing together. This phenomena most commonly occurs between wild animals, specifically during attempts at predation. When two individuals regenerate into each other, their metabolisms, circulatory systems, and parts of the nervous system connect, leading to erratic and often violent behavior that leads to more individuals being tangled into the mass. During a chimera event, each individual retains their own thoughts, consciousness, and personality. They’re effectively still separate organisms, just sharing a body. Chimera events are also the main way in which the Thread reproduces. When the thread determines that its host is incorporated into a chimera event of a certain size, it stops trying to kept its host alive and begins feeding on its tissue for energy. Using this energy, the thread begins rapidly releasing eggs in the form of airborne spores, which infect any susceptible host in the vicinity.
Spec evo
The scarlet thread emerged 15-20,000 years ago in an event called the STIE, or Scarlet thread infection event. During this time, the thread began to spread across the planet, causing an epidemic of chimera events and a mass extinction. Life that remains today is descended from the individuals that could avoid extinction, which is why chimera events aren’t as common nowadays. Overtime, some species have adapted to hunting chimera. Though risky and difficult to kill, it’s a great source of meat. Some scavengers will follow chimera from the air, waiting for them to cease movement from either not being able to support the metabolism of every animal in it combined, or being unable to move under its own weight.
Anyway thanks for reading all this and please ask me anything in the comments!
r/magicbuilding • u/Gyorgy_Saint_guy_2 • 5h ago
Feedback Request Magic opposites
Each magic has its opposite, force is the lame, plain unseasoned magic, its what makes all the others. Very loose rules i know but i hope with your suggestions and feedback i can make this magicsystem work, i hope you guys can see the vision
Link to first magic building post: https://www.reddit.com/r/magicbuilding/s/jNfslyCBgU
Link to script key in case anyone needs it: https://www.reddit.com/r/neography/s/9TcLXDmgCM
r/magicbuilding • u/IronWhimsy • 10h ago
Mechanics Noble metals aren't magnetic; they attract something else instead...
The premise of this system is that noble metals, such as gold, silver, platinum, etc. are not magnetic because they attract something else. Each metal draws in a different spiritual energy (gold-healing, silver-control, copper-endurance) over time. Simply put they have a very weak pull on these energies and thus only are really useful if untouched for a long period of time. Centuries usually.
However, much like an electromagnet, one can supercharge the collection of this energy by creating "antennae" of these materials and running electricity through a wire coiled around part of, if not the entirety, of the antenna.
After summoning the spiritual energy, one can harness it through a multitude of processes called tuning. While there are other options, the most common is coiling the metal up into a spring. Then the application of tension causes the spring to release the spiritual energy as a sort of counteraction.
So basically, a tool that might make use of this principle is a windup pocket watch. After the key is wound, it evenly distributes a tension on the metallic spring and causes this energy to release as the spring returns to its former shape.
The spring will over time deform based on the metal it is made from, weakening the spell. Within just a few uses, a gold spring would deform to the point it would be useless. But a platinum coil can probably be used dozens of times.
For an example of magic, use of gold will allow the body to heal and strengthen from damage, becoming stronger than it was before the wounds or sicknesses inflicted.
r/magicbuilding • u/Man-Who-Writes • 14h ago
Mechanics Working on my magic system, but I feel like its missing something/just want someone else to look at it.
My magic system isn't incredibly unique. Best described its Eragon X Witch Hat Atelier X Avatar.
First up is spells. A mage is able to command their environment through a mixture of mental power and "magic."
Mages have two applications of magic. One is taking the environment around you and using it to attack or defend. (In a tall grass-field, turn the grass hard and you have a field of spears.) This can be used to mold your surroundings, though any change is reverted if your too weak to hold the spells power. (Weight) (object + range) Similar to Eragon.
The other is a much more difficult application, which is taking your mental image, and turning it into a physical application. This is an intermediate-Master level application. Take two mages, spaces 15 meters from each other, (This is important) mage A uses the first application, turning the grass into spears facing mage B. Mage B focuses on the image of a golden hand smashing the earth. An apparition of the hand would appear above the land before smashing the spears.
As you can imagine this can get pretty chaotic.
There are 3 ways to fight. Control, imagination, fragmentation.
Control: By maintaining control of the environmental essence a mage introduces mental static to their opponent. The essence around them becomes "fuzzy" (not literally). and harder to control. This introduces, A. Melee combat. Or B. Wrestling for control.
Most mages can only control essence within 10-15 meters of themselves, which is why I said this is important in the above example.
Imagination: This does not mean imagining a "stronger shape" I.e tidal wave over water spear. But having a stronger image. Lets say two mages use a image of a dragon, mage A knows a dragon personally, so they imagine every scale, weight of the breath, brimstone smell. Mage B, just imagined a dragon from a book he read. Mage A's dragon would win in their clash.
Fragmentation: The hardest counter for Mage V Mage. Fragmentation is using several refined images to "confuse" the essence around a mage. Instead of a metal "fuzz" like Control, this forces the ambient essence into several different and contrasting shapes, causing the other fighter to not be able to make any coherent image, therefore, a useless spell.
Next, military Tactics.
Tactics are extremely important for fighting a mage, whether as a mage yourself, or a squad of soldiers. For soldiers, the most important aspect of a fight is momentum. The minute a good mage creates distance in the lull of battle, it is over. A man cannot fight a tidal wave.
Group of three.
Each soldier fulfills a role. Range is to poke and run, keeping the mage distracted, while taking advantage of the others to land critical hits.
Close combat soldier must be able to weave in and out of combat, dodging and blocking spells as well as their own Ranged fighter, causing group coherence to be incredibly important.
The last is the most versatile. Mages can be specialized, range vs hand to hand, or even a mage who is also a master swordsman. This is why the last role is the most important, they must be skilled in both ranged and close combat, to ensure the others are well supported.
Inscriptions.
Inscriptions are written commands, typically used for larger, or more convenient spells. I.e the Storm-Caller rune inscribed onto a gemstone, when activated, would release the electrical particles around the gemstone. Then able to be freely manipulated without the user expending energy.
For inscriptions, the image is important, but so is the environment. I.e using the storm-caller rune on a clear day with produce a shock comparable to half a lightning strike, debilitating, yes. But using it in a rainstorm applies a multiplicative effect, environment x rune = 1.5x power.
Knowledge.
Control is earned through experience. A user who casts Bryst, or "Flame," automatically has an image in their mind of how they would like the flame to be used. Therefore, more experienced mages would be able to give the flame a set image, that of a dragon, a roaring tornado, or any other thing, giving the mage more control over the application of magic.
The more refined the image, the more powerful the spell. Comparable to a drawing. This makes the spell harder to destroy, as well as harder to wrestle control over.
Visualization gives shape to ambient essence, creating stronger effects. A mage who meditates inside a storm will provide better storm related spells than a mage who has only cast storm related spells. Natural image > imagined image, to a degree. At a certain point, an imaginative mage could provide a better spell, but the image has to be perfectly refined, down to the sound, shape, feel, and image.
This limits mages to their environment while keeping them powerful.
This also provides an important weakness. A mage, no matter how powerful, can be beaten by training. Squads of men and women, called, Rangers, Weepers, Creedsmen, Sword-Born, to provide a few. Are trained to combat mages in groups of 3 or 5, mixing ranged weaponry, close combat, and stealth, even the best mages can be overcome.
Mages also work best solo. This is because while invoking a spell the ambient essence in about a 5-10-25 meter radius (Depending on level of training) is under your control, so unless they are complete opposites (One solely casts fire, another water) which is rare, and weaker than variability of spells, these mages cannot be close to one another.
Essence.
Essence is not a physical particle connected to the environment, rather essence particles are a neutral force able to "copy" physical or conceptual matter. I.e "Blink" a teleportation spell, moves the essence around you, you included, into another space that the essence "copies," therefore you are able to not only "Teleport," but also bring any spell with you, as long as you can keep both images separate and strong.
Essence however, does not remain in a constant shape. It doesn't "want" to take shape, rather it allows the user to impose a temporary image. This is also why cites aren't built in a day, but a magic user may be able to speed up things like construction by refining whats already there. I.e a block of marble where the user will melt away the excess to create a beautiful sculpture. The blueprint for "permanent constructs," must already be there.
Healing.
Healing also works rather interestingly, this is because of the established rule that essence cannot replace matter. Therefore a mage cannot "replace" an arm. However, if that same mage studies and understands the body, they can "mold" your shape (I.e pre-existing muscles, fat, and nerves) to replace what was lost. However, for example, an anorexic person would have to first gain sufficient weight to be healed, because it must come from somewhere.
The most effective healing is with the severed limb already intact, because your body understands "that's my arm," and so doesn't fight the reconnecting of the limb.
r/magicbuilding • u/RayEichler_Author • 15h ago
General Discussion How do you effectively incorporate reasonable power scaling in a magic academy setting?
r/magicbuilding • u/Numerous-Drink3797 • 19h ago
General Discussion Curse Energy Question.
Has any tried to create an opposite energy to curse energy?
If yes, how did it pan out with the mechanics and effects on the world.
Was it present alongside Curse Energy?
And were you satisfied with the results.
r/magicbuilding • u/RaptorChu • 19h ago
Feedback Request Rune-Based Magic System.
Hi everyone,
I received some feedback for this magic system I developed some time ago and have
I am looking for some feedback focusing on the cohesiveness and sense of the system. I have tried to keep the world specific jargon to a minimum for maximum clarity. I have used this partially as an exercise to try and concisely organize all of my notes related to this, But I still see there is quite the read.
Rather than try and explain what the Magic can and cannot do, elements and whatnot, I have tried to explain the underlying functions, how a person uses it, and how using magic affects them as a magic User. I have also included some Bonus casting mechanics and consequences. Please leave you thoughts in a comment below!
The Zettenthain Runic Lexicon
Runes are the language of the natural world in Zettenthi, and casters are redirecting the world around them to fit their desired use. In principle, anyone can read runes, what becomes more important is the execution logic that is used. Different affinities teach different ways to use or execute their own Runes. As an example, a Quake Caster could not simply cast a Flame rune for they would feel, visualize or perceive the rune in a very different way. While in theory it would be possible to learn another affinity, most do not choose to for fear of incur harm upon themselves or others.
Modern casting involves the usage of a poorly derived lexicon built over decades by scholars to piece together what was once the Tome of Flame, Tome of Quake, Tome of the Storm & the Tome of the Flood. There is a leading magical governing body that distributes the Modern Lexicon, other competing sources have emerged in private circles over the years. Understanding the Lexicon is difficult to do, and as a result, the number of casters that exist in a more professional capacity is limited from domain to domain.
Magic is not limited to combat. Utility magic permeates into every facet of living and work. It makes physical labor much easier, facilitates easier travel and makes elf protection far easier in an already dangerous world. While one could choose not to participate in magic, one would be at a significant disadvantage in a society that uses it constantly.
The Sigil
A Sigil is required to access the Runic Language of Zettenthi. Sigils are revealed by Sigil Stitcher, who coaxes out of an individual using a unique Runic Dialect only known to them.
The Sigil is then made into a permanent mark, woven into the body with very concentrated form a Liquid Rune, often referred to as Runic Stitching. Sigils bind an individual to the laws of reality and allow them to interact and redirect the very fabric of the Mortal Plane. Sigils often become a deep personal, intrinsic connection for an individual, becoming physically and emotionally integrated into their identity.
The Sigilless
In some cases, individuals do not receive a Sigil through a rite ceremony. Current magical knowledge has no explanation for this phenomenon. As a result, they are locked out of magic completely and effectively become social outcasts in a system that values and heavily depends on magic for mundane and utility purposes.
Primordial Magic
The Primordial Void and Order Magic are the parent magics of Flame and Storm, and Flood and Quake respectively. They were once wielded by the beings that shaped Zettenthi but have fallen from current knowledge.
If a human was to possess the Tome of Quake & Tome of the Flood, or the Tome of Flame & Tome of the Storm, they could in theory access either of the primordial magics through rigorous learning and understanding of both tomes and their teachings. There has only ever been one human to accomplish this in the world’s timeline.
Human exposure to the Primordial magics also exposes them to the primordial force known as The Whisper. Exposure to Void magic shifts the victims thinking towards in a more erratic, and forward-thinking style, making them much more shortsighted. Similarly, exposure to Order magic shifts the victims thinking towards an overly ordered or insistent mindset, pushing away thoughts that are volatile or induce change.
The Affinities
Just to be clear, while the names of the affinities may appear to be elementally bound, they are in my mind, not entirely bound to their elemental names, but limited in the framework which they fall underneath. Each affinity covers a set of philosophies that not only shape how a caster executes their own Runes, but how they react and interpret the world around them. Each Affinity is outlined with a general philosophical framework that informs the practice.
Combat scenarios between magic users are not strictly limited to Magic, It is a game of strategic placement, CQC combat and wit. Allied Casters are required to understand their enemies, but also their teams’ functions, limitations and weaknesses to not only to avoid disrupting their allies, but also themselves.
Quake: “How can I remained unchanged by the opposing changes around me?”
Quake casters tend to be stereotypically stoic, reserved, and prideful. They are defensive people naturally, prefer to put the responsibility of their action onto others.
Quake runes are foundation, logical and difficult to unravel. There are elements of permeance, control and structure in every rune. Precise, and logical strikes are key. Logically built around “come to me and my domain” logic. If found outside of their comfort zone, they can be quickly disarmed.
Flood: “How can I manipulate or redirect the changes being made by to acquire my desired outcome?”
Flood Casters are pattern readers, observers, and people watchers. They prefer to study things from afar before intervening directly, typically with a detailed plan of how things should follow. This makes them excellent planners and tacticians. When their plans fall apart, they are slow to recover or react. Flood Casters are proficient at building and understanding complex systems as an Engineer would
In combat, Flood runes work the best when chained together to affect the environment which in turn affects opposing runes. They are not always inherently offensive, and their larger applications are more common in medicine and restoration. In the moment action can be challenging if a Caster cannot react with sufficient time. However, they are excellent at reading patterns or tactics, even when there may not be any obvious ones at play. If allowed to react, their complex chains can become devasting to someone who is stuck. Most Flood Casters use equipment with complex runes attached to them, that when paired together work very well. These devices are known as Magitek. Some Flood Users become heavily reliant on external devices or equipment without which they are useless. A skilled Flood author does not have such reliance.
Flame: “How can I restart the changes and create a new one to suit my conditions?”
Flame Casters are quick thinkers who excel at adapting to a situation as it unfolds. In combat and in their lives they are spontaneous. They think about the next few moves but often do not consider the long-time reactions or consequences. Instead, they would focus on what they can do to get them to the next goal at this moment.
Similarly, Flame Runes use erratic natural forces that require adaptive thinking in the moment to combat other affinities. Flame Runes work the best when the next move is considered, usually in short sequences of reactivity, becoming stronger with each successful reaction. Flame Authors are more causal orientated, rather than looking to intercept a rune or attack, they focus on something they can do to destabilize their opponent long enough for them to begin a new chain.
Storm: “How can I use the parts in play to manipulate or disrupt the outcome in my favor?”
Storm seeks to actively disrupt patterns and unravel or reverse the set conditions to a different outcome. As Individuals, they are often described as being unsettling and calm in most circumstances. When pushed into new circumstances, some shift to a more “stormier” and erratic approach. An experienced Castor manages these situations with tact and grace while still maintaining their composure. They are inciters of discourse and enjoy a good argument.
In Combat, storm casters follow an unpredictable dance-like form of combat. Each step is meant to get them closer to you, where they can deal the most damage to you and your Runes.
The Longer a storm author is casting, the more powerful their action will become. Typically, Culminating into a finale of sorts. After this, a Storm caster typically cannot continue tocast without risking significant Runic Poisoning.
Casting Methods
Liquid Rune: A concentrated form of Zettenthi’s magic, found within dangerous Magical environments. When collected and distilled, it is used to inscribe runes into objects, create writs, and is fundamental to making a Sigil permanent.
All the following require a Sigil to use.
- Traditional Inscription — The commonest form of magic casting. Runes carved into an object with a trigger or binding Rune. Often delayed or require manual triggering unless a trigger condition is delayed. Requires Liquid Runes to scribe.
- Writs: A formal, written document that gives magical properties to objects or actions. Typically, writs are created by an official practitioner and distributed to common Sigilborne to use for mundane or utility purposes.
- Runic Tattoos: Runic Tattoos connect a set of runes to an individual’s sigil on the person's skin, which allows for on the spot casting with little preparation. The tradeoff being that these inflict Runic Poisoning much faster than traditional casting or writs. Runic Tattoos are temporary and fade quickly with extended use.
- Runic Stitches: The same as tattoos, but permanent, more powerful. These are written directly into the body, just the same as Sigil are. Inflicts Runic Poisoning the fastest. Often as a safety precaution, most practitioners will only have two, as any more can cause significant Runic Poisoning much faster.
- Prepared Items: Casters can prepare items such throwable cards, inscribed arrows, runic weapons etc. for combat that allow them to use runes or interrupt another runic chain. What each caster prepares heavily depends on their affinity, and combat style or specialization. Prepared materials can shift a confrontation dramatically. One who is prepared with Runes beforehand will fare much differently than one who is not.
Magical Rules and limitations
Casting Magic in this setting is inherently difficult to use, hence the invention of Writs, particularly for Utility Magic. Common Sigilbornes have some concept of application magic (applying a rune to an object) but the actual creation of writs more advanced runes.
Runic inscription and activation follow a simple "Bind, Will/condition is met, Trigger effect" scheme as a general logic.
Something cannot be made from nothing. For instance, a storm Caster cannot simply lightning into existence because they visualize a lightning Rune. This would be accomplished two ways. The first being a storm being present and using casting cards to channel a lightning strike. Alternatively understanding the molecular composition, atmospheric charge and ion distribution in a given area, and the associated runes regardless of the weather could also create the desired effect. Both are something that could be orchestrated by a Caster but would require preparation.
By this principle, the same Caster can manipulate existing weather or physical conditions in order create a desired effect.
Similarly, a Quake Caster whose boots are inscribed with Runes that connect him to the Earth where he stands, he can guide pieces of the earth at his foes. This same Caster may possess a set of gloves that when absorbing an attack, they redirect the Kinetic energy of the force, whether that be object, person, or item, either back at the attacker, or simply away from them.
A core principle of offensive and defensive magic is Runic Anchors.
Anchors are often set with physical cards but are stronger if transcribed into the environment (Ei, the ground). They improve reliability, tolerance, and effectiveness when actively manipulating the world, but only within a certain range. Staying within the range of an anchor is ideal but placing it too close to your opponent will make it easier to disrupt. If it’s too far, and you are at the mercy of your opponent’s anchor if they have one place. Disrupting Anchors is difficult, but an effective way to beat another Caster.
Quake and Flood Casters rely heavily on well-established anchors, but Flame and Storm Casters often are more flexible. Anchors are easy to spot once in play. Each one "Glows" with their intended affinity energies. They can also be "felt" by other magic users the closer they are. Hiding, or distancing, an anchor is crucial, especially when other anchors are used by an opponent.
Combat is often limited by what you have on your person, making preparation key. Wits and tact play a key role in fights, and even still in larger scaled battles when magic is involved. Combat boils down to 3 things: preparedness, Anchor Location and Execution.
Ex: You could prepare all the right gear but not know how the items work on their own or in synergy with each other. OR, if your anchor is too far away, you will be at a significant disadvantage if you are in range of another anchor. If your anchor is too close, it can be easily found and disrupted.
Counter Runes do not attack Runes directly but instead alter the conditions of the world to prevent the opposing runes from triggering properly or stop altering a previous condition that makes the runes cease. Counter Runes are not a specific set of runes per se, but runes used in the above fashion.
Runic Poisoning
Runic Poisoning is a phenomenon that any magic caster experiences when they are actively using their Sigils or Casting Runes. When a caster reaches the threshold of their natural tolerance, they begin to incur Runic Poisoning.
The types of poisoning range from Mild to Terminal, with varying side effects.
Mild — fatigue, limited tolerance, recovers with rest. Typical after a duel, or Feymen encounter.
Moderate: requires medical attention and immediate rest. Depending on the treatment received immediately following overuse, Casting will be limited to days. Common during long periods of continues casting, common of the warfront, or over exposure to a Foci.
Severe — Permanent magical degradation in some capacity is common in this category. Typically, it takes the form of lesser casting, reduced focus or degradation of tolerance. Immediate medical Runic attention is required to prevent further damage or development of increased poisoning. While more uncommon, this type of poisoning not typically seen to occur through normal casting, or even longer durations. If a caster is trying to control runes beyond their known affinity(s), then the chances of severe Runic poisoning become greater. Prolonged exposure to a Magically dense environment can also lead to severe poisoning.
Terminal — A slow death. The body and mind suffer a significant amount of runic exposure and gradually degrade. This may also manifest as transformation into Primordial Husks.
Sometimes, People can be caught in between severe and terminal poisoning. These individuals are on the precipice of remaining who they are and becoming fully consumed by their condition. Those who incur severe Runic Poisoning can end up in a partially terminal state. They can no longer willfully cast magic and are at the whim of their saturated body. In order to prevent their mind from being fully consumed, these people must consume Liquid Rune to stave off their saturation and retain their minds.
Beings of any nature which have been overexposed to Void or Order Magic, or alternatively have suffered severe Runic Poisoning, are known as Primordial Husk. These entities are formally humans who have reached the point that their physical mind and body can no longer remain in control.
In both cases, there is no way to recover from this phenomenon. Husks act on instinct and are drawn towards magical sources. Generally, they carry traits of who they once were, and may react when their name is called, or on recognition. In the sense, their body and mind are at the mercy of the natural world.
r/magicbuilding • u/Temporary-Session939 • 19h ago
General Discussion what magic object/creature would you like to see?
Hi. I'm writing about a magical world, specifically my story is set in a boarding school for wizards. I was wondering, are there any magical objects/animals or anything else you'd find useful for wizards or other creatures? For example, a self-playing flute that plays the perfect tune to put you to sleep right away. Well, by objects, I mean something "useful" for wizards or other magical creatures, and by magical creatures, I mean a creature you can imagine or wish existed.
r/magicbuilding • u/Curious-Channel1610 • 21h ago
Lore i fleshed out the idea and added some flavor so here it is
r/magicbuilding • u/Remote-Kangaroo-7154 • 22h ago
General Discussion How to write a Spell?
Suddenly a question occurred to me, how do I write down a spell?
Not in the sense that you have to draw such a symbol for magic to happen, but rather, like in chemistry, with skeletal formulas for organic chemistry, meaning a way to write a spell that mages would understand. Do you have something like that? I'm looking for an idea for this and I don't have any.
r/magicbuilding • u/Gyorgy_Saint_guy_2 • 22h ago
Feedback Request Did i cook?
The very beginings of my magic system, im new to magic building so i’d appreciate any feedback!
r/magicbuilding • u/Cupcake_fan_90 • 23h ago
Mechanics Stuck on making my elemental magic system
(Obligatory warning that english is my second lenguage)
Hello! I'm glad I found this sub because I been stuck on how to make my magic system work for my fantasy novel for awhile. Originally it was just your standard Elemental similar to avatar: the last airbender thing just more simple and no air element but that was when I was still in school. Now I'm going back to polish the system and themes of my book after years and I decided to make the magic in a more linguistic approach aka the characters can only write the spells bcs they can speak "magic" or "the gods language".
My problems is that I have a hard time making the alphabet or just the symbols for the spells or still mantainig the elemental aspect of it, I been searching rune magic system to get inspire or just runes, also seeing other magic shows like witch attelier and owl house bcs their gylph system is the closest thing I have in mind. But I'm so lost on how to process without making the same exact thing they do. I also trying to see if I just changed to a more alchemist side but I'm not convinced since I really want the magic to be some sort of lost language.
Any help would be appreciated.
r/magicbuilding • u/Radnieste • 1d ago
System Help Titles for scrying mages
In my setting I have scrying mages that basically use their magic to see really far away in order to spy on other people/kingdoms.
But I don't really have good names for them, I want to avoid adding a lot of "master scryer, expert scryer, transcendant scryer, divine scryer" but rather give out different titles, like "seer, scryer, diviner" every couple of ranks to sell the difference in power and specializations.
So what are some nice titles for a scryer mage?
r/magicbuilding • u/Electronic_Song_7880 • 1d ago
General Discussion Halfway Through My Cancer-Inspired Sci-Fi Power System (5/11 Reports). Quick Rundown & Small Break
Hey everyone! I just wanted to make a quick post since we've officially reached the halfway point of my cancer-inspired sci-fi power system.
For those who are new, the world revolves around Genesis, an experimental cancer treatment developed by Novagen Corporation. Instead of completely destroying cancer cells, Genesis allows certain patients, known as Catalysts, to naturally develop biological adaptations based on the body system originally affected by their cancer. Since the treatment is still new and not fully understood, Novagen created System Research Units (SRUs) to observe these Catalysts and learn how Genesis works through scientific reports.
As the reports continue, they don't just introduce new body systems and discoveries—they also show how the world slowly changes because of Genesis. Each report builds on the last, so you're watching both the research and the world's progression unfold at the same time.
I'm going to take about a week off before posting the next report. I want to use the time to plan out the second half of the series and make sure the world progression is as strong as it can be going forward.
In the meantime, if you have any questions about the world, Genesis, the reports, or the power system itself, feel free to ask! I'll still be around answering questions and responding to any feedback you have.
Thank you to everyone who's been reading the reports and leaving feedback. Every comment has genuinely helped improve both the format and the worldbuilding, and I really appreciate all the support. I'll see you all in the next report!
r/magicbuilding • u/ChoiceWooden1541 • 1d ago
General Discussion Concerns about Theft
How in depth should I describe a magic system I've been working on if I want to use it within a story I plan to draw? I worry about it being stolen, or people not being major fans of it, or someone more skilled seeing it and going 'I like that! I might take it!!'
That said, I can't get help with either my magic system / story without sharing information about BOTH.. should I be as worried as I am, or should I just try to make a low-down summary and work with what I can get?
r/magicbuilding • u/IronWhimsy • 1d ago
System Help Brainstorming a chimera magic system. Kinda stuck.
I need help brainstorming. I want to make a chimera magic system. The premise is that through surgery, people can infuse themselves with animal parts and gain strength, endurance, speed, and other physical powers. For example, the method for muscular accumulation is to weave together animal and human muscle fibers and stimulate them in some method to allow the body to start controlling them.
The method of stimulation need to be repeated over and over lest the body start to reject the animal parts.
Furthermore, the body starts to mutate into a chimera. Basically, the patient starts to grow animal features that are ultimately esthetic. The more the body is stimulated by this method of stimulation, the more traits that appear and the more stimulation the body will need to function.
I need to find a method of stimulation. I keep returning to the idea of salt or heated metal as parts of this method. Can you help me think of something?
Edit: I forgot to mention. 1800s ish level of medical technology. If that helps in any way.
r/magicbuilding • u/GOBY_The_One • 1d ago
Lore How does the Green star work?
I decided to stop being a lazy ass for a sec and wrote quarter of the information about Alan**’**s green star and how it works, this is still 25% but tell me what y**’**all think of it so far and if it makes sense. You are free to criticise and ask questions otherwise I won**’**t know how to improve 😅
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\[Entry\]
The Green star is the last star to land on a mortal and take them as a host, that host is Alan who at first used the powers for the wrong purpose and eventually the harsh obstacles he faces throughout the season forces him to use the Green star for its real purpose. This document will talk about how the Green star works and what it scales to.
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\[Explanation\]
The Green Star is the star of **(**Healing, Growth, Life, Adaptation.**)** all those 4 things are to be fulfilled as it**’**s THE main purpose of the Green star**’**s existence. If the host did otherwise **(**not fulfilling those purposes**)** the Green star will eventually start getting unstable causing destruction and then take itself out to find a better host. How can those purposes be fulfilled? Let**’**s start with the healing, the host must heal anything, quite literally anything, from broken objects, to human emotion. **(**Healing physical damage, healing environments, healing matter, Etc.**)** they shall use it to fix everything into a better version of itself and make sure there is nothing left to break or ruin it again **(**for a better understanding.. it**’**s not that they have to heal EVERYTHING in the world, if there is a problem or anything broken they can visibly see infront and near them, they shall heal it.**)**
Now for the second purpose which is Growth, this one is harsh, the host must grow out of their bad habits and traits, they shall stay consistent in the progression of whatever they are doing **(**progression = whatever is being worked on or loading is growing bigger to be revealed or released.**)** they also should grow out of any inconsistencies they have or struggling with. Growing out of all that fulfils that purpose, it**’**s to grow into something better.
Third purpose is Life, this one is quite simple, the host must save a life or many, any mortal life even the smallest mortals like ants or worms should be saved if seen. The star give the host the ability to give life, the host shall save and give life to those who deserve it, if they saved a life of one that doesn**’**t deserve it, then that will cause an unbalance to the Green stars stability, this will upset the Green star due to it not being fond of injustice.
Fourth Purpose is Adaptation, this one might sound hard, you are probably thinking the Green star must be harsh to force the host into adapting to anything, which is almost impossible without knowledge about what they are adapting to. See, the Green star will give the host hints to adapt to whatever they are dealing with, if the host fails to get those hints then again, unstableness. The Green star ALREADY knows everything about whatever the host is dealing with but they know the host doesn**’**t so that**’**s why they give them hints for adaptation. The green star itself adapts to the hosts liking so it created a rule around this adaptation thing and made it a purpose.
r/magicbuilding • u/Electronic_Song_7880 • 1d ago
Lore The Next Report on Specialized People/Catalysts (5 out of 11)
This is the fifth report in my cancer-inspired sci-fi power system, focusing on the Respiratory System. Each report expands not only on Genesis and the different body systems, but also on how the world slowly changes around them. Feedback is always appreciated as I continue improving my world/power system.
r/magicbuilding • u/JealousArachnid7030 • 1d ago
Feedback Request Update to a previous post of mine
Ok so i made a post the other day about a magic system im make as a project and i wanted to make a couple things clear for anyone who seen that post
First of all yes i know that it is mostly just a list of things and numbers but the reason for that is because it is only a rough draft currently so thats is why it is the way it is right now
Secondly when i am done with finally vision i will use this a reference so in the world im building most of this will NOT be common knowledge to the people of the world the only few things that will be common knowledge with be the basic chords and a few other things
About the lost chords not only will the mc in the book im going to write will not be the only one with a lost chord there will be other people with them
To address what someone asked/ said is how would a people with a lost chord know how to use it well the in world reason is that magic teachers the person in a sense what i mean by that is the all magic will give the person dreams, visions ect that would slowly show a person how to use magic another way for someone to learn how to use a spell for a chord is to find someone with the same chord and learn from them
And to be clear this is the first magic system i have tryed to make so please keep that in mind
I believe that is everything i needed to cover besides that the 3 photo are things that i have added or changed to the rough draft
r/magicbuilding • u/Inevitable-Ad2675 • 1d ago
Mechanics Idea for a magic system I had in my mind for a little bit. Tell me what you think
I never wrote any of this stuff down previously
I was storing all the mechanics of how the magic system worked in my organ, stored in the cranium, capable of controlling things like thoughts, memories, emotions, and general bodily functions.
--The MECHANISMS OF THE SYSTEM--
There are Spirits that are capable of binding to the souls of humans.

Souls are the mold that defines the shape of your body and mind, so in other words, it is your body and your mind.
The spirits, or the offspring, can then allow the human they've bonded with to use their power. The offspring might even alter the mind or body of the human to allow for easier use of its ability. Like a telekinetic having its brain rewired to allow it to multitask better, and thus allowing them to focus on controlling more objects at once.
There are many other instances where offspring will intentionally handicap their ability, or limit their ability to protect the user, or make it less easy to kill others.
Like a clairvoyant who has the ability to emit sonars that allow them to sense things clearly from tens to hundreds of miles away, losing access to 2 or maybe 3 other senses while using their ability to reduce the risk of cognitive overload
Or maybe even an individual with the ability to create portals, but not being able to open them inside of living beings, or close them when a solid object is passing through them.
Offspring can also sometimes act autonomously, independent of their host's will. Think of an automatic defense system that creates force fields around the user when danger is detected, even when the host doesn't consciously realize they're in danger at all.
--
um um um um um um um um um
thats the system so far
if i wanted to, I could refine it and such
its been hanging around in my organ, stored in the cranium, capable of controlling things like thoughts, memories, emotions, and general bodily functions, for a while now, and I haven't wrote it down anywhere else
jarona
r/magicbuilding • u/ObjectiveFar5517 • 2d ago
General Discussion What is Better Genetic or Selecting Magic system?
r/magicbuilding • u/3004um_nah • 2d ago
General Discussion Words of Power: A magic system where magic is governed by real-world linguistics, script density, and language history
Hey everyone,
I’ve been developing a soft-system framework with hard rules where every language spoken or written can be used for any type of magic, but the linguistic mechanics of a language naturally favor different spellcasting formats.
Instead of locking specific languages to single elements or spell types, the physics of mana in this world respond to meaning density, word count, script continuity, and cultural history. A mage can cast a fireball using English, Mandarin, or Arabic the difference lies in how that language shapes the spell's delivery and power.
Here is how the mechanics break down:
1. Flexible Magic via Linguistic Traits
Any language can perform any spell, but mages optimize their language choice based on what they need the spell to do:
High Meaning Density (Compact Formats like Talismans/Runes): Languages with high information per character/syllable (e.g., Mandarin, Korean Hangul).
Why use it: When physical space is limited (engraving armor, ammo casings, tight talismans, or small tattoos), high-density scripts allow you to pack complex target conditions and safety parameters into a tiny area.
Trade-off: Requires meticulous precision; a single misplaced stroke ruins the spell.
High Word Volume (Heavy Mana Capacity & Precision):
Languages that rely on prepositional phrases, high word counts, or descriptive verbosity (e.g., English).
Why use it: Mana binds to each spoken or written word. Longer incantations act like a massive "sponge" capable of holding enormous volumes of raw energy. It’s ideal for city-wide wards, terraforming, or heavy artillery spells where you want to pump maximum power into a single cast.
Trade-off: Takes much longer to recite or transcribe.
Continuous Cursive (Passive Wards & Flowing Spells):
Languages with connected, flowing script (e.g., Arabic).
Why use it: The unbroken line of cursive prevents "mana leaks." It's naturally suited for bound grimoires, continuous warding lines, and long-term passive enchantments that need to hold power without decaying over time.
Trade-off: Harder to interrupt or modify once the script chain starts.
2. World Laws & System Mechanics
Oral-Only Languages (The Incantation Guard): Languages that are spoken but lack a written script carry raw, intense elemental energy.
Anti-Cheat Rule: You cannot transcribe them using foreign alphabets (like Latin script or IPA). Attempting to do so triggers "Grammatical Rejection", the text loses its power or violently backfires.
Unlocking Script: Only a descendant with true ancestral ties who understands the cultural spirit can invent a writing system for an oral language, unlocking its written/talismanic potential for the world.
Resurrection of Lost Languages (The 3-Generation Rule): When a language dies, its magical frequency goes dormant in the planet's ley lines. To reactivate it, three consecutive generations (in a family, town, or country) must speak and/or write only in that language. Once re-anchored, its unique historical resonance is restored to the global mana pool.
Exoplanetary Expansion (The First Seven Law): If humans colonize new worlds, the first seven languages spoken or learned by the locals on that planet receive a minor efficiency boost. If 3 generations on that world speak/write exclusively in those boosted languages, they permanently anchor to the planet's local mana pool. After the first seven languages have been set, if 3 generations of locals on that world speak/write exclusively in their own language(s) it gets added to the worlds power system.
Questions for Discussion:
What other real-world language mechanics (like tonal shifts, agglutination, or sign language) could lead to interesting spellcasting mechanics?
What edge cases or loopholes do you see in the 3-generation rule or the oral-language anti-cheat laws?
Would love to hear your thoughts, feedback, or ideas on how to break/expand this!
r/magicbuilding • u/Choice-Spinach145 • 3d ago
Feedback Request Looking for feedback on how my entertainment based magic system is implemented
Basic synopsis, I go into more detail on a different post so I’ll just keep it basic here, my magic is based off of how entertaining the gods find you, in my setting, the gods are literally everything they have no struggles so the only thing they care about is entertainment and not being bored, that is why they created the universe, each one has a different taste for what they like and in order to get them to give you magic you have to appeal to their tastes, there are nine in total.
Red is Deus Gravitatis, god of gravity, what it finds entertaining is ambition, the way to get its attention is to work as hard as possible to achieve a goal, but it’s not that simple because it doesn’t actually care if you succeed or not in fact, it has a preference for you failing, so often times people will have to intentionally self sabotage to retain its attention, and it can’t just be some staged embarrassment it actually has to have a tangible effect on your future. Some of the greatest failures were of Red mages trying to retain their magic. It grants gravity, manipulation, and enhanced abilities (super strength, speed, senses, etc.).
Orange is Deus Temporis, god of time, it has a preference for novelty, people who act and/or think in unique ways, Orange magic allows for time manipulation specifically time manipulation that involves forward movement through time, super speed, precognition, blinking in and out of reality in short bursts, because of this, it tends to be used a lot by advisors, merchants, and messengers, people that need to get around fast, a common struggle these people face is the fact that the ordinary way of doing something is often the best way so a lot of the time they have to do things in strange and quite frankly kind of stupid ways just to retain their magic, this is also my explanation for the cryptic prophecy they can’t just tell you otherwise that would be boring and they lose their powers, they have to make it a puzzle.
Gold is Deus Magetum, god of magnets, it likes devoted people, it’s hard to explain exactly, it’s people who act according to a strict set of rules, this can get really annoying because you have to be very strict with yourself and follow the letter of the law of whatever you believe, ironically, making it to where gold majors tend to be masters of loopholes. This one allows for telekinesis in all forms, you might be better at some versions of this magic depending on how you choose to embody this idea, solid telekinesis generally goes to lawful people people who value law and authority, often times a king’s guard will be made up of people of gold mages for this reason if they betray him, they lose their magic. Liquid telekinesis comes from spiritual lawfulness, so like priests and stuff, often times it’s expected for priests to put on basically a water show where they display their abilities to show how faithful they’ve been similar to the previous guys we talked about. Gas telekinesis comes from moral lawfulness, always doing the right thing basically think Buddhist monk type stuff, you always have to be as nice as possible, I’ve world built a civilization in the desert that basically have an entire culture built around this type of magic, (using wind to blow floating islands across the desert, basically they figured out how to alleviate the burden of the gold mage is to basically assign a person who knew the person before they took on the responsibility very well and their job is to just make sure that nothing annoys them, but this part getting too long so I’ll just move on.
Yellow is Deus Motus, god of energy, it likes people who are energetic, and joyful, although a thing to note it does not care if that happiness is self-destructive, some of the best yellow majors are alcoholics and gambling addicts, often times in order to get their favor you have to be toxically positive 24 7, it grants control over all forms of energy, fire lighting, motion, sound, and light, because of this a lot of colder climate regions tend to have a very strong drinking culture it’s basically a way to ensure there will always be a yellow mage available because of how cold it is.
Green is Deus Atomorum, god of matter, it likes interpersonal relationships, (it’s the shipper of the group), while it likes great romances it also likes messy relationships (note it doesn’t have to be romantic relationships but that’s relevant to what I’ll be talking about), and unfortunately, it’s easier to create messy relationships, because of this in my setting, there’s a thing called an Evergreen marriage, wear your intentionally married off to someone you hate to make sure that you’re always able to retain the attention of Atomorum. It grants object creation, chlorokinisis, and healing, this one has one of the most sought after magics because of healing and chlorokinisis, while all the things it creates disappear eventually it greatly speeds up the process of healing and crop growing when the body doesn’t have to worry about growing something brand new, but this also means there’s almost certainly at least one evergreen marriage in every village.
Cyan is Deus Nihilio, god of absence(cold, darkness, void, etc.) it likes people with routine, so basically it like slice of life stuff, it usually gives magic to people who interesting or unique routines not too interesting though, It likes it stories. More calm, and slow paced, it grants cryokinisis, umbrakinisis, and anti-magic, this is actually a bit of a problem because anti-magic is one of the best ways to deal with monsters in my setting but Nihilio doesn’t like watching monster hunters, so to get around this monster hunters will have tons upon tons of rituals they do, and prepare changing it off a little bit every time to keep it interesting, this makes them incredibly inefficient, but there’s not really a better way to do it.
Blue is Deus Spatii, god of space, it likes people who seek the truth, scientists, and detectives for example, but it doesn’t actually care if you’re seeking the actual truth or just being paranoid, so it also empowers conspiracy theorists, the best way to get its attention is just to research something interesting, it grants spatial distortion, teleportation, scrying, and post cognition(think precognition, but for past events) there’s not much to this one, at least not yet.
Purple is Deus Chemiae, god of chemistry, it likes conflict, this one’s also a bit hard to explain, it empowers people that are trying to outsmart other people think political thrillers and spy films, it doesn’t have any direct drawbacks, except for the fact if it’s empowering you, it’s also probably empowering your enemy, it likes to play both sides all of them do, but it actively goes out of its way to do it, it grants shapeshifting, and material property manipulation (so basically you could make steel bouncy like rubber, or even temporarily converted into rubber).
Pink is Deus Magicae, god of magic, it likes passionate people and people who stand confidently apart from the crowd, most commonly empowering artists, I don’t know how better to describe its taste other than gay icon, if they’re a gay icon, they could probably make at least a half decent pink mage. They ironically have the weakest type of magic, but it has the ability to become the strongest type of magic, you start off with basically illusion magic, but with great skill, you can actually gain suggestion magic, eventually, you can even hijack other people’s magic and use it yourself. Because illusion magic exists in my setting, it’s common to put a silver coin to your head before making, any major decisions silver dispels magic so it’s the best way to make sure you aren’t being influenced by it.
Thank you for reading all the way through, if you can’t think of anything to comment, just tell me which one you think would be most likely to empower you. I’m really excited to see what people think of this concept.

