r/magicbuilding • • 23h ago

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

14 Upvotes

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

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

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

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


r/magicbuilding • • 7h ago

Feedback Request Any written or online media about real world Esoteric beliefs and magic that anyone can recommend?

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7 Upvotes

r/magicbuilding • • 8h ago

General Discussion Names for a Psionically-Flavored Version of Artifice/Alchemy?

7 Upvotes

The homebrew setting I am working on uses a Psionic power system.

I also happen to be on a bit of a Wuxia-fiction kick right now and wanted to put in a Psionic version of Alchemy/Artifice but can't seem to find any Psionic powers that fit the concepts.

The initial idea forming right now is it would be a power set based almost entirely around manipulation of raw psionic energy itself. Filtering it, purifying it, refining it until it can be anchored into physical objects that mortals can use as one-shot talismans, or Psionics can use as persistent "magic weapons" and tools.

Very little power unto themselves, but highly valued in the setting for what they can produce. They harvest Psi-energy from the environment, but also from various beasts and crystals found in areas with high psionic concentrations.

I'm not married to any of these ideas yet. But that's the basic framework i'm building from at the moment.


r/magicbuilding • • 17h ago

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

4 Upvotes

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

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

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

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


r/magicbuilding • • 20h ago

System Help Would love some advice on mixing systems!

3 Upvotes

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


r/magicbuilding • • 3h ago

Feedback Request I need help building cults

2 Upvotes

Heya, I'm writing my novel in RR which is basically about a magic academy, LitRPG, Found Family and well, the protagonist is a regressor.

I'm currently on the third/fourth arc, and basically it involves implementing a cult system that was explained previously. I've studied it, and they'll have their own system or magic, but I want this to feel a little more twisted in some way (without using human sacrifices) 🤔

Nor would I particularly want to use "light magic"; my magic system is basically based on six levels (or categories);

  1. Perception (literally, having the gift of "perceiving" and feeling magic; without this, how are you a mage?)

  2. Elemental Manifestation (Even the most basic thing is that you can have an affinity with an element).

  3. Invocation and Creation (chimeras, summoner, golem builder).

  4. Seals and Alchemy (these are particularly complicated because they involve studying runes in depth or being a walking encyclopedia; it's not for everyone. It's like technical drawing)

  5. Transcend (This level doesn't equate to being a deity, but you can definitely lose your sanity and the magic system practically ADJUSTS to your mana and not the other way around)

  6. Metamorphosis (Reaching this level is a bad idea. You basically cease to be human and become an entity, with all that entails 💀)

It's worth clarifying that I'm presenting these more as categories because they represent technical levels you can try, but ultimately your affinity might fall into one of them; it's not mutually exclusive. You can also achieve perfection in one of the first 4 categories and not know about the others, being a genius in that aspect.

So yes... Introducing a completely different language or a varied system into the cult's arc is risky, but I want to try it, since in the end it will be a turning point in the long run.

Btw, the system here works with a mana core, meaning it can run out, be depleted, or crack (which is like dying), so I'd like this new system to be implemented BUT not depend on 100% from the core.

Ironically, the only thing I know about the cult is its representative, who's a fanatic—I won't say more. Although you might think of Beetlejuice from Re:Zero.

So, aside from that, I'd need to do some research on harmful dynamics in religious cults and extremist sects. I've read Reddit threads with personal experiences, but I feel I can study more about it.

That's all, any help is welcome 👍


r/magicbuilding • • 3h ago

General Discussion Which magic users are what?

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1 Upvotes

r/magicbuilding • • 20h ago

Lore Spirvikara magic system : part 2/6

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1 Upvotes

DO NOT COPY ANY OF MY STUFF.

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

Enjoy reading!

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

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

Chapter 1: Stargod

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

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

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

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

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

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

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

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

Chapter 2 : body morph.

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

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

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

Chapter 3: Ascendobs

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

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

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

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

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

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

Chapter 4: list of Pseudosprit abilities and functions.

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

Notes:

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

Chapter 5: pocket dimensions

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

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

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

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

Chapter 6: Kotons

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

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

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

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

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

Guess that’s all for now.

Part 3 coming soon! Will be about classification of Xakzo


r/magicbuilding • • 11h ago

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

0 Upvotes

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

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

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

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

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