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SkyHavenPath13 Half Hope and Half Des-bear from Original Eden Since: Mar, 2015 Relationship Status: Chocolate!
Half Hope and Half Des-bear
#151: Jul 14th 2015 at 8:09:14 AM

Hey guys what do you think the original dragon would look like? As in the very first.

Sharysa Since: Jan, 2001
SkyHavenPath13 Half Hope and Half Des-bear from Original Eden Since: Mar, 2015 Relationship Status: Chocolate!
Half Hope and Half Des-bear
#153: Jul 14th 2015 at 7:13:16 PM

Either of them.

Luthen Char! from Down Under Burgess Since: Jan, 2001 Relationship Status: Playing Cupid
Char!
#154: Jul 14th 2015 at 10:11:47 PM

Do you want it to be prototypical (not quite finished) or archetypical (all dragons are flawed copies)? Is it the missing link between dragons and some other creatures? Do you want it to look all of one piece, or make it more obviously a mish-mash of other creatures.

It's all up to you. Depending on what I was writing I'd answer each of those questions in different combinations.

You must agree, my plan is sheer elegance in its simplicity! My Tumblr
ironcommando smol aberration from Somewhere in space Since: May, 2009 Relationship Status: Abstaining
#155: Jul 31st 2015 at 5:27:07 AM

@Sky Haven Path 13: I actually had a character like that in my setting. He's mainly a background character who's not seen, but there are stories told of him.

Basically he's an Arcane being (extradimensional extremely powerful beings Made of Magic) known as the King of Dragons, with extraordinarily strong reality warping powers.

He's not technically a dragon himself, but all of his offspring are. He gets around a lot with other Arcane beings as well as mortal corporeal beings, resulting in various forms of dragons (which justifies Our Dragons Are Different), while passing his rather prideful and greedy nature down via a magical form of genetic memory (hence their bad temperament).

Of course, he only passes a fraction of his extremely strong powers down, so that none of his kids can destroy him should they turn against him.

edited 31st Jul '15 5:27:41 AM by ironcommando

...eheh
OmniGoat from New York, NY Since: Jul, 2014 Relationship Status: Is that a kind of food?
#156: Jul 31st 2015 at 7:31:41 AM

Well, there wouldn't be a first dragon, there'd be a population of dragon-like organisms, and, they would be small and likely feed on insects, like early pterosaurs.

This shall be my true, Start of Darkness
Gemsparky Gemsparky from North America Since: Jul, 2013
Gemsparky
#157: Jul 31st 2015 at 10:43:30 PM

Thought I’d also post the magic system from my world: Magic is the ability to manipulate one’s environment possessed only by humans and dragons (possibly The Fair Folk too; I haven’t decided if I should include them in my story yet). There are many schools of magic, each drawing their power from a different source. The different schools are a bit like different programming languages: they can all more-or-less do the same things, some are just better at certain tasks than others. The blanket term for a magic-user is a spellcaster.

  • '''Sorcery''' is the casting of spells through complex gestures and movements. It is one of the most spontaneous forms of magic, but requires the most precision and is the most physically tiring as well. Sorcerers are often skilled martial artists or dancers.
  • '''Wizardry''' spells must be prepared ahead of time with verbose incantations and meditation. Additionally, a prepared spell can only be cast once before it needs to be prepared again.
  • '''Witchcraft''' is a form of Black Magic (illegal magic) that uses a person’s Life Energy to cast spells. The witch can either harm themselves or another to use witchcraft. A person’s life force is usually extracted through their blood, although there are specific spells that can achieve this as well.
  • '''Theurgy''' is the art of using Geometric Magic and various alchemical materials to cast spells. Generally requires a lot of patience, but simple spells (like starting a fire or healing a small cut) take very little time because the complexity of the ritual corresponds to the complexity of the spell.
  • '''Conjuring''' is where a spellcaster draws their power from a specific substance (pyromancers use fire, aeromancers use the wind, cryomancers use the cold, phytomancers use plant-life, etc.). Along with sorcery, it’s one of the most spontaneous types of spellcasting, but it also leaves the conjurer at the mercy of their environment.
  • '''Enchanting''' takes a spell and applies it to a specific item, which can be used to cast said spell. Like wizardry, it can only be used once, but the preparation is less complex.
  • '''Mysticism''' is the use of true speech to summon and command spirits. A spirit can be commanded using their true name, and a skilled mystic can even communicate with a spirit.
  • '''Psionicism''' is not technically magic, but rather the ability to manipulate people’s minds and emotions, as well as telepathically communicate. Whereas spellcasting can be learned, psionicism is something you’re born with. Psions are incredibly rare, and it is a mystery what makes someone a psion.

edited 31st Jul '15 10:45:22 PM by Gemsparky

There are 10 types of people in this world: those who understand binary, and those who don't.
Jedthejedi Since: Jul, 2015
#158: Aug 11th 2015 at 12:21:49 PM

[up]So what's the extent of what enchanted items can do? This sounds pretty interesting.

edited 11th Aug '15 12:23:53 PM by Jedthejedi

Jedthejedi Since: Jul, 2015
#159: Aug 11th 2015 at 12:30:23 PM

I actually have an idea for a setting that I've been toying with. There are several forms of Wizardry, and are defined by what region they are practiced in. They include:

1. Western (central) magic- Channel magic through wands and cast spell with words (similar to Harry Potter or Lo TR)

2. Eastern magic- Basically magic martial arts.

3. Southern? Magic- (not entirely sure what stuff to use for this one, but it might be based on emotion maybe)

edited 11th Aug '15 12:30:52 PM by Jedthejedi

Gemsparky Gemsparky from North America Since: Jul, 2013
Gemsparky
#160: Aug 14th 2015 at 11:48:55 AM

[up][up]It really depends on how skilled the enchanter in question is.

[up]Perhaps Southern magic could be similar to shamanism, and be centered around manipulating spirits?

There are 10 types of people in this world: those who understand binary, and those who don't.
Jedthejedi Since: Jul, 2015
#161: Aug 14th 2015 at 12:50:02 PM

I'm thinking Southern magic might use spells powered by different emotions, sort of like Green Lanterns in the DCU. You see, each magic system is based on certain regions, which are inspired by different real life regions.

Western/central magic comes from the central kingdoms of man, which is modeled after Europe. Eastern magic originates from, you guessed it, the Eastern kingdoms. The inspiration behind the eastern kingdoms is Eastern Asia (like China and Japan). The southern kingdoms are more based on the middle east or at least is inspired by the Non-Westeros nations in Go T.

nekomoon14 from Oakland, CA Since: Oct, 2010
#162: Aug 14th 2015 at 7:20:24 PM

[up]Then it should DEFINITELY revolve around summoning and binding spirits.

edited 14th Aug '15 7:20:38 PM by nekomoon14

Level 3 Social Justice Necromancer. Chaotic Good.
matti23 Matti23 from Australia Since: Apr, 2013
Matti23
#163: Nov 22nd 2015 at 6:48:07 PM

Somewhere in my fantasy world there's a lion attempting to ride a horse. I'd tell you why but that would probably raise more questions. Somewhere else there's a Giraffe riding a horse. How is that possible? Let's just say the Gods of this world love to mess with people.

edited 4th Jan '16 4:21:51 AM by matti23

JDTcreates J.D.T.creates from New York City Since: Aug, 2011
J.D.T.creates
#164: Jan 4th 2016 at 7:33:07 AM

I'm quite fond of Gemsparky's magic system, it has good structure and clear explanation of terms.

I wanted to ask around as I hit a snag in naming one of the magic systems in my fantasy world and could use some constructive advice.

Overview: In this is world magic exists as a background mana field surrounding the planet, objects, living things, etc. All sentient beings can draw mana into themselves or use ambient mana in the environment. For this magic system, the mana captured by a class of creatures called natural humanoids (so humans and a few other species in the setting) manifests as a glowing plasma like substance that has solid and liquid properties at the same time. They can bend, shape and control it in a variety of ways with training. ( To compare to existing properties, I visualize it like a Lantern Ring or like Adonites in Ben 10).

This is to thematically contrast with the magic of the supernatural races in the setting whose magic can do the traditional effects in most media. So far the names I narrowed to are Mystic Arts, Raw Crafts, or Primordial Magic. I'm looking which of those three best invokes the description but wouldn't be overly complex for a mainstream audience either. I am also open to outside suggestions and deeper questions into the mechanics if that helps.

edited 4th Jan '16 7:34:41 AM by JDTcreates

All of space and time, everything that ever was and could have been... and there's still nothing on tv
Gemsparky Gemsparky from North America Since: Jul, 2013
Gemsparky
#165: Jan 5th 2016 at 4:37:57 PM

[up]I think it would be helpful to know what the other magic systems are called so we can get an idea what "aesthetic" you're going for.

There are 10 types of people in this world: those who understand binary, and those who don't.
JDTcreates J.D.T.creates from New York City Since: Aug, 2011
J.D.T.creates
#166: Jan 5th 2016 at 5:12:44 PM

If it helps, the magic system was something I though off in the mindset of humans as magical creatures. There are fantasy settings were some humans have magic talent and others don't but instead I wanted to give them unique magic like that of magical races common in fantasy.

Okay so in addition to one that will be named, there is the magic system used by faye, spirits and related creatures called Arcanum.

Beings of this type either are composed of or spirit matter or descended from the reincarnated souls of the deceased natural beings that were intertwined with the very essence of nature. By being able to converse with and give mana special orders, it allows them to reproduce natural phenomena or create those that manipulate or run counter to everyday occurrences.

Which brings me to Ordered Spellcraft, based on giving mana an order to recreate a particular effect through incantations or rituals, which are required before casting it. This comes in the form of spells. Ordered Spellcraft is what defines the supernaturals from natural beings and is what I'm really comparing the other magic to.

All of space and time, everything that ever was and could have been... and there's still nothing on tv
Aetol from France Since: Jan, 2015
#167: Jan 6th 2016 at 12:03:50 PM

Maybe several names could be used depending on who's speaking. In my setting, the Functional Magic (which is only practiced by elves and is tied to a specific religion) is called "holy arts", "divine magic", "elven magic" or "elven sorcery", depending on where the person speaking falls on a scale from "practitioner of magic" to "non-elf who worship different gods".

edited 6th Jan '16 12:04:43 PM by Aetol

Worldbuilding is fun, writing is a chore
Gemsparky Gemsparky from North America Since: Jul, 2013
Gemsparky
#168: Jan 6th 2016 at 7:17:22 PM

My suggestion would either be "pure spellcraft" or "raw spellcraft." Or, at the very least, something that contains the word "spellcraft" so that the whole thing is nice and consistent.

There are 10 types of people in this world: those who understand binary, and those who don't.
JDTcreates J.D.T.creates from New York City Since: Aug, 2011
J.D.T.creates
#169: Jan 7th 2016 at 2:48:09 PM

Listening to suggestions I think I will side with raw spellcraft as the general term, as the supernatural races would probably see mana manipulation as only doing the first step of making a spell while their version as more ordered, spectacular and finished.

All of space and time, everything that ever was and could have been... and there's still nothing on tv
phalanx Since: Jun, 2012
#170: Jan 21st 2016 at 9:47:17 PM

There are many major, mutually-contradictory religions in the world, but all share common elements, due to the fact that they all have elements of truth, there is a large amount of syncretism between faiths, and out-of-universe because it's simpler to come up with variations on belief systems rather than multiple fleshed out, fully-formed religions that are each unique.

According to the Sagely and human scholars of Haldu, Neshia, Qhadis and the Sunset Desert, this is the history of the world: In the beginning there was the Abyss, a glowing, chaotic mass. Over the course of aeons, the Abyss cooled into a dark, wet void, with the remaining light coalescing into two realms: Truth, and Reality. Truth and Reality mixed their light with the waters of the Abyss, and from their unions were born children: Truth begat Namma, Mother of Knowledge, and Reality birthed Mumus, Father of the World. From the waters of the Abyss alone was born Obyzu, Maker of Nothing. When they were first brought into being Namma and Mumus began to clash, as their natures as what was True and what was Real were inherently antagonistic. In their conflict they shaped the Abyss, Namma creating great knowledge and Mumus birthing the workings of the world. From Namma and Mumus were the Highest Gods born. From the Highest Gods were the lesser Gods born. From the lesser Gods were the Sages born. From the Sages were Men born. From Men were Beasts born. As Namma and Mumus waged their eternal battle, the True and the Real overlapped. The Highest Gods remained almost entirely within Truth, but the tendrils of Reality touched even them. The lesser Gods were trapped in the space between Truth and Reality, and were of both. The Sages and Men were born within Reality, but their souls were of the Truth, trapped within the tendrils of the Real. Beasts were entirely of Reality, and were not touched by Truth.

The Sages spread across the Real, turning their spiritual prison into a great empire across the entire world, sending Men fleeing into the farthest reaches. Based in the land beyond the setting Sun, the Sages traversed Reality in colossal, semidivine bodies of bronze with the heads of birds and snakes. But this was not to last. Obyzu, as a creature of the Abyss and not Reality, was beyond the shackles of a Real concept such as Time. Thus, it could see that in the near future the Sages would seek to shackle its power for their own use. Enraged, it descended on Reality and created a great flood. The first victim of its wrath was Mumus, who assumed the form of a great insect to battle Obyzu, but was swept away and killed, brought down by his own ephemeral nature. His remains formed the Spine in the Purple Sea, and his fiery, earth-shaking death throlls can still be seen. Once the champion of Reality was brought down, Obyzu turned its eye to the cause of its rage: The Sagely Empire. Its waters surged west, drowning the Sun as it came down to rest and toppling the spires of the great Sages. A war, lasting thousands of years, then commenced. Only when the god Eri aligned himself with the Sages would the fighting end, with Eri and Sagely scholars developing a ritual that sealed Obyzu within Reality, trapping it beneath the earth. From Obyzu's sealed remains rivers were born, flowing across the land. Eri, fearing the power of Obyzu, shackled these rivers in the form of irrigation ditches, and taught the Sages how to do the same, creating agriculture. In return, the Sages agreed to honour Eri until Time ended and Reality dissolved into the Abyss. Eri was made Lord of the Rivers and king of the lesser Gods.

Following their victory, the Sages became ambitious. With Mumus dead the tyranny of Reality seemed easy to overcome. A plan was hatched to use the power of the sealed Obyzu to sever the tendrils of Reality that were attached to the souls of the Sages, allowing them to ascend to the Truth. (This was, of course, the "shackling" that Obyzu had foreseen all along.) A ritual was devised, involving the destruction of the mortal body, and the souls of the Sages were freed. They rose beyond Reality, but did not find Truth. For in its rage Obyzu had dragged the Abyss around Reality, severing it from Truth. The Highest Gods had ascended to the Truth, but the lesser Gods under Eri, the Sages and Men were trapped within Reality. The souls of the Sages became in disarray, as they had no place to go, and no body to return to. The Sages in their panicked state created fleshy avatars in imitation of the mortal bodies of Men and placed their souls within them. In their new forms, some Sages returned to the ruins of the old Empire, and started a life there. The magic of the old Empire seeped into their blood, and they became the Vardu, or White Sages. Some settled in the hostile lands of the Sunset Desert, and became the Medu, or Green Sages. The Medu only established one city, An Tu, with the rest of the Medu remaining nomadic. And finally, some travelled even further east, beyond the Sunset Desert, and found a fertile land crossed by a bright, blue river, a sign that Lord Eri, king of the Gods, wanted them to settle there. They became known as Azdu, or Blue Sages, and named the land where they settled Haldu. The founding of Haldu is the beginning of recorded history for the Sages.

Texts from the Spine of Murmex detail a war between a benevolent goddess known as "Forma" and the false god "Abussos", the latter of which is championed by a lesser god known as "Murmex". It is stated that Forma created the world and Abussos in a cosmic accident or mistake. Forma was trapped in her own creation, and was tormented by Abussos and his three children: Murmex, Dextros, and Talon. Forma was killed, and Abussos' eldest child, Murmex, was offered her corpse to eat. The younger sons Dextros and Talon were fed scraps from Murmex's meal. In the end, Forma's divine nature poisoned the evil gods, rendering Abussos comatose and killing Murmex, Dextros and Talon. The corpse of Murmex fell into the Purple Sea and formed the Spine, and the remains of Forma fused with his flesh to form the souls and bodies of the Murmedons. Similar events occurred to the corpses of the other gods, with the flesh of Dextros forming the northern men and the flesh of Talon forming the Sages. The belief that Murmex received the lion's share of Forma, and thus that the Murmedons were born the most divine of people, is used to justify discrimination against the Sages and other men. There is no analogue to Eri in Murmedon liturgy.

Murmedon folklore speaks of a demon or malevolent god known as the "Oestrid", which takes the form of a tall, thin man with pointed ears, glossy black eyes, green-tinted skin and a crown of elongated seed pods growing directly from its scalp. It is said to be served by the twisted and mutated remnants of what remains of the Burrow-Builder civilization, and wanders the unexplored forests and mountains of the Spine hunting humans for sport.

The people of the Kastian Kingdom in the southernmost regions of the land worship an entity referred to as Ek, the Beating Heart. It is believed that in the primordial chaos before creation, the Earth-Mother was torn asunder by forces unknown. Her still-beating heart developed life of its own, and took the warm waters of the cosmic ocean into itself and pumped them, creating order where there had once been chaos and allowing for the other gods born from the Earth-Mother's flesh to create the world.

The belief system of the Northmen and the early Neshian rulers (before their conversion to the Cult of Eri) is poorly recorded (read: I haven't made much up about it.) but is apparently a highly dualistic religion focused on the veneration of a deity known by variations of "Dyus" who eternally wages war against the demon "Assyr".

The Burrow-Builders, predecessors to the native Murmex Islanders that in turn were one of the progenitors to the modern Murmedons, are known to have practiced a form of Eri-worship late in their history. It was stated that Kena, the Great Whale, son of the sea-goddess Namaka and mortal enemy of the sun-monster Mu'u, flew into the sky and swallowed the Sun when Mu'u threatened to destroy creation. Kena placed the Sun back into the sky after it was stolen, but not after it took half of its light, and with it Mu'u, and sealed them beneath the earth. The Sun, having only half its light, must rest every night. Mu'u, sealed underground, occasionally claws at the world above with fire and rage, forming volcanoes.

edited 21st Jan '16 9:48:21 PM by phalanx

indiana404 Since: May, 2013
#171: Jan 28th 2016 at 12:12:20 PM

A piece of dialogue from a sword and sorcery project of mine, to explain the use of standard RPG magic tropes as something serving an actual practical purpose.

"So, if you're a sorcerer, a man of study as you say, then what of the flames from your hand just now? Is it a scholarly matter to be able to scorch and blaze a dire wolf from fifty paces?"

"A mere parlor trick, compared to what magic is meant for, but a useful one. You see, all within the world is comprised of four elements - Fire, Earth, Water, and..."

"Air?"

"No, fried quail eggs. Of course air! As a sorcerer learns to summon and channel the elements through his body, it becomes possible to manipulate them, and so change the nature of objects all around - create potions, cure plagues, manifest life in clay, turn lead into gold, and even extend life. This is what magic is all about. It's just that, on the road, the ability to ignite random items and freeze the occasional stream is useful in itself, and good practice to boot."

"You're saying anyone can learn this? Why don't kings and noblemen become sorcerers themselves, instead of holding ones on retainer?"

"Magic can be learned by anyone, but not just anywhere. There are places where the elements are pure - volcanic caves, frozen lakes, barren peaks eroded by the wind. If one is to learn the element, one must be exposed to it in full, with all the perils involved - and this is hardly the province of pampered princes and their crowded courts."

"And what of the clerics and their miracles, or the witches and druids of the yonder glades? Is it not magic what they do?"

"They'd likely be insulted by the very word, but yes, it is; though not directly. It is the spirits with which they bond that embody the element, and it takes a different kind of relationship, one more social than most sorcerers are used to. Otherwise, there is little difference."

As genetic magic annoys me to no end, I hope the system described inspires others to better avoid it as well.

InnerDeliciousnes A Fair Dinkum Mad Cunt Since: Jun, 2013 Relationship Status: Pining for the fjords
A Fair Dinkum Mad Cunt
#172: Feb 11th 2016 at 8:45:03 PM

I was working on a fantasy thing a while ago.I stopped because I'm awful at writing in third-person. Also because I got bored. I'm not thinking of bringing it back or anything, but who doesn't like a little retroactive validation for things they never finished?

The idea was that there were basically three kinds of magic, mortal magic, shamanism and rituals. The magics weren't incompatible with each other, but each of the three races - humans (vanilla folks), Lepriis (sort of a mishmash of common fantasy dwarves and elves, being short and hairy and hypermasculine but very sensitive to and in touch with nature), and the Mue, which were like humans but with an extremely long lifespan and adapted for aquatic life.

There were also the fae, which were immortal nature spirits of the kind thought of in paganism and Shintoism. Every patch of ground and tree had a fae, some were more powerful than other and the most powerful among them had dominion over more things, like a tribal system with a chief, i.e, every tree in the forest has a spirit, and then there's the spirit of the whole forest. Not exactly done by how much ass the spirit can kick nor by the spirit gaining the ability to kick more ass with its promotion, just sort of a combination of the two. Non-fae don't really get it, and neither should you NOPLOTHOLES!

The Lepriis, having an innate and intimate connection with nature, have a symbiotic relationship with the fae and have an easy time convincing the latter to do their bidding. This is known as "shamanism", and anyone CAN do it, the Lepriis are just the best at it.

The Mue have extremely old books of arcane knowledge that allow them to tap into the power of dead gods. An idea that I ripped off from Elder Scrolls - or, more accurately, from Michael Kirkbride - is that there were an ancient race of gods that had only the power to create, but not to change. So they created the world and bound themselves to it as a power source to keep it running, but rituals could be preformed by the inhabitants of that world to tap into the static power by going through the motions meant to represent those gods and sacrificing something, allowing them to channel that power in new ways. The Lepriis had no inclination to go beyond nature to get power and humans didn't have the knowledge of the exact steps of the rituals. As a side note, I gave the Mue the rituals because I thought it was funny that the underwater people had all the books.

Human society was once extremely prosperous, based on technology, logic, diplomacy and philosophy. However, a text describing the gods and an estimation of what one had to do to channel their power was stolen by a precocious human shaman thousands of years before the story takes place. So long, in fact, that his name and the circumstances are conveniently unknown to almost anyone. What is known is that he gained knowledge of the gods and was able to use it to emulate certain aspects of them to turn himself into basically a living ritual. He shared this knowledge, leading to a frenzy of copycats and, in less than a century's time, the collapse of most of human society as everyone scrambled to get their hands on this new power. The Lepriis had no desire to do this for the same reason they didn't want to do rituals, and the Mue found this type of magic to be both unsophisticated and extremely difficult, as they were not so willy-nilly about changing their essential natures as human beings, who could do so basically on accident. Different people found it easier to identify with different gods and some didn't have an affinity for any. Without an affinity, a person could still tap into a gods well, but it came at the gradual loss of individuality. Think of it as the difference between a mage class and a priest class. Those without an affinity generally stuck together and formed churches or monasteries, with those most invested in their magical skills as the high priests, the strongest of which had sort of a hivemind. Those with an affinity still had to foster that connection and work to get better, but they retained their own personality and individual identity.

There were also the different gods but I feel I've rambled enough, and the different gods were only integral to the individual operation of magic rather than the laws governing how magic behaved.

"Rules are rules, get in the fuckin' wagon."
05wheldonm Since: Feb, 2016 Relationship Status: Yes, I'm alone, but I'm alone and free
#173: Feb 12th 2016 at 4:27:43 AM

[up] You don't necessarily need to write fantasy in the third person. At the end of the day point of view is a tool. While I see many written in a third person limited point of view, I've seen a fair few written in the first person as well. The best example I can think of is Mark Lawrence's Broken Empire trilogy, beginning with Prince of Thorns. Every book in that trilogy is written in the first person. It's easy enough to do if you get creative enough.

King of Thorns is particularly interesting since it uses three main narratives from the points of view of two characters despite having only one in story narrator. The first narrator and the primary narrator is Jorg. The book switches between the past and the present, a carry over from the first book, giving you two narratives from the same guy. Then every now and again you get diary entries from another character, Katherine, which are found in universe in the prologue. These are particularly clever since they add a third narrative while technically not deviating from Jorg's point of view.

Point is, it is easy to work with a first person narrative and still thread together a decent story. Alternatively I would recommend simply working on third person narratives through short stories, while reading books in that format. Eventually you'll gain enough experience to pick out what they're doing right. Either way, the best advice is to persevere and keep trying until you find something that works for you.

https://thediscerningwriter.wordpress.com/
InnerDeliciousnes A Fair Dinkum Mad Cunt Since: Jun, 2013 Relationship Status: Pining for the fjords
A Fair Dinkum Mad Cunt
#174: Feb 12th 2016 at 9:10:51 AM

[up]

And I got bored

"Rules are rules, get in the fuckin' wagon."
MonkBarbarian Since: Mar, 2015 Relationship Status: Snogging Lavender Brown
#175: Feb 14th 2016 at 5:22:15 PM

Okay, so I've got this idea for a magic system in my setting, and I want to know if it's ripping off something too badly.

So, there are four main types of magic:

Learned Magic: Which is where someone learns how to manipulate magical energy, with the help of a focus of some sort, usually an object or certain words you say. It has 3 main types:

  • Entropy magic: Which is taking energy out of things and making them colder, or slowing them down, and things like that

  • Energy magic: Which involves putting energy INTO things, so it can be used to speed things up, make explosions, throw lightning, etc.

  • Force magic, which involves moving things around in a more subtle or complex way than just speeding it up or slowing it down, so like general telekinesis.

Those were all types of Learned magic.

The next type is Innate magic, which are magical abilities that someone is born with, and does not need a focus for. They are basically superpowers, so things like super-strength, eye-lasers, etc.

The next type is Faith magic, which comes from the gods. Faith magic in general can be used to heal people of your faith, and harm those not of your faith. It can also be used to do certain "miracles", which are generally limited to whatever the particular god is the God of. So if someone worshiped the lightning god, they would be able to call forth lightning.

Last, but not least, is Nature magic, which is generally just to do with living things. It is gained by communing with nature spirits, and can be used to heal people or animals, cause extroardinary plant growth, and a rare few can even bring back the dead, although in a lessened state of existence.

I would please like critique on this.


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