Danthemystic

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  1. Yes, people can use more than one system of magic as long as they have a great connection to both forces that govern them. But they won't be able to access more powerful spells as they advance in each system, because at some point they will reach magical excess where they can no longer hold enough power. Power can be too much for one person to handle. Sometimes, yes. Arcane Arts uses a source of energy called Willpower, which is sort of what keeps a person vital and strong both physically and mentally. They can only use so much Willpower in one day or they will start to become tired and discombobulated, or even die of exhaustion. Sacred Power relies on constant devotion to faith and the ideals of certain gods and other powers. Losing that connection means losing the magic. Druidism involves overexposure to the more natural side of the world, but staying too long in a civilized and technologically advanced environment will start to deteriorate your magic. Occultism also fuels off of the caster's sanity, their or other's blood, or even life force. Sometimes overlapping happens with some spells being shown in different traditions. Arcane Arts focus a lot on enhancements like Sacred, research and otherworldly power like Occultism, and also transformative & elemental spells like Druidism. Druidism can also have healing, enhancements, and knowledge inside of it. Sacred allows elemental and transformative powers like Druidism. Sometimes healing can be used by Occultists. Arcane Arts are gained through study, practice, and hard work. Sacred Power is given by divine beings to people who have devoted themselves to those great beings. Occultism is granted when a person starts to understand the darkness in the world and draws on it for the betterment of others. Druidism is somewhat like Sacred Power but is gained through working in the community and respecting the natural laws of the universe. It can also be drawn from ancestry. They all mainly use Willpower to cast spells because that energy is a part of all other energies. They have been used countless times in wars and conflicts throughout Teroth's history. Occultism is seen as an evil form of magic that should never be practiced unless it is a last resort to end tension. Arcane Arts are fairly popular but mostly used by people in the military, academics, or guilds. Druidism is not seen as inferior to Sacred Power, but very ancient and older than Sacred. Sometimes Druids and Acolytes (which is the term for Sacred users) work together in some communities, especially lower-class towns. Hope this answered all your questions! :-)
  2. In my world called Teroth, there are 4 different forms of magic: Arcane Arts, Sacred Power, Druidism, and Occultism. Each form of magic focuses on casting spells and using materials, gestures, and sounds to channel them. Arcane Arts - Arcane spellcasting uses logic and rationality to categorize the magic inherent in the world around them. Because of its far-reaching approach, the Arcane Arts has the vastest array of spells for people to use, but it suffers to be able to cure the ailments and heal the world like other forms of magic. Sacred Power - Sacred spellcasting focuses on the power of the divine and users of this type of magic to call upon the many gods and goddesses living beyond the realm. This form of magic mainly focuses on healing, performing miracles, and enhancing the powers of others, with a small number of spells that do damage to others. Druidism - Druidic spellcasting is similar to Sacred Power in the fact that it uses faith to fuel it, but it dabbles more into the natural energies and cycles of the world. The Druidic spells have elemental and healing powers, as well as transformative magic. Many Druids use this power to turn into animals and control the primordial energies of the universe. Occultism - The practitioners of occult traditions seek to understand the unexplainable, categorize the bizarre, and otherwise access the ephemeral in a systematic way. Many see Occult spellcasting as evil and demonic. Many Occultists worship dark forces and elder gods to gain this form of magic. I am open to any critiques at all, so please critique away.
  3. You could name it like a "Linguist" or a "Runekeeper."
  4. I've been working on a new idea for a magic system for a while and about 2 days ago, it finally hit me so, here you go. Magic is called Channeling in my world and the source of it is Ether, an Omni-present force that controls all of the Cosmos. People known as Sorcerers use the Ether to channel different powers called Forces into the Cosmos. The powers are very strange but they all focus on the manipulation of matter & energy. There are 3 big limitations to Channeling: Sorcerers are either born or given only two different Forces to channel when they become Sorcerers. Channeling takes a lot out of the body because Ether also uses up bodily energy called Willpower, which fuels all sentient creatures. Using too much Willpower will eventually exhaust the Sorcerer to the point of almost dying. You have to gain the ability to Channel by either having an ancestor that was a Sorcerer, being connected to the Ether through some kind of spiritual bond, or coming into contact with some kind of magical artifact with two Forces in it. There are 12 Forces that Sorcerers can Channel, and they are... Vibration - The sorcerer can create waves of vibration around them and even control the frequencies that objects vibrate. Transmutation - The sorcerer can transform matter into other forms of matter similar to it (i.e. water can become steam or ice, or sand can become glass). Gravitation - The sorcerer can alter a target's gravitational direction and strength. Ionization - The sorcerer can create a plasma that they can use as an ionized air channel to allow electric currents to flow through, thereby creating electricity. Solidification - The sorcerer can manipulate the cohesion of matter to make the molecules fluid or harden them to create harder surfaces. Incineration - The sorcerer can manipulate thermal energy to create fire or heat. Attraction - The sorcerer can manipulate the magnetic attraction between objects as well as the friction that two objects have. Elongation - The sorcerer can stretch, deform, expand, or contract an object’s shape into any form imaginable. Hallucination - The sorcerer can manipulate light to create visual illusions that can be either witnessed by one person or a whole group of people. Translocation - The sorcerer can transfer matter and/or energy from one point to another without traversing the physical space between them. Infusion - The sorcerer can channel energy into a specific object, infusing the object with full energy. Reconstruction - The sorcerer can reverse the damage done to organic/inorganic matter. If you have any suggestion, don't feel hesitant to put them in the comments.
  5. I've been having trouble with what I want to do with my magic systems. Their mechanics, sources, and forms of use are things that I struggle with so I wanted to get some help with this. These are the questions that I have trouble with: How do I combine the Sanderson feel of magic systems with the D&D forms of magic and how they work? What powers in the universe serve as sources for the magic? How do I have multiple magic systems co-exist together in a story? Who should get it? A select few, a subspecies, people born with a mark, or everyone? I constantly come up with these systems and I don't know how to organize and use them in a story at all.