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  1. Ok so I've been keeping these in my pocket for a while now. I've created four color-based magic systems and three worlds one is known as Fictiki the other is called Callain and the finale one is called Shapara I've included a spoiler for each world with three sections: magic, world history/culture and curses/sayings (because curses are fun) Callain (name pending) Fictiki Shapara (name slightly less pending) Also 900th topic in CC woowoo
  2. Anomaly

    Harmony

    I have a couple thoughts/ questions about the magic system on scadrial. As Harmony has come into existence by combining preservation and ruin is he a new larger shard that has all of the original two shards intent and will or is he a vessel containing the two shards together but still separate and in opposition. Ok so that is sort of a strange question but my thought process is that if harmony is a “new” shard would he be able to create his own new magic system? Along those same lines would the original three magic systems in this system change or disappear as the original shards have changed into something else?
  3. Guest

    Somebody your a Torai!

    Ok so I'm going to make a magic system based slightly on the elements that's going to have telekinesis laser and energy beams spontaneous creation and destruction of objects and the ability to control various things about yourself like weight senses strength etc. All magic is drawn from the elements so telekinesis from air laser and energy beams from fire spontaneous creation and destruction of objects from earth and control of bodily attributes from water the magic is called Toraiik and a user of the magic is called a Torai hence the title any ideas?
  4. Helou, everybody. Greetings from México. In my previous post I told you that I'm writing 14 magic systems for the world of Anima Beyond Fantasy, because I want to write some stories set in this world, but the magic of Anima it's made to play and not for storytelling. So I want to ask you for some brainstorming that help me to do some Brandon Sanderson inspired magic systems. Why 14? Because in this world there are 14 entities we can call "gods": The Beryls, Daughters of the Light; and Shajads, Lords of Darkness. I will give you some lore. We have another two entities, the Yin-Yang of this world: C'iel, Lady of the Light; and Gaira, the Dark Lord (one isn't good, and the other isn't evil). C'iel is associated with light, the element that represents man's most positive emotions, such as love, happiness and hope. It's philosophical principle is the pursuit of equality for al Gaïa's peoples, in the hopes that one day, order and prosperity will be achieved. Nevertheless, C'iel has a negative face too, and at times it does approve of measures that almost betray the very ideals she stands for. Gaira is associated with darkness and many of man's most torturous behaviors and feelings. It's ideology stands for Gaïa's evolution, developement and stability, even if he path to achieving is a terrible one. Pain, sorrow, even hatred and strife are only nuances that need to be overcome to reach progress and finally, happiness. From its standpoint, the most powerful individuals must become leaders for the rest. The strong rule over the weak and protect them. We could call C'iel and Gaira the "mother" and "father" of Beryls and Shajads respectively; but these two aren't that important to me, and in my story they divide from something like Adonalsium, and later they divide in Beryls and Shajads. In the next section I left you a description of each Beryl and Shajad, the concepts I'm interested in developing and my own ideas for each one at this point, feel free to make recommendations, brainstorming, critique, ideas of how the systems could relate among them, and whatever you want contribute to. Some guidelines I'd like to implement, feel free to ignore them: -Each Beryl and Shajad has a number, the magic system needs to reflect that number in some way. (The number will be next to the name of each Beryl and Shajad) -Each magic system needs to have a fuel, a focus and some way of Initiation - I'm already working on a story for the magic of Gabriel: Emotional Spectrum, starring by twins.
  5. Hey y'all, Wildcard again. I'm practicing my game vfx skills for my portfolio and I thought Spren would be a perfect subject to make if anyone had suggestions if their favorites. It doesn't have to be a spren, but a magic effect like a seon, or the goop in elantris/soul stamp.
  6. Greetings to all of you from México, this is my first post in the web. Maybe some of you have heard of Anima Beyond Fantasy. I'm in the task to write a magic system for each Beryl and Shajad due to their similarities with the Shards, just for fun. I want some advice, brainstorming, critique and whatever you can contribute to this. First, I want some critique about this magic system based in emotions, lets call it "Emotional Spectrum" due to a lack of a better name. It's origin is the Beryl Gabriel. Those who can use this magic are able to use the colors to fuel their magic. Each color is associated to a emotion and a power, you only can absorb a color if you are feeling the right emotion. The stronger is a feeling, less color need the magic. Red - Love - Make bonds Orange - Curiosity - See emotions and bonds Yellow - Hapiness - Increase and decrease emotions (Yes, I take this from Mistborn. I'm open to other suggestions) Green - Hatred - Cut bonds Blue - Fear - Make illusions Purple - Sadness - "cloud" of mental immunity Red: Love allows a Bondmaker (I'm open to new suggestions for names) to create connections between individuals. There are many ways to use this. A Bondmaker could link two persons to make them able to communicate no matter if they talk two different languages, or feel what the other is feeling physically and mentally. or know where is each other; could make a bond whit a group to communicate no matter the distance, or connect two individual to make one able to learn the skills of other. A Bondmaker can only "close" those trails but never cut them. Orange: Curiosity allows a Truthseer to see the emotions and bonds that connects people. When a Truthseer use this power the world around them turns greyscale and they can see the emotions like an aura and bonds like a threat, each one of the color corresponding to that emotion. A trained Truthseer can see more shadows of the basic six and with that more specific emotions. Truthseers are the only ones able to see through the illusions of a Lieweaver. Yellow: Hapiness allows a Emotionshaper to increase or decrease the emotions of one or various individuals. A Emotionshaper cannot increase and decrease emotions at the same time, and can't increase a emotions a person is not feeling. Green: Hatred allows a Linkbreaker to cut the bonds between people. It's easier to cut a feeling connecting two individuals than to cut the whole bond. Cut the whole bond needs a lot of color and an intense Hatred. Cut the whole bond means that the feelings and memories related to that bond disappear. Cut all bonds of a person is like to erase it from the world. Blue: Fear allows a Lieweaver to make illusions. The bigger need to be a illusion, more color needs. Purple Sadness allows a _________ to create a "emotional cloud" that prevent others from modify the emotions and cut the bonds of those who are inside the cloud. The bigger is the cloud, more color needs.
  7. What? What? There... isn't a Harry Potter guild thread already? WHAT HAS THIS WORLD COME TO??? I may be a few days late, but just last Friday was the official Harry Potter day. Once upon a time, it celebrated the Boy Who Lived and his remarkable book series, but now it represents readers, fans, and media all over the world. So... nerd out, everybody.
  8. I had a thought the other day and after looking around online I didn't find anything so I figured I'd ask here. Would it be possible to use hemalurgy in combat? I don't mean stealing someones powers and fighting with those, I mean carrying around a belt of disposable spikes that you stab people with to tear off pieces of their soul mid-fight. It would essentially be a more messy version of a shardblade but with the upside that if you hit the right point, either through luck or training, your just created a viable hemalurgic spike. The other bit upside being that you can use literally any piece of metal you get your hands on since the main ingredients to make a spike are just the metal and the intent to make the spike. I guess the real question up in the air on this is whether or not making a spike without hitting the right bind point will still tear a person's soul or if it will not work at all and simply stab them. If the former is the case then you essentially have disposable one use shard blades. If the latter is true then you could still potentially have a train hemalurgist martial artist who knows the bind points making spikes mid-battle and using them on themselves to power new stuff on the fly. It seems like theres some untapped potential here. As a P.S. can you guys think of any other unorthodox uses for Cosmere magic?
  9. so from what we can see every time a shard fully settles on a planet they add there magics to that planet but when 2 settle on the same planet or neighboring they can allow their magics to mix creating a third magic meaning the total magics possible if all 16 where to settle on a single planet would be drum roll please.........65535 different magic systems this was calculated assuming that every shard allowed their magics to mix with every other shards effectively doubling the total magic systems for every shard added
  10. Personaly like RWU or RWB aggro. And Izzet guild. And Davriel. Have yet to start EDH.
  11. I am currently developing a magic system for my novel, and am running into some creative roadblocks. So far, I have determined the primary source of magic in my world, how it is accessed by various races, and have started to come up with a few ideas on how it can be used. The thing that I am struggling with the most is adding a visual to a particular magic that I have created. Brandson Sanderson often talks about giving the reader an image to go along with a magic (lines in Allomancy, glowing with Stormlight in Stormbinding, etc.), but my magic is mostly an internal one: the magic user can pull someone's mind into their own, and access as if it were an extension of their own (think of it like plugging a USB into your computer). This is basically mind-reading/telepathy, but functionally operates in the reverse of what you usually see (ex. Prof. X, from the X-Men, who pushes his own mind into someone else's). It may seem like semantics, but the way this magic operates will have serious repercussions for the plot later on. What I am struggling with is how to make this more visual and engaging. One idea I considered was to have my protagonist "transported" to a visual space that represents the inside of his mind (ex. the black realm that Eleven, from Stranger Things, goes to when she's using telepathy, or even Shadesmar when Jasnah/Shallan are using Soulcasting). I don't want something boring, however, and I could use suggestions for an interesting visual space for these scenes to take place in. I could also use some help figuring out the visual mechanic for how my protagonist locates minds to reach out to. The way magic works in this world is through vibrations and frequencies, which represent different objects, souls, etc. I don't know if echolocation makes any sense here, and though I considered using a visual mechanic that mimics how Toph "sees" in Avatar (ie. hearing vibrations in the earth), this does not allow for sensing objects in the air or behind walls, etc. The protagonist's power only allows him to connect to the vibrations of sentient, self-aware beings (no inanimate objects, plants, or animals), so I have to be able to have him distinguish the vibrations of people from everything else (otherwise sensory-overload would be a serious issue). Perhaps I could use something similar to the lines in Allomancy, but then again, I don't know how well that translates to the concept of vibrations, etc. Any ideas, input, etc. would be helpful. Objective viewpoints always seem to bring up something I haven't yet considered or explored.
  12. I'm developing a magic system that relates to the manipulation of the four fundamental forces of the universe/nature: gravity, electromagnetism, weak force and strong force. I'm trying to come up with a name for this magic. Any suggestions?
  13. Introduction Since my trip to Wisconsin, and talk with Brandon, I have been constructing a theory in my head about the exact function of how Magic is used throughout the Cosmere. Using various WoBs and different example from the text I planned out a post that went through each magic system and explained how it works at a realmatic level, and how it uses Investiture to affect the Physical, Cognitive, or Spiritual Realm. Today i finally sat down and wrote the whole thing this morning and formatted it this evening. If you see any discrepancies or false claims, feel free to comment after reading. If you have anything to add, please do so as well. See the the WoB and refrences down below that are numbered according to where they show up. The corresponding number will be posted within (parenthesis). Enjoy! Magic Allomancy The genetically inherited sDNA of an Allomancer gives them connection in the spirit web that a person does normally have. When a person is snapped this allows for a shard's investiture to flow through them using these inherited spirit web pathways, I believe these pathways are what endows each power, with each new pathway (or pathways group) giving them 1 Allomantic ability.(1) When the investiture flows through them they channel it into said pathways, giving them the ability to change internal (zinc, brass, etc.) and external (copper, bronze, etc.) phenomena within the three realms. Zinc and Brass both use the investiture to influence a being's spiritual aspect through the cognitive realm. Copper uses its investiture to disrupt the pulses that investiture gives off. This is similar to how Shardplate makes it harder to affect the wearer with emotional Allomancy (2). Bronze uses investiture to recognize these pulses and translate it into something the allomancer can understand. Tin eyes and thugs use the investiture to bolster the physical connections in the spirit web. Brandon has described the realms as the spiritual realm being a light, the cognitive being the beam, and the physical being the surface that is hit. Tin eyes and Thugs circulate more investiture than normal through parts of the light as to make the image on the surface brighter in some areas.(3) Iron and steel use investiture to generate kinetic energy in the physical realm by using connection in the spiritual realm (Kelsier or Brandon, can't remeber which likened looking into the spiritual realm to the steel sight of an inquisitor or the blue lines on an allomancer) to relate the general mass of the allomancer to what ever the investiture is pushing on. I believe that with enough investiture, a steel pusher could push on normal objects and people, but that it more easily affects metal because the investiture is keyed in by metal, so it is a path with MUCH less resistance. This is just a theory, however, and is only backed up by the fact that Inquisitors can see all things with Steel Sight. Duralumin forces all investiture out through the connections instantly, amplifying their affect in that instant by flaring it more than could normally be achieved. Aluminum immediately forces all investiture out through that connection, wasting it all and throwing it back into a shard. Nicrosil and chromium do these things, but to other Allomancers.(4) Gold and Electrum both use investiture to strengthen other connections that could have or will be. This gives images in the physical realm that the allomancer can see. In other words, it shows connections that aren't actually there yet, which gives off a limelight in the physical realm, which only leaves a ghost image in the physical realm. These ghost images grow in power until you are given a near vision, if flared hard enough as a powerful allomancer or when used with Duralumin. Atium does this, but with the external world. When burned hard enough or with duralumin it breaks the Atium Magic connection itself and allows you to glimpse into the spiritual realm. Cadmium and Bendalloy do a similar thing, which is why they are in the same category as Gold and Electrum. They enhance connection to the overall timeline, which brings your physical self closer to said spirit connection, kind of like a timey whimey steel push or iron pull. If it is a future connection, you, and those around you (again, external) rush towards the future. If it is towards the past you put on the time brakes and skid, leaving you and those around you closer to the past than normal. Lerasium gives you all the above connections, but as to its other effects I cannot guess. Feruchemy This magic works in a similar fashion, but instead of snapping in new connections, it utilizes the connection all humans are born with. This is why a snapping isn't required (same with Awakening). It raises the "Investiture pressure" of these different connections or lowers them, and stores the extra inside of the metal mind keyed to that connection via metals. This is why a person cannot use another's metal mind. The investiture that it has been affected by has the marks (or identity) of that person's own spark of life (or innate investiture). I think that new investiture is still added to the soul when the sDNA is inherited, but it just enhances or connections rather than adding completely new ones, so extra space from a snapping is not required. Iron, Steel, Tin, Pewter, Electrum, Gold, Bendalloy, Cadmium, Bronze, Brass, Atium, and Zinc all work this way, very simply. Gold is a little more interesting than those others because it is similar to how Stormlight heals, and will probabaly be similar to how many other magic systems regenerate the magic user. Copper is a bit different. It completely erases the memory that exists and stores it. Adding more new memories back then stored still does not require extra snapped out space because gaining new memories is a function that happens unmagically. Chromium works pretty basically, but has interesting implications. In Secret History [spolier]One of the Ire alludes to people being able to find locations they wish to find by using Fortune (4). Brandon has also said that Hoid uses Feruchemy to be where he needs and wants to be. Nicrosil allows one to completely store away their extra magic imbuing connections in a similar way that Copper can completely store memories. I'm not sure if you regain your connections when you stop storing, but I doubt it. The ability to gain extra connections does not require extra snapped out connections because everyone has the ability to have extra connections added. Aluminum stores your sense of self, or Identity. We have not seen much of this power directly in action but we know that . Duralumin works by reducing and enhancing one's Connection to an area. This allows for someone to have connections similar to someone who has grown up in an area, giving you an understanding of the local languages, etc. When Compounding is used to fuel Feruchemy I believe that the Investiture used in the Feruchemical charge is able to ride the new pathways to the old ones they affect, essentially taking a path of least resistance, and thus increasing the investiture efficiency when used. It's like like getting energy from a poor conductor, then shooting it back through a super conductor rather than using a bad conductor once again. You get more energy back in then usual. This is again, just a theory, as I have no way to prove that allomantic connections are any better than regular ones at carrying investiture, but this makes sense to me. Hemallurgy: Before I explain how I think this works I want to look at the Three Realm Light analogy once more. When the light is turned on, specific portions of the light correspond with the image upon the surface. When a Hemallurgic spike strikes the portion of the image that corresponds to where a magic inducing connection is on the light, it uses ruin's investiture to pierce the three realms (Like a perpendicularly, Brandon alludes to what I am speaking of now in my Madisson report) and absorb the connections and investiture that is there. This spike can then do the reverse, and spit out those connections and investiture back into a new soul. This is why everyone can use Hemallurgy, it doesn't utilize connections inside the host to key into investiture, but rather it uses the type of metal to do so. I can't explain the connection to blood, but I just want to point out that blood is related to the spiritual realm, so there is probably something going on there. Maybe it acts as a insulator for the investiture and connections within the spiritual realm?(5) Surgebinding When a person who is snapped bonds with a Spren it fills the snapped out space with new connections, similar to Allomancy. When a person speaks their oaths it adds more investiture pressure to these new connections similar to Feruchemy and also increases investiture efficiency within these connections as well as in the enhanced healing, speed, and strength connections. This process allows for the magic we see utilized in the surges, which I will explain below. Before I get to how exactly the surges worked I also want to talk about the spren side of things. I think that as more oaths are spoken, not only are the spren dragged farther into the physical realms, but they are also imbued with more connections and also allows them to key into Honor's investiture to transform into powerful invested objects. Shardblades work by being invested enough to puncture through the realms in a similar way to spikes, and then rip off and destroy parts of the soul. Nightblood is so much so invested that he can completely evaporate a being's entire presence in all three realms. Sharplate works by being invested enough to disrupt other investiture. It basically stops Shardblades from being able to puncture the wearers spirit web. Since it is so heavily invested it also deflects allomantic pulses and other investitures. We don't know much about many of the surges, so I will explain the ones we have seen. I will update this theory as we learn more about the surges. Gravitation This magical connection works by internally affecting the Shardworlds connections and hold onto a person. It does similar things externally to objects that are lashed. Adhesion This works by manipulation the part of the spirit web that deals with air pressure, making the portion of the physical image that deals with air pressure more so bright, which sticks other physical objects to it. Illumination This works by creating ghost images in the physical realm in a similar fashion to Gold and Electrum. I think this allows Truthwatchers glimpse images of the future and allows Lightweavers to... well... weave light. Soulcasting This one is pretty unique compared to the ones we have seen so far. This works by allowing the magic user to create new connections in another soul, and then forces investiture through those new connections to make them the path of least resistance, transforming the spirit web and changing the physical realm image. Adhesion: Works in a similar way to Abrasion, but with friction instead of air pressure. AonDor Now this magic system I don't really understand, because we still don't understand how it is initiated. I will probably update my theory on this subject when it how initiation works on Sel is told to us in Arcanum Unbound. Awakening This works by sending pulses of investiture into an object in a similar fashion to emotional Allomancy, with the command being an analogue to the emotion that a rioter wants you to feel. This investiture then creates new connections in the Awakened Object's spirit web, giving it a kind of sentience. When enough Investiture is used to create this mind it can create near complete Robot like minds, such as Noghtblood. So basicly, Awakening is like coding a soul, and then using investiture to power that soul. Lifeless already have code there, and stone lifeless are a similar enough image to leave an impression of a code, so they are able to follow the new code given to them as if they were a human. The breath cannot be taken away, and I'm pretty sure this is because of the complexity of the person or type IV's spirit web, kind of in the way that the beyond cannot take away Cognitive shadows as easily if they have more spiritual connections. The different Heightenings work in a similar fashion to Feruchemy, in that it enhances various preexisting Connections within the spirit web. Effects of Magic Use of any magic within the Cosmere, or any handling of Investiture, effects ones spirit web. One way it can be effected is by the investitures Intent. Any investiture, no matter how small, affects ones personality with its mandate. In large amounts this can lead to a person subcoming completely to the Intent, becoming a shell with which the power acts. They are basically just riding the power at that point, as opposed to directing it. This happened to Ati, most likely.(12) Another way Investiture is Savantism. This happens when wasted investiture accumulates in l, basicly investing these different connections. When I talked with Brandon at Oddesey Con it was confirmed that things have been invested and are used to the investiture in their souls begin to wither away when there is no longer investiture running through it, such as the stones and wood in Elantris. When this happens to an Allomancer it gives them extended abilities with these connections in the soul, but leaves them in a burned out a damaged state when not burning. Looking at Spook and the Three Realm Light analogy, I belive that he left those areas on the light too bright for too long and ended up burning the image surface. While the light is dimmer, the image remains burned, leaving him with the effects that he had. These damages can be looked as as boons, but are especially dangerous in the physical Allomancy connections.(13)(14)(15) Relevant WoB (1) Brandon: Over time using the magic will invest you, on Scadrial. Most of the power is not coming from, on Roshar the power isn't coming from the person either (He cut himself off, so I assume this is how it works on Scadrial even though he didn't finish his thought) so I'm going to have to back up on that one and say, yes, the mistborn are as invested as a Knight Radiant, because in both cases the majority of the power is coming from somewhere else, but there is the spirit web. Investing the wrong term, but you have all these connections in the spiritual realm, so yanking you away from them, or rewriting them (like soulcasting or forgery) is harder. (2) Brandon: Yes, investiture disrupts investiture. It's harder for her to even soulcast a regular person than, say, a rock. (3) I could find this refrence, although i just read it hours ago. If anyone finds it splease PM me and i will update this post. (4) BRANDON SANDERSON (REDDIT) 1. It's consistent in the Spiritual Realm. Location isn't particularly important there. 2. Very interchangeable, but not always simple to apply. 3. Investiture can not be created or destroyed. It follows it's own version of the laws of Thermodynamics. JOE_____ (REDDIT)So what happens to the investiture that is lost when a person is spiked and the spike isn't set in the new person immediately? Does it return to the big pool of investiture in the sky like the power from wheel of time where if its not actively being used it returns to the source? BRANDON SANDERSON (REDDIT)What happens to someone's body when it's not being used by a particular person? The system is built to work like that.(5) Brandon: Right, Hoid talks about Perpendicularities on Scadrial, if you go look at that there are certain places he talks about that. ,eyes just say that large concentrations of investiture can cause a puncture through the spiritual realm straight to the physical realm. If you know how to use it, you may transition. That's not the only way but is the primary way. Guy: And of of Course you can soulcast (Elsecall?) to get there. Brandon: Yes. Guy who asked about the four armed spren: Now that's a very interesting analogy you just made, you said "punctured" almost as if it were a spike. Brandon: Yes, yes, that was intentional. (6) QUESTION Can Odium pick up pieces of a Shard without changing the nature of his Shard? BRANDON SANDERSON Any investiture, over time, will slowly change one’s personality, no matter how small that investiture. (7) INTERVIEW: Mar 20th, 2014 WOR Signing Report - IronCaf (Paraphrased)IRONCAFIn what ways is the process of becoming an allomantic savant like body building or other exercise?BRANDON SANDERSON [Paraphrasing] That is not an inapt metaphor for it. It's like a wedge gets in the soul and cracks it, and investiture can fill it up. IRONCAFAnd using allomancy breaks it further? BRANDON SANDERSONYes. (15) Random lady: In Elantris it talks about how to wood and stone in the city is rotten and crumbling. Why does this happen? Brandon: This is because when objects become Invested for long periods of time their spirit web changes to accomodate the investiture. When the investiture was pulled up of the stuff in Elantris it's spirit web was severely damaged so it showed that in the physical realm. This happened with the Lord Ruler when the Bands of Mourning were ripped out of him. Conclusion If there is anything you guys think I should add or fix, please let me know and I will update the thread. Feel free to share your thoughts.
  14. So, just recently I realized that most cosmere systems of magic have to do with shardic intent. I know that people have probably already thought of this, but it came to me while I was reading Warbreaker. On Endowment's shardworld, magic allows people to endow items with gifts, namely, the gift of life and breath. Awakeners give items life, of course, but even common people can give their breath to the Returned. And the Returned give their breath to heal. On Scadrial, Ruin's system of magic requires the destruction of metal for power. Preservation's preserves power to be saved for later. Hemalurgy sort of preserves power by transferring it, but requires the ruin of a living being. So it's kind of a combination of the two. On Sel, stuff is different, due to both shards being shattered. I won't bother. I'm still trying to work out White Sand. I haven't read them yet. On Roshar, a Knight Radiant's power is directly linked to being honorable by following the ideals of their order. Cultivation cultivates people with her magic. She nurtures with a gift, but prunes with a curse, in an attempt to foster healthy growth. Odium is... Odium. It seems like the Fused are fuled by passion, which is Odium's thing. We really don't have much concrete information on them though, except that they're basically uncool and Unhinged versions of the Knights Radiant. That's... All I've read of the cosmere so far. Feel free to add, or correct.
  15. Hey guys! I'm trying to create a magic system for my book and keep bumping into the same problem when I work on the source: Magic is power bigger than mankind, and thus implies that either a deity must exist in the book or a Force, like in Star Wars. Does anyone have any ideas on how to avoid gods and also avoid having magic be a well of power like the Force?
  16. Hello everyone! For a little while now, I've been planning to make a fun project. It is (Drumroll) a guide to investiture! Wait, it said that in the title? Whatever. Basically, I've searched many a time for things similar to this, and have found no results. I am going to change that, and have been planning for a little while now, so here it is! Click this link and you can comment, if you want full editing powers, PM me and ask! Please note it is nowhere near completion, so I would really appreciate anyone's help!
  17. Recently I finished Warbreaker, and I loved the magic system, but was disappointed to find there was no visual Ars Arcana like we've gotten for most of the other magic systems. So, I made my own. I'm planning to make another one for the other aspects of awakening, but the there was so much info on the heightenings that it grew into its own page. Let me know what you guys think! https://imgur.com/a/4wF3fOj
  18. So there are actually multiple magic systems apparent in WoT. I'm going to list them, and if anyone want to add, I guess that's what the comments are for. A. Saidin - the male half of the source. B. Saidar - the female half of the source. I think they're two distinct things. I can't really explain why, but they're like the good yin-yang sort of thing. C. Tel-aran-rhiod - world of dreams. This is also the wolf realm. It's possible that Randland is just a really strong dream shard or whatever they are called in the world of dreams. I think this is possible because in the novels they mention a few times alternate dimensions, and other people fighting the last battle. Also I suspect that the Aelfin and their pair may exist in an alternate realm here. D. The Pattern - this sort of drives time and people. It's a really important thing. E. The Creator and the Dark One. - Ok, this is going to get tricky. My theory is that it was actually a pantheon, with multiple dieties. Perhaps the dark one killed off his peers, or they still exist and just aren't interacting with the world. As for the creator, maybe he's just a good diety, perhaps it's an Eru-Valar situation, perhaps the creator is equivalent to Zeus or Chronos to use Greek mythology examples. F. I'm sure I missed stuff. Tell me if I missed anything, and what do you think of my theory of the Dark One.
  19. Hey there! After my binge of Cosmere books this year, I figured to try my hand at creating my own magic system somewhat in the same vein as Brandon's works. Here is a quick overview of what I've come up with so far: The three categories: The magic is basically subdivided into three essential categories from which abilities stem. These categories are the Expansive, the Compressive, and the Distributive category. Expansive here means that, by spreading something of your own being into the outside world you bring about magic effects. Opposite to that, Compressive abilities work based on drawing something of the outside world into yourself to perform the spell. Finally the Distributive category is neutral in this sense and works just through, well, re-distributing things within yourself or your surroundings. Now, each category supplies three basic abilities, resulting in nine basic arts. These nine arts are then distributed to nine classes of magic wielders in pairs of twos. Thus, each class can access two basic abilities, and each ability is used by two different classes. In some cases, the basic abilities bring forth class-specific sub-abilities. The nine abilities and classes: Expansive abilities: Ruin: Matter is aged or broken by touch, which accelerates decomposition or straight up breaks material bonds. Used by Cometflingers and Tyrants. Aura: One's own presence is spread out into the surroundings and amplified to intimidate/terrify others or inspire loyalty/awe in them. Used by Tyrants and Strongholds. Suppression: A thick mist is created which suppresses sight, hearing and smell. Used by Strongholds and Mistwalkers. Pneuma: Additionally, Strongholds can combine Suppression with Aura and use the mist to raise and control the dead. They themselves, however, will be unable to move while doing this. Compressive abilities: Perception: Gives enhanced awareness to other people's presence and furthermore enables one to recognize the patterns of their emotions, resulting in an indirect sort of mind reading. Used by Mistwalkers and Gutthinkers. Mimicry: Eating lifeless matter and digesting it allows one to take on a property of that matter, i. e. digesting glass could make you translucent. Only works once digestion has begun, and you usually wanna use up all of your material as to not poison or harm yourself. Used by Gutthinkers and Starchewers. Convergence: Events in the immediate future, which have already become inevitable, can be foreseen. Used by Starchewers and Dancers. Dancers can furthermore use Convergence to slow down time around themselves, resulting in more precise and quicker movement. The ability lasts only briefly, however, as it requires stopping your own heart for the duration of it. Distributive abilities: Polarization: Objects are polarized by touch to magnetically attract or repulse each other. It's possible to use this ability in fractions and on yourself. Used by Dancers and Shifters Shiftminds. Focus: Reflexes can be enhanced significantly, but only at the expense of your cognitive abilities. Used by Shifters Shiftminds and Changeminds Couriers. Regeneration: Changeminds Couriers can significantly accelerate and amplify healing functions of their bodies by entering a trance. Arsenal: Objects that the wielder can hold in their hands can be stored away in a pocket dimension and be retrieved from there. The latter requires some concentration, however. Used by Changeminds Couriers and Cometflingers. Eye Colour, Asheyes, and the Iridescent Elixir The fuel required to use any of the nine abilities is Eye Colour, directly corresponding to a person's irises. Eye Colour is consumed when utilizing the abilities and cannot be retrieved or restored by humans. When a human runs out of Eye Colour, they become what is known as an Asheyes. The name stems from the white-grey colouring of their irises and the little red and orange specks therein, looking like dying embers. Eye Colour can be replenished or even stored beyond normal humans' capacity through use of the Iridescent Elixir, a colorless liquid that someone else's Eye Colour has been stored in. Applying it like you would eye drops, Eye Colour is absorbed by your body. The eye's actual colour is not linked to what Eye Colour was stored in the Elixir and instead depends only on the person receiving Eye Colour. The process of making Iridescent Elixir and putting Eye Colour in it is called Extraction and is jealously guarded by an order of monks. Since generally anyone could Extract Eye Colour from other people, the monks have made it their duty to keep the details of Extraction a secret and to manage and guard all Eye Colour economy so Eye Colour is only Extracted with consent of its owner. They have set up countless stations across the country to Extract and sell Eye Colour to armies or noble families or rich wielders. Selling your Eye Colour is somewhat of a last resort way to get quick money during hard times. Alright, that's about all that I've worked out so far. Some things that I am still developping: How does Extraction actually work? What do the monks do to people, and how is the Iridescnt Elixir made? Is there only a select few people who can even use the nine abilities to begin with? How are they distinguished from others? How do you find out you can use the magic? What criteria decides which of the nine magic wielding categories a person falls into? How quickly is Eye Colour drained? How much do the different abilities consume, and does it happen instantaneous or at a fixed rate over time? What other changes could come with becoming an Asheyes? Now, I would be thrilled to read your feedback on all this! I personally am a little worried if some of this hits too close to Surgebinding and BioChromatic Breath. I also haven't been able to come up with a nice name for the system, and some of the categories and abilities probably aren't quite up to par yet either. Anyhow, looking forward to comments, suggestions, critique, questions, anything. :>
  20. We saw, in Elantris, the Dakhor monks with twisted bones and bodies due to the warping resultant of their magic. I assumed that the symbols twisted in their bones were the Dakhor equivalent to Aons, but we saw very little of their magic aside from it's enhancement to the Dakhor monks' bodies and their ability to counter or negate Aons. Do we know whether there is more to Dakhor magic than this? Is one able to create magic similar to AonDor as the Elantrians can? Or is it a more passive application of the Dor? Thanks in advance for your input.
  21. Edit: I don't if this has been asked before as I'm new. What's your favourite system and which would you like to be in possession of? My favourite would have to be Feruchemy. Being able to store energy or thoughts in metal sounds perfect for my life style!
  22. I wanted to share some of the magic systems I made with you guys, but then I thought to make it a discussion so we could like help each other develop our systems, and it just seems like good fun! Here are three systems that are the most developed so far: 1) Resonance - (This has an actual book associated with it, so spoiler warning, I guess? Don't want to sound conceited just dislike giving out spoilers without any warning!) This was made based on the usual mana to spell magic, like fireballs, but I put up some limitations for the system so that it's a true system. The main resource is called "Echo" (might change it to echoflow or echotide, so it's not confused with the regular use of the word "echo") Echo is life energy and the mages of this world (called Resonators) can tap into their Echo to produce one of three physical interactions: Force, Heat, and Light. Most Resonators only have one resonance, but some can have all three (called Cadent, you can see my inspiration from Mistborn lol). The resonance is determined by how the Resonator most naturally stimulates their Echo: Dynato (Force) let their Echo 'thrum' before letting loose at its peak, Ignitran (Heat) quiet their Echo for a moment before firing a burst of flame, and Luminar (Light) pretty much just take Echo from their own bodies and convert them into floating lights (like Magelight basically). The more Echo used the more powerful the effect, but if a person uses too much of their Echo they're in danger of dying or falling into a coma. A Resonator can also infuse items with Echo to give that item their resonance, though Cadents can't infuse. There's also a newer rarer kind of Resonator which uses one of the three resonances but in reverse: Still Force, Heat, and Light, but their absence instead (or opposite with Force). The way these effects are achieved is kinda to stimulate their Echo in reverse, so thrumming but letting lose at a low point attracts things instead of repels, revving the Echo to a breaking point then suddenly quieting it sucks the heat from a targeted point, and taking Echo away from a place instead of supplying it creates darkness or shadows. The reverse stimulation is a major plot point in the story. 2) Forge - A system which requires two or more specific things to work and is fueled by the users memories and understanding of concepts (literally). This was inspired by me mishearing someone say something about using memory as fuel and like your usual spoken spells. In this there are three systems: *Word Forge - which uses 2 to 4 words linked together to produce effects, and is best suited at less abstract effects. So saying "fire ball" would conjure a ball made of fire which would float in mid-air with no direction before dissipating. The user will temporarily forget the words they just said. *Image Forge - connects two or more images to summon creatures or items. These can be cut together pictures, drawings, etc. as long as there are two or more previous things combining to create one new thing. A user can save Forged drawings without summoning them, for later. A user will then forget what exactly their item/creature can do which forces the user to rediscover what it does, the image is also consumed but not the medium it was made on, so a drawing would disappear but not the paper, and a picture would have holes in it, etc. All memories of an Image Forged thing will return if the thing is destroyed or de-summoned. *Command Forge - connects one key word and one or more command words to produce effects. Can handle more abstract concepts like gravity or flight and can produce trickier effects like saying "Self. Twenty meters forward" which will then boost the user forward exactly twenty meters by their understanding. The user will forget the meaning of the command words, but not the key word, and the commands are based on the user's understanding of the concept (saying "Self. Transcend" does not work.) 3) Aspect Naturality - A magic system with 7 aspects. Each person born into the world has a naturality to 2 aspects (and nothing more), or in some rare cases no naturality at all. The 7 aspects are: Balance, Focus, Intuition, Instinct, Grit, Ferocity, and Vigilance. The aspects are triggered by doing certain actions that lean into that specific aspect, so the people of this world created several martial arts to channel each aspect, though a user can learn any of these martial arts, they can only trigger the two aspects that they are natural toward. Each aspect has a passive and active component: *Balance passively gives the user a greater understanding of balance and actively allows to shift their center of gravity, *Focus passively calms the user under pressure and actively see and react to things in slowed time (though their actions are not accelerated accordingly) *Intuition enhances the user's sense of direction and gauge how much damage a strike will do *Instinct enhances the user's danger sense and lets the user feel where a hit would land on their body (but without the pain associated) *Grit allows the user pain tolerance and slight anchoring in space *Ferocity numbs empathy and increases muscle mass *Vigilance lets the user learn faster and detect minute details (like muscle movement before a punch) This system was inspired by Absolver pretty much, just all of it lol Would like to hear your systems too and/or thoughts on my own, these could still use some more development!
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