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Found 48 results

  1. Laws: Gems of different types can hold magic in the form of different elements. Ruby = Heat/Cold Amethyst= Kinetic Diamond= Light Sapphire= Electricity Emeralds= Gravity Magical energy is known as Scelce. The way a gem can express Scelce is through how they are cut, focusing energy at sharper points of the facets. Higher quality gemstones are more powerful. Gemstones change weight depending on the amount of energy in them. Larger gemstones hold more energy. The cutting of a gem makes it functional, whan uncut they are inert. Energy is stored and transferred in crystalline structures, and metals and inner gems transfer energy. Opal stores pure energy, that can be transformed into any of the 4 types. Mages are people who go into battle with a large gem on their back, with gloves lined with wires connecting back to the gem. The wires stimulate different parts of the gem with certain somatic motions. As you use this, the wires overheat, and will snap if you are not careful. Multiple gems can be used, but this will cause the wires to overheat faster Scelsi are the higher born of the population. These people have interbreed with a native species of humanoids scec’ar, who are naturally born with one of the 5 scelics, or magical gemstones. They have gemstones inside them on their spinal cord, in between their shoulder blades. Those born with Opal are commonly known as Scelomancers. Their nerves act like the wires. Scelci’s gems are like their life support system, and if broken, they will die. When gems act as spells, you have to use gloves studded with metal, and the more studs touch the gem, the more power is exerted, and the length of the finger, or in a machine, the wire, determines the range by inches converted to feet multiplied by 10. For a ray of energy, this is multiplied by 3, and projects with 45⁰ vertex. For a ball, the range is multiplied by 2 before the ball explodes, and the ball will also explode when it comes into contact with a solid surface. Onyx absorbs energy, expanding constantly until it is 3 times the original size, at which point it detonates in a massive maelstrom of sharp onyx shards 3 seconds after it is activated by metal or a hard impact. Onyx acts similar to a black hole, in that it slowly releases stored energy, but not in usable amounts When an energised gem is broken, it releases all energy stored inside of it in a massive blast, and in a flash of light as the crystalline bonds holding energy shatter, and the gem is left in small chunks, with a fraction of their original energy. Scenyl are scelci that are born with onyx, and absorb magic directed towards them, and release it slowly over time, and this power is limited, and they must wait for the energy to dissipate before using their abilities again. Scelci must first absorb energy before using it Scelomantic abilities are passed through heredity, but when two different classes are mixed, the male ability is passed on. Genetically, the ability to be a full Scelomancer is recessive. Scenyl abilities are also recessive, but are dominant over Scelomantic abilities Stones have more subtle effects not known to the general human populations. These effects are known by the native people. For example, limestone attracts charged gems, and is used to extract microdiamonds from pumice Scecerlon- undead made with opal/fossil pseudomorphs that keep them alive, trapping their soul and allowing control by cutting instructions into the crystalline structure and using brain coral to manipulate the soul trapped in a harvested gem core, which acts as a life support. A microorganism that is an evolution of the gut bacteria of the natives. This weaves a lair of brain coral over the gem core, which allows for muscle memory and will allow rapid regeneration. With nonmetals and metalloids, and non primary gems the size determines the power. They are slightly taller than normal, and have red eyes, and bonelike protrusions sticking out all over their body that fade to opal near the end. Some of the flesh is noticeably bonelike, and the rest is a callus flesh. To control them, you weave brain coral over the gem core, and engraving instructions into it. Limestone- attracts charged gemstones of a type that touch them Granite- minute cutting Microdiamonds = Flash Powder Bone- life energy/soul anchor, only non-living bones can store this. It is not stored in the form of scelce. Coral- minor memory, like muscle memory Brain coral- control of life energy Pseudomorphs- store a mix of the materials and the original crystalline structure in a fifty fifty mix, and opal/fossil pseudomorphs allow for temporary reanimation of an organism, with a gem core acting as a soul anchor. In the natives, the gem core is a pseudomorph of bone and the gem they have. The native population has an innate knowledge of gemstones and crystalline structures. For the Human population, they have mutated gut bacteria that form brain coral-like structures to allow for control Pumice- durability Pyrite- glows when near other activated scelomantic magics. Ice- stores scelce, when activated, burns up in a puff of steam. Bloodstone- Chains effects together Sandstone- store and multiply. Used to mass produce things, including undead. When born with a metal pseudomorph, the bearer has most magic pass through them, but as it does so, the metal heats up. Scelscelari- those born with the ability to manipulate life energy instead of normal Scelce. Able to drain life from the surrounding environment to extend their life. Life energy, when released, acts as an extremely potent mutagen. This energy also provides rapid healing, but if not used continuously, the target will die from cancerous growth and mutations. If exerted purposefully, they can determine whether or not the healing causes tumors. The Scelscelari have incredible regenerative capabilities, and can and often are used for assasination. The native people only have a rudimentary understanding of these new prospects, and no understanding of pseudomorphs or bone at this time. The Selci have no understanding of these more complex ideas. History: The Sec’ar were a peaceful nation that lived long before humans did. They had a tendency to bond to nature's primal aspects, until they discovered the first gemstones in the mountains. For years, the mountains have been in their legends, towering peaks blossoming with elemental energy. Here, they found gemstones in creatures, plants, and even in ground. They saw these glistening jewels, glowing with a radiance so beautiful no words could do it justice, a light that would sparkle, flare, and dance before their very eyes. They saw all of the creatures harnessing this energy, maintaining the balance. As they stood in awe, A great roar shook the mountains, as a winged shape descended from the clouds. They watched as a great, reptilian beast with four, gargantuan muscled legs, batlike wings that must have been over one hundred meters across, and a long, spined, thin tail snaked behind it. The Dawn Bringer. Glistening with the radiance in the gems, he landed, lowering his enormous head, on a long, snaking neck, and spoke. “I see you have discovered my home, the Crystal Peaks. Why are you here?” he said, his voice like great thunder, rumbling in their bones. “We see the great glowing stones, filled with light, and wonder where they come from.” they replied, awed by the sheer size of this Dragon, it could have been a mountain itself! “You have discovered the sacred stones, and the the great energy known as Selce that resides within them. These gemstones contain a power beyond your wildest dreams, able to shape the world around us, and hold the energies that give us life. You must not abuse the powers that surround you, lest you upset the great balance, and disrupt the natural order. But all these years, with this power surrounding you as you searched, you did this, so now I will grant you a great gift: Gemstones of your own.” The people suddenly felt a great force surging through them, invigorating them, and they felt themselves beginning to change, as gemstones formed within them. Awed by the power gifted to them, they worshiped the Dawn Bringer, praising his radiant justice. Slowly, he taught them how to harness their abilities to protect the natural order, with one warning: “Do not share this power, for your race alone has earned it, and such a power could end the great world as we know it.” The Sec’ar descended the mountain, and as time passed, the Dawn Bringer seeped into legend, and his warning was lost. Hundreds of years later, a new race emerged before their eyes, one that was intelligent and quick witted. But they did not respect the natural order. One day, a young girl, the heir to the throne, and her friends walked out of their village, wanting to see what was beyond the forest. Each of these girls had a gem, the heir, Ariella, had an opal. Her other friends had gems, one of each, one emerald, one amethyst, one ruby, one sapphire, one diamond, and one onyx. Ariella was stunningly beautiful, with flowing, golden hair, a slim, shapely body, she was perfect, and adored by every boy in the village. As they journeyed, they at long last reached the edge of the forest, where they saw a handsome young boy riding a horse. As their eyes met, they felt like they were made for eachother. This young boy, the prince of a great human kingdom, became engaged to her, and eventually married, as her friends were married to other great and powerful leaders, and they mated. At first, there were worries that the baby would die, but it survived. The child was born, and it looked like a human, but had powers of the Secar. When the Dawn Bringer heard of this, he was furious, and immediately flew to the great city. “You have betrayed my warning, and now the world will suffer if I do not stop this.” He laid siege to the city, toppeling stone walls as if they were made of wet paper, shrugging off arrows as if they were childrens toys, slaughtering armies as if they were pigs for the butcher. The human’s could do nothing against him as he wielded the might of a thousand hurricanes compared to which they were like ants before a bear. Desperate to spare the city, and the prince she loved, Ariella offered to the king to sacrifice her in exchange for the dragon sparing the city. The prince cried, for he couldn't bear the thought of life without his love, but he knew it was the only way to save their child. Reluctantly, he called the dragon, and explained the deal. The dragon, still furious, accepted, for he understood the strength it took to do something like this. Although furious, the love shown by the prince softened his stone heart, and instead of killing the princess, he took her back to her father, and promised to forever enforce the border between these two nations. To help him accomplish this task, he took the biggest gemstones he could find, and breathed life into them. As he did so, the 50 glistening gems slowly transformed into eggs, dragon eggs. Over the next 9 months, the dragons inside grew, developing gems of their own, and they hatched. Made to be in the Dawn Bringer's Image, the dragons each had one gem, which could be any of the 6 except for Opel, whose power was reserved for the Dawn Bringer alone. However, there were once 60 gems, but during one of the Dawn Bringer's patrols, 10 were stolen by the humans, two of each type, one boy one girl, who were jealous of this power, and took the eggs, raising them to be allies of the humans, defending them against enemy dragon attack. The other 50, 25 boys and 25 girls, 10 dragons, 5 boys 5 girls, of each type, and their children are forever destined to guard the border, to prevent something like this from happening ever again. As the years progressed, the original guardians had children, who were the first wild dragons, and would not be needed for a long time, for the guardians cannot die of old age, and no one dares try to kill them. Now however, the Dawn Bringer no longer patrols the border wall, and has gone missing. He has been trapped in an enormous temple of bone that is nigh indestructible because it is covered in pumice, and is a floating island controlled by the main villain in the series, which has yet to be determined. The bone has trapped his soul while his body is tortured by the villain, and is forced to reveal the secrets of pseudomorphs, which are very common in this world. There, it was revealed that old opal fossils can be resurrected, and given life, soulless life, life in which they are nothing but puppets to this villain, and without the Dawn Bringer to stop this army, all hope is lost. He wishes to tear down the wall, and gain access to the crystal peaks, and without the Dawn Bringer, it will be impossible to stop him.
  2. Recently, I have decided that I want to start my rough draft for a book I want to write. It exists in an epic fantasy setting similar to a D&D setting. I want to create one or multiple magic systems for this story that I want to be unique but at the same time reflect my love of Dungeons & Dragons with their magic system (arcane and divine). I want to make sure it is simple to understand but I want to make sure there are limitations, costs, and weaknesses to how it operates and can be accessed. I've read over Sanderson's Laws of Magic and I think they have helped me create some guidelines for myself but I still don't know where to start. I don't know how much I should add to it before I expand on it more and more. I feel like I'm in the dark on this one.
  3. I was recently reading a bit about Old Magic in Roshar on the Coppermind Wiki. I was thinking about Boons and how they operate. When a person gains a Boon, can it be anything they want, like gaining the ability to control electricity or reality, or are there specific limitations on what kinds of things can be gained through Old Magic? Can I get the ability of one of the forms of the Singers or even become an Allomancer on Roshar with a Boon?
  4. What kind of abilities would a person get from being able to Compound aluminum, the sort-of anti-magic metal of Scadrial?
  5. Laws: Gems of different types can hold magic in the form of different elements. Ruby = Heat/Cold Amethyst= Kinetic Diamond= Light Sapphire= Electricity Emeralds= Gravity Magical energy is known as Scelce. The way a gem can express Scelce is through how they are cut, focusing energy at sharper points of the facets. Higher quality gemstones are more powerful. Gemstones change weight depending on the amount of energy in them. Larger gemstones hold more energy. The cutting of a gem makes it functional, whan uncut they are inert. Energy is stored and transferred in crystalline structures, and metals and inner gems transfer energy. Opal stores pure energy, that can be transformed into any of the 4 types. Mages are people who go into battle with a large gem on their back, with gloves lined with wires connecting back to the gem. The wires stimulate different parts of the gem with certain somatic motions. As you use this, the wires overheat, and will snap if you are not careful. Multiple gems can be used, but this will cause the wires to overheat faster Scelsi are the higher born of the population. These people have interbreed with a native species of humanoids scec’ar, who are naturally born with one of the 5 scelics, or magical gemstones. They have gemstones inside them on their spinal cord, in between their shoulder blades. Those born with Opal are commonly known as Scelomancers. Their nerves act like the wires. Scelci’s gems are like their life support system, and if broken, they will die. When gems act as spells, you have to use gloves studded with metal, and the more studs touch the gem, the more power is exerted, and the length of the finger, or in a machine, the wire, determines the range by inches converted to feet multiplied by 10. For a ray of energy, this is multiplied by 3, and projects with 45⁰ vertex. For a ball, the range is multiplied by 2 before the ball explodes, and the ball will also explode when it comes into contact with a solid surface. Onyx absorbs energy, expanding constantly until it is 3 times the original size, at which point it detonates in a massive maelstrom of sharp onyx shards 3 seconds after it is activated by metal or a hard impact. Onyx acts similar to a black hole, in that it slowly releases stored energy, but not in usable amounts When an energised gem is broken, it releases all energy stored inside of it in a massive blast, and in a flash of light as the crystalline bonds holding energy shatter, and the gem is left in small chunks, with a fraction of their original energy. Scenyl are scelci that are born with onyx, and absorb magic directed towards them, and release it slowly over time, and this power is limited, and they must wait for the energy to dissipate before using their abilities again. Scelci must first absorb energy before using it Scelomantic abilities are passed through heredity, but when two different classes are mixed, the male ability is passed on. Genetically, the ability to be a full Scelomancer is recessive. Scenyl abilities are also recessive, but are dominant over Scelomantic abilities Stones have more very subtle effects not known to the general human populations. These effects are known by the native people. For example, limestone attracts charged gems, and is used to extract microdiamonds from pumice Scecerlon- undead made with opal/fossil pseudomorphs that keep them alive, trapping their soul and allowing control by cutting instructions into the crystalline structure and using brain coral to manipulate the soul trapped in a harvested gem core, which acts as a life support. A microorganism that is an evolution of the gut bacteria of the natives. This weaves a lair of brain coral over the gem core, which allows for muscle memory and will allow rapid regeneration. With nonmetals and metalloids, and non primary gems the size determines the power. Limestone- attracts charged gemstones of a type that touch them Granite- minute cutting Microdiamonds = Flash Powder Bone- life energy/soul anchor, only non-living bones can store this. It is not stored in the form of scelce. Coral- minor memory, like muscle memory Brain coral- control of life energy Pseudomorphs- store a mix of the materials and the original crystalline structure in a fifty fifty mix, and opal/fossil pseudomorphs allow for temporary reanimation of an organism, with a gem core acting as a soul anchor. In the natives, the gem core is a pseudomorph of bone and the gem they have. The native population has an innate knowledge of gemstones and crystalline structures. For the Human population, they have mutated gut bacteria that form brain coral-like structures to allow for control Pumice- durability Pyrite- glows when near other activated scelomantic magics. Ice- stores scelce, when activated, burns up in a puff of steam. Bloodstone- Bonding The native people only have a rudimentary understanding of these new prospects, and no understanding of pseudomorphs or bone at this time. The Selci have no understanding of these more complex ideas. History: The Sec’ar were a peaceful nation that lived long before humans did. They had a tendency to bond to nature's primal aspects, until they discovered the first gemstones in the mountains. For years, the mountains have been in their legends, towering peaks blossoming with elemental energy. Here, they found gemstones in creatures, plants, and even in ground. They saw these glistening jewels, glowing with a radiance so beautiful no words could do it justice, a light that would sparkle, flare, and dance before their very eyes. They saw all of the creatures harnessing this energy, maintaining the balance. As they stood in awe, A great roar shook the mountains, as a winged shape descended from the clouds. They watched as a great, reptilian beast with four, gargantuan muscled legs, batlike wings that must have been over one hundred meters across, and a long, spined, thin tail snaked behind it. The Dawn Bringer. Glistening with the radiance in the gems, he landed, lowering his enormous head, on a long, snaking neck, and spoke. “I see you have discovered my home, the Crystal Peaks. Why are you here?” he said, his voice like great thunder, rumbling in their bones. “We see the great glowing stones, filled with light, and wonder where they come from.” they replied, awed by the sheer size of this Dragon, it could have been a mountain itself! “You have discovered the sacred stones, and the the great energy known as Selce that resides within them. These gemstones contain a power beyond your wildest dreams, able to shape the world around us, and hold the energies that give us life. You must not abuse the powers that surround you, lest you upset the great balance, and disrupt the natural order. But all these years, with this power surrounding you as you searched, you did this, so now I will grant you a great gift: Gemstones of your own.” The people suddenly felt a great force surging through them, invigorating them, and they felt themselves beginning to change, as gemstones formed within them. Awed by the power gifted to them, they worshiped the Dawn Bringer, praising his radiant justice. Slowly, he taught them how to harness their abilities to protect the natural order, with one warning: “Do not share this power, for your race alone has earned it, and such a power could end the great world as we know it.” The Sec’ar descended the mountain, and as time passed, the Dawn Bringer seeped into legend, and his warning was lost. Hundreds of years later, a new race emerged before their eyes, one that was intelligent and quick witted. But they did not respect the natural order. One day, a young girl, the heir to the throne, and her friends walked out of their village, wanting to see what was beyond the forest. Each of these girls had a gem, the heir, Ariella, had an opal. Her other friends had gems, one of each, one emerald, one amethyst, one ruby, one sapphire, one diamond, and one onyx. Ariella was stunningly beautiful, with flowing, golden hair, a slim, shapely body, she was perfect, and adored by every boy in the village. As they journeyed, they at long last reached the edge of the forest, where they saw a handsome young boy riding a horse. As their eyes met, they felt like they were made for eachother. This young boy, the prince of a great human kingdom, became engaged to her, and eventually married, as her friends were married to other great and powerful leaders, and they mated. At first, there were worries that the baby would die, but it survived. The child was born, and it looked like a human, but had powers of the Secar. When the Dawn Bringer heard of this, he was furious, and immediately flew to the great city. “You have betrayed my warning, and now the world will suffer if I do not stop this.” He laid siege to the city, toppeling stone walls as if they were made of wet paper, shrugging off arrows as if they were childrens toys, slaughtering armies as if they were pigs for the butcher. The human’s could do nothing against him as he wielded the might of a thousand hurricanes compared to which they were like ants before a bear. Desperate to spare the city, and the prince she loved, Ariella offered to the king to sacrifice her in exchange for the dragon sparing the city. The prince cried, for he couldn't bear the thought of life without his love, but he knew it was the only way to save their child. Reluctantly, he called the dragon, and explained the deal. The dragon, still furious, accepted, for he understood the strength it took to do something like this. Although furious, the love shown by the prince softened his stone heart, and instead of killing the princess, he took her back to her father, and promised to forever enforce the border between these two nations. To help him accomplish this task, he took the biggest gemstones he could find, and breathed life into them. As he did so, the 50 glistening gems slowly transformed into eggs, dragon eggs. Over the next 9 months, the dragons inside grew, developing gems of their own, and they hatched. Made to be in the Dawn Bringer's Image, the dragons each had one gem, which could be any of the 6 except for Opel, whose power was reserved for the Dawn Bringer alone. However, there were once 60 gems, but during one of the Dawn Bringer's patrols, 10 were stolen by the humans, two of each type, one boy one girl, who were jealous of this power, and took the eggs, raising them to be allies of the humans, defending them against enemy dragon attack. The other 50, 25 boys and 25 girls, 10 dragons, 5 boys 5 girls, of each type, and their children are forever destined to guard the border, to prevent something like this from happening ever again. As the years progressed, the original guardians had children, who were the first wild dragons, and would not be needed for a long time, for the guardians cannot die of old age, and no one dares try to kill them. Now however, the Dawn Bringer no longer patrols the border wall, and has gone missing. He has been trapped in an enormous temple of bone that is nigh indestructible because it is covered in pumice, and is a floating island controlled by the main villain in the series, which has yet to be determined. The bone has trapped his soul while his body is tortured by the villain, and is forced to reveal the secrets of pseudomorphs, which are very common in this world. There, it was revealed that old opal fossils can be resurrected, and given life, soulless life, life in which they are nothing but puppets to this villain, and without the Dawn Bringer to stop this army, all hope is lost. He wishes to tear down the wall, and gain access to the crystal peaks, and without the Dawn Bringer, it will be impossible to stop him.
  6. hey guys, thanks for your help, it has been wonderful, and I need the CC counsels help again, with the updated version: Laws: Gems of different types can hold magic in the form of different elements. Ruby = Heat/Cold Amethyst= Kinetic Diamond= Light Sapphire= Electricity Emeralds= Gravity Magical energy is known as Scelce. The way a gem can express Scelce is through how they are cut, focusing energy at sharper points of the facets. Higher quality gemstones are more powerful. Gemstones change weight depending on the amount of energy in them. Larger gemstones hold more energy. The cutting of a gem makes it functional, whan uncut they are inert. Energy is stored and transferred in crystalline structures, and metals and innert gems transfer energy. Opal stores pure energy, that can be transformed into any of the 4 types. Mages are people who go into battle with a large gem on their back, with gloves lined with wires connecting back to the gem. The wires stimulate different parts of the gem with certain somatic motions. As you use this, the wires overheat, and will snap if you are not careful. Multiple gems can be used, but this will cause the wires to overheat faster Scelsi are the higher born of the population. These people have interbreed with a native species of humanoids scec’ar, who are naturally born with one of the 5 scelics, or magical gemstones. They have gemstones inside them on their spinal cord, in between their shoulder blades. Those born with Opal are commonly known as Scelomancers. Their nerves act like the wires. Scelci’s gems are like their life support system, and if broken, they will die. When gems act as spells, you have to use gloves studded with metal, and the more studs touch the gem, the more power is exerted, and the length of the finger, or in a machine, the wire, determines the range by inches converted to feet multiplied by 10. For a ray of energy, this is multiplied by 3, and projects with 45⁰ vertex. For a ball, the range is multiplied by 2 before the ball explodes, and the ball will also explode when it comes into contact with a solid surface. Onyx absorbs energy, expanding constantly until it is 3 times the original size, at which point it detonates in a massive maelstrom of sharp onyx shards 3 seconds after it is activated by metal or a hard impact. Onyx acts similar to a black hole, in that it slowly releases stored energy, but not in usable amounts When an energised gem is broken, it releases all energy stored inside of it in a massive blast, and in a flash of light as the crystalline bonds holding energy shatter, and the gem is left in small chunks, with a fraction of their original energy. Scenyl are scelci that are born with onyx, and absorb magic directed towards them, and release it slowly over time, and this power is limited, and they must wait for the energy to dissipate before using their abilities again. Scelci must first absorb energy before using it Scelomantic abilities are passed through heredity, but when two different classes are mixed, the male ability is passed on. Genetically, the ability to be a full Scelomancer is recessive. Scenyl abilities are also recessive, but are dominant over Scelomantic abilities. History: The Sec’ar were a peaceful nation that lived long before humans did. They had a tendency to bond to nature's primal aspects, until they discovered the first gemstones in the mountains. For years, the mountains have been in their legends, towering peaks blossoming with elemental energy. Here, they found gemstones in creatures, plants, and even in themselves. They saw these glistening jewels, glowing with a radiance so beautiful no words could do it justice, a light that would sparkle, flare, and dance before their very eyes. They saw all of the creatures harnessing this energy, maintaining the balance. As they stood in awe, A great roar shook the mountains, as a winged shape descended from the clouds. They watched as a great, reptilian beast with four, gargantuan muscled legs, batlike wings that must have been over one hundred meters across, and a long, spined, thin tail snaked behind it. The Dawn Bringer. Glistening with the radiance in the gems, he landed, lowering his enormous head, on a long, snaking neck, and spoke. “I see you have discovered my home, the Crystal Peaks. Why are you here?” he said, his voice like great thunder, rumbling in their bones. “We see the great glowing stones, filled with light, and wonder where they come from.” they replied, awed by the sheer size of this Dragon, it could have been a mountain itself! “You have discovered the sacred stones, and the the great energy known as Selce that resides within them. These gemstones contain a power beyond your wildest dreams, able to shape the world around us, and hold the energies that give us life. You must not abuse the powers that surround you, lest you upset the great balance, and disrupt the natural order. But all these years, with this power surrounding you as you searched, you did this, so now I will grant you a great gift: Gemstones of your own.” The people suddenly felt a great force surging through them, invigorating them, and they felt themselves beginning to change, as gemstones formed within them. Awed by the power gifted to them, they worshiped the Dawn Bringer, praising his radiant justice. Slowly, he taught them how to harness their abilities to protect the natural order, with one warning: “Do not share this power, for your race alone has earned it, and such a power could end the great world as we know it.” The Sec’ar descended the mountain, and as time passed, the Dawn Bringer seeped into legend, and his warning was lost. Hundreds of years later, a new race emerged before their eyes, one that was intelligent and quick witted. But they did not respect the natural order. One day, a young girl, the heir to the throne, and her friends walked out of their village, wanting to see what was beyond the forest. Each of these girls had a gem, the heir, Ariella, had an opal. Her other friends had gems, one of each, one emerald, one amethyst, one ruby, one sapphire, one diamond, and one onyx. Ariella was stunningly beautiful, with flowing, golden hair, a slim, shapely body, she was perfect, and adored by every boy in the village. As they journeyed, they at long last reached the edge of the forest, where they saw a handsome young boy riding a horse. As their eyes met, they felt like they were made for eachother. This young boy, the prince of a great human kingdom, became engaged to her, and eventually married, as her friends were married to other great and powerful leaders, and they mated. At first, there were worries that the baby would die, but it survived. The child was born, and it looked like a human, but had powers of the Secar. When the Dawn Bringer heard of this, he was furious, and immediately flew to the great city. “You have betrayed my warning, and now the world will suffer if I do not stop this.” He laid siege to the city, toppeling stone walls as if they were made of wet paper, shrugging off arrows as if they were childrens toys, slaughtering armies as if they were pigs for the butcher. The human’s could do nothing against him as he wielded the might of a thousand hurricanes compared to which they were like ants before a bear. Desperate to spare the city, and the prince she loved, Ariella offered to the king to sacrifice her in exchange for the dragon sparing the city. The prince cried, for he couldn't bear the thought of life without his love, but he knew it was the only way to save their child. Reluctantly, he called the dragon, and explained the deal. The dragon, still furious, accepted, for he understood the strength it took to do something like this. Although furious, the love shown by the prince softened his stone heart, and instead of killing the princess, he took her back to her father, and promised to forever enforce the border between these two nations. To help him accomplish this task, he took the biggest gemstones he could find, and breathed life into them. As he did so, the 50 glistening gems slowly transformed into eggs, dragon eggs. Over the next 9 months, the dragons inside grew, developing gems of their own, and they hatched. Made to be in the Dawn Bringer's Image, the dragons each had one gem, which could be any of the 6 except for Opel, whose power was reserved for the Dawn Bringer alone. However, there were once 60 gems, but during one of the Dawn Bringer's patrols, 10 were stolen by the humans, two of each type, one boy one girl, who were jealous of this power, and took the eggs, raising them to be allies of the humans, defending them against enemy dragon attack. The other 50, 25 boys and 25 girls, 10 dragons, 5 boys 5 girls, of each type, and their children are forever destined to guard the border, to prevent something like this from happening ever again. As the years progressed, the original guardians had children, who were the first wild dragons, and would not be needed for a long time, for the guardians cannot die of old age, and no one dares try to kill them. If you did not see my previous post, click here.
  7. I was wondering if there are any theories as to what silver might do if burned by an Allomancer or used to store something by a Feruchemist.
  8. vote in poll
  9. Laws: Gems of different types can hold magic in the form of different elements. Ruby = Heat/Cold Amethyst= Kinetic Diamond= Light Sapphire= Electricity Magical energy is known as Scelce. Gemstones absorb energy through conductive materials. The way a gem can express Scelce is through how they are cut, focusing energy at sharper points of the facets. Higher quality gemstones are more powerful. Gemstones change weight depending on the amount of energy in them. Larger gemstones hold more energy. The cutting of a gem makes it functional, whan uncut they are inert. Energy is transferred through conductive material. Opal stores pure energy, that can be transformed into any of the 4 types. Mages are people who go into battle with a large gem on their back, with gloves lined with wires connecting back to the gem. The wires stimulate different parts of the gem with certain somatic motions. As you use this, the wires overheat, and will snap if you are not careful. Multiple gems can be used, but this will cause the wires to overheat faster Scelsi are the higher born of the population. These people have interbreed with a native species of humanoids scec’ar, who are naturally born with one of the 5 scelics, or magical gemstones. They have gemstones inside them on their spinal cord, in between their shoulder blades. Those born with these are commonly known as Scelomancers. Their nerves act like the wires. Scelomancers gems are like their life support system, and if broken, they will die. When gems act as spells, you have to use gloves studded with metal, and the more studs touch the gem, the more power is exerted, and the length of the finger, or in a machine, the wire, determines the range by inches converted to feet multiplied by 10. For a ray of energy, this is multiplied by 3, and projects with 45⁰ vertex. For a ball, the range is multiplied by 2 before the ball explodes, and the ball will also explode when it comes into contact with a solid surface. Onyx absorbs energy and does not release it, expanding constantly until it is 3 times the original size, at which point it detonates in a massive maelstrom of sharp onyx shards 3 seconds after it is activated by metal or a hard impact. When an energised gem is broken, it releases all energy stored inside of it in a massive blast, and in a flash of light as the crystalline bonds holding energy shatter, and the gem is left in small chunks, with a fraction of their original energy.
  10. 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.
  11. This has been a project of mine that I have been working on for the past few weeks. These systems were originally made as a Cosmere Fan-Fiction with some of the remaining shards I made up, but as I fleshed out the systems I wanted to write some story of my own. I will take all feedback anyone has to give. There are three different types of magic users Cantors, Guardians, and Phlebotomist. The first two types are Based on sound and have cultures rooted in Norse and Athenians respectively. Phlebotomists are based in a nation close to the Persian Empire. Cantors Guardians Phlebotomists The world is not at all fleshed out, might make another post on it. If anyone has any ideas, don’t be afraid to tell me!
  12. 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.
  13. 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?
  14. 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.
  15. 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.
  16. As the title says, I've been working on the following system for a while now and need some opinions on it. I don't often share work outside my friend group but this community was suggested to me. Anyway here it is in its simplest form: Magic is derived from the leftover energy of a living creature (essentially its soul) when it dies. Magic is therefore an infinite resource as every second countless creatures die across the universe contributing to the ever-growing pool. Magic exists on a realm adjacent to ours. The realms are separated by a veil that in places is so thick that magic is non existent and in others so thin it is almost impossible to differentiate between the two realms. Magic can be wielded in many forms such as rituals and bound spells but only to its full potential by individuals possessing a certain quirk of the soul referred to as a spark. These individuals (Often called Magi) can tap the magical pool and store some of this power inside themselves (Note all souls can store a set amount of magic but only those with the spark can passively regenerate their magic). The amount that can be stored varies greatly from person to person. This limit does not serve as a hard cap, magic can still be used beyond the amount stored but it is very dangerous. Taking more magic than was allotted will result in a backlash, this can take the form of a spell rebounding back at its caster, or having an unpredicted effect, a person may simply explode (not necessarily the caster), a magi’s spark could be snuffed out or any number of other strange effects. Magic is not mutually exclusive with science. Magic follows patterns which can be predicted and calculated. A spell performed by the same person under the same circumstances will always have the same effect. Conventional science has trouble detecting and understanding magic but due to magic’s predictable nature the scientific method can be applied to its study. Magic can be combined with conventional science to create powerful new technology (magitek) such as generators to power cities and star ships allowing for faster than light travel, enchanted floor panels provide artificial gravity and magically induced quantum entanglement allows for inter stellar communication. Anyway let me know what you think.
  17. I was wondering if anyone could provide some input on the magic system in my novel. It's not fully fleshed out yet and I need some help developing it. The wizards in my novel have certain types of magic that they are born good at, and others that can be developed over time. There are also aspects of it that they can never master (example: A character who is born exceptional at influencing the elements. They struggle with telepathy, but they can still perform it to some degree. However, they are never able to shapeshift). My question is: What could be a determining factor of the magic they can and can't do? My friend had the idea that it could depend on genetics and ancestry, say someone who's ancestors were from Antarctica had power over heat and fire. Or we had an idea that maybe wizards with different powers came together in clans a long time ago and they all migrated to different places, meaning that where you're from could determine your power set. I'm just trying to come up with a better plan for my magic system, since it's not very together at the moment. Any help would be greatly appreciated!!
  18. Hello all again. I have not come to revive the debate over Kaladin killing Szeth or not. I have come to ask afew question I was confused about, and when I looked over 17th Shard, I couldn't find them answered. How does Nale revive Szeth-son-Neturo? We already know that bonding live spren can allow you to heal with Stormlight, so, can bonding deadeye spren (dead Shardblades) allow you to heal with Stormlight or not? Can you heal yourself using Stormlight in an Honorblade bond? If yes, why does Szeth-son-Neturo say that you can't in the WoK Prologue?
  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. 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!
  21. So... sorry to make another one of these threads, but I need help on my magic system(s). Here's a basic overview of the magic and its history. Note: The words such as "Galon" are the world's language, based on Welsh. System - Galon My world is split into separate societies, which have different views on what the "essence" or "life" of the world is. The people that practice Galon believe that the world is seperated into four different essences: Blood, Water, Flame and Wind. This shapes their magic system - each branch focuses on one essence and has a passive/healing part and an active/fighting part. It also has an "All Magic" which encompasses all four. Blood Magic - Chnoadi The Chnoadi use their control of blood to manipulate enemies on the battlefield, or kill them by stopping its flow. They are the society's main warriors. Blood Magic - Ichaoli The Ichaoli are the healing part of Blood Magic. They use it to heal wounded people, altering their blood flow to keep them alive. Water Magic - Dymesti Dymesti are soldiers who use water to help them fight, drowning their opponents or enhancing their own motion with the water. Water Magic - Tonnai The Tonnai are in charge of farming, and making sure their people never grow dehydrated. Fire - Tani Tani are the fighting part of the Fire Magic users. Fire - Farvori The Farvori are engineers and scientists who use their fire magic to create inventions that function using smoke and fire. Wind - Erwynti, Anadli Little use has been found for the Wind Magic so far, and so many who specialise in it use their powers to help them only in normal scholarly or fighting pursuits. All Magic - Nerthi The Nerthi is a single person who controls all four branches of magic, and leads their society. History The users of the Galon magic system were the most common of all the various societies on their planet, Aelwe, but after a new magic form - the Derys - appeared, they were almost completely wiped from the earth by the Derys users. Now, they are the last society to survive the take over, and are hiding in the mountains, or on small islands. Inheritance/ How they get their magic Galon is hereditary, and all users are born with the ability to use every branch of the magic. However, after basic training in all four, they choose the specialised area in which they will continue - many show an aptitude for one type from an early age and so find it easy to choose. If a child has one Galon user and one Derys user parent, the child will be unable to use Galon magic, or pass it on. Nerthi The Nerthi represents one of their society's core beliefs, that while the essences make up the world, and are very powerful, none can exist perfectly alone. The next Nerthi is chosen at a young age by the previous one, and will be trained for many years to ascend when their master dies. While they can use each magic separately, they prefer to combine them - something they call using the "All Magic". Unlike us, the Galon users believe Earth is not one of the four essences (elements) but instead the ultimate combination of the four. What I Need Help With: That's everything I really have on the Galon users so far, and Aelwe as a whole. My main things I need help with on are the specific places in society for each of the orders, as well as a better name for those who use Galon than Galon users (I guess I could make Galon the name of the group, not the magic?). Any help on that or other things I missed/could improve would be very much appreciated. Meanings: Galon: Spirit/Core Chnoadi: Pain Ichaoli: Healing Dymesti: Storm Tonnai: Waves Tani: Fire Farvori: Ember Erwynti: Tornado Anadli: Breath Nerthi: Strength Aelwe: Home Derys: Wild
  22. Okay, so awhile ago @Unlicensed Hemalurgist had a thread about needing help with a Sandersonian magic system for a mystery novel (click here to view it), and that got me thinking. I need help with a magic system I'm currently working on, too, so why not post a similar thread (yes, I am admitting that I'm a copycat). Anyways, my story isn't exactly a detective story. It's an Alternate History / Cyberpunk / Urban Fantasy story set in the year 2134 in a really, really crappy alternate version of earth. Here are some ideas for the magic system I already have: There are four branches of it: Physical, Mental, Spiritual, and Digital. You can specialize in one or two branches, or generalize in all four. Some specialists have minor-moderate skill in their non-specialized branches, but not to the extent of a complete generalist. You have to be born with the talent to use it, but you choose whether you're a one-specialist, two-specialist, or generalist. Whether you have any skill in your non-specialized branches depends on how skilled you are at magic in general. It's sort of a combination of Allomancy and AonDor. It also might have tattoos as part of it, but I might not. It cannot be used to "enchant" objects. Also, for those of you who are curious, although the magic system has been common knowledge and was commonly practiced for centuries, the main point of divergence from our history was in World War 2.
  23. PART ONE - Statement of Theory This and the following two posts in this thread present my revised theory of cosmere magic. I made major changes from prior theory versions to account for poster comments. Thank you all for helping refine my thoughts. I hope @Yata, @Calderis, @Extesian, @Blightsong, @Spoolofwhool, @Weltall, @Pagerunner and others who responded to the earlier versions will take another look at this one. I try to understand magic because to me it’s the most “knowable” cosmere element. Understanding magic makes plot and character easier to figure out. This post describes my pre-Oathbringer conclusions. The other two posts on this thread complete my cosmere magic analysis: Glossary of Important Cosmere Terms and The Mechanics of Every Magic System (Alphabetically by Planet). In the Beginning – The Cosmere’s Origin I believe “power” is the “one substance” that predates and forms the cosmere. Brandon calls power "the godly powers," the "powers of creation," a "Shard's energy," the "energy of a Shard's being," and "true Investiture." I think power is “Spiritual energy,” the capacity to create – to form or change any Spiritweb. IMO, it’s the source of all cosmere substances and can convert into any other substance. Brandon tells us power needs a mind to direct it or it may become self-directing. I believe Adonalsium (or some unknown predecessor) becomes the self-directing mind of the original chaotic power. Adonalsium then grows himself a body by converting his power (his soul) into the cosmere. Adonalsium is an anagram for “A mind, a soul.” Basic Realmic Theory Adonalsium’s cosmere has three Realms: Spiritual, Cognitive and Physical. Everything created has aspects in all three Realms. The Spiritual Realm IMO has two components: Spiritual matter (souls and their Connections - "Spiritwebs") and Spiritual energy (power). The Cognitive Realm is the Realm of the mind – of ideas and perception, of the conscious and unconscious. The Physical Realm consists of mundane matter and energy, plus magical matter and energy (what I call “manifestations of Investiture,” though many limit that term to magic systems). Pre-Shattering Magic Adonalsium leaves inherent Investiture on “every world created” other than Scadrial. I believe he Invests Roshar’s highstorms, Nalthis’ electromagnetic radiation, Sel’s ground, and Taldain’s oceans. Adonalsium's inherent Investiture creates “interaction with nature” magic systems that lend “magical aspects to the setting,” “ambient magic.” Mortals can expose themselves to that magic, but they cannot direct the magic’s effect. Notes: The Shattering To me, the Shattering’s mystery is how the Vessels could divide Adonalsium’s power into sixteen equal pieces. My answer: Adonalsium creates the cosmere and leaves a single “Godpool” at the place he chooses to reside: Yolen. Because Adonalsium is the mind that directs his power, the Vessels “kill” him by destroying his mind. I speculate they drop an “aluminum bomb” into the Cognitive Realm through his Godpool. Aluminum neutralizes Adonalsium’s brain function. His power becomes undirected. The Vessels then sluice his Godpool into sixteen equal Shardpools of liquid Investiture, the “most potent” form of Physical Realm Investiture. The Vessels enter their Shardpools and Ascend with one-sixteenth of Adonalsium’s power. Shard Mandates I believe Shard Mandates (intents) are Cognitive Realm filters on their power. Mandates IMO are not built into Spiritual Realm power as some posters theorize. Brandon says the powers are "not themselves of [any] Shard. They are simply tools.” Mandates have magical meaning and I believe should not be interpreted by their dictionary meaning. Shards are not good or evil. Honor and Preservation are not good, and Odium and Ruin are not evil. I think Mandates arise because mortals do not hold or direct pre-Shattering power. When power rushes into the Vessels, it permanently adapts to each Vessel’s Cognitive DNA. (Perhaps it’s coincidental there are sixteen Jung/Briggs-Meyers personality types?) Each Vessel’s 1/16th power portion becomes attuned to the mind that wields it. Successors must share similar Cognitive DNA. Notes: Classification of Magic Systems I believe Shards create magic systems by mutating their Shardworld’s Spiritual DNA to change Adonalsium’s inherent Investiture. (“Goofy” Shard-made Scadrial is the exception.) IMO, Brandon’s phrase “Shard-Shardworld” interactions refers to this Shard mutation of Adonalsium’s inherent Investiture. I think there are two types of magic systems. Adonalsium leaves “interaction with nature” systems, where mortals interact with the magic. Shards create “people with magic” systems, where mortals direct the magic. “People with magic” systems appear only on Major Shardworlds. I observe two kinds of “people with magic” systems: Catalytic and Non-Catalytic. In the Catalytic systems, magic users use Catalysts to Invest themselves or other objects with power. They then direct that power for magical effect. In Non-Catalytic systems, mortals can direct local Shardworld Investiture, but not power. Magic System Components I think there are four magic system components. Fuel is the Investiture that causes a magical effect. All magic systems use Fuel and have some means to Focus power. Magic Users are the “people with magic” in their systems. In Catalytic systems, Magic Users use a Catalyst to summon the power their Focus selects. The Magic User then directs the Focused power to make magic. IMO, every Catalyst is a form of Shard “essence” – either metals (Preservation’s “concentrated essence”) or the Investiture Shards mutated Adonalsium’s inherent Investiture into. I think Shard essence appears in Roshar’s highstorms (Stormlight), Nalthis’ electromagnetic radiation (the absorbed spectrum, not the reflected color spectrum), Sel’s ground (Raoden draws Aon Rao on the ground), and Taldain’s solar-irradiated oceans (Sand Masters consume their body water). Part 3 of this Cosmere Magic Theory, The Mechanics of Every Magic System (Alphabetically by Planet), describes each known magic system by type and component.
  24. Brandon says Roshar has three magic systems, plus the “weird” Old Magic. I think Voidbringing is a fifth Rosharan magic system. This post explores how I believe each magic system works. Quick background: Forum consensus agrees there are at least three magic system components: “Fuel” (Investiture that causes the magic), “Focus” (a component that determines the power available for magic), and “Magic User” (the person who directs the magic). I think there’s a fourth component, “Catalyst,” which Khriss describes as a substance Magic Users consume to cause Shard power to Invest them. (BoM Ars Arcanum - Allomancy.) Catalysts, IMO, make the Magic User an Invested object capable of directing the Invested power. I believe there are three types of magic systems, all of which are found on Roshar. “Interaction with nature” systems use Fuel and a means to Focus power. In “people with magic” systems, Magic Users can direct the magic. Some“people with magic” systems use a Catalyst to access power, and some don’t. IMO, these are the Rosharan Shards’ Mandates (intents): Honor makes bonds, Cultivation makes change, and Odium breaks bonds. I think every Rosharan Magic User, mortal or voidish, uses the same powers, what Rosharans call Surges. Shard Mandates determine how Magic Users use the powers. Background done. Here are the systems, starting with the ones we know best. Surgebinding (Catalytic system) The Magic User is the Surgebinder. I agree with those who think spren are Roshar’s Focus. (Some posters think Roshar’s bonds are its Focus.) I believe Radiantspren’s mixed Investitures make them dual Focuses. IMO, Honor and/or Cultivation’s power is Surgebinding’s Fuel. Surgebinders consume Stormlight as their Catalyst to cause power to Invest them. The Radiantspren as Focus determine which power Invests the Surgebinder. I think the Surgebinder “binds” the Surges by directing the Invested power to create the magical effect – choosing gravity’s vector or drawing a new persona. Fabrials (Catalytic “people with magic” system) The fabrial user turns the fabrial on and off, and IMO is the Magic User. I think the gem-captured spren is the Focus. IMO, the gemstone filters Stormlight to replicate the symbiotic conditions of a gemheart. Spren consume the Stormlight and Focus their power on the machine they think is a lifeform. The spren-Focused power animates the machine for the desired magical effect. Shard power is the Fuel, and Stormlight is the Catalyst. Voidbinding (Catalytic “people with magic” system) I theorize Voidbinding is Odium’s form of Surgebinding. Because Surgebinding needs the Nahel bond to bind Surges, I speculate Voidbinding breaks bonds to bind the Surges. I think Voidbinding binds the same Surges as Surgebinding, except the Bondsmith Surges (or maybe just the Bondsmith’s “perks”). I think Voidbinding is a Catalytic system. I speculate the Nine Unmade combine two Voidbinding abilities like Heralds (other than the Bondsmith). “Void Knights” (if they exist) would have their patron Unmade’s abilities, like KR. The Unmade and any Void Knights would be Magic Users, voidspren would be the Focus, “Voidlight” the Catalyst, and Odium’s power the Fuel. If Odium’s power breaks bonds, then Voidlight IMO destroys matter. Only bondless bits remain – a Void of unreflected light. I think Voidlight’s Spiritual energy shows in Gavilar’s sphere, but nothing else, not even the spren it contains. I suggest an “Ever-Stormfather” Focuses Odium’s power into Voidlight, like the Stormfather Focuses Honor’s power (IMO) into Stormlight. Voidbringing (Non-Catalytic “people with magic” system) I believe Odium Investiture in voidspren form invades other spren like a virus. The “virus” voidspren replaces the target spren’s Spiritual DNA. Odium can then change and control the target spren’s host. I think Voidbringing most resembles Hemalurgy. Hemalurgy’s power to transfer innate Investiture Invests the metal spike. Voidspren, to me, equate to Hemalurgical spikes. Odium Invests each voidspren with the power to replace the target spren’s Investiture with its own. That power IMO is Voidbringing’s Fuel. Like spren in Roshar’s other magic systems, voidspren are Voidbringing’s Focus. I believe Hemalurgy and Voidbringing are non-Catalytic systems because power Invests the spike/voidspren, not the Magic User. Until stormspren summon the Ever-Stormfather, IMO Odium’s power can’t be Focused into Voidlight. Hence, Voidbringing can work without a Catalyst. Sja-anat (mentioned in Dalinar’s Purelake vision) seems able to direct Voidbringing. If so, Sja-anat is a Magic User. We don’t know if a Void Knight Order supports Sja-Anat or if other Unmade can Voidbring. It’s possible Odium alone Voidbrings. Without Magic Users, Voidbringing would be an “interaction with nature” system, mirroring Roshar’s pre-Shattering ecosystem with corrupted spren. The “Old Magic” (“Interaction with nature” system) I think the Old Magic is an Adonalsium-created “interaction with nature” system that Shard Investiture changed. I speculate the Nightwatcher (by some other name) began as a large splinter that native Rosharans personified into a sapient spren. We don’t know its original magic. I think Cultivation’s Investiture and human personification of Cultivation morphed that spren into the Nightwatcher. IMO, as an “interaction with nature” system, the Old Magic has two components. The Old Magic’s Fuel is Cultivation’s power. Its Focus is the Nightwatcher herself. The Old Magic remains an “interaction with nature” system, though Shard Invested, because mortals don’t direct its magic. They can ask the Nightwatcher for a boon; but she determines both the boon and the curse. Av tells Baxil, the Nightwatcher “gives [the boon] she feels you deserve, then gives you a curse to go along with it.” (WoK, Interlude I-7, Kindle p. 709.)
  25. I've gotten pretty deep into plotting out a new piece of fiction and I've been working on for a little while and I was hoping to get some feedback on the magic system I've been developing for it. The system itself is called Dynatheurgy, with practitioners called Dynatheurgists. The central idea is that Dynatheurgists use their bodies and spirits to process natural energy and redirect it in different ways using Dynatheurgic Bonds. The simplest use case is simply taking the energy as it is and redirecting it somewhere else immediately, with no changes—for example, taking some of the heat from a nearby fire to set on fire a pile of dry leaves. More advanced uses for Dynatheurgy involves imprinting a small portion of your will into the Bond, which dictates various limits and variables. A 'theurgist could, for example, direct light energy into a stone and will it to release its energy over a period of days, rather than all at once, devising a simple flashlight. By expending an even greater amount of will it is even possible to reshape the energy into a different type, turning light into heat, or even applying it to the 'theurgist's own body as energy reserves to increase their own stamina. There are legends of exceptionally talented Dynatheurgists being able to transform energy into matter, but the amount of energy and will necessary far outstrips reasonable applications. Common wisdom holds that every person is born with a certain amount of inborn will and as they deplete it they begin to fracture their very soul irreparably. Anecdotal evidence seems to support this, with elder Dynatheurgists tending to be more aloof and less empathetic than their younger cohorts. Given the impossibility to measure such things empirically, however, the truth of the matter is still heavily debated.