AonEne

Random Magic Systems

56 posts in this topic

So, this thread is a thing, but I was told that instead of unlocking and necroing it I should just start a new topic, so here it is! In case you don’t want to visit the old thread, the game is thus: you give a random idea, and someone else makes a magic system based around it, then gives an idea of their own. Be as detailed as you want; levels of seriousness can be as high or low as you want as well. Keep it to the Shard’s standards on adult content. 

To start us off, animal feces. 

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Eat excrement to be able to transform into the creature whose excrement it is. Transformation is not permanent but some characteristics: mental or physical may remain if the magic is practiced frequently.

Eg: eat a goat pellet, have the ability to transform into a goat, specifically of the same breed as the goat whose pellet you swallowed.

After the transformation has ended, some temporary mental or physical effects may remain, for a time. But slowly & surely, if the practitioner keeps using that transformation again & again, characteristics take a deeper root. In the case of the goat practitioner, it could take the form of growing horns or hooves, multiple stomach chambers and need to eat grass or worse a compulsion to eat grass without the ability to completely digest it.

In case that a practitioner specifically utilizes different transformations each time, the common characteristics between the animals start appearing. Regardless, too much use can wear down a practitioner's human intelligence. These effects don't necessarily have to be negative, entranced strength or senses or agility or longevity may also be achieved. But negative effects are just as likely: skittishness, desire to eat only grass or insects or a need to hunt, lack of inhibitions or becoming more easy to anger, loss of colour vision, animal instincts, inability to read human behavioural or social cues, different muscular structure, horns, inhuman eye colours, cloven hooves, tails, scales, body hair, etc. 

Staying in a transformed state too long might aggravate these problems, you might also get stuck or forget you were ever human or both.

 

offering of food & drinks

Edited by Honorless
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The consumption of specific food items and beverages with specific intents in during the first bite will impart very specific powers. Each food item or beverage have a range of potential powers however no amount of thought can extend what you gain beyond the range. These powers temporary. They last only so long as you are consuming the item. Once you have acquired three powers you cannot gain more before replacing one.

 

Articles of Clothing

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Magic that works like you might expect in a standard loosely explained magic system but it only works on other people who also have magic and has no effect on muggles.

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Cheese

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11 hours ago, Nathrangking said:

The consumption of specific food items and beverages with specific intents in during the first bite will impart very specific powers. Each food item or beverage have a range of potential powers however no amount of thought can extend what you gain beyond the range. These powers temporary. They last only so long as you are consuming the item. Once you have acquired three powers you cannot gain more before replacing one.

 

Articles of Clothing

Um... I specifically said 'offering': given as a gift or symbolically displayed in a place of worship, not 'consume'

Edited by Honorless
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4 hours ago, Honorless said:

Um... I specifically said 'offering': given as a gift or symbolically displayed in a place of worship, not 'consume'

That may be so. However, offerings were often shall we say not left as they were upon being left for the deities.

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Cheese is an incredibly powerful magical substance, and coating different substances with cheese causes them to gain incredible magical properties. Substances made of metal gain powers of hypnotism, biological matter (such as hair or leather) become deadly to the touch, rocks explode, liquids gain alchemical powers, gases heal those who breath them, sand and dirt come to life as golems, and mud gains immense durability. As cheese ages,  it becomes more powerful, the worse the smell, the greater the powers granted (And yes, people do cover themselves in mud and hundred year old cheese before battles). Cows in this world are extremely rare, with only a few dozen alive, and as such are worth kingdoms.

 

Intelligence.

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(With worldbuilding) The dumber you are, the more powers you have. Powers vary greatly, and are oftentimes random, akin to Epics. Trying to free themselves from enslavement of the geniuses, the dull have risen up and are revolting, using brute force to overpower the smarter people. But the smarter people have technology, and so the battle rages on.

Yoga balls

Edited by Truthless of Shinovar
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The basis of this soft magic system is containment. You put something of yourself into a yoga ball and you can manipulate that 'something' like it was still apart of you. i.e. if you put breath into a yoga ball then it will expand and contract with the expansion and contraction of your lungs. If you put your severed fingers into the ball, the ball would conform to your fingers and act as your hand would. You can control whatever you put into the yoga ball with your mind. The effectiveness over distance decreases exponentially. The longest distance a competent practitioner can still manipulate the yoga ball is about ten meters. The limitation of this magic form is that practitioners quickly run out of things to put in yoga balls.

Chocolate

 

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Chocolate is the source of all power. Eating milk chocolate gives you the power to increase your weight dramatically, dark chocolate gives you the power of perfect health, and white chocolate allows you to summon black holes. Any usage of your powers cannot be undone.

 

Ideals

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(Can I make that just regular Ideas and not Ideals, seeing as how there's already an Ideals magic system...?)

You can create anything, but you must first draw it on a sheet of transparent paper using a No. 2 Pencil. Let's assume you wanted to create a loaded pistol. You would first draw a gun as realistically as humanly possible, then on another piece of paper draw the interworkings of that gun. If you overlap those pages, you can see the interworkings inside the gun through the transparent paper. You must conclude with a third drawing, of the other side of the gun. You can layer these pages, so it would go shell-interworkings-shell. You can will the papers to create the gun, which will look exactly as you drew it, and will last an amount of time based off of how well you drew it.

A little bit of worldbuilding to throw alongside this there's a single faction that holds a monopoly of this type of paper and, therefore, the world.

 

Sticky Notes

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On 1/28/2020 at 1:27 PM, Truthless of Shinovar said:

(With worldbuilding) The dumber you are, the more powers you have. Powers vary greatly, and are oftentimes random, akin to Epics. Trying to free themselves from enslavement of the geniuses, the dull have risen up and are revolting, using brute force to overpower the smarter people.

Can I just say there's a word for that? Kakistocracy is an oligarchial government run by the stupid :D

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You draw images of things you want to take on characteristics of, and place them on things. Different color notes will change the characteristics of the thing you drew. 

Blue - emotion

Purple - temperament 

Red - physical

Green - appearance 

Yellow - intelligence 

Orange - fashion sense

Example: you make a terracotta warrior. On it you put a blue note with a picture of Cap Moroni , a purple note with a picture of Szeth, a red note with a picture of the Hulk, a green note with a picture of you, and an orange note with a picture of Adolin. Now you have a super soldier with the conviction of Captain Moroni, the obedience of Szeth, strength of the Hulk, and looks like you with better fashion sense.

Neckties

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Posted (edited)

Tie makes the man. Literally. The fabric, colour, knot and tightness of the tie all contribute towards creating a thrall.

The fineness of the fabric decides the size, strength and/or scale of the summoned thrall.

The colour decides the tangibility of the thrall, with darker colours making thralls whose skin is hard as granite even or steel, and softer colours resulting in nebulous indistinct shape, barely visible and "ghost-like" near intangible thralls.

The style and complexity of the knot decides the type of thrall to be summoned but more on that later.

The tightness of the knot dictates how free the thrall is: a loose tie would create an intelligent thrall who may be a bit difficult to control whereas a tighter tie would create something more like a machine that has no initiative and needs commands to perform even the most basic tasks

 

Below is a list of some of the known standard tie styles:

5280fa7f69bedd4f0e1f9b01.jpeg

A four-in-hand knot summons a four-armed thrall. Typically used for mundane purposes like carrying heavy objects. The darkest hued ones are also used for combat. It's impossible to summon a ghostly, indistinct variant of these creatures. Weak ones can be summoned but are useless as anything but pets or for... more deviant purposes.

A half Windsor knot summons flight capable thrall. Their stronger variants are capable of carrying a full grown human being across short distances. The nebulous variants are recommended for reconnaissance purposes as they are capable of longer distance flight and are also quite difficult to spot.

A full Windsor knot summons a flight-granting thrall. For this reason they are quite popular among the Elite.

A bow tie summons an invisible thrall. These thralls are notoriously difficult to control and requires one to tie a tie of near choking tightness. They're widely regarded as being worth it though, as the Elite popularized summoning them in their near invisible, nebulous forms: using them as globs of pure telekinetic force.

A Balthus knot summons a thrall that ties other (more human) thralls to the summoner. Another knot popularised by the Elite, this style is notorious for being very difficult to complete, with summoners getting dizzy, shaky hands, sweaty palms, inability to properly control finger movements, weak grip, etc in the middle of both the summoning and enthrallment.

A trinity knot summons an Eater. Popularly associated with the Gentry, these thralls can eat substances and produce a different substance of the same chemical composition. Can be quite sudden in turning against their summoner, utmost caution is advised to maintain the crispness of the tie knot's shape. They can be quite sensitive to even a slightly ruffled collar or askew tie.

Merovingian or Ediety knot summons the notorious Dreamweavers. Another favourite of the Gentry, these summons are capable of trapping their victims in illusions. Very, very difficult to control.

An Eldredge knot summons Binders of the Skein but only for the duration that the tie itself is being knotted. Even more notoriously difficult to complete than the Balthus. If the knot is tight enough, the Bound path of chance is impossible to deviate from unless the practitioner is found, killed and their necktie is unravelled. It is known that the colour of the tie is even more essential here as symbolism and matching the tie with the outfit is very crucial for a successful Binding. Used by the Exalted.

A Kent or Oriental knot can be used to summon Ash Children. One of the easiest to control thralls and as such very popular amongst practitioners of the art.

A Grantchester knot is another very popular choice amongst practitioners. The law of hues is reversed with these summons, meaning lighter hues result in more solid thralls while darker hues create ghost-like thralls. It is commonly used to summon what are commonly termed as "Givers" when they're used in this manner: a dark hue thrall that is absorbed by the practitioner to give themselves a boost in physical strength, endurance and durability. 

A Christensen knot summons thralls that are known by many names such as Thugs, Takers, Breakers, Brutes, Ogres, etc. One of the most popular summons.

A Cafe knot is used to summon Custodians. Popularly used by the Nonpareil via ties manufactured from the finest silks and dyes, these thralls are summoned in their largest form and used to defend the summoners' base-of-operations

Do note that the cravat knot has been forbidden since the Nonpareil were caught committing the forbidden act of letting their thrall wear a necktie.

 

Test Scores

Edited by Dreamer
Note: to access the image, click on it to open it on a separate tab and hit maximize
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A magical Scantron grants everyone their powers. Each correct answer grants you another page to your spellbook. Correct answers matter much more than actual knowledge.

Spellbooks are actually practice test workbooks, and good test taking skills are needed to actually use them. Each spell is preceded by a multiple choice question. The letter you choose directly corresponds to an instruction. Be careful. Some of the wrong answers can be deadly. Each page may only be used once

But what happens if you get a bad test score? Well, you can always pay to retake it. But if you run out of pages, or can't afford it, you forfeit your magic all together. 

 

Roller Skates

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Everyone is born with the ability to Skatebind, an ability fueled by drawing shapes on the ground with their skates. Depending on the shape you draw, you will make something magic happen, like skating in a figure-eight will make all the lights in a hundred-foot radius go out, or an octagon making a shower of harmless blue sparks explode out of the nearest dog's left ear. The power of the effect is determined by how well you draw the shape on the ground.

 

Violins

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If you own a violin you can instantly teleport where every you want. But the craft of making violins was lost 200 years ago so now there are only like 5 and its a power struggle to obtain them.

 

 

Therapists

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Posted (edited)

Therapist blood is an excellent  fuel for dark rituals. Depending on the amount and type of the blood, the exact specialization of the therapist, and the skill and fame of the therapist, the rituals can do anything from making you immortal and unkillable, to making a good cup of cocoa. Because of this, the number of therapists in the world has decreased dramatically, causing an unfortunate increase of insane people in the world, making therapy an even more dangerous job.

 

Popularity

Edited by Nameless
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You can come back from the dead once for every person who has a really good opinion of you. 

Windows 

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Depending on the paint, scenery and glass of a window, climbing through it allows you to teleport.

Rocks.

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Every type of rock has a different magical ability that people can use by holding them in their hand and drawing out the power. Granite lets the user fly, mica lets the user cast fire, tuff makes the person tough, etc. Once a rock's power is used, it becomes like chalk; unusable (except by the rithmatists). Because of this, most houses are made of wood, though rich folks who build castles defend their keeps by the sheer magical power of the barracks themselves.

Afterthought: Money is all made of paper in order to prevent stray stones in metal coins.

 

Cold, hard cash.

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Posted (edited)

Cash has innate investiture, which makes it useful as a material, and you can create cash wands (the better the bill, the more powerful the wand) which allows you to cast a certain number of spells depending on how good the wand is. The spells you can cast are related to influencing people’s opinions, and attraction of materials.

I want... puppies as my topic.

Edited by Edgedancer_of_spirits
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Puppies are a deadly poison that kills humans off almost instantaneously. So the race of humans learned to survive by killling all the female dogs so no more puppies could be born. Dogs however are the closest thing to a cure this poison has. 

 

Math homework.

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