Edgedancer_of_spirits

Random Magic System Adventures

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Posted (edited)

So, basically, you invent your own magic system IF It is sensible It must have clear limits, and you must post the rules. And you can use someone else’s. Please try to keep a clear plot arc (with lots of derp) Use both bold and italics.

Edited by Edgedancer_of_spirits
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55 minutes ago, Edgedancer_of_spirits said:

So, basically, you invent your own magic system IF It is sensible It must have clear limits, and you must post the rules. And you can use someone else’s. Please try to keep a clear plot arc (with lots of derp) Use both bold and italics.

Why limit us to Hard magic? I for one definitely won't abuse a magic system that can do anything:ph34r:

Also, wouldn't this work better in the Role Playing forum?

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Posted (edited)

No, because it’s derp, and doesn’t make enough sense to go there.  @Nameless

Edited by Edgedancer_of_spirits
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Just now, Edgedancer_of_spirits said:

No, because it’s derp, and doesn’t make enough sense to go there.

Fair enough.

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Gimme a sec to think of the magic system.

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Here we go:

Legendmaking

 This magic system is based around the material known as Mythsteel. Mythsteel can be forged normally, and is identifiable by it's tendency to act in a way that just barely defies the laws of reality (It acts as it would in a fantasy book or show, never getting covered in blood and gore, always shining, that sort of thing). Mythsteel's true value lies in the fact that any item you make out of it will grow in power the more stories and legends are told of it. For example, if you have a sword, and stories of it's sharp cutting edge are spread, your sword will become sharper. This also extends to more mystical effects, such as making a sword able to shoot lighting. Items associated with ideals, such as truth, protection, rage, or power, will gain attributes related to those ideals. As you can imagine, this has lead to hundreds of  legendary items of power, most of them hidden away in ancient ruins or temples. It generally takes hundreds of years for an item to gain incredible power, but exceptions have occurred, such as the dark emperor Jakorin, whose black spiked armor quickly gained a reputation as the armor of death, thanks on no small part to the emperors spies spreading stories of it.

General rules-

For an item to be extremely powerful, it must have stories told of it in a widespread area, not just one pub.

Generally, the older an item is, the more powerful it will be.

Items not made out of Mythsteel will not gain any special properties.

 

I might make a character later, I have to go right now.

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1 hour ago, Nameless said:

Here we go:

Legendmaking

 This magic system is based around the material known as Mythsteel. Mythsteel can be forged normally, and is identifiable by it's tendency to act in a way that just barely defies the laws of reality (It acts as it would in a fantasy book or show, never getting covered in blood and gore, always shining, that sort of thing). Mythsteel's true value lies in the fact that any item you make out of it will grow in power the more stories and legends are told of it. For example, if you have a sword, and stories of it's sharp cutting edge are spread, your sword will become sharper. This also extends to more mystical effects, such as making a sword able to shoot lighting. Items associated with ideals, such as truth, protection, rage, or power, will gain attributes related to those ideals. As you can imagine, this has lead to hundreds of  legendary items of power, most of them hidden away in ancient ruins or temples. It generally takes hundreds of years for an item to gain incredible power, but exceptions have occurred, such as the dark emperor Jakorin, whose black spiked armor quickly gained a reputation as the armor of death, thanks on no small part to the emperors spies spreading stories of it.

General rules-

For an item to be extremely powerful, it must have stories told of it in a widespread area, not just one pub.

Generally, the older an item is, the more powerful it will be.

Items not made out of Mythsteel will not gain any special properties.

 

I might make a character later, I have to go right now.

Question: is there a way to easily identify the myth steel, and if so, do people actively takes measure to downgrade a weapon or items usefulness? Like for example, if Jakorin’s enemies wanted his armor to be way less powerful, or even harm him, could they spread stories that whoever wears the armor will instantly die?

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Just now, Truthless of Shinovar said:

Question: is there a way to easily identify the myth steel, and if so, do people actively takes measure to downgrade a weapon or items usefulness? Like for example, if Jakorin’s enemies wanted his armor to be way less powerful, or even harm him, could they spread stories that whoever wears the armor will instantly die?

They could, but unless the stories become accepted folklore, they won't be effective. The most likely outcome would be for the people to decide that anyone besides Jakorin would die in the armor, which would only serve to benefit him.

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2 minutes ago, Nameless said:

Here we go:

Legendmaking

 This magic system is based around the material known as Mythsteel. Mythsteel can be forged normally, and is identifiable by it's tendency to act in a way that just barely defies the laws of reality (It acts as it would in a fantasy book or show, never getting covered in blood and gore, always shining, that sort of thing). Mythsteel's true value lies in the fact that any item you make out of it will grow in power the more stories and legends are told of it. For example, if you have a sword, and stories of it's sharp cutting edge are spread, your sword will become sharper. This also extends to more mystical effects, such as making a sword able to shoot lighting. Items associated with ideals, such as truth, protection, rage, or power, will gain attributes related to those ideals. As you can imagine, this has lead to hundreds of  legendary items of power, most of them hidden away in ancient ruins or temples. It generally takes hundreds of years for an item to gain incredible power, but exceptions have occurred, such as the dark emperor Jakorin, whose black spiked armor quickly gained a reputation as the armor of death, thanks on no small part to the emperors spies spreading stories of it.

General rules-

For an item to be extremely powerful, it must have stories told of it in a widespread area, not just one pub.

Generally, the older an item is, the more powerful it will be.

Items not made out of Mythsteel will not gain any special properties.

 

I might make a character later, I have to go right now.

Add-ons: (if this is okay) Minerals can be added in order to divert slight amounts of power to other areas.

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Just now, Edgedancer_of_spirits said:

Add-ons: (if this is okay) Minerals can be added in order to divert slight amounts of power to other areas.

How so?

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Just now, Nameless said:

How so?

Say, if you added mica in the blades forging, and the sword had a decent amount of Legendvestiture, then a tiny bit of the Legendvestiture would be diverted to say, being hot and/or fiery, but weakly, like a kickstarter for a new power.

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Just now, Edgedancer_of_spirits said:

Say, if you added mica in the blades forging, and the sword had a decent amount of Legendvestiture, then a tiny bit of the Legendvestiture would be diverted to say, being hot and/or fiery, but weakly, like a kickstarter for a new power.

Okay, although maybe it could be depending on the way you forge it, and/or the name you give the weapon.

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1 minute ago, Nameless said:

Okay, although maybe it could be depending on the way you forge it, and/or the name you give the weapon.

That would make it more fitting with the original magic system. I approve! :)

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31 minutes ago, Nameless said:

Okay, although maybe it could be depending on the way you forge it, and/or the name you give the weapon.

If on the eve of a battle a commander gave a speech in which he claimed that he knew a secret weakness of the armor of death and told it to them would that weakness exist assuming they believed him?  Also what happens if you counterfeit with mythsteal?

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12 hours ago, Nameless said:

For an item to be extremely powerful, it must have stories told of it in a widespread area, not just one pub.

I’m fairly sure that this applies to the battle commander scenario. And if you mean forging, it would probably work, unless there’s something against that.

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14 hours ago, Karger said:

If on the eve of a battle a commander gave a speech in which he claimed that he knew a secret weakness of the armor of death and told it to them would that weakness exist assuming they believed him?  Also what happens if you counterfeit with mythsteal?

It wouldn't really have much of an effect unless the army was at least half the size of all the people that had heard stories of the armors power. Doing something like 

Mistborn spoilers:

Spoiler

Kelsier did with the 11th metal

Could actually be effective.

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24 minutes ago, Nameless said:

It wouldn't really have much of an effect unless the army was at least half the size of all the people that had heard stories of the armors power. Doing something like 

Does the certainty of the belief matter or only the number of people?

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1 minute ago, Karger said:

Does the certainty of the belief matter or only the number of people?

They have to accept the story, even if they don't believe it entirely. For example, if their first reaction is to say: "That's ridiculous, no way could that _____ be weak to that." It wouldn't work.

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I have made a new magic system: Soulmagic. Using innate investiture, one can perform magic, usually using their breath as a channeler. One can also distill that investiture for later use, resulting in a tiny, magical eye dropper containing distilled investiture. There is also a non man made version of this, called Ionium. It generates in an area of nature most commonly, with a thriving ecosystem and high levels of innate investiture. It usually is first a mist, gathering around the main area of ecocentric importance, where it then becomes a glowing puddle, which may eventually crystalize into a solid. Ionium is much more concentrated, but floats on water. Mist Ionium functions like a highstorm does for a radiant, constantly renewing the magic-user’s power. Liquid Ionium can do 3 things: 

1. When drunk, it renews the users power reserves

2. When injected, it increases the users spell power temporarily.

3. When topically applied, it heals the users wounds in the area it is applied in. 
The uses for the crystal form: Can be used to channel and increase power. Soulmagic: by breathing innate investiture into the palms of your hands and performing certain motions, you can do magic!

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On 3/26/2020 at 2:07 PM, Edgedancer_of_spirits said:

I have made a new magic system: Soulmagic. Using innate investiture, one can perform magic, usually using their breath as a channeler. One can also distill that investiture for later use, resulting in a tiny, magical eye dropper containing distilled investiture. There is also a non man made version of this, called Ionium. It generates in an area of nature most commonly, with a thriving ecosystem and high levels of innate investiture. It usually is first a mist, gathering around the main area of ecocentric importance, where it then becomes a glowing puddle, which may eventually crystalize into a solid. Ionium is much more concentrated, but floats on water. Mist Ionium functions like a highstorm does for a radiant, constantly renewing the magic-user’s power. Liquid Ionium can do 3 things: 

1. When drunk, it renews the users power reserves

2. When injected, it increases the users spell power temporarily.

3. When topically applied, it heals the users wounds in the area it is applied in. 
The uses for the crystal form: Can be used to channel and increase power. Soulmagic: by breathing innate investiture into the palms of your hands and performing certain motions, you can do magic!

How potent is the man-made version? How much power per drop, and how much can you make at a time? Are there any downsides to distilling it?

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