CoderDrag0n8 He/They Posted September 6, 2025 Posted September 6, 2025 (edited) We have all had that moment. When we come up with that great magic system, that beautiful masterpiece. Our favorite ones. We work up the courage to finally put it on the shard, or submit it to an RP such as Arvus System or FCRRP. But then, it all falls apart. We have it submited, and we fully believe that we will be able to RP it. But then, it doesn't get much attention, or Arvus System dies, or we are stuck playing a shard and we aren't sure we will ever get to use our great amazing awesome Magic System. We come up with really cool mixtures. Everything and anything. But, in the end, we aren't able to use it. So, I propose the BIGGEST AMALGAMATION OF MAGIC SYSTEMS EVER We have the standard Cosmere Magic Systems And we have the Arvus System Magic Systems And the FCRRP Magic Systems Come, one and all and join this Free-Form RP. Character Sheet: Spoiler Starting Magic System (CHOOSE ONE! YOU WILL HAVE A CHANCE TO GET MORE LATER!): Name: Native Planet: Everyone will start on Worldhopper Planet after being teleported there from their native planet. If you wish to have your magic system incorporated in here, please reply with the details of the magic system in a spoiler box, and only once it is in the Magic System Mayhem Blog is it canon. Also: NO CROSOVERS. Im sorry, I love crossovers as much of the next person, but this is a fun little Cosmere Magic System RP and i don't want gods of another dimension, worldhopping doors, mystical hotels, or omnipotent sandiwiches unless you have made a magic system for it! Characters: Spoiler Celym @Kansas Stormcursed Spoiler Magic system: I wanna be a Steel Compounder Home planet: Scadrial Name: Celym (pronounced with a soft c, selim) Raylani @VieB13 Spoiler Starting magic system: Mistborn Name: Raylani but you can call me Ray She/Her Native planet: Scadrial Kreen @KaladinsSenseOfHumorSpren Spoiler Name: Kreen Magic System: Worldweaving (Water+Earth) Home Planet: FCRRP Scadrial Kjaras-Dor @The Wyver Spoiler Starting Magic System: Kandra with Brass Allomancy Spike and Chromium Feruchemy Spike Name: Kjaras-Dor (Kah-jar-us, Door) Native Planet: Scadrial Sarel @Argenti Spoiler Starting Magic System: Worldsinging Name: Sarel Native Planet: Vandra Mercy Rose @ChickenBonanza Spoiler Starting Magic System: Nahel Bond (Lancer). Singer Ancestry. Name: Mercy Rose Native Planet: FCRRP Roshar, Western Isles. Has a Nahel bond with her friend and lifelong companion, Longinus. A greatshell, of the lanceryn species. Capable of consuming Investiture and flight, despite its size and weight, thanks to the bonding of a variety of luckspren found in the Western Isles of Roshar. Kavos @ChipsAHoid Spoiler Starting Magic System: Shockstarter Name: Kavos Native Planet: I'll just call it Shockstarter planet Eamon @al_lan_mandragoran Spoiler Name: Eamon Magic System: Worldweaving (Air and Water) Native Planet: (New) Scadrial (aka better Scadrial) Magic Systems (Because I am currently too lazy to put them in the blog: Spoiler Worldsingers: Spoiler Bards are those lucky few who have drunk from the sap of the world tree- and been initiated into the sacred order that advises rulers across Vandra. With this comes a number of powers, the most notable of which is their ability to hear the Heartbeats of the world - rhythms chained to emotions, sensations, and gods - and to create Melodies, invested songs that draw on the power of the world and other nearby to create various invested effects. Bards, so long as they have a way to make music, can create Melodies at will, at various strengths due to the available investiture, volume, and intent. These are the first known, and the second list comprises those that are unknown. Song Name Description Effect Song of Emotion A song fitting the emotion. Inspires an emotion in all who hear it. Song of Healing A gentle, uplifting song. Colors seem more vibrant, and those nearby feel warm and comfortable. Heals- requires intent to aim. Slow healing, or light. Song of Shadow A quiet, grim tune. Shadows seem to lengthen, and darkness grows deep, Creates darkness and Silence Song of Wind A wild, spinning tune. A slight headache appears if people try to follow along too closely. Call the wind Song of War A heavy, beating tune that gets the blood pumping. Inspires strength and battle prowess Song of Agony A fast, grating sound that only some call a song. Headaches, bones vibrate- truly an awful experience. Creates pain and destroys objects Song of Opening A building song that reaches a crescendo. People who listen to the music often claim it’s a three-part harmony, even when no one else is present. Opens Perpendicularties. Usually only used on Wergates, doesn’t make new Perpendicularties, merely reopen old ones. Song of Whispers A hissing, keening tune. A chill settles in the air, and everyone has the sensation of being watched. Detects Investiture Song of Wood A deep, slow tune that evokes the sound of a massive heartbeat in many listeners. Grows plants. Song of Making A complex song that is slightly unsettling. It requires great skill to use properly. Repairs/ constructs Objects Songs yet unknown. Song of the Void A quiet song that strikes fear into hearts. Creates a connection to the Maw, and pulls a tiny piece of itself through. It vanishes after a few minutes. Song of the Dead Gods A gentle, mournful song. Unmakes investiture, reducing it to nothing. Song of Halls A song that resonates with people. Forges connections. Song of Souls An oppressive, baleful song. Raises the dead in a foul facsimile of life. Dusksingers: Spoiler Dusksingers. A roughly equal mix of human and singer ancestry. Exhibits mostly human skin textures, a pale tone with swirls of red, and the small carapace ridges along knuckles, knees, and elbows. Bright red hair is also inherited from singer ancestry. Can hear Rhythms, possesses a gemheart (but not singer forms), and has all black eyes and black nails, solid like claws. Shockstarters: Spoiler Shockstarter: They can shock people with lighting powers, though using them causes them to take some of the damage they deal after a few attacks, forcing them to be aware of how much they are using it. The damage keeps growing, and they begin to get stunned until they are nearly dead. They can rest and the damage slowly fades, unless they push too far, and they will retain some permanent damage that can only be healed by a Brightbringer. Eventually, the threshold for the damage being permanent heightens as experienced Shockstarters build up resistance to the damage, even from other Shockstarters. They are able to do this through manipulation of electrons, essentially creating a massive static electric shock. They can generate a massive amount of electromagnetism, far more than should be possible, drawing in targets to a supercharged area (like 30 million amps +), and zapping them. This pulls in armor, weapons, projectiles Edited September 18, 2025 by CoderDrag0n8 Hi!!!!!!!!!!!!!! 4
Vielence She/Her Posted September 6, 2025 Posted September 6, 2025 Ooh I can try this!! Starting magic system: … oh shoot what’s the one on Scadrial? Anyways, I’m a Mistborn and I like spears (extendable bc why not?) Name: Raylani but you can call me Ray She/Her Native planet: Scadrial, but am now on Roshar bc I want a spren.
CoderDrag0n8 He/They Posted September 6, 2025 Author Posted September 6, 2025 1 minute ago, VieB13 said: Ooh I can try this!! Starting magic system: … oh shoot what’s the one on Scadrial? Anyways, I’m a Mistborn and I like spears (extendable bc why not?) Name: Raylani but you can call me Ray She/Her Native planet: Scadrial, but am now on Roshar bc I want a spren. Did you look over the FCRRP planets and stuff? Everyone will be starting on the same planet, so you can be from either Main Cosmere Scadrial or FCRRP Scadrial, but cannot have both powers, sorry. And Roshar would be FCRRP Roshar.
Vielence She/Her Posted September 6, 2025 Posted September 6, 2025 Just now, CoderDrag0n8 said: Did you look over the FCRRP planets and stuff? Everyone will be starting on the same planet, so you can be from either Main Cosmere Scadrial or FCRRP Scadrial, but cannot have both powers, sorry. And Roshar would be FCRRP Roshar. I will choose as soon as I know what FCRRP means.
CoderDrag0n8 He/They Posted September 6, 2025 Author Posted September 6, 2025 (edited) Just now, VieB13 said: I will choose as soon as I know what FCRRP means. FCRRP - Full Cosmere Restarted RP edit: actually, give me a moment, I have an Idea. Edited September 6, 2025 by CoderDrag0n8
CoderDrag0n8 He/They Posted September 6, 2025 Author Posted September 6, 2025 1 minute ago, VieB13 said: Waiting, waitinggggf updated
Vielence She/Her Posted September 6, 2025 Posted September 6, 2025 I see. Lemme know when the planet’s ready. This seems a lot less confusing than TLT lol. I tried that then got lost.
CoderDrag0n8 He/They Posted September 6, 2025 Author Posted September 6, 2025 1 minute ago, VieB13 said: I see. Lemme know when the planet’s ready. This seems a lot less confusing than TLT lol. I tried that then got lost. I will.
CoderDrag0n8 He/They Posted September 6, 2025 Author Posted September 6, 2025 31 minutes ago, VieB13 said: *yays* I did the thing
ChipsAHoid He/Him Posted September 6, 2025 Posted September 6, 2025 49 minutes ago, VieB13 said: I see. Lemme know when the planet’s ready. This seems a lot less confusing than TLT lol. I tried that then got lost. Man TLT is kinda confusing but you don’t need to know any rules to have fun @CoderDrag0n8 Can I use a magic system I’ve been writing for my book or does it have to be one of the ones listed above?
Vielence She/Her Posted September 6, 2025 Posted September 6, 2025 Just now, ChipsAHoid said: Man TLT is kinda confusing but you don’t need to know any rules to have fun @CoderDrag0n8 Can I use a magic system I’ve been writing for my book or does it have to be one of the ones listed above? Eeeeee people
CoderDrag0n8 He/They Posted September 6, 2025 Author Posted September 6, 2025 3 minutes ago, ChipsAHoid said: Man TLT is kinda confusing but you don’t need to know any rules to have fun @CoderDrag0n8 Can I use a magic system I’ve been writing for my book or does it have to be one of the ones listed above? Uhhh is it Cosmere? If so, put it in a spoiler box
ChipsAHoid He/Him Posted September 6, 2025 Posted September 6, 2025 Just now, CoderDrag0n8 said: Uhhh is it Cosmere? If so, put it in a spoiler box Nope! I said I’ve been writing it for my book
CoderDrag0n8 He/They Posted September 6, 2025 Author Posted September 6, 2025 Just now, ChipsAHoid said: Nope! I said I’ve been writing it for my book uuhhh well it has to fit in with the other ones... So it you can adjust it to use investiture or smth, then itll work.
ChipsAHoid He/Him Posted September 6, 2025 Posted September 6, 2025 (edited) 4 minutes ago, CoderDrag0n8 said: uuhhh well it has to fit in with the other ones... So it you can adjust it to use investiture or smth, then itll work. Mkay ik it There’s a guy who is in charge of granting powers, they’ll just initiate a nahel bond with him and that’ll grant the powers Edited September 6, 2025 by ChipsAHoid Nahel bond, not Bagel bond. Thanks Autoincorrect 1
CoderDrag0n8 He/They Posted September 6, 2025 Author Posted September 6, 2025 1 minute ago, ChipsAHoid said: Mkay ik it There’s a guy who is in charge of granting powers, they’ll just initiate a bagel bond with him and that’ll grant the powers could you... give more detail?
ChipsAHoid He/Him Posted September 6, 2025 Posted September 6, 2025 Just now, CoderDrag0n8 said: could you... give more detail? Nahel autoincorrected to bagel sry abt that Should I explain how it works now or is the Cosmere adjustment insufficient (… I can see why my friends say I sound like an ai. Storms that looks just like it)
CoderDrag0n8 He/They Posted September 6, 2025 Author Posted September 6, 2025 2 minutes ago, ChipsAHoid said: Bagel autoincorrected bagel to bagel sry bagel abt bagel that Should bagel I bagel explain bagel how it bagel works now or bagel is the Cosmere bagel adjustment bagel insufficient (… I can see why my friends bagel say I sound like an ai. bagel Storms that looks just like it) no i know i changed it myself because funny and just explain how it works 1
ChipsAHoid He/Him Posted September 6, 2025 Posted September 6, 2025 1 minute ago, CoderDrag0n8 said: no i know i changed it myself because funny and just explain how it works Oh ok Spoiler There are many classes of magic, and they all have one shared ability: Healing from wounds afflicted to them, although the ways they heal differ between the different classes of magic. Direct healers heal very quickly after being struck, but usually end up with long term consequences because of it. Environmental healers heal in the presence of a certain thing, and over a longer time, but far cleaner. Long healers can heal from any wound, but it takes days. Direct Healers: Blazefoots, Brightbringers, Lifestealers. Environmental Healers: Tidesweepers heal when in water. Stoneshakers heal underground. Galepushers heal in the open air, Florawispers heal in the presence of plants, Frostgraces heal in the presence of ice or snow, or even in cold temperatures. Long Healers: Shockstarters, Shadowstalkers, Strengthgivers, Deathmarrs, and Strongarms. Chronowarpers are technically direct, but they can slow down themselves and speed up the healing, or speed up themselves and slow down the healing. There is a type of poison that shuts down the healing abilities. Tidesweeper: When they stand in water, they can slowly build up a wave attack, and when they attack, a wave is summoned. The longer they charge it up, the more powerful it will be. They can swim at speeds of 16 miles an hour, and swim indefinitely so long as they can get air. However, they slowly get weak when outside of water, with only minor water manipulation powers. They dry up without the moisture necessary to maintain them, and will be both physically, mentally, and magically exhausted. They can continue to work minor magic if they stay hydrated by drinking water, occasionally get submerged, or by being in a humid climate. Stoneshaker: They can mold the stone fairly slowly, like a small item could form in roughly 5 heartbeats, and larger or more complex would take longer. The stone glows strangely golden, like the faint light is liquid gold. After a few minutes pass, or after it takes damage, it cracks, though it can be resealed in a few moments if the Stoneshaker diverts their attention to it and concentrates on fixing it. Larger and more complex items crack much faster, so simplicity is an advantage. They can make several variants however. GlassStone can be melded into existence very fast, but cracks very quickly, especially at high or low temperatures. This can be an advantage if you want to make a sharp weapon, by just snapping it. JewelStone takes a long time to meld, but is incredibly resistant. TungStone is very durable but will crack by time faster. IronStone isn’t very damage resistant, but it takes much longer to crack from time. Galepusher: They can push wind up to 30 mph out of their hands in short bursts. This tends to send them flying if the thing weighs more than them, though, allowing them to take an assisted flight if they push off the ground, augmenting their jumps and slowing down their descent. However, this can send allies flying if they are careless. Using the wind, they can dodge, or blow sand or dust into opponents’ faces. Shockstarter: They can shock people with lighting powers, though using them causes them to take some of the damage they deal after a few attacks, forcing them to be aware of how much they are using it. The damage keeps growing, and they begin to get stunned until they are nearly dead. They can rest and the damage slowly fades, unless they push too far, and they will retain some permanent damage that can only be healed by a Brightbringer. Eventually, the threshold for the damage being permanent heightens as experienced Shockstarters build up resistance to the damage, even from other Shockstarters. They are able to do this through manipulation of electrons, essentially creating a massive static electric shock. They can generate a massive amount of electromagnetism, far more than should be possible, drawing in targets to a supercharged area (like 30 million amps +), and zapping them. This pulls in armor, weapons, projectiles Starstriker: They can charge their chosen weapon with immense power, though it takes a lot of time, so that when they hit an enemy, it loses a little charge. An enemy hit full on slowly falls to the ground, and when they do they explode with a brilliant white light. A graze or indirect hit will still release energy, and will merely cause the energy to flow through their veins, giving them one final burst of energy before it leaves a scorched corpse behind. After enough charge is lost, hits can be deflected. However, it slowly discharges when not being charged, so speed is advised. Brightbringer: Can enhance the powers of the being that serve good, and mitigate the powers of those who serve evil. They can also heal people as long as they do not serve evil. Their powers are lessened extensively if they are not an exceptionally good person. Shadowstalker: Have control over shadows. Can insert shadow into the bodies of others, crumbling bone, shutting down organs, and preventing blood flow. The process takes anywhere from several days to several months. The only cure is a shadowstalker. The average Shadowstalker can control two streams of shadow at any given time, with the most powerful able to control a dozen. Using these powers slowly drives one to insanity, with the more you use the faster it drives you insane, and enough use will wither the user to a blackened skeleton with glowing red eyes. They cannot manipulate shadows in bright conditions, however, severely weakening them. In pitch black, their powers are augmented to a large degree. There is an ancient order of Assassins with a dark history. Chronowarper: They can warp time for one person, including themselves, allowing the target to see in slo-mo or Timelapse. However, doing so causes severe disorientation for both the Chronowarper and the target. Lifestealer: They can heal their wounds by inflicting wounds in others. The amount healed is a fraction of the damage they deal, forcing them to be defensive and opportunistic. If they kill an already weakened opponent, they heal much more than they normally would from a standard strike. If they overuse this ability however, they start to become less and less themselves, more like the people they feed off of, until their bodies are able to regenerate enough to be like themselves. Strengthgiver: They give some of their own strength to anyone they choose, and take their weakness for a short while. However, if they overextend, the consequences could be dire. Blazefoot: Every step they take whilst running causes a small shockwave of fire with a diameter of 1 foot, which puts itself out after a few seconds They can run up to 45 mph. When running, their chosen weapon lights on fire. (Or, well, the part that hits people! Not the grip!). However, they can only run for as long as they normally can. When not running they are much more weak. Different gaits however cause different effects. Fledgegait causes the above effects. Smokegait leaves behind smoldering ashes which leaves columns of rising smoke. Flaregait causes flashes to appear, briefly blinding all nearby. This allows easy detection, allowing help to arrive faster. However, this could draw unwanted attention. Fumegait releases toxic fumes, choking out the enemy. Florawisper: They can manipulate plants to serve their will, drawing up vines to ensnare their opponents, barricades of thorns, or have massive plants crush their opponents. However, they are nearly useless in deserts or urban areas that have little to no plant life, and the speed of which the plants move is fairly slow, only several times that of a normal plant’s speed. Frostgrace: They can freeze lesser opponents in place, and slow stronger ones. However, this only lasts for some time, and only a few can be frozen at a time. This is visible, as they have frost creeping over them while frozen. They are less useful in hot environments, where their magic is less powerful. They are more powerful in cold climates. Deathmarr: They can kill whatever they touch, unless it is sentient, and if they touch a sentient being, it loses sentience, across a short while, though the more mentally strong a person is the longer they last. This is at the cost of exhaustion of the Deathmarr, although one who has lost their sanity cannot be killed by a touch. However, this magic is extremely corruptive and is likely to drive you insane very quickly unless you use it sparingly. It is very important for them to not touch any allies, as doing so would prevent them from being of use. Continued use will mutate you beyond recognition, into a grotesque monster. Strongarm: They have heavily enhanced strength and can take many hits. However, they are slow and not very dexterous. Since they are slow, ranged weapons and artillery such as catapults and ballistas are very effective against them. As they are slow, and durable to hits, they are weak to magic. They can slowly recover after a battle, and their wounds will heal, unless they take too many, the result of which being death. There we go Kinda a lot but that’s the first of the 3, and the only one I have mostly complete
Kansas Stormcursed he/him Posted September 6, 2025 Posted September 6, 2025 Magic system: I wanna be a Steel Compounder Home planet: Scadrial Name: Celym (pronounced with a soft c, selim) 1
CoderDrag0n8 He/They Posted September 6, 2025 Author Posted September 6, 2025 (edited) 27 minutes ago, ChipsAHoid said: Oh ok Reveal hidden contents There are many classes of magic, and they all have one shared ability: Healing from wounds afflicted to them, although the ways they heal differ between the different classes of magic. Direct healers heal very quickly after being struck, but usually end up with long term consequences because of it. Environmental healers heal in the presence of a certain thing, and over a longer time, but far cleaner. Long healers can heal from any wound, but it takes days. Direct Healers: Blazefoots, Brightbringers, Lifestealers. Environmental Healers: Tidesweepers heal when in water. Stoneshakers heal underground. Galepushers heal in the open air, Florawispers heal in the presence of plants, Frostgraces heal in the presence of ice or snow, or even in cold temperatures. Long Healers: Shockstarters, Shadowstalkers, Strengthgivers, Deathmarrs, and Strongarms. Chronowarpers are technically direct, but they can slow down themselves and speed up the healing, or speed up themselves and slow down the healing. There is a type of poison that shuts down the healing abilities. Tidesweeper: When they stand in water, they can slowly build up a wave attack, and when they attack, a wave is summoned. The longer they charge it up, the more powerful it will be. They can swim at speeds of 16 miles an hour, and swim indefinitely so long as they can get air. However, they slowly get weak when outside of water, with only minor water manipulation powers. They dry up without the moisture necessary to maintain them, and will be both physically, mentally, and magically exhausted. They can continue to work minor magic if they stay hydrated by drinking water, occasionally get submerged, or by being in a humid climate. Stoneshaker: They can mold the stone fairly slowly, like a small item could form in roughly 5 heartbeats, and larger or more complex would take longer. The stone glows strangely golden, like the faint light is liquid gold. After a few minutes pass, or after it takes damage, it cracks, though it can be resealed in a few moments if the Stoneshaker diverts their attention to it and concentrates on fixing it. Larger and more complex items crack much faster, so simplicity is an advantage. They can make several variants however. GlassStone can be melded into existence very fast, but cracks very quickly, especially at high or low temperatures. This can be an advantage if you want to make a sharp weapon, by just snapping it. JewelStone takes a long time to meld, but is incredibly resistant. TungStone is very durable but will crack by time faster. IronStone isn’t very damage resistant, but it takes much longer to crack from time. Galepusher: They can push wind up to 30 mph out of their hands in short bursts. This tends to send them flying if the thing weighs more than them, though, allowing them to take an assisted flight if they push off the ground, augmenting their jumps and slowing down their descent. However, this can send allies flying if they are careless. Using the wind, they can dodge, or blow sand or dust into opponents’ faces. Shockstarter: They can shock people with lighting powers, though using them causes them to take some of the damage they deal after a few attacks, forcing them to be aware of how much they are using it. The damage keeps growing, and they begin to get stunned until they are nearly dead. They can rest and the damage slowly fades, unless they push too far, and they will retain some permanent damage that can only be healed by a Brightbringer. Eventually, the threshold for the damage being permanent heightens as experienced Shockstarters build up resistance to the damage, even from other Shockstarters. They are able to do this through manipulation of electrons, essentially creating a massive static electric shock. They can generate a massive amount of electromagnetism, far more than should be possible, drawing in targets to a supercharged area (like 30 million amps +), and zapping them. This pulls in armor, weapons, projectiles Starstriker: They can charge their chosen weapon with immense power, though it takes a lot of time, so that when they hit an enemy, it loses a little charge. An enemy hit full on slowly falls to the ground, and when they do they explode with a brilliant white light. A graze or indirect hit will still release energy, and will merely cause the energy to flow through their veins, giving them one final burst of energy before it leaves a scorched corpse behind. After enough charge is lost, hits can be deflected. However, it slowly discharges when not being charged, so speed is advised. Brightbringer: Can enhance the powers of the being that serve good, and mitigate the powers of those who serve evil. They can also heal people as long as they do not serve evil. Their powers are lessened extensively if they are not an exceptionally good person. Shadowstalker: Have control over shadows. Can insert shadow into the bodies of others, crumbling bone, shutting down organs, and preventing blood flow. The process takes anywhere from several days to several months. The only cure is a shadowstalker. The average Shadowstalker can control two streams of shadow at any given time, with the most powerful able to control a dozen. Using these powers slowly drives one to insanity, with the more you use the faster it drives you insane, and enough use will wither the user to a blackened skeleton with glowing red eyes. They cannot manipulate shadows in bright conditions, however, severely weakening them. In pitch black, their powers are augmented to a large degree. There is an ancient order of Assassins with a dark history. Chronowarper: They can warp time for one person, including themselves, allowing the target to see in slo-mo or Timelapse. However, doing so causes severe disorientation for both the Chronowarper and the target. Lifestealer: They can heal their wounds by inflicting wounds in others. The amount healed is a fraction of the damage they deal, forcing them to be defensive and opportunistic. If they kill an already weakened opponent, they heal much more than they normally would from a standard strike. If they overuse this ability however, they start to become less and less themselves, more like the people they feed off of, until their bodies are able to regenerate enough to be like themselves. Strengthgiver: They give some of their own strength to anyone they choose, and take their weakness for a short while. However, if they overextend, the consequences could be dire. Blazefoot: Every step they take whilst running causes a small shockwave of fire with a diameter of 1 foot, which puts itself out after a few seconds They can run up to 45 mph. When running, their chosen weapon lights on fire. (Or, well, the part that hits people! Not the grip!). However, they can only run for as long as they normally can. When not running they are much more weak. Different gaits however cause different effects. Fledgegait causes the above effects. Smokegait leaves behind smoldering ashes which leaves columns of rising smoke. Flaregait causes flashes to appear, briefly blinding all nearby. This allows easy detection, allowing help to arrive faster. However, this could draw unwanted attention. Fumegait releases toxic fumes, choking out the enemy. Florawisper: They can manipulate plants to serve their will, drawing up vines to ensnare their opponents, barricades of thorns, or have massive plants crush their opponents. However, they are nearly useless in deserts or urban areas that have little to no plant life, and the speed of which the plants move is fairly slow, only several times that of a normal plant’s speed. Frostgrace: They can freeze lesser opponents in place, and slow stronger ones. However, this only lasts for some time, and only a few can be frozen at a time. This is visible, as they have frost creeping over them while frozen. They are less useful in hot environments, where their magic is less powerful. They are more powerful in cold climates. Deathmarr: They can kill whatever they touch, unless it is sentient, and if they touch a sentient being, it loses sentience, across a short while, though the more mentally strong a person is the longer they last. This is at the cost of exhaustion of the Deathmarr, although one who has lost their sanity cannot be killed by a touch. However, this magic is extremely corruptive and is likely to drive you insane very quickly unless you use it sparingly. It is very important for them to not touch any allies, as doing so would prevent them from being of use. Continued use will mutate you beyond recognition, into a grotesque monster. Strongarm: They have heavily enhanced strength and can take many hits. However, they are slow and not very dexterous. Since they are slow, ranged weapons and artillery such as catapults and ballistas are very effective against them. As they are slow, and durable to hits, they are weak to magic. They can slowly recover after a battle, and their wounds will heal, unless they take too many, the result of which being death. There we go Kinda a lot but that’s the first of the 3, and the only one I have mostly complete thats a lot like, a lot a lot if you could give me a TLDR or smth thatd be great 4 minutes ago, Kansas Stormcursed said: Magic system: I wanna be a Steel Compounder Home planet: Scadrial Name: Celym (pronounced with a soft c, selim) aproved 1 hour ago, VieB13 said: Ooh I can try this!! Starting magic system: … oh shoot what’s the one on Scadrial? Anyways, I’m a Mistborn and I like spears (extendable bc why not?) Name: Raylani but you can call me Ray She/Her Native planet: Scadrial, but am now on Roshar bc I want a spren. Want any changes? Aproved maybe you 2 could be friends or smth? (ur both from scadrial) Edited September 6, 2025 by CoderDrag0n8
Vielence She/Her Posted September 6, 2025 Posted September 6, 2025 41 minutes ago, Kansas Stormcursed said: Magic system: I wanna be a Steel Compounder Home planet: Scadrial Name: Celym (pronounced with a soft c, selim) I was almost a steel compounder And yeah if @Kansas Stormcursed says yes @CoderDrag0n8 we two can be friends even though a planet is generally a large place.
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