Jump to content

Danthemystic

Members
  • Posts

    25
  • Joined

  • Last visited

Posts posted by Danthemystic

  1. My theory is that Vax is both the name of a place and a person. I think it is specifically the name of a Shard Vessel that Ati was close to in some way and probably thought one of the people in the Cognitive Realm when he died surrounding him was Vax. 

    We also know in Aether of Night that the first version of Ruin in the Cosmere, which was called Decay in that story, was on that world and the world's name started with a V (or an L now that I think of it). So, I think it was the first world Ruin went to alongside the shard who was named Vax. Ruin fled that world, possibly because the Vessel saw that he was too destructive to have on his/her planet. 

    So the Aether of Night story could take place on Vax and the Aethers might be from there. Whatever the Shard there is doing, it is creating some sort of magic system that involves Initiation but also involves Aether materials to function. 

    On 9/26/2020 at 2:11 AM, Eternal Khol said:

    I just had a thought that maybe Vax is the planet with Ambition’s Splintered Remain’s

    we know she was splintered somewhere other than the Threnodite system. And as things go in the Cosmere, those Splinters are bound to become sentient or make some kind of magic if they are even on a habitable planet 

    but the way Khriss just glosses over it in the Arcanum Unbounded and how she just hints at Vax’s magic system in Elantris’ Ars Arcanum, makes me think the two are connected and Brandon will eventually do a vax novella or something and itll all make sense

    I like this idea a lot. It makes a decent amount of sense as I myself don't believe that Ambition splintered in the Threnodite system but definitely went somewhere else. 

    I think Vax is going to end up being super important to the story of the Cosmere as a whole. We are most likely going to get either a single novel or a novella set there. 

  2. 1. A story about whatever the hell Vax is. 

    2. Something about the Lord Ruler's kids (cause we know he had them which boggles my mind)/The story of Alendi and Rashek in Classical Scadrial. 

    3. The story of how Khriss and Nazh met. 

    4. A novella about Nightside of Taldain. 

  3. So, we all know that Knights Radiant Orders can create Squires which allow others to access Surgebinding while not having a Nahel bond themselves. My question is: is it possible to become a Knights Radiant of one Order and then become a Squire of a different Order? Like, if Kaladin was still a Windrunner and went and tried to become a Lightweaver Squire, would he be able to? 

  4. 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? 

  5. 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. 

  6. 21 minutes ago, FantasyFanitic said:

    Name: Wavebinder

    Spren: Waterspren

    Ideals: I'll be the peace in the midst of choas. 

    Surges: The surge of water control and mind soothing

    Characteristics: The Wavebinders are the peacmakers and strive for peace.

    For the Surges, it would probably be Cohesion and Adhesion. They could possibly use Adhesion similarly to Bondsmiths

  7. 10 hours ago, Ixthos said:

    I like the breakdown in description of each type, and how it describes the nature of the power source and the attitude towards access and use. It does seem similar to what I've heard regarding DnD, with Arcane Arts matching Wizards, Sacred Power matching Clerics, Druidism matching ... well, you know, and Occultism matching Warlocks. However that isn't necessarily an issue. There are a few questions that should be asked about the systems though:

    • Can someone access more than one system? If so, is there a limit, or side effects? If not, is there any negative consequences for attempting to do so, or something which prevents one from even attempting it?
    • Does having abilities cause problems for the user?
    • Are the abilities fully locked into the roles you described - can Occultism allow shape shifting like Druidism? How much overlap in abilities are their, so what can each system do that at least one other can't, or can do that another can do more easily, or in a different way, such as the healing abilities you mentioned being difficult for Arcane, and Sacred Power being focused on healing and granting enhancements?
    • How does someone gain access to each system? Are there subtypes, such as for Sacred - does each spirit they gain their abilities from give different powers, or the same powers with a few changes, etc., and do they each require a different attitude on the part of the user?
    • Do they all use the same power?
    • How do they relate historically? Is Occultism seen as related to Sacred Power or Arcane Arts? Is Druidism considered an inferior form of Sacred Power to those who use Sacred Power, and is Sacred Power considered a synthetic layer on top of Druidism to those who use Druidism? Can someone use Sacred Power from the source of Druidism if they think nature is divine, or is there a spirit which is associated with nature that allows those who use it to access a form of Sacred which allows similar things to Druidism?

     

    Otherwise this does look interesting :-)

    1. Yes, people can use more than one system of magic as long as they have a great connection to both forces that govern them. But they won't be able to access more powerful spells as they advance in each system, because at some point they will reach magical excess where they can no longer hold enough power. Power can be too much for one person to handle. 
    2. Sometimes, yes. Arcane Arts uses a source of energy called Willpower, which is sort of what keeps a person vital and strong both physically and mentally. They can only use so much Willpower in one day or they will start to become tired and discombobulated, or even die of exhaustion. Sacred Power relies on constant devotion to faith and the ideals of certain gods and other powers. Losing that connection means losing the magic. Druidism involves overexposure to the more natural side of the world, but staying too long in a civilized and technologically advanced environment will start to deteriorate your magic. Occultism also fuels off of the caster's sanity, their or other's blood, or even life force. 
    3. Sometimes overlapping happens with some spells being shown in different traditions. Arcane Arts focus a lot on enhancements like Sacred, research and otherworldly power like Occultism, and also transformative & elemental spells like Druidism. Druidism can also have healing, enhancements, and knowledge inside of it. Sacred allows elemental and transformative powers like Druidism. Sometimes healing can be used by Occultists. 
    4. Arcane Arts are gained through study, practice, and hard work. Sacred Power is given by divine beings to people who have devoted themselves to those great beings. Occultism is granted when a person starts to understand the darkness in the world and draws on it for the betterment of others. Druidism is somewhat like Sacred Power but is gained through working in the community and respecting the natural laws of the universe. It can also be drawn from ancestry. 
    5. They all mainly use Willpower to cast spells because that energy is a part of all other energies. 
    6. They have been used countless times in wars and conflicts throughout Teroth's history. Occultism is seen as an evil form of magic that should never be practiced unless it is a last resort to end tension. Arcane Arts are fairly popular but mostly used by people in the military, academics, or guilds. Druidism is not seen as inferior to Sacred Power, but very ancient and older than Sacred. Sometimes Druids and Acolytes (which is the term for Sacred users) work together in some communities, especially lower-class towns. 

    Hope this answered all your questions! :-)

  8. 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. 

    1. 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. 
    2. 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. 
    3. 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. 
    4. 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. 

  9. 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: 

    1. Sorcerers are either born or given only two different Forces to channel when they become Sorcerers. 
    2. 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. 
    3. 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...

    1. Vibration - The sorcerer can create waves of vibration around them and even control the frequencies that objects vibrate. 
    2. 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).
    3. Gravitation - The sorcerer can alter a target's gravitational direction and strength.
    4. 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.
    5. Solidification - The sorcerer can manipulate the cohesion of matter to make the molecules fluid or harden them to create harder surfaces.
    6. Incineration - The sorcerer can manipulate thermal energy to create fire or heat.
    7. Attraction - The sorcerer can manipulate the magnetic attraction between objects as well as the friction that two objects have. 
    8. Elongation - The sorcerer can stretch, deform, expand, or contract an object’s shape into any form imaginable.
    9. Hallucination - The sorcerer can manipulate light to create visual illusions that can be either witnessed by one person or a whole group of people.
    10. Translocation - The sorcerer can transfer matter and/or energy from one point to another without traversing the physical space between them.
    11. Infusion - The sorcerer can channel energy into a specific object, infusing the object with full energy.
    12. 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. 

  10. 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: 

    1. How do I combine the Sanderson feel of magic systems with the D&D forms of magic and how they work? 
    2. What powers in the universe serve as sources for the magic? 
    3. How do I have multiple magic systems co-exist together in a story?
    4. 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. 

×
×
  • Create New...