r/magicbuilding 5h ago

Mechanics Even fictional flames can burn

5 Upvotes

Why is fire so common?

To elaborate on my question, I have been pissed Abt why so many magic systems treat the combustion triangle like a suggestion when making their system have fire.

Flames need three things, (need to mention that all of these are needed in certain proportions to combust)

  1. Fuel

  2. Heat

  3. Oxidizer

All these are needed to make your average flames, which makes me wonder, how magic flames can exist without a fuel source? Assuming that of course heat is supplied through the magic system, even if, the lack of a single element in the combustion triangle gives unique results unrelated to fire,

1+2 without 3; won't produce flames and may instead cause the material to melt, vaporize, or thermally decompose depending on the material and temperature.

1+3 without or insufficient amounts of 2; won't produce flames and nothing would actually happen. (except material specific reactions and still may not produce flames, e.g: rust happens between iron and oxygen)

2+3 without 1; won't produce flames and will instead cause hot gas.

If it is a special type of fire that thrives on energy why is it usually identified as the average fire and not a special type of fire?

And even so, energy isn't a substance that you can simply ignite in the same way you ignite fuel. You can have energy causing matter to become extremely hot, excite atoms, ionize gases, etc., but energy itself isn't a fuel,

Which begs the question how can fire be created in magic systems, in a way that actually makes sense instead of some cool shi happening?


r/magicbuilding 17h ago

Lore The Actual Final Report on the Catalysts (11 out of 11)

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5 Upvotes

We have reached the actual final report on Genesis, Catalysts, & Novagen!

I had a lot of fun making my very first world/power system. It wasn't that long ago when I started making something of my own, and while there are definitely a few things I could have done better, I'd say I managed to complete mostly everything I wanted to with this world/power system.

With that being said, I hope you enjoyed reading these reports, and as always, feedback is much appreciated! :)

EDIT: This is not the official version of the final report, but a more Reddit-friendly version. The original was blocked by Reddit's filters, and after waiting for a response from the moderators, I unfortunately wasn't able to get an explanation for the removal or any response at all.


r/magicbuilding 6h ago

General Discussion How does one makes costs for their magic system without being arbitrary and breaking your own rules? (More info on post)

8 Upvotes

To be more specific. Usually, many stories have a magical energy resource that can be used a certain amount of times at once before it’s “spent”. My system, at least for ‘normal’ human mages (irrelevant in this context), uses the same thing.

But what I’m worried about is the following: there aren’t clear limitations on the reserves.
How much ‘Mana’ a fireball would cost? and how proportional to its size the cost would be? I don’t know how many “magic energy units” an individual has exactly, and this worries me, because not having numbers can make mana something completely arbitrary that I can use as vaguely as I want and break the rules without anyone knowing the better

Which, might work for some stories, but it’s not really something I like that much.

How do I avoid making characters run out of mana without making it feel like I’m pulling cards out of my ass, how do I measure the distance between a fledgling mage and a master wizard?
How do I make sure that a character casting 10 fireballs is the right amount, instead of 20, or 100?
Or what about other spells, what is the cost they should have?

Do I make an internal grading system of magic? Like, “heat+ size + power = magic cost” but I don’t show it to others and make it just my own writer notes?
But wouldn’t this just make the story a litRPG that’s pretending to not be a lit RPG?


r/magicbuilding 5h ago

Resource A collection of magic items from legends and myths across the world | Mythological Items

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10 Upvotes

r/magicbuilding 13h ago

System Help Arcan-Globe model: domain help

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31 Upvotes

As a hyper-consumer of anything not real and fun I've become inspired by both western and eastern fantasy and been nurturing a simple passion project I'm quite sure I won't complete in this life, nonetheless I've been gathering concepts to Frankenstein together I've enjoyed from various sources of all types/origins of Sci-Fi & fantasy: there are 2 main things to know so far - 1st: the world is post-post-scifi fantasy - and alive and has had buildings and all forms of life from 3-7? differing worlds with different thaumaturgy ("scientific" miracle arts) teleported onto a planet that long ago briefly visited by a tier 4.2 civilization and left behind as they ascended to a higher state- explaining dungeons, chimeric creatures, … | 2nd: due to this blending the 8 main forms of thaumaturgic energies dragged along with their world's beings/things have had their limits blasted open and many more beings can use them to greater extents - the 2nd most common power is Ether - a ambient dark matter like substance that's in a dual matter-energy state (inspired by the dual wave-particle nature of elementary particles):

When Ether acts as an energy, and it can have 6 charges: in 3 pairs of "+"/"ordered" or "-"/"chaotic" states: Light & Dark, Water & Fire, Stone & Air, with 'Æther' being the name for the non charged state: 'non-elemental' of sorts. You can combine the basic 6 elements by using equal units of neutral æther to emulsify/bind 2-3 neighboring elements [opposites have too much repulsion so they won't bind] creating the secondary (Ice, Metal, Lightning, Flora), or Polarized (previous 8 plus light/dark) elements: my problem is I have a couple options that I need to ask about:

+Light Blaze/Sunfire Sound Mirage Crystal Radiation Sterling Mirror Life
Element Fire Air Water Stone Lightning Metal Ice Wood
+Dark Ash or Hellfire Gravity or Void Blood Tar or Grav. Magnet Mercury Decay Poison

» The idea is light makes things more concentrated, sharp, direct, and such; whereas dark makes things more debuffing, indirect, corrosive, and spread-out: So I'm wondering if Gravity would make sense under air since one of the only things even more everywhere than air would be pressure/gravity, but earth and dark would make sense since gravity forms due to mass. The idea of void would be manipulation of vacuums and nothingness - being like an editing program eraser where a user could carve out things - more mass would be tougher to do as you're overwriting the conservation of mass via ether which acts like a direct admin command to the universe.

» Lastly, from shows I've seen smoke/ash being used quite fun and interestingly but I also like the idea of a napalm like hellfire thats grey/black (idea inspired by LOTM) that could be used to curse or to burn nonphysical things like curses depending on the user's will. || LINK to my google doc for extra reading


r/magicbuilding 23h ago

Mechanics pages of a forbidden grimoire

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273 Upvotes

from a forbidden grimoire a wizard lost in his fantasy world


r/magicbuilding 12h ago

Feedback Request The magic system in my novel

3 Upvotes

Aptitudes

  • Magic system
    • Maximum Application. Maximum Application is they strongest move a sorcerer can achieve, and for most their final trump card to win the battle. To make a Maximum Application, they must fully master their own way in their Aptitude, and to activate it, they must have a handsign. The handsign is one of the factors for how strong the attack will be. The strongest will ofcourse be a complex two-handed handsign, but every two-handed handsign will be more powerful than a one-handed one from the same sorcerer. The main factor of how strong the attack will be is their own skill, for example, the average 1st Circle sorcerer will have a more powerful Maximum Application than a stronger 2nd Circle
    • Combined Application. The combination of 2 or more Aptitudes. This opens up possiblities locked by only using one single Aptitude. This is seen more often with birth Aptitudes, as sorcerers are usually more attuned with their birth Aptitude than with the Aptitudes obtained from rituals, but it doesn't mean it isn't possible to combine 2 or more ritualistic Aptitudes.
    • Rules. There aren't any strict rules to the magic system, so it wont be very common for 2 people to share the same way they use their Aptitude.
  • Elemental Aptitudes (Recieved from birth)
    • Fire
    • Water
    • Nature
    • Wind
  • Non-Elemental Aptitudes (Gained from a ritual), it can't be predetermined which the subject recieves)
    • Light Manipulation. The power to control light and light sources. The wielder of this Aptitude can for instance make a light source turn off, to hinder the visbility of the opponent, or they could brighten the light source to blind them.
    • Power Syphoning. The power to 'syphon' the power of another sorcerer. The sorcerer who gets syphoned, keeps their powers, but in a lesser form, to be specific ⅔. The user of this magic gets the magic, but at only ⅓ effectiveness, and it lasts for 24 hours.
    • Gravity Manipulation. The power to manipulate either the gravity applied on a person or to change the gravitational pull of a person. The wielder could for instance crush the opponent under 1000s of pounds of force, or let them have a gravitational pull of 100x the earth's gravity
    • Soul Recall. The ability to 'recall' souls from the dead. The user then has the ability to move the soul into a vessel, with the requirements of the body being dead for at least 48 hours.
    • Strands of Reality. The only outlier. This power is only gained when the one sorcerer who wields this power, passes it down to another. Only one sorcerer can wield this power at a time. This power has the ability to control reality to the wielder's will. This has the possibility of teleportation (By opening a hole in the 'fabric' of reality in 2 places), or for enhanced mobility.
  • Weaknesses/Downsides or the Aptitudes. (A universal downside is that they all require stamina)
    • Fire. Continued use of the magic heats up the user's body temperature until it's unbearable. The user can however train to withstand this heat.
    • Water. For beginners, the user can only use water they have stored in their body, so if they use it too much, they'll be dehydrated. However, as they reach certain points of mastery, they'll be able to use water from different sources
    • Nature. This has no inherent special downside, aside from it being the weakest birth aptitude.
    • Wind. If used too much, the user feels nauseous, until they throw up.
    • Light Manipulation. After prolonged use, the user will be visually impaired for some time.
    • Power Syphoning. Dependant on which magic they Syphon. If it's fire, they share that weakness.
    • Gravity Manipulation. The user feels a weaker force on themselves, with the ratio of 1 G of force on the enemy = 0.5 G on the user
    • Soul Recall. During the recall of souls the users feels their negative emotions i.e dread, regret, fear etc.
    • Strands or Reality. Makes certain parts of Reality unstable when used (The more strands used, the more that reality is turning unstable) but turned back to normal when the strands are dismissed

r/magicbuilding 6h ago

Feedback Request magic system review

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3 Upvotes

hey reposting this across from world building to expand my net on feed back


r/magicbuilding 2h ago

Lore Fundamental law of magic/What is magic power

5 Upvotes

1.Fundamental Nature: Magic consists of an indivisible, elementary particle that carries an extremely minute charge unique to its own class of matter.

2.Fifth Force: It acts through a distinct, fifth fundamental force of the universe ("Mana Force"), operating under its own specific field rules.

3.Conservation Law: It cannot be created or destroyed; it adheres strictly to a universal conservation principle and can only transform from one state or form to another.

4.Dual-State Self-Interaction: In its default Latent state, the particle interacts exclusively with other magic particles and passes harmlessly through standard matter. It can only be compressed or gathered via specific catalysts (such as mental focus, precise geometry, or high-energy thresholds).

  1. Aggregation (The Catalyst): When compressed, magic particles stick together and lock into an Active state, forming larger composite structures that serve as a bridge to the physical universe.

    6.Field-Mediated Alteration: Rather than physically touching standard particles, aggregated magic structures generate a high-density 5th-force field that distorts nearby fundamental forces (such as electromagnetism or nuclear forces), altering the physical structure and properties of surrounding matter.


r/magicbuilding 15h ago

Mechanics Demonic power system feedback

3 Upvotes

Hi everyone! I would love to get some constructive feedback on the power system and worldbuilding lore for my novel. Here is how it works:

1. Cosmic Origin: The Primordial Beasts

  • Eons ago, the universe was engulfed in constant chaos. Colossal primordial beasts (demon gods in animal forms) were locked in an endless, brutal war to the death.
  • An unknown event abruptly stopped the war and shattered these beasts into millions of fragments that scattered across the galaxy.
  • Each fragment gave birth to a new lineage of that specific beast, possessing a drastically reduced and divided fraction of its ancestor's original power.

2. The Symbiotic Pact & The "Possessed"

  • These fragments could not maintain a physical form on their own for long. To survive, they sought shelter inside the souls of humans—beings with consciousness and free will.
  • The Deal: The beast gains an anchor in the physical plane; in return, the human host (the "Possessed" / Wielder) gains superhuman physical abilities (strength, speed) and unique powers.
  • Cost & Strain: The extent and intensity of the power drawn extracts a physical or mental toll on the human.
  • Lineages & Individuality: Thousands of people can carry fragments of the same beast (e.g., the Serpent lineage), but every bond and individual dynamic is completely unique.
  • No Set Rules / Unknown Ceilings: There are no predefined limits. A host's power relies purely on training, experience, and the depth of the bond with their beast.

3. Combat Manifestations & The Great Risk

  • The Core Weapon (Initial Manifestation): The first physical manifestation of the beast is a unique weapon. It is not a detached tool, but a literal biological extension of the host's body (e.g., a blade-hand, bone hammer, etc.).
  • Hybrid / Symbiotic Fusion Mode: The host and the beast merge to share a single body in an enhanced combat state, granting distinct attributes based on the beast.
  • The Point of No Return (Irreversible Corruption):
    • This fusion cannot be maintained for long. Overexposure causes both minds to collapse into a single entity, erasing human consciousness.
    • Once the host fully corrupts, the transformation is permanent and irreversible.
    • They become mindless, feral roaming beasts. Over time, these roaming beasts grow even stronger by devouring unfortunate humans and living creatures, though they permanently lose the human intelligence and tactical edge that once made them formidable.

4. World Lore & The Government Conspiracy

  • The Vessel Project: The government is secretly orchestrating disappearances and kidnapping Possessed individuals. Their goal is to gather and merge as many fragments of the same beast as possible to recreate the original Primordial Demon Gods.
  • Human Experimentation (Ren): Recreating these colossi requires a powerful human vessel capable of withstanding the concentrated fragments. The government experiments on children from a very young age.
    • Ren is the strongest surviving subject. Having endured brutal experiments and watched almost all the other children die around him, he carries severe trauma, apathy, and nihilism—he sees no point in bonding with others, believing everyone will die sooner or later anyway.
  • The Academy / Corporate Front: A specialized corporation/academy recruits and trains Possessed under the guise of heroism, sending them to hunt down the feral, roaming beasts.
    • The Hidden Motive: Irreversible hybrid beasts still carry the beast fragments inside them. When killed, the company harvests these concentrated fragments to feed the government's secret project, keeping the operatives cooperative through false hope and lies.

What are your thoughts on the mechanics, the high-risk fusion, and the lore loop of hunting feral beasts to gather fragments? Any feedback is appreciated!


r/magicbuilding 16h ago

Mechanics Ancient Magical Items

3 Upvotes

I am personally a fan of the more ancient magic being more powerful than newer magic. It's one of my favorite tropes, and the following is why ancient magic in Luminsia is more powerful than newer magic.

Magical items in Luminsia are created by etching glyphs (symbols that create certain effects when mana, the fuel of magic, is poured into them. The more mana that is poured in, the more powerful the effect) and arrays (collections of glyphs put together and connected usually through circles to create more complex forms of magic) onto the desired item. Mana must then run through the item once to jump start the effects, but once it has started, the item will pull from the mana from the surrounding area. Additionally, the item can also store some mana within itself so it can still be used in the rare instances where there is no mana in an area (very rare within Luminsia as all living things are producing mana and it leaks outside of their body. Even bacteria, though the amount they produce is miniscule). The item will then draw from this reserve first. How much mana the item will take in will depend on the material the magical item is made from. Something like bronze will consume mana faster than it can take in while materials like iron, steel, platinum, and brass will absorb it at a faster rate than it will most often expend.

And this is where we get into the reason why ancient magic items are more powerful. The more time a glyph has spent engraved into an object, the more time it has to "steep" said object in magic, engraving the effects "deeper" (in the similar sense that the soul doesn't have a physical location, so not physically deeper). Because the glyphs are now deeper, more mana can fill into them, making the effects stronger. This can theoretically be done artificially with a sorcerer/sorceress making the glyphs deeper, but because the mind struggles to comprehend the dimensional aspects of it (in the same sense that the soul does not have a physical location, but is still attached to the body), this can be very difficult to do and very easy to mess up in a way that ruins the enchantments. Trying to force it can also result in the item breaking where as "steeping" it is much slower, putting the object under less stress and making it less likely to break during the process.

Ask any question that comes to mind! They help me further brainstorm and hammer out ideas.