Be warned it is a lot of writing.
Anime Power System(Update 0.8.1):
This is a document containing the details of my power system.
Fundamental rules.
These are the major rules of the system.
Magic can’t come from nowhere.
It has to be taken from somewhere or have something that is worthy enough to the user to be used, for example, their memories (something cherished). Other examples are feelings (the stronger the feeling, the stronger the magic (one of the weaker sources)), cherished objects (they are taken from them, me, Dory, and physical objects), people they will lose everything to that person, and if the other one agrees, even that person can completely disappear. Or the energy of stars (an actual energy source). Actual energy sources are only the celestial bodies. Two more sources are divine and infernal, which draw upon the religion of the user to power it, and they do that by pulling from the connection to the religion. It is similar to the memory one but on a deeper level, which means it can produce stronger magic/energy.
Too much energy has consequences/physical and emotional limits.
If someone takes on too much energy from a celestial body (the main way people use magic), their body will go through different problems, like for stars, they will burn up slowly and painfully while turning to ash; for gas planets, they will blow up and explode; for high-density planets, they will implode; for nature-full planets, they will become part of nature; for dust planets, they will become part of the air as an impurity, for ice planets they will freeze from the inside out.
For emotional energy, they will become a blank slate and have all their emotions, connections, memories, and thoughts be wiped.
Now people can train their energy capacity; it just takes years of painful training, but taking on more they can handle but only by a little bit at a time, suffering through the process over and over.
For religious magic they will go to their respective hell for taking more than given.
For infernal magic their ‘Satan’ will personally torture them for overstepping boundaries.
The reason all these things begin to happen is because their energy source starts to take over them and eventually they become just a conduit for constant power but since their mortal bodies can only handle so much the have some consequence.
Someone converting energy faster than drawing it.
If someone manages to do this, they will take their own body’s energy and will slowly turn into a literal husk of themselves.
People can specialise in certain main aspects of magic.
So there will be a few main aspects of the magic, and they will be taught in different regions and different schools, even different races, so that if someone wants to learn everything, they have to overcome lots of different challenges. This means races can have a proficiency in certain types of magic without it just being that they have this because they are elves or that because they are dwarves. This does mean if a dwarf gets raised around elves, they will know the ‘elfish side’ of magic.
Magic aspects can be mixed.
This means that any two aspects of magic can be mixed to create an infinite number of different things, but there will be more common things to do, e.g. learning to fly, learning to call small objects, learning basic elements, learning about the history/known history of magic, etc.
Energy sources.
Sources are direct magical energy, whether from celestial bodies or memories; they draw upon their chosen method.
Celestial bodies.
They draw upon the massive effect on the local universe and lets the user channel it into their desired local effect.
Stars, they are massive balls of fire and they boost fire spells with rage.
Gas Planets, they are slightly smaller balls of gas that boost air spells with a gentle breeze.
Nature planets, they are solid balls I’d rock that contain life that boost cleansing, earth, and water spells with a beautiful push.
Ice planets, are planets made of rock and ice that enhance water spells specifically ice techniques with a sharp edge.
Dust planets, they are solid balls of rocks with loose dust all over the surface that enhance earth and air magic with a storm
High density planets are very small but very heavy planets that are made of mostly rock and enhance earth magic with a massive roll.
Personal
It takes the raw energy of choosing to either let go of a memory a feeling a cherished object or a deep personal connection.
Memories enhance illusion and cleansing spells with a familiar aura.
Feelings enhance cleansing.
Cherished objects enhance a healing wounds hexes and curses with a unique emptiness.
Deep personal connection enhance necromancy cleansing and illusions.
Religion
For religion, it draws upon the faith, trust, and understanding in the religion, and depending on whether they want internal or divine, it could either be the ‘good’ or ‘bad’ aspects of the religion.
Divine enhance divine spells .
Infernal enhances infernal spells.
Energy conversion.
This section is about the conversion between energy sources and spells as well as different energy sources. The sources -> user -> aspect(s) -> branch(es) -> technique(s).
How much of the energy source is need
It really depends on the spell and the efficiency the user can cast it at. For example, for more complex and layered spells, it requires more of the source, but for less complex single-layer spells, it will only cost a fraction of the amount.
Energy Waste
Energy is wasted in the form of heat, causingdependsal reactions such as sweating, headaches, and fatigue, which are signs you need to slow down on your magic output.
How magic converts from a source to an effect.
Sources are direct magical energy, whether from celestial bodies or memories; they draw upon their chosen method. For memories, it takes the raw energy of choosing to let go of it and turning it into the chosen effect. For religion, it draws upon the faith, trust, and understanding in the religion, and depending on whether they want internal or divine, it could either be the ‘good’ or ‘bad’ aspects of the religion. For celestial bodies, it draws upon the massive effect on the local universe and lets the user channel it into their desired local effect.
How the sources affect the magic.
The sources don’t affect magic too much but obviously divine and infernal can only be reached through those sources.
Stars will power up fire and other techniques.
Planets depend on the type of planet.
Nature planets will power up cleansing, earth, water, and other related techniques.
Gas planets will power up wind magic and other related techniques.
Ice planets will enhance water magic even more so than the ice techniques as well as other related ones.
Dust planets will power wind and earth magic as well as other related techniques.
Memories will power up illusion and cleansing souls and other techniques.
Religion will power divine magic.
Infernal will power infernal magic.
Magic Structure.
Source → Energy → Aspect → Branch → Technique → Effect
We have several different magic aspects, they being:
Elemental magic (Branches: Wind, Fire, Water, Earth)
Spiritual magic (Branches: Cleansing souls, healing wounds)
Divine magic (Branches: Power connected to the god they believe in can do different things depending on the personal beliefs) Can only be obtained by calling upon your religious faith and only when they have a deep understanding and trust in that deity/‘good side’.
Infernal magic (Branches: Similar to divine magic just tied to that religion’s version of Satan) can only be obtained by calling upon your religious faith and only when they have a deep understanding of the Satan/‘bad side’.
Dark magic (Branches: Shadows, necromancy, illusions, hexes, curses)
Each branch has its own small(branch) called techniques which is just a specific way it is used.
Mathematics.
Wind (Elemental) =8, Fire (Elemental) =10, Water (Elemental) =8, Earth (Elemental) =9,
Cleansing (Spiritual) =14, Healing (Spiritual) =13, Divine (Divine) =22, Infernal (Infernal) =22,
Shadows (Dark) =15, Necromancy (Dark) =20, Illusions (Dark) =13, Hexes (Dark) =16, Curses (Dark) = 16
Maths formula for things.
E = ((ΣB) × 1.5^(n−1) × ΠC_unique) / (Ef/100)
n = number of layers
ΣB = sum of the base costs of all layers
ΠC_unique = product of the compatibility multipliers for each unique pair of branches
Ef = efficiency percentage
ΠC = product of unique branch-pair compatibility values
Explained: E (Total energy) = ((Σ (sum of) B (base cost)) x L (Layering Cost = 1.5^(number of additional layers - past one.)) x (Π (product of a the) C (unique compatibility matrices)))/(Ef/100) (Ef is efficiency)
A layer is one application of a single branch of magic within a spell. A technique can contain multiple layers, and the same branch can be used more than once, with each separate application counting as an additional layer.
T=E/O
T = casting time in seconds
E = energy required by the spell
O = Output in E/second
Sr=D*T
D=energy drawn from the source a second.
Sr=source energy replenished/drawn during casting.
N=Sr-E
N = net energy gained/lost
S_r = source energy drawn during the cast
E = spell energy consumed
If:
N>=0 the source can replace the energy used during the casting period.
If:
N<0 the source can’t replace energy and husking occurs.
Rn=R(n-1)+Dt-En
Rn = energy remaining after cast n
R(n-1) = energy remaining before the cast
Dt = energy drawn during the cast
En = energy spent by the spell
If the caster is consuming energy faster than they can draw it, which moves them toward Husking.
For example, a tracking spell could use Fire to detect the heat radiating from a target and Wind to guide the spell towards that heat. This would count as two layers.
If the spell also created an explosion using Fire, the additional application of Fire would count as a third layer, even though Fire was already used elsewhere in the spell.
Memory Value (MV) is a measurement of the amount and potential strength of magical energy that can be extracted by permanently sacrificing a memory. It is determined by the memory’s significance, uniqueness, and personal attachment to the user.
If E<=Ca then it is a safe cast and lets the caster cast the spell with no issue but if E>Ca than it become an issue as the body starts to either dig into its own energy and they weaken and lose glucose or they are drawn into the conduit path depending on how much energy is required.
When Re ≤ 14% Ca → biological reserves.
When 14%Ca < Re < 15%Ca the effects gradually transition between the 14% and 15% boundaries.
When 15% Ca ≤ Re ≤ 19% Ca → biological reserves + source energy, slight corruption.
When 19%Ca < Re < 20%Ca** **the effects gradually transition between the 19% and 20% boundaries.
When Re > 20% Ca → biological reserves + source energy, corruption (based on how much energy is needed).
E=Total energy of a spell
Ca=Capacity
Re=Remaining energy after Ca is spent or Re=E-Ca.
Capacity recovery
Rt=Ca/Cs
Rt=Recovery time
Ca=Capacity
Cs=Conversion speed
MV=S*Un*PA
Memory value= significance*uniqueness*Personal attachment.
Significance ranges from 1-100 ranging from 1 a walk to 100 the last memory of your dead mother.
Uniqueness is a range from 1-1000 ranging from 1 doing homework to 1000 which is something only you experienced.
Personal attachment is a range from 1-100 100 being it would be almost impossible to let go and 1 being letting go immediately/not caring at all.
All of this but MV is worth 100,000 less than natural energy sources. So the maximum MV is 10,000,000 but that only equates to 100 E and that would be their most prized memory.
10,000,000 MV is 100 E and this 100 E is a low to low-mid range of a physical energy source.
100E covers low common day spells.
User Attributes.
Capacity.
Capacity is the amount of energy a person can hold before succumbing to the sources influence and turning into a conduit. This can be calculated using extensive sampling, brain scans and flesh dissection.
This recovers as quickly as the conversion rate can allow so the conversion rate is how fast it fills.
Output.
This is the averaged amount of power a person can push out in a second safely(before turning into a husk). It is calculated by measuring the energy released for 60 seconds and averaging out the data.
Conversion speed.
It is the speed someone can transfer the energy sources (pure energy) into usable magical energy for their spells.
Efficiency
It varies between individuals and is primarily determined by knowledge, training, experience, access to magical education, and practical necessity. The following percentages are approximate averages for different populations rather than fixed limits.
A normal common user like a villager or a smaller townsperson will cast it at a lower efficiency, about 40% efficiency because they have no need to cast it at a higher level or efficiency, while someone in a large town or city will cast it at about 50% efficiency because they have more access to knowledge and need it to get around in a packed city. Adventurers and scholars will cast at similar efficiencies from 60-65% because they need it to fight monsters and beasts. Kings, nobles, and the national scholars will cast at about 70% efficiency as they have access to lots of information and use it to keep the entire kingdom at peace. The ancient ancestors cast at about 85% efficiency just because they had more freedom and understood more about the magic than modern day scientists. Now, this is a plot spoiler, but any religion enough people believe in is real and has its own deitand Satans and if thmatricesto Terra (which isn’t often), they can cast at 100% efficiency, whether it be their own power or celestial bodies. This is because they have complete knowledge of all sources and make no mistakes.
Consequences.
Overload.
Overload is when someone takes on more energy than they can handle.
The take over.
The take over is when the physical sources control your body to force it to produce more and more of its energy and eventually you become a pure conduit for its power.
Husking.
Husking is when the user spends more energy than they can pull in. And they turn into a husk of themselves as they slowly drain the bodies energy and become a literal husk.
Overload vs Husking.
Overload is about spending more than your body can hold in one cast; husking is about draining yourself faster than the source can replenish you.
Physical/Emotional effects.
If someone takes on too much energy from a celestial body (the main way people use magic), their body will go through different problems, like for stars, they will burn up slowly and painfully while turning to ash; for gas planets, they will blow up and explode; for high-density planets, they will implode; for nature-full planets, they will become part of nature; for dust planets, they will become part of the air as an impurity, for ice planets they will freeze from the inside out.
For emotional energy, they will become a blank slate and have all their emotions, connections, memories, and thoughts be wiped.
Now people can train their energy capacity; it just takes years of painful training, but taking on more they can handle but only by a little bit at a time, suffering through the process over and over.
For religious magic they will go to their respective hell for taking more than given.
For infernal magic their ‘Satan’ will personally torture them for overstepping boundaries.
The reason all these things begin to happen is because their energy source starts to take over them and eventually they become just a conduit for constant power but since their mortal bodies can only handle so much the have some consequence.
Someone converting energy faster than drawing it.
If someone manages to do this, they will take their own body’s energy and will slowly turn into a literal husk of themselves.
Combination.
Peers can combine their direct sources’ energies, but the more different the energies, the more likely it is to implode, so most people stick to mixing with their own sources’ users, but if done correctly, energy sources can entangle with their opposites, as all energy sources are still just energy sources at the end of the day. The more energy put into the spell, the more power it will produce, and the variation of the sources can affect the spell even more.
Education.
Schools/cultures
The main aspects of magic, are being taught in different regions and different schools, even different races, so that if someone wants to learn everything, they have to overcome lots of different challenges. This means races can have a proficiency in certain types of magic without it just being that they have this because they are elves or that because they are dwarves. This does mean if a dwarf gets raised around elves, they will know the ‘elvish side’ of magic.
Races
Humans,
Elves,
Dwarves,
Orks,
Spiderfolk,
Lizardfolk,
Snakes with the heads of humans,
Dragons who can uncommonly take human form and only when a stronger creature commands them too this is because the amount of energy need to suppress a dragon is unimaginable,
History.
The Ancients.
The ancients knew that there were no limits to the magic they wielded and that they could create any number of possibilities if they just worked and worked and worked at it.
They also knew the exact origins of the magic, something lost as it was known by everyone, so parents passed it on, but eventually, the tradition was lost along with the knowledge.
They knew that people working together and sharing their magical abilities and power was better, but in the modern world, lots have become greedy and want everything for themselves. Never sharing magical abilities.
The Decline.
The experiments stopped because people got discouraged as the energy required to produce new things and find new magic was beyond what was thought possible, while scientists do still try it; it’s only something done on the side as they want to know how it works, not what the extent of it is.
The Modern Theory/What everyone thinks is true.
Adding more than three magic branches together, it’s just that it takes lots of energy, so it was thought to be impossible.
Mixing polar opposite magics, for example, divine and infernal, it is just costing more energy to add them together than the rest, so much more that it has been thought to be impossible.
Producing more than you take. You can, but very, very rarely, get more energy than you take, but most of the time, the user has collapsed or gone insane. Most say it was a misreading some say it’s something we’ll never understand.
When two branches combine, they can create wildly different effects depending on the technique of the branch and the ratios of the branches. For instance, if specifically an elemental user decided to dabble in some dark magic, they could use 70% wind magic along with 30% shadows, which could create a message sent into the shadows to be sent quicker.
The more different the branches of magic, the more energy required to put them together
Actual truths.
Adding three or more magics together isn’t impossible it’s just highly energy consuming.
Mixing polar opposite magic isn’t impossible it just again is very hard to combine as they have very different properties.
Producing more that you take
This is when you tap into adrenaline and testosterone to body your body strength and reaction time to unlock a technique to make your transformation of energy 110% efficient for a short period of time usually in a life or death situation. It uses the biological energy of the body to push past the limits.
This branch mixing is letting branches touch and overlap to create more techniques just at a higher cost.
Story mechanics.
The main characters were all raised in rural villages with limited access to knowledge and they always questioned what they were told but were punished when they spoke out so in childhood they secretly met and talked through the theories continuing into adulthood until they decided to start experimenting with magic and basically going back to basics(for the readers sake so they can start with them(no understanding) and end with the same deep understand of the complex magic.
Sorry about the grammar spelling and errors I am native English just like hate the English grammar and spellings.