I decided to do this after a post from [user]aegix drakan[/user] in the "Let's talk about magic" thread.
It seemed like fun tomake you all to read about my imaginary worlds see what kind of stuff everyone comes up with in their free time. Be it for a PnP rpg, story, or just something that you toy with in your imagination, what fictional world/magic system/ have you come up with that you feel like sharing?
Probably a good form would be to write out a brief summary, then spoiler a more detailed version. Here's a magic system that I was working on while bored on the Ctrain:
Brief Summary:
Magic is drawn from a number of aspects (Heat, Cold, Law, Chaos, etc...) from the mental realm in order to change the physical realm. The two forms of practitioners are Mages and Zealots. Mages use symbols on their arms to draw magic from one or more aspects. Zealots are people (or animals) strongly devoted to a single aspect. They have access to more power, but only with that single aspect.
It seemed like fun to
Probably a good form would be to write out a brief summary, then spoiler a more detailed version. Here's a magic system that I was working on while bored on the Ctrain:
Brief Summary:
Magic is drawn from a number of aspects (Heat, Cold, Law, Chaos, etc...) from the mental realm in order to change the physical realm. The two forms of practitioners are Mages and Zealots. Mages use symbols on their arms to draw magic from one or more aspects. Zealots are people (or animals) strongly devoted to a single aspect. They have access to more power, but only with that single aspect.
The world is sort of inspired by dualism, reality is split between physical reality and mental. The physical realm is the normal world where everything you can perceive exists, the mental realm is a non-spatial mess of concepts, ideas and thoughts. In the mental world there exists dichotomous aspects that have no desire beyond being realized in the physical realm. The full list of ones I have established so far is here:
Each dichotomy is something desirable to some degree, but is undesirable in excess. Lean too hard towards law and you lose identity, passion and agency, lean too hard towards chaos and everyone's is ruled by self interest at the expense of working with or helping anyone else.
Each of these ideas exists in the form of a sort of being in the mental realm who embodies its aspect, and bears an appropriate name. Chaos is The Unshackled, Law is The Many, etc...
Connections can be made between the mental and physical realms, which help realize in the physical realm whatever you're connecting to in the mental realm. For instance, drawing a connection between Heat and a location in the physical realm can call forth a searing blaze. Drawing stasis into a person can slow them, or potentially halt them entirely. These connections are identical in nature to those that connect a person's mind to their body.
There are two categories for those who use magic: Mages and Zealots.
Mages are functionally more similar to the typical spellcaster. Symbols and glyphs are used to make a link on the physical side of reality, and their minds create the link on the mental side. The lowest echelon of mages (usually referred to as Thaumaturges) can only do coarse, simple work, and generally take a long time to set up spells, having to manually draw appropriate glyphs wherever they want to draw a force to.
The more powerful Mages make permanent links between their arms and the mental realm. The glyphs and tattoos needed for this are unbelievably complicated, and a powerful Mage rarely inscribes his own. Typically a university sponsors an individual who wishes to become a Mage, and a team of people work for a period of days to get it right (It's slightly different for every individual). As a result, being a mage is a very exclusive territory, but it comes with some advantages.
For one, most Mages (depending on their tattoos) have the ability to draw from any source they want, if they want, they can even combine them together for more varied effects. There is no requisite intelligence required to use magic, but each discipline requires practice and talent to use properly. It's also much faster than thaumaturgy, you can use magic as fast as you can build the mental side of the link.
Zealots are the other class of spellcasters. Unlike Mages, anyone can become a Zealot. In fact, any living thing can, given the right need.
Zealots are born out of a strong desire, or need for something. A simplistic example would be someone freezing to death from a cold winter would have a strong desire for heat. If the desire is strong enough, and several other conditions hold, a permanent connection can be drawn between their heart and that idea. This leaves a permanent connection between their desires and that aspect, and to some degree they will always be drawn to it.
Zealots are a lot more limited than Mages, they only have a connection to a single aspect. But their link is always up, they can reach their power instantaneously and draw much more power through than Mages. It also warps their minds and bodies the strong they get.
There is a big risk to becoming a Zealot. The deeper you reach into the power, the more of your humanity you lose. There is no hard limit based on skill or innate traits for how much power you can access. Each time you reach for a larger amount of power, some of your humanity is replaced with that aspect, making it harder and harder to act against it in any way. As mentioned earlier, your form will also change.
Once a Zealot loses all of its humanity, it lives on as an inhuman avatar, with everything it does serving its bound aspect. For example, an avatar of death is a lithe, blackened, rotting figure that seeks only to leech away any place that shows an abundance of life.
- Knowledge / Secrets
- Law (cooperation, conformity, duty) / Chaos (selfishness, passion, independence, freedom)
- Heat / Cold
- Stasis / Change
- Life (growth, vitality) / Death (decay, weakness)
- Law (cooperation, conformity, duty) / Chaos (selfishness, passion, independence, freedom)
- Heat / Cold
- Stasis / Change
- Life (growth, vitality) / Death (decay, weakness)
Each dichotomy is something desirable to some degree, but is undesirable in excess. Lean too hard towards law and you lose identity, passion and agency, lean too hard towards chaos and everyone's is ruled by self interest at the expense of working with or helping anyone else.
Each of these ideas exists in the form of a sort of being in the mental realm who embodies its aspect, and bears an appropriate name. Chaos is The Unshackled, Law is The Many, etc...
Connections can be made between the mental and physical realms, which help realize in the physical realm whatever you're connecting to in the mental realm. For instance, drawing a connection between Heat and a location in the physical realm can call forth a searing blaze. Drawing stasis into a person can slow them, or potentially halt them entirely. These connections are identical in nature to those that connect a person's mind to their body.
There are two categories for those who use magic: Mages and Zealots.
Mages are functionally more similar to the typical spellcaster. Symbols and glyphs are used to make a link on the physical side of reality, and their minds create the link on the mental side. The lowest echelon of mages (usually referred to as Thaumaturges) can only do coarse, simple work, and generally take a long time to set up spells, having to manually draw appropriate glyphs wherever they want to draw a force to.
The more powerful Mages make permanent links between their arms and the mental realm. The glyphs and tattoos needed for this are unbelievably complicated, and a powerful Mage rarely inscribes his own. Typically a university sponsors an individual who wishes to become a Mage, and a team of people work for a period of days to get it right (It's slightly different for every individual). As a result, being a mage is a very exclusive territory, but it comes with some advantages.
For one, most Mages (depending on their tattoos) have the ability to draw from any source they want, if they want, they can even combine them together for more varied effects. There is no requisite intelligence required to use magic, but each discipline requires practice and talent to use properly. It's also much faster than thaumaturgy, you can use magic as fast as you can build the mental side of the link.
Zealots are the other class of spellcasters. Unlike Mages, anyone can become a Zealot. In fact, any living thing can, given the right need.
Zealots are born out of a strong desire, or need for something. A simplistic example would be someone freezing to death from a cold winter would have a strong desire for heat. If the desire is strong enough, and several other conditions hold, a permanent connection can be drawn between their heart and that idea. This leaves a permanent connection between their desires and that aspect, and to some degree they will always be drawn to it.
Zealots are a lot more limited than Mages, they only have a connection to a single aspect. But their link is always up, they can reach their power instantaneously and draw much more power through than Mages. It also warps their minds and bodies the strong they get.
There is a big risk to becoming a Zealot. The deeper you reach into the power, the more of your humanity you lose. There is no hard limit based on skill or innate traits for how much power you can access. Each time you reach for a larger amount of power, some of your humanity is replaced with that aspect, making it harder and harder to act against it in any way. As mentioned earlier, your form will also change.
Once a Zealot loses all of its humanity, it lives on as an inhuman avatar, with everything it does serving its bound aspect. For example, an avatar of death is a lithe, blackened, rotting figure that seeks only to leech away any place that shows an abundance of life.