forum I need help refining my magic system!!! (Warning, it's wordy!)
Started by Ellen
tune

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Ellen

So, I have the beginning of this fantasy world in my head, but to put it down on paper, I just realized that I need to hammer out the fundamental magical rules of said world. Here's a brief overview of what I have; I want to know if there are any gaping holes or improbabilities. Thanks!

  1. Warlock/Mage: Magic comes from a "Higher Power"
    • Necromancer: Power comes from "dark gods;" is usually found in dark cults; has the ability to:
      1) Raise the dead in the forms of ghosts, skeletons, or zombies
      2) Commune with and summon spirits to do their bidding
      3) Cast "death palls" onto people– curses that make death more likely, depending on the power of the caster
      – Referred to as necromancers, black mages, (incorrectly) dark wizards
    • Prophet/Cleric: Power comes from a single, usually benevolent "god;" is usually found in monotheistic religious sects; has the ability to:
      1) Fix wounds and cure sicknesses
      2) Purify things, in a literal sense (water and food) and is a metaphorical sense (places of great evil)
      – Referred to as prophets, clerics, paladins, healers, mediums
      3) Counteract the effects of a necromancer's power
    • Shaman: Power comes from "spirits of ancestors;" is usually found in small tribes and close-knit social groups; has the ability to:
      1) Commune with the spirits of the dead
      2) Heal sicknesses (but not wounds)
      3) Predict weather events, and in some cases, actually, summon or counteract them
      – Referred to as Shamans, (incorrectly) "desert druids"
    • Elementalists: Power comes from "the elements;" common everywhere; has the ability to:
      1) Control certain aspects of the natural world. There are six types: Earth, Air, Fire, Water, Mind, Body
      2) Depending on the type, summon either certain weather events (Earthquakes/volcanic eruptions, tornados, storms) or inflict damage (mental break, broken bones, etc…)
      3) Can also counteract/heal the same events/damage
      – Referred to as (Earth)(Air)(Fire)(Water)(Mind)(Body) Mages
  2. Sorcerer/Sorceress: Magic comes from Within (they're born that way)
    • Enchantress: Power comes from an internal source of magic energy; pretty rare, usually found in king's courts or working for powerful companies; has the ability to:
      1) Cast "charms" and illusions on people. Charms include luck, courage, intelligence, insightfulness, grace, etc…
      2) Counteract the effects of a necromancer
      3) See auras
    • Bard: Power comes from within/the way in which music is played; common, usually found in taverns (they often travel); has the ability to:
      1) Weave illusions to go along with songs
      2) Inspire extreme emotion with music (in fact, some have been known to use music to enslave people to do their bidding, but those are just stories… right?)
      3) Restore people's spirits (but not their physical health)
    • Druid: Strength in drawn from nature, but comes from inside the caster; usually found in small forest sects; has the ability to:
      1) Accelerate the growth of plants (or the healing of a person)
      2) Commune with nature, animals in particular (some druids have "spirit animals," which are beings like familiars that accompany them into battle. Some also say that the druid can take the form of their spirit animal)
      3) Create incredibly powerful magic "wards" that draw power from their natural surroundings to prevent trespassers from violating natural sanctuaries.
  3. Wizard/Witch: Magic comes from Books and Learning/Magical Objects
    • Alchemist: Magic comes from a combination of science and wizardry; can be found in apothecaries in larger cities; has the ability to:
      1) Add magical properties to regular potions/tonics (example: aphrodisiac –> love potion)
      2) Add magical properties to objects and simple machines (example: quiver that never runs out of arrows)(example: broom that sweeps itself)
    • Witchdoctor: Magic comes from symbolism (sympathetic magic); usually found in remote locations, often specific to one group of indigenous people (can be compared to a shaman); has the ability to:
      1) Enchant objects to be symbolic of one person (basically a voodoo doll)
      2) Create incredibly strong potions (like an alchemist, but with less science involved)
    • Seer: "Power" comes from magical drugs; usually found in the court of a king or peddling fortunes on the street; has the ability to:
      1) See the future thanks to a combination of potent magical drugs
      – Theoretically, seers could be classified as Sorcerers, because the drugs are supposed to enhance a NATURAL ability to see the future, however many seers, both high and low lack the real ability and are simply actors who can tell people what they want to hear. Because of this rarity of ability combined with a relicance on drugs, they are classified as Wizards.

Ellen

I wanted to know if it makes sense? I mean, it makes sense to me, but would it make sense in the sense that it's in a fantasy world?

@featheredone group

It definitely makes sense. You just need to find a way to explain at least some of the to the readers without doing an information dump, because it's a lot to remember. I have one world that's pretty similar in that it has an insane amount of different types of magic. I really like yours, you just need to present it so that it doesn't get all jumbled up. Having a run-in with very unique characters from each overall branch might be a good way to do it, for example.
Your magic system as a whole, though, definitely doesn't need help. You clearly have this very planned out. Good job to you for that ;)

@featheredone group

I guess my only suggestion would be to explain how they do it, but that's not always necessary, so it'd be purely for the sake of worldbuilding.

Ember Ris

In terms of abilities and origins, great! You've explained it well, and there are no major holes. However, the biggest oversight I notice is "limitations". You've said what these branches CAN do, but is there anything impossible/forbidden/etc? What "rules" do each branch have? What are the consequences for attempting to overcome these limitations? Similarly, what are common limits among each branch? How many dead can a necromancer raise before he has to stop? Does the amount vary from person to person? Why? If a necromancer exceeds their limit, what will happen? Think of the bad and ugly. Where can magic go horribly wrong? Where HAS it gone horribly wrong? Are there any ways to exploit the magic system - are there any "loopholes"?

And here are some more random thoughts/development questions you can use…

What effects do magic have on the body? Are there visible differences between people who use magic and those who don't? Can people use multiple branches of magic, or are they only limited to one? What would happen if a necromancer, an alchemist, and a druid worked together on the same spell? Are there any spells/traits/beliefs shared across branches? What happens if an enchantress stops using magic? Could she start using it again after, say, 20 years? Are there ways to amplify magic, or increase the abilities of a magic user?

Answer as many or as little of these as you'd like - these are just for you to use. (Sorry for all the questions, haha - I just dumped everything I had!) The more you answer, the more you can develop a "hard magic" system, with very scientific rules-regulations-specifications. Or, you can keep your system closer to a "soft magic" system, where it's very vague and hand-wavey. It's all your decision, and I love what you have so far. Good luck, and I hope I helped!