Magic Systems

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Magic Systems

Post by Poetic-Jessie on Mon Mar 28, 2016 11:47 pm

In this topic, we'll be discussing, developing and possibly giving/receiving feedback on our unique magic systems Smile
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Re: Magic Systems

Post by Call Me Nefret on Tue Mar 29, 2016 11:59 am

I have not fleshed mine out that well. XD

So far I have magic is a genetic trait among a certain people group. It's mostly recessive and a bit unpredictable. A seer may have non-seer children, non-seers from a family with the trait (i.e. other family members are seers, but not the parent) have the possibility to have seer children. I haven't decided if the specific type of "seeing" is specific to the family. For example, whether or not my future telling seer could have a mind-reading child.

I do know that there is a drawback to the gift of "inner sight". They can easily overwhelm the seer. One character describes the protagonist's distraction as a child: "...so far-sighted you could tell when the first bud in the garden would bloom, so near-sighted you would run into a wall if not warned." This can then be contained with mental exercises. Distance does affect the sight (unless your gift is "far sight") but it's easier for the seer to watch things that involve them or people they love. For example, Mirabel can see people deciding to come and talk to her even if she's not on the lookout for it.
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Re: Magic Systems

Post by Poetic-Jessie on Wed Mar 30, 2016 10:15 pm

Feel free to ignore all of the suggestions below Smile I recognise that this is your book and your story and whatever you choose will be right for your story. I dropped into Brain Storm Trooper mode.

Call Me Nefret wrote:I have not fleshed mine out that well. XD

So far I have magic is a genetic trait among a certain people group. It's mostly recessive and a bit unpredictable. A seer may have non-seer children, non-seers from a family with the trait (i.e. other family members are seers, but not the parent) have the possibility to have seer children. I haven't decided if the specific type of "seeing" is specific to the family. For example, whether or not my future telling seer could have a mind-reading child.

I've got a book where the magic of the child is dependent on the magic of the parents. For instance, a wind mage and a water mage produce an ice mage child. I'm wondering if you could incorporate something like this. Like a "farsight" mage/seer and a "telepathic" mage/seer could produce a child who can speak to people over long distances.

Or if you don't want to go with that, could you have towns dedicated to specific seeing? Like somehow the environment in that area affects how the seer gene is expressed? So, if two seers moves across the continent to a second community, and have kids there, their kids would have a seer power similar to the seer power of the second community.

Or like in Avatar the last airbender, let's pretend that the ability to bend elements is a gene, but the gene has 'mutated' to suit the environment in the different countries. And when a firebender and an earthbender reproduce, they have one firebender and one earthbender child, thus passing on the bending gene and the different mutations associated with that gene. (I had a point in here somewhere... Sorry, I got a tad side-tracked with all of the genetics and Avatar talk (I love both of them XD )) So, if Mirabel has a child with a mind-reader, she could produce one future seer and one mind-reader.

What happens when seers have non-seer children? How do they treat that child? Do they treat them like 'squibs' are treated in Harry Potter? Does it bring a sort of 'shame' to the family? Or are they just happy to have a child who probably has the recessive seer gene?

Do all non-seer families treat their seer children as cursed? Or was it just Mirabel's father?

Call Me Nefret wrote:I do know that there is a drawback to the gift of "inner sight". They can easily overwhelm the seer. One character describes the protagonist's distraction as a child: "...so far-sighted you could tell when the first bud in the garden would bloom, so near-sighted you would run into a wall if not warned." This can then be contained with mental exercises. Distance does affect the sight (unless your gift is "far sight") but it's easier for the seer to watch things that involve them or people they love. For example, Mirabel can see people deciding to come and talk to her even if she's not on the lookout for it.

I imagine seers would have to go through an adjustment period to adapt to their power and would need to be quite disciplined otherwise they could be overwhelmed. I also imagine seer children would have to be well looked after by their parents, otherwise their distraction could get them into danger/make them forget to eat.

I like how their power can overwhelm them, there's a limitation and a struggle with their magic. I also like that Mirabel would be able to see when people decide on things, because it means she's not this all-powerful future teller that knows everything and plot twists can happen (like Artemisia trying to kill Rosaline).
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Re: Magic Systems

Post by Call Me Nefret on Thu Mar 31, 2016 12:12 am

Poetic-Jessie wrote:
I've got a book where the magic of the child is dependent on the magic of the parents. For instance, a wind mage and a water mage produce an ice mage child. I'm wondering if you could incorporate something like this. Like a "farsight" mage/seer and a "telepathic" mage/seer could produce a child who can speak to people over long distances.

Or if you don't want to go with that, could you have towns dedicated to specific seeing? Like somehow the environment in that area affects how the seer gene is expressed? So, if two seers moves across the continent to a second community, and have kids there, their kids would have a seer power similar to the seer power of the second community.

Or like in Avatar the last airbender, let's pretend that the ability to bend elements is a gene, but the gene has 'mutated' to suit the environment in the different countries. And when a firebender and an earthbender reproduce, they have one firebender and one earthbender child, thus passing on the bending gene and the different mutations associated with that gene. (I had a point in here somewhere... Sorry, I got a tad side-tracked with all of the genetics and Avatar talk (I love both of them XD )) So, if Mirabel has a child with a mind-reader, she could produce one future seer and one mind-reader.

What happens when seers have non-seer children? How do they treat that child? Do they treat them like 'squibs' are treated in Harry Potter? Does it bring a sort of 'shame' to the family? Or are they just happy to have a child who probably has the recessive seer gene?

Do all non-seer families treat their seer children as cursed? Or was it just Mirabel's father?

That sounds interesting. Two families coming together to make a new type of seer. And if they have a child with a normal human they would simply have the abilities of the seer parent. Although I might mix the two. Have the powers mix when they're mixable (I'm not sure how I would mix telepathy and future-telling if Mirabel and Ellion had a child) and one of each if they're not. The community idea sounds really interesting, but right now the seer community is so limited as they all live on the same island (or maybe string of islands, since it has been sometime since they retreated) that if I did it like that, most of their powers would be the same.

The seer community has a great emphasis on knowledge, so even if the child was born non-seer, they could still earn respect in the community through study. Mirabel's father was a non-seer. Britta didn't tell him about her past. So the violet eyes was a complete shock to him, mostly because he knew nothing about it.

Poetic-Jessie wrote:I imagine seers would have to go through an adjustment period to adapt to their power and would need to be quite disciplined otherwise they could be overwhelmed. I also imagine seer children would have to be well looked after by their parents, otherwise their distraction could get them into danger/make them forget to eat.

I like how their power can overwhelm them, there's a limitation and a struggle with their magic. I also like that Mirabel would be able to see when people decide on things, because it means she's not this all-powerful future teller that knows everything and plot twists can happen (like Artemisia trying to kill Rosaline).

Yeah, the adjustment power can take awhile. It was difficult for Mirabel, as she had to figure out by herself by a trial-and-error system. She's then turning to help Sydelle with it. I'm thinking when she finally reaches the seer island (really need to think of a name for that) she'll have more to learn.

I thought about giving her absolute power over the future, but then I realized how boring that would be. There would never be an undiscovered plot, no surprises. Nothing would ever happen all that much, because she would stop it before it did. This way was just more fun. Very Happy
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Re: Magic Systems

Post by Poetic-Jessie on Thu Mar 31, 2016 1:25 am

Call Me Nefret wrote: Yeah, the adjustment power can take awhile. It was difficult for Mirabel, as she had to figure out by herself by a trial-and-error system. She's then turning to help Sydelle with it. I'm thinking when she finally reaches the seer island (really need to think of a name for that) she'll have more to learn.

Mirabel sounds like she had a very interesting childhood. She also sounds like a really mentally strong person if she can do all of that, train herself through discipline and trial and error. You've got a great main character there Very Happy
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Re: Magic Systems

Post by Call Me Nefret on Thu Mar 31, 2016 2:00 am

Poetic-Jessie wrote:
Mirabel sounds like she had a very interesting childhood. She also sounds like a really mentally strong person if she can do all of that, train herself through discipline and trial and error. You've got a great main character there Very Happy

I know, I'm so happy about it. I get kind of obsessed with my characters. I believe that a good character is the crux of the story. People will get excited to read about a trip to the grocery store if it has a character they love, but even the most interesting plot will fall flat if the reader hates the character. I've put aside multiple books because the main character annoyed me. XD
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Re: Magic Systems

Post by Sieglinde on Thu Mar 31, 2016 3:15 am

My mages are born with it, but it still requires training. Before the Evil King, this was normally done by sending the kid to a mage, if human. Most human mages lived in cities or were employed by the rich. After the new laws, all mages are under strict control, with a personal handler who is trained to deal with them, or on the run. Needless to say, the death count is very high.

Elves probably have the most mages and they stay with their people. Being their general teachers and healers, they educate all kids, not just mages, on lore and stuff. Some of them have been captured and forced into the same system as humans, the rest try to keep a low profile.

Dwarven mages are somewhat rare but very respected by their people. Some trained mages return to underground, but most of them live in a surface city that has a huge dwarven population. It's fairly near to their realms and modeled on Prague. Dwarf mages usually specialize in earth magic and alchemy. They have also been said to dabble in creating life, although this might be a rumour... (it isn't)
Now that mages are persecuted, most of them just peaced out of humans lands and returned home. There is, however, one legendary old mage who still lives in this city, hiding.
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Re: Magic Systems

Post by Poetic-Jessie on Thu Mar 31, 2016 3:58 am

Sieglinde wrote:My mages are born with it, but it still requires training. Before the Evil King, this was normally done by sending the kid to a mage, if human. Most human mages lived in cities or were employed by the rich. After the new laws, all mages are under strict control, with a personal handler who is trained to deal with them, or on the run. Needless to say, the death count is very high.

Elves probably have the most mages and they stay with their people. Being their general teachers and healers, they educate all kids, not just mages, on lore and stuff. Some of them have been captured and forced into the same system as humans, the rest try to keep a low profile.

Dwarven mages are somewhat rare but very respected by their people. Some trained mages return to underground, but most of them live in a surface city that has a huge dwarven population. It's fairly near to their realms and modeled on Prague. Dwarf mages usually specialize in earth magic and alchemy. They have also been said to dabble in creating life, although this might be a rumour... (it isn't)
Now that mages are persecuted, most of them just peaced out of humans lands and returned home. There is, however, one legendary old mage who still lives in this city, hiding.

It sounds as if mages don't live all that long in your story, makes sense in light of what I know of your book. How do the handlers "deal" with mages? Are they like assassins/ninjas who overpower the mages with battle prowess? Or do they have special magic-cancelling items? Like a cloak of visibility, if the mages try to go invisible and sneak away (you could go overboard with this and make the mages wear shoes of grounding (for electricity), socks of... something else XD and add other generally inconvenient/impractical clothing that prevents the mage from doing specific types of magic).

It also sounds as if Elves are the most magical race in your world, followed by the humans and the dwarves are the least magical race. If Dwarves specialise in earth magic and alchemy, what do Elves and humans specialise in? It sounds as if there are Dwarven lands, Elven lands and human lands, is that right?

I'm curious about dwarven mages. Do you include any dwarven mages in your story as side characters? (It sounds as if you're hinting at this). I'm also wondering how the dwarven mages are trained (you've outlined that humans go to another mage, and Elves stick to their communities and learn from their people).

And these surface cities with huge dwarven populations. Are all of the dwarves in this population mages or are they also merchants and such?
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Re: Magic Systems

Post by Sieglinde on Thu Mar 31, 2016 4:20 am

I think the handlers have some magic-cancelling stuff. Probably putting collars on mages and maybe have some item that can paralyze them? It's made by those who were already "tamed" so non-magical people can use them. Handlers probably have warrior training and some specific stuff.
Human mages have a wide range of specializations - healing, elements, and I need more.
There is no invisibility or teleportation, though. That would make escaping too easy.

I'm not sure about elves since they are pretty hidden, we only meet a few. My only elf mage so far is an elementalist, probably relying on ice most but can do other elements. They live in remote areas where humans would get lost easily.

There is a dwarf mage we'll meet who indeed succeeded to create life. Well, as he puts it, the stone is already a living thing, he just gave it the right shape and did some "minor magic" so it could speak and think. He lives in this city (only one, not many cities with a big dwarf population). It's still mostly populated by non-mages, and he's probably the only dwarf mage still on the surface by the time of the story. In older times, most of their mages went there to learn. It's a very old city and mostly built of stone.

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Re: Magic Systems

Post by Poetic-Jessie on Thu Mar 31, 2016 4:53 am

In my book, immortal magic can override mortal magic. I haven't really developed the mortal magic yet, other than formal spells and curses, magical contracts and such are made up of sequences which, once analysed can be broken by applying a minimal amount of magic in specific places. eg. General Tullica gets cursed and a unicorn analyses the curse and says she can break the spell if she sends a gentle electric shock into his subconscious. He doesn't hesitate because 1. she's a unicorn and he has very strong faith in her benevolence and 2. she's an immortal and can easily override the magic anyway. And no humans were harmed in the breaking of this curse Razz

I do know that mortal magic has some colours associate with it. General Tullica's magic is light blue. Mortal magic can cause explosions or fix broken walls (as long as all of the pieces are still there). It can also heal and dampen sound.

Immortal magic is governed by either the sun, the moon or other celestial objects. And these celestial elements determine what sort of magic the immortal can perform. eg. the dragon, as far as I can tell, is governed by the sun, so he can do conjuring and fire magic, possibly water magic considering he's a sea dragon (hmm... the moon controls the tide... which means he should also be connected to the moon...).

Lumina is connected to the moon, by her dreams, and to the sun, by her fire. Because she can't use mortal magic, she only uses immortal magic. Her immortal magic is a form of blood magic, in that it sings in her ears and she asks it to do stuff (like opening a window, or easing her mortal shakes around the immortals (when she's in her human form) or healing people or not burning people when she bursts into flames and transforms into her phoenix self or sending fireballs at a certain irritating but smug dragon). She doesn't spill her blood when she uses this magic, like some blood magic. Her blood stays inside her.

As to limitations of her magic, she doesn't really push herself to discover this, she's more interested in keeping the Avadierish from taking over her country. She does use up all of her magic at one stage in the book (the epic battle at the end with the Lords of the Darkness), so the limit is there, just more in regards to stamina.

The vampire specialises in mesmerising magic. He uses his magic to get blood, so he shape-shifts, gets people to look into his eyes and puts them under his mind-control (kind of). They usually just stare at his eyes in wonder and offer their necks to him, not really caring about this because he's too wondrous (when they're being mesmerised). His magic is governed by the moon, but he can walk in the sun.
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Re: Magic Systems

Post by Call Me Nefret on Thu Mar 31, 2016 9:32 am

Poetic-Jessie wrote:In my book, immortal magic can override mortal magic. I haven't really developed the mortal magic yet, other than formal spells and curses, magical contracts and such are made up of sequences which, once analysed can be broken by applying a minimal amount of magic in specific places. eg. General Tullica gets cursed and a unicorn analyses the curse and says she can break the spell if she sends a gentle electric shock into his subconscious. He doesn't hesitate because 1. she's a unicorn and he has very strong faith in her benevolence and 2. she's an immortal and can easily override the magic anyway. And no humans were harmed in the breaking of this curse Razz

Does the General's belief in her benevolence come from the fact she's a unicorn? Are unicorns an inherently ethically good race?

Poetic-Jessie wrote:Immortal magic is governed by either the sun, the moon or other celestial objects. And these celestial elements determine what sort of magic the immortal can perform. eg. the dragon, as far as I can tell, is governed by the sun, so he can do conjuring and fire magic, possibly water magic considering he's a sea dragon (hmm... the moon controls the tide... which means he should also be connected to the moon...).

What other celestial objects could an immortal use? Do you involve falling stars? Although I imagine a power based on falling stars would be very limited, as they don't happen often. Are there other planets in your land's planetary system that an immortal could receive power from?

Poetic-Jessie wrote:The vampire specialises in mesmerising magic. He uses his magic to get blood, so he shape-shifts, gets people to look into his eyes and puts them under his mind-control (kind of). They usually just stare at his eyes in wonder and offer their necks to him, not really caring about this because he's too wondrous (when they're being mesmerised). His magic is governed by the moon, but he can walk in the sun.

What happens to the people that offer their necks to him? Do they remember what happened or is it all a fog? Also, is there any sort of limit to his power? A lot of vampire myths involve things like having to be invited inside or herbs that can temper their power.
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Re: Magic Systems

Post by Call Me Nefret on Thu Mar 31, 2016 9:36 am

Sieglinde wrote:My mages are born with it, but it still requires training. Before the Evil King, this was normally done by sending the kid to a mage, if human. Most human mages lived in cities or were employed by the rich. After the new laws, all mages are under strict control, with a personal handler who is trained to deal with them, or on the run. Needless to say, the death count is very high.

Elves probably have the most mages and they stay with their people. Being their general teachers and healers, they educate all kids, not just mages, on lore and stuff. Some of them have been captured and forced into the same system as humans, the rest try to keep a low profile.

Dwarven mages are somewhat rare but very respected by their people. Some trained mages return to underground, but most of them live in a surface city that has a huge dwarven population. It's fairly near to their realms and modeled on Prague. Dwarf mages usually specialize in earth magic and alchemy. They have also been said to dabble in creating life, although this might be a rumour... (it isn't)
Now that mages are persecuted, most of them just peaced out of humans lands and returned home. There is, however, one legendary old mage who still lives in this city, hiding.

Does their race qualify the type of magic they can do? Or do all mages have a span of ability and people tend to focus on one area of magic based on their backgrounds?

You mentioned something about creating life. What exactly does that look like? Do they restore life to those who have died or can they instill life in inanimate objects? Would there be any sort of ethics around this, like some sort of old tradition of "don't raise the dead, it's rude"? Or is it so rare that it doesn't really have one?
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Re: Magic Systems

Post by Sieglinde on Thu Mar 31, 2016 10:18 am

I think in theory, any mage can learn any specialization, but most learn what the have the most affinity for.

Healers, like Anastas, can be very skilled, but once someone is dead (not only mostly, but really dead), they can't bring them back, at least not with healing magic.

Necromancy is a thing, but dwarves don't practice it. They dislike walking skeletons. Human mages, especially ones who got desperate, are more likely to turn to dark magic, on the basis of "we are already thought of as evil, so fuck it". Necro'd people are no longer whom they once were, just mindless mooks.

Creating life is shaping stone into a man-form and, since it's already semi-sentient, it just needs some magic (a pretty rare kind) to become actually alive. So basically, golems but ones that think for themselves. Although we'll probably just have ne in the story, Itzal. There's a reason why the dwarven city is modeled on Prague Very Happy
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Re: Magic Systems

Post by Call Me Nefret on Thu Mar 31, 2016 11:22 am

Sieglinde wrote:I think in theory, any mage can learn any specialization, but most learn what the have the most affinity for.

Healers, like Anastas, can be very skilled, but once someone is dead (not only mostly, but really dead), they can't bring them back, at least not with healing magic.

Necromancy is a thing, but dwarves don't practice it. They dislike walking skeletons. Human mages, especially ones who got desperate, are more likely to turn to dark magic, on the basis of "we are already thought of as evil, so fuck it". Necro'd people are no longer whom they once were, just mindless mooks.

Creating life is shaping stone into a man-form and, since it's already semi-sentient, it just needs some magic (a pretty rare kind) to become actually alive. So basically, golems but ones that think for themselves. Although we'll probably just have ne in the story, Itzal. There's a reason why the dwarven city is modeled on Prague Very Happy

So the golem can think for itself? That's intriguing. What's Itzal's story? What are he/she/it's thoughts on how it came to be? Does knowing it's basically walking stone give it some sort of crisis or is it just like "bitch, I'm made of stone and stone-cold sexy".

Also, did you get the idea of semi-sentient stone from the theory that stone is supposed to absorb energy? I've heard that on multiple ghost shows, about how stone is conducive to hauntings because of its own properties.
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Re: Magic Systems

Post by Poetic-Jessie on Thu Mar 31, 2016 12:26 pm

Sieglinde wrote: Necromancy is a thing, but dwarves don't practice it. They dislike walking skeletons. Human mages, especially ones who got desperate, are more likely to turn to dark magic, on the basis of "we are already thought of as evil, so fuck it". Necro'd people are no longer whom they once were, just mindless mooks.

Creating life is shaping stone into a man-form and, since it's already semi-sentient, it just needs some magic (a pretty rare kind) to become actually alive. So basically, golems but ones that think for themselves. Although we'll probably just have ne in the story, Itzal. There's a reason why the dwarven city is modeled on Prague Very Happy

I like that you include necromancy. I don't read many books which involve this. And I also like how the dwarf mage created this life, it reminds me of what Michelangelo said, "Every block of stone has a statue inside it and it is the task of the sculptor to discover it."
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Re: Magic Systems

Post by Poetic-Jessie on Thu Mar 31, 2016 12:27 pm

Call Me Nefret wrote: Also, did you get the idea of semi-sentient stone from the theory that stone is supposed to absorb energy? I've heard that on multiple ghost shows, about how stone is conducive to hauntings because of its own properties.

And I did not know this about rocks absorbing energy XD I'm definitely going to include this in one of my stories in the future.
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Re: Magic Systems

Post by Sieglinde on Thu Mar 31, 2016 12:51 pm

I think the stone is something dwarves can "hear" - they make their tunnels where it allows and stay away from places that don't feel right.

I think our golem will be intrigued to have a moving, talking form. Plus they can smash. Quite possibly have earth powers. What's a better argument than "let me hover this giant boulder over you, now give me the keys"?

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Re: Magic Systems

Post by Call Me Nefret on Thu Mar 31, 2016 1:30 pm

Sieglinde wrote:I think the stone is something dwarves can "hear" - they make their tunnels where it allows and stay away from places that don't feel right.

I think our golem will be intrigued to have a moving, talking form. Plus they can smash. Quite possibly have earth powers. What's a better argument than "let me hover this giant boulder over you, now give me the keys"?


Oooh, total yes on the earth powers. I mean, if you're going to be a super rare form of being, might as well add a kick besides. XD
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Re: Magic Systems

Post by Poetic-Jessie on Thu Mar 31, 2016 3:37 pm

Call Me Nefret wrote:Does the General's belief in her benevolence come from the fact she's a unicorn? Are unicorns an inherently ethically good race?

Yeah, unicorns are an inherently ethical race and General Tullica knows and likes them more than any of the other races that join the fight (he likes the phoenix too, of course). Unicorns like hanging out with children and women, and tend to shy away from anything vaguely violent. But they also want to contribute in this war against the Lords of the Darkness, so they offer healing magic and other forms of non-violent support.

Call Me Nefret wrote:What other celestial objects could an immortal use? Do you involve falling stars? Although I imagine a power based on falling stars would be very limited, as they don't happen often. Are there other planets in your land's planetary system that an immortal could receive power from?

Ah... I guess they could draw power from planets in their solar system or from stars, the sun is a star after all... I haven't really developed this side, but I'll look into it.

Call Me Nefret wrote:What happens to the people that offer their necks to him? Do they remember what happened or is it all a fog? Also, is there any sort of limit to his power? A lot of vampire myths involve things like having to be invited inside or herbs that can temper their power.

So, when the vampire mesmerises people, they look at him in wonder because his eyes become like the most beautiful rubies ever seen. His hair glimmers, and the person feels that if they look long enough, they could see constellations. Also, his hair kind of calls to them to touch it, and when Lumina was mesmerised (she's been mesmerised a couple times), she reached out to touch his hair to know what it felt like to touch the stars.

He's fairly wondrous when he mesmerises people/immortals. And there are limits to his power, for instance, if people realise what happening (like Lumina's instincts screamed for her to light herself on fire, thus breaking his concentration), they can break out of it and sometimes they can just break out of it on their own, if they have enough strength of will and enough self-awareness to do so. However, this usually happens with immortals, one of the reasons why vampires have developed drugs to knock out an immortal's instincts then shapeshift and get them vulnerable that way.

Those who have been mesmerised remember the entire experience.

In regards to whether or not a mortal could break out of this mesmerisation, I have no idea... Usually they can't, and given how immortal magic overwhelms mortal magic... Maybe if his concentration is somehow broken, mortals could break out of the mesmerisation.

And... in regards to being invited in, he can just shapeshift into any form and gain an invite that way, so I don't think that this really counts for him.  I think he can just waltz in wherever he pleases. He also has a soul (another reason he's joined the fight against the Lords of the Darkness), so he's not the stereotypical vampire. Considering he's classed as an immortal, I don't think any mortal plant/herb could affect him.

Thanks for the questions and feedback Very Happy
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Re: Magic Systems

Post by Elowen-Astrid on Fri Apr 01, 2016 3:25 am

I think I can show you my magic system and the way it is up till now. Typing this out was quite a challenge but really helpful to me already. While writing this I already made changes. To be able to understand the magic you need to know a bit more about my world so I will begin with a short description of my races. The races that are definite are the humans, faie and the demons.
 
Magic is intertwined with the world and its inhabitants. There are several species who can perform magic. The four humanoid races (humans, dwarfs, elves and shapeshifters), the alvar/faie and the demons (darkened alvar/faie?). All of these races have their own form and usage of magic (I won’t talk about demons here, I am still working on them).
  
The alvar/faie are spirit like creatures who reside in nature and the in-between world. The faie (as they are called in Ròvell, they are called alvar in the Northern Countries) can freely shift between the living world and the in-between world, the demons however are trapped in the in-between world and will try to get out of it. The faie can change their form but usually have a preference. While they are inherently magical creatures and the magic they can use ties to their being they can only use the magic which is part of them. A forest faie (a Stredeos) will not be able to perform water magic like a lake faie can (a Estral).
 
The humans are capable of high magic as well as low magic.  They are the most creative and adaptive with magic.  
Low magic is uncontrolled and unconsciousness. You don’t know you have the magic and you probably will never know you have magic, you also don’t know you are using it. But, it is related to decisions a person makes, for example regarding choice of profession. Think about weather tellers, or farmers with better harvest or blacksmiths who makes knives that won’t go blunt. High magic is awakened magic and these are the people who are called mages. They have to go through a so called awakening and this can be pretty dangerous to the mage. The awakening always happens during childhood usually between the ages of 6 and 12.
 
There are several types of human magic. They are exclusive to one another so you only can have on type. I call these the primal forms of magic.

  • Spirit magic (Dutch: geest). This can be subdivided in mind, illusions and dreams. Mind allows for telepathy, watching memories, inducing sleep, reading minds etc. Illusions is the ability to create illusions in the mind’s eye, on reflective surfaces, smoke, fog etc. and dreams magic allows for watching and communication trough dreams. These forms of magic are not mutually exclusive and all can be used by one person however; people have preferences or talent for a certain sub type or some abilities.
  • Elemental magic. Speaks for itself. Here are also subtypes and they are mutually exclusive. Subtypes are: Earth, water, fire and wind. Within these subtypes you can find specialities and preferences.
  • Body magic. The ability to manipulate body’s. Can be divided into healing/harm and enhancement which are mutually exclusive. Healing/harm depends on the person. If you know to heal you probably also know how to harm however what counts is morality and a strong preference for one of the other. The better developed on speciality is, the less effective the other becomes. You can also specialize in humans or humanoids and animals. Enhancement refers to the ability to enhance your body in physical strength, endurance or speed (or a bit of all, depending on well your preferences, which is not like you can really choose but I don’t have another word for it).
  • Kinetic. Subdivisions are Telekinesis and teleportation. They are mutually exclusive. Teleportation is fast movement from one point to another point in the eye’s view. Distances are usually short but can be longer when really well trained and skilled. Telekinesis speaks for itself and how good you are at certain things depends on your preferences.
  • The sight. In the forms of foresight (ability to see possible futures), seeing (ability to see in the now, but at other locations) and hindsight (ability to see in the past). All can be triggered by persons and objects.
  • Creation magic: the ability to make magical objects. They make an enhanced, animated or general magical objects.

 
 Magic always consumes energy, and thus you need to be careful not to exhaust yourself. What you can do with magic also depends on what you have learned and your imagination.
 
After the primal magic you have potions and spells. Potions can be made by anyone if you have the right recipe and ingredients, but are substantially more effective when made by a mage.

Spells are limited to mages and cost more energy than primal magic. Effects are temporary and only last until concentration is broken. Spell craft or spell weaving is a special ability or talent for mages. Spell crafters are able to use language to make new spell, improve spells or combine spells.
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Elowen-Astrid

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Re: Magic Systems

Post by Sieglinde on Fri Apr 01, 2016 5:31 am

A minor idea I had today: magic staves (staves? staffs? which one is correct?) are made of wood but need a crystal, usually a quartz crystal, to amplify magical power. Dwarves are pretty much the only miners around, and they make surface people think quartz is some rare thing. They have made a fortune out of it. There are multiple dwarf clans who took their names after quartz types, Clan Amethyst even belongs with high nobility. They gave rulers. The sneaky lil trolls Very Happy

I think I'll make a list which of my mage characters has what kind of staff crystal.
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Re: Magic Systems

Post by Elowen-Astrid on Fri Apr 01, 2016 5:51 am

Sieglinde wrote:A minor idea I had today: magic staves (staves? staffs? which one is correct?) are made of wood but need a crystal, usually a quartz crystal, to amplify magical power. Dwarves are pretty much the only miners around, and they make surface people think quartz is some rare thing. They have made a fortune out of it. There are multiple dwarf clans who took their names after quartz types, Clan Amethyst even belongs with high nobility. They gave rulers. The sneaky lil trolls 

I think I'll make a list which of my mage characters has what kind of staff crystal.

Sounds like a nice idea, especially in the way the dwarves make a profit of it. Do the crystals have different properties? Or does it not really matter what kind of crystal you use? (I think staves is correct, but lets ask the native speakers here Wink ). 

My mages don't use staves for magical purposes. The one that actually uses a staf only uses it for physical combat.
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Re: Magic Systems

Post by Call Me Nefret on Fri Apr 01, 2016 12:31 pm

Sieglinde wrote:A minor idea I had today: magic staves (staves? staffs? which one is correct?) are made of wood but need a crystal, usually a quartz crystal, to amplify magical power. Dwarves are pretty much the only miners around, and they make surface people think quartz is some rare thing. They have made a fortune out of it. There are multiple dwarf clans who took their names after quartz types, Clan Amethyst even belongs with high nobility. They gave rulers. The sneaky lil trolls Very Happy

I think I'll make a list which of my mage characters has what kind of staff crystal.

So they don't have many mages, but they have a monopoly on magic staffs. Seems like a pretty sweet deal. XD
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Re: Magic Systems

Post by Sieglinde on Fri Apr 01, 2016 10:10 pm

Dwarves know how to make gold Very Happy

And somehow, their society is still a lot more normal than humans...
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