In The 1st Rule most magic is solar powered. One of the original gods that created the world became the sun to bring life to their creations through magic and as such anywhere the light touches, there is magic. The stronger the light, the stronger the magical energy naturally is, if there's no sunlight there's no magic, and the magic gene is generally passed down on the female side. There are a couple of different types of magic. Powerful magic users, demi gods descended from the original gods, Goddess have a specific power, a bit like super powers, that manifests in sometimes odd ways based on perception. For instance Princess Rosalie is the goddess of weapons so not only can she control things like guns and swords but a specific character has the mindset of being nothing more than a weapon also falls under her influence. And then there's a magic that just generally exists in the world. Wild magic that mostly just does what it likes and can be very unpredictable but people have learnt to channel it. It's less like control and more like reasoning with the magic and asking it nicely to please do what you'd like it to.
Where The Sky Lies uses an alchemy based system (I do use a similar one in the 1st Rule but the Alchemists are a pretty much dead race in that universe) and the forbidden knowledge of eldritch creatures. It works a lot like chemistry and similar changing things on an atomic level. They can't similar create something from nothing. And since the Hazey City where it's set is heavy based on Venice, a lot of alchemist's use what looks a lot like water magic. Anyone who's watched FMA is going to be very familiar with the equivalent exchange rules, everything has to be balanced like an equation, but there is some leeway where energy is required they can use their own life force or memories. It's essentially magic but it's treated as a science and is developed like a science with a lot of studying and books and then experimenting. There's also what is essentially time magic. It's got a techno babble explanation but essentially it works on the idea that perception of time can see it slow down or speed up and then applying it to the world at large or even specific items. By perceiving the world as moving slowly, everything will slow down. The eldritch beings mostly just do what they like without rules or restrictions, which is kind the prerogative an an eldritch creature, but they're mostly too spoilery to explain in detail other than there are people who pass of eldritch knowledge and magic as their own cutting edge science and alchemy without actually understanding it.
I've utilized a few magic systems in the past. A quick summary of each:
Konguki
My first comic that never really got off the ground was called Konguki, and utilized a magic system based around these objects called charms. Charms were based on charm bracelet charms and so each one would have a particular image shown on one side (for example, a sword, a shield, a lightning bolt, a fish, etc.) and on the other side would be a stud-shaped metal indent. How they worked is that you would click the charm onto the metal studs in a piece of clothing that you were wearing and then the charm would generate an appropriate object depending on what the picture showed.
The caveat is that how the object manifested varied person to person (vaguely based on their ideals and/or what they wanted I guess?) and so, for example, the main character using a "sword" charm would generate this bulky metal glove thing that shot daggers, but his best friend using the same sword charm instead generated a big 2-handed buster sword. Within the general charm system there were a few different types. Object-type charms which would summon an object (sword, shield, hat, whatever). "Magic" type charms which would generate a spell book from which the user could cast spells corresponding to the element depicted, and Transformation charms which would grant the user a full or partial form change into the type of thing the charm showed. Again, with each of these, the way that the charm would work varied person to person, so not every fire element user would have the same spells in their spell book, and some people using a fish charm might become more mermaid-like, while others might turn into a goldfish or something.
Lastly some charms could be combined and layered together. For example, many object-type charms would have another metal stud present somewhere on the object so you could theoretically slap another charm on top. The most common type that I worked out was like, combining weapons and elemental magic to make something like a fire sword, but looking back I suppose you could do something like a hat-sword, or use a transformation charm on a weapon to either transform into a weird object form, or maybe transform the object into a partner? idk. This was all written by middle school me lol.
TreasureHUNT!!
TreasureHUNT!! was much more straightforward. I just created a simple elemental mana system, basically. Everyone who can use magic has a limited inner pool of element-free mana that they can shape into spells, or you can draw on mana from natural sources that have a matching element to fuel spells. How this worked with the narrative is that if you're a novice magic user, then it's much easier to cast spells with the assistance of natural mana as using your pool of inner mana was difficult to convert to the correct element (and also, just like, limited). Thus the main character being a water aligned mage living in a parched, dry environment led to him having issues casting spells quickly or powerfully.
These never showed up in the story, but I had side ideas about characters potentially being able to either learn other elements or at least augment their own (i.e. a water mage being able to use ice magic or infuse their water with something like poison). Also before I decided to discontinue the series, I was also considering how non-magic users might be able to learn how to use magic. But alas.
Dungeons&Dinosaurs: Royal Road Trip
My upcoming project has the least complicated system because it's based on D&D so... the rules are straightforward and not something I came up with lol. The short of it is that characters have spell slots that they can cast from and how much magic they can use per day is limited by the level and number of spell slots they have, as well as which spells they know. The story is told in a broken up slice of life fashion, though, so I don't believe this will ever actually be highlighted or come into play in the actual comic. I guess there is so far 1 dialogue exchange where this limitation is mentioned in passing to push a comedic interaction, though.
For those unfamiliar, only 'TreasureHUNT!!' is on tapas so far. Konguki is an older project from when I was younger (but has a magic system I like to talk about >u>) and D&D:RRT is my upcoming project that will be launching soon... but is just a D&D comic so the magic system isn't unique or interesting lol
In my novel Jade Kingdoms, the Intrepid Soul scattered itself to begin the universe anew from the Needlepoint origin.The creator forces of the Sentient Mind (Vritra, the serpent), Living Flesh (Garuda, the Inorganic) and World's Bones (The Distance force) worked together to form the living creatures from this.
The Vritra species move and ward the mind, using pathokinesis to uphold it. Emotion, thought and memory form the string of time.
The Garuda species are the Living Flesh. Their right to die was taken from them per accident, and their bodies constantly morph and shapeshift into monstrosities.
The World's Bones is actually the spirit of the planet. It gave a specific group of heroes its blessing to move stone and earth (its bones really).
It's not really magic in my world. It's their birthright and ability as given to them by the Genesis Trinity.
I like this concept, kinda like the magic has a personality of its own! And your whole systems sounds like an interesting mix!
@Rhonder I think all of your systems sound interesting! And there's nothing wrong with straighforward rules, sometimes it can be easier to come up with scenarios with a simple system! (Instead of getting lost in all the details )
@surenlicious Do these forces exist inside people( if humans exist), or in the world around them (or both)? It feels different from anything I've read before
@Chita It looks like it could be a real writing system, very well made!
My magic system is based off of Fae Lore. However it is not strictly traditional to all of Fae Lore's rules. I changed it up a bit to make it perfect for the story I am writing.
I find the best way to keep it all straight is to write out your magic system first, then, once you know the rules you don't have to worry about coming up with anything on the spot and potentially contradicting yourself.
The Sentient Mind and Living Flesh are bound to their hosts, though the Sentient Mind at times runs havoc and escapes their creator's mind and becomes a catastrophe known as the Jade Construct; a manifestation of their creator's emotions, thoughts and memory sealed in a unstable field of time that spreads like a plague. Once its outside the mind, it will seek to spread its influence in a negative way.
Only the World's Bones has a direct influence on the world. When it gave it's blessing to a few people, it still only gave them something they could handle. But it governs the life and healing on the planet, being it's 'backbone' and taking the rule for itself.
I prefer magic/power systems with a range and a level of uniqueness to the characters. One of my favorite examples of this is the Nen powers from Hunter x Hunter.
In my comic, there are a few layers to the magic system and it's broadly categorized in strength and difficulty based on the military ranking system (it takes place during a war and the MC is a soldier, so it makes sense in practice). There are 5 ranks with the lowest being D-Class then C, B, A, and S-Class at the top. Along with other aspects of a soldier's fighting prowess, magical ability helps determine the soldier's rank. Spells are activated using the sorcerer's energy and a set of words in a language loosely based on English/Spanish/Latin. The energy a sorcerer is able to use at any given time is limited, and the sorcerer can become physically exhausted or even go unconscious if they exert themselves to their limit, but it also replenishes over time. Each sorcerer has an affinity for a specific element (or, very rarely, two elements for a dual affinity). The most common are water, fire, wind, and earth (classic four elements style), but there's also rarer ones like metal or blood.
At a certain level (around B-Class), sorcerers are expected to contract with a familiar to attain higher levels of magic. These contracts are bound with a verbal agreement and a physical mark on the sorcerer resembling a tattoo called a Familiar Crest and last for life. The sorcerer has to train extensively to unify their magic with their familiar, but the payoff is definitely worth it. The ability to tap into another source of energy is useful enough, but someone highly in tune with their familiar can create armor and a weapon that enhances their abilities. For example, if a sorcerer uses water magic, their armor could allow them to float effortlessly, breathe underwater indefinitely, have perfect sight underwater and, of course, greatly enhance their magical power and energy.
There's also ancient magic, which isn't used much in their current societies. That magic uses magic circles and was more ritualistic. It's more permanent and potentially more powerful, but unless a spell had been absolutely perfected it's more volatile than it's worth to risk it. Not to mention it's time consuming and impractical for the military's use of magic in active combat.
This was so long, geez.
My approach to magic in my comic MagicalMashup!2 is to make it as varied, but not so varied it can't be classified. On Magos (the planet name), the source of magic comes from the essence channels that run through Magos that have been since the planet's inception. All beings born of her and her first two creations Daydream and Nighterror have the potential to be born with access to the essence of Magos and have a mage gift awakened within them that grants them the ability to use magic. The way mage gifts manifest is where I have the must fun as some are more classical interpretations of mages like witches and wizards while others are more specialized like Jynxs and Elementals. I have almost 20 mage classifications that beings in my world can be born with access to or specialize in and universal mage abilities that traverse classes and can be used by any with a mage gift.
My 2 cents for keeping track of it all defiantly make a codex that lists any hard magic rules you have, and maybe includes possible outcomes for things that can go wrong and how outcomes should look.
I like the idea of magic, especialy in stories that also incooperate science.
There is something like that in my story, but for now, I try to keep it under wraps. The systems, if youi want to call them that, are mostly my own ideas, but I would lie, if I didn´t based them on some ideas from different sources.
About how to organize them, I can´t help, I am just sommone working in totally chaos.
that power system sounds dope! I like the idea of dividing it into 3 main categories because it's a rule that can be very fun to break. like, everyone is used to red, blue, or yellow energy users, and suddenly a villain pulls out some black energy or something. though that kinda stuff only works if it has a good explanation.
I absolutely love power systems. they're fun as hell!
my favorite kinds of magic systems are ones where the user's abilities are quite limited, so instead of obtaining new ones they find more ways to use their existing ability. that usually feels more earned than getting more abilities, because it requires the user use their ingenuity and intelligence. good examples of that are jojo's stands and MHA's quirks. quirks are actually all about this, because every person only gets one, pretty limited ability. but we see many examples of people coming up with such creative applications for their abilities, people think they have two.
another thing i really like about power systems is when they manage to represent the user's personality. jojo's stands are great at this, because not only their ability can be tailored for the user's personality, but their design can be as well. that's how you get a guy that can't move on from an incident in his past with the ability to show events that happened in the past. this also applies to persona 5's mindscape realm (forgot what it's called lmao) because it redesigns the users according to their mental image of the game's main theme - rebellion.
another example of this is Summoning from the "Summon!" webcomic series, which you can read here on tapas. like stands, there don't seem to be too many rules other than manifesting something that represents your personality, which gives it quite the range. from summoning plants to channeling egyptian gods through specific parts of your body to use specific elemental attacks. this range and seeming lack of limits is an exciting aspect of power systems i've never noticed until now, so that's cool.
My comic is a bit magical.
For starters my main character Jung, can see ghosts. Everyone else can, but the reason why the people in my comic don't see them too often is because
1)They are too preoccupied by their phones
2)Ghosts are shy
3)They lack imagination
4) Genetics. Some people can see ghosts easier than others.
Jung does end up befriending a ghost called Hypnos, and this is where things get more interesting.
Hypnos is based off of the Greek god of sleep. His family is also based off of Greek primordial gods (Nyx the night, Thanatos the peaceful death, Erebus the darkness, Moros the doom, and Siren the mythical creature that brings man to their doom). Even though Hypnos was living once, as a ghost he has a few powers to make his afterlife experience a bit easier.
Hypnos is a shapeshifter. If things are too hard, he can change himself into a younger, little boy version of himself and he does this when he wants attention and being an adult is too hard. This is risky, because while he does get more attention and affection, and afterlife is certainly easier as a child than as an adult, he is weaker in this form. He cannot fend for himself, and he is not as strong physically and mentally.
Hypnos has one other shape. He can also turn himself into a giant black cat and he does this when he feels depressed, and doesn't want to get out of bed. He just sleeps. This also hurts him as it makes him feel much worse.
Of course, when you shapeshift, this wastes a lot of energy. All your cells are dying and new ones grow in their place. As "Nimona" explains it, what basically happens is your old body dies, and a new one grows in its place. Hypnos cannot consume food for energy or get it from the sun. He can chew and swallow, but food is only converted into carbon dioxide. No energy is gained from eating food. Where does Hypnos get his energy from? He has to consume ichor a substance that is found only in the heart of a living thing. Ichor is the energy that controls our well-being. Too little of it, and you feel depressed. Ichor must be in abundance in order for someone to live a long and happy life. Ichor is Hypnos's only energy source, and he must consume an animal's heart once per year, or he will lose energy, and turn into stone.
Hypnos does have healing powers. But they are also limited as they require a lot of energy. In order for it to work, a promise must be made. Even the simplest problems, can make it work (example: I promise to give you 5 bucks). Hypnos can only heal cuts, shallow wounds, and broken bones. So if you have cancer or an STD, he can't help you. He also cannot heal those who are dying or already dead.
Also, did I mention he can fly? Yup. My ghost can fly despite the laws of gravity. He has tiny falcon wings on his back, and can't fly very well (only 3-6 feet off the ground). He is always falling down.
Lastly, Hypnos has this strange ability to dream other people's dreams. No one knows why. His dreams are never his, they're always belong to other people, so he knows everyone else's fears and hopes. It makes sense because he is the god of sleep.
I don't really organize my thoughts. I just text myself my ideas instead.
Dude I love magic building. I built Runner around it's magic system. Every part of it stems from that. The inspiration for Runner's system was Made in Abyss. I liked the idea of gamifying a story with "levels" and I wanted to make the characters not get stronger as they go further and face greater threats, but get weaker. That way there's no power level issues and it forces me to have my characters get creative instead of just a power level contest. It also gives me a very powerful tool to ramp up tension.