ABearsGarden
Dreamer
edit: correction, "magic", not magic system. As this is but a small, though important, part of it.
I'm curious: If you were a reader, learning about this older magic system throughout the narrative, what are some questions that you might have?
Background ( summarized ):
"Psyche magic" ( placeholder title ) is the most powerful form of magic, born of a once naive, young-of-mind spirit. Following somewhat of an "all powerful child who got bored" trope, treating the world she'd stepped into as a playground, "unofficial candidates" ( e.g. random humans ) were given exceedingly weaker copies of her own power. She chose them not based on their personalities, but rather aesthetic appeal. Expectantly, things went south among the humans.
Her guardians, concerned only about her wasting the "uniqueness of this gift", demanded she revoke it at once. The little spirit refused to lift a claw, but agreed later to an alternative offered by an older, equally rebellious sibling: She'd not have to remove her gift from humanity's grasp, merely re-write how the magic works.
What is it that this magic can do, precisely?:
Aside from not rewriting the universe itself, its copies seemed limitless. Those who received the gift could conjure up and manipulate anything. In a way, they became what mankind may consider "gods or goddesses".
The re-written rules:
2.1 Complete thoughts: "When this necklace is worn, the wearer will turn to stone" or "When worn, this bracelet will give the wearer manipulation over fire" are valid. Now, following example one, if you wanted the wearer to revert ( stone being ) back to normal afterwards, you should also have specified the duration of time. That is, unless you planned on casting a new spell later.
2.2 incomplete and nonspecific thoughts: "This bracelet will allow the manipulation of fire" won't work as it's not clear what or who exactly is meant to be able to do so. Extremely short thoughts like "Manipulate fire" are definitely invalid.
Extra notes:
Soul and will are important factors in its usefulness; if without either, it won't do as it should.
One's will is easily defined as their desire to do X. Example: Enchanting something to harm someone when you do not truly feel like doing such a thing to them simply will not work, no matter how many times you might try.
A soul is a physical characteristic that every species is born with, and can harvest power from.
I imagine magic itself could be random, with "Psyche magic" as an unusually specific exception, since it itself is otherworldly. Although, rationalizing non-related magic in a quite fantastical universe might not have to be as strict.
I'm curious: If you were a reader, learning about this older magic system throughout the narrative, what are some questions that you might have?
Background ( summarized ):
"Psyche magic" ( placeholder title ) is the most powerful form of magic, born of a once naive, young-of-mind spirit. Following somewhat of an "all powerful child who got bored" trope, treating the world she'd stepped into as a playground, "unofficial candidates" ( e.g. random humans ) were given exceedingly weaker copies of her own power. She chose them not based on their personalities, but rather aesthetic appeal. Expectantly, things went south among the humans.
Her guardians, concerned only about her wasting the "uniqueness of this gift", demanded she revoke it at once. The little spirit refused to lift a claw, but agreed later to an alternative offered by an older, equally rebellious sibling: She'd not have to remove her gift from humanity's grasp, merely re-write how the magic works.
What is it that this magic can do, precisely?:
Aside from not rewriting the universe itself, its copies seemed limitless. Those who received the gift could conjure up and manipulate anything. In a way, they became what mankind may consider "gods or goddesses".
The re-written rules:
- Anything animate, in other words, animals and humans, can't be enchanted directly. There must be something acting as a connection between "the enchanted" and the enchantment itself. Take, for example, a necklace.
2.1 Complete thoughts: "When this necklace is worn, the wearer will turn to stone" or "When worn, this bracelet will give the wearer manipulation over fire" are valid. Now, following example one, if you wanted the wearer to revert ( stone being ) back to normal afterwards, you should also have specified the duration of time. That is, unless you planned on casting a new spell later.
2.2 incomplete and nonspecific thoughts: "This bracelet will allow the manipulation of fire" won't work as it's not clear what or who exactly is meant to be able to do so. Extremely short thoughts like "Manipulate fire" are definitely invalid.
Extra notes:
Soul and will are important factors in its usefulness; if without either, it won't do as it should.
One's will is easily defined as their desire to do X. Example: Enchanting something to harm someone when you do not truly feel like doing such a thing to them simply will not work, no matter how many times you might try.
A soul is a physical characteristic that every species is born with, and can harvest power from.
I imagine magic itself could be random, with "Psyche magic" as an unusually specific exception, since it itself is otherworldly. Although, rationalizing non-related magic in a quite fantastical universe might not have to be as strict.
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