Wizard story advise sought for... Thanks

naosu

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Thanks for your input and reading this.

I had a question.

I'm writing a new story (not one of the existing ones here already) and want to use a mage or wizard theme for the main character, and using spell books. It just seems really fun what you could do with this with a story.

But my concern is how to do that without being too close to spelling it out so similar to either ad&d or d&d mages? Does someone have advise on this? Is it possible to do a similar tiered spell system that's similar but still different enough to not be too close to those examples?

Like for spell progression and tables for that I have to be able to explain that, but not be just like those games. And really be somewhat different to a point. And a spell book is kind of universal for most fantasy wizards, mages outside of ad&d and harry potter, that isn't unique to them, but that sort of makes you think, well if you have that then it sort of leads you right at the door of those 2 examples without trying to on fantasy physics. Medieval europe had historical witches and soothsayers already even so those 2 examples don't exactly have a monopoly but I still want to be careful.

But I don't want to get in trouble or be too close to the line.


Thanks.
 

Prince_Azmiran_Myrian

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Thanks for your input and reading this.

I had a question.

I'm writing a new story (not one of the existing ones here already) and want to use a mage or wizard theme for the main character, and using spell books. It just seems really fun what you could do with this with a story.

But my concern is how to do that without being too close to spelling it out so similar to either ad&d or d&d mages? Does someone have advise on this? Is it possible to do a similar tiered spell system that's similar but still different enough to not be too close to those examples?

Like for spell progression and tables for that I have to be able to explain that, but not be just like those games. And really be somewhat different to a point. And a spell book is kind of universal for most fantasy wizards, mages outside of ad&d and harry potter, that isn't unique to them, but that sort of makes you think, well if you have that then it sort of leads you right at the door of those 2 examples without trying to on fantasy physics. Medieval europe had historical witches and soothsayers already even so those 2 examples don't exactly have a monopoly but I still want to be careful.
If I'm understanding you correctly, you want to have a dnd-like tiered spell system without copying straight from the games?

Sounds like a litrpg, but thats not my specialty.

I think you should figure out how powerful your highest level spells are, and how powerful your lowest level spells are.
Once you have the outer bounds you can organize everything in between.
But I don't want to get in trouble or be too close to the line.
I wouldn't worry about getting in trouble for what you are talking about.

Lots of people love dnd. If you wrote a story based straight from the system people should be fine with it. Personally, i would rather read that than some halfbaked system spawned from a writer's originality complex.

Familiarity with an existing system can help you here.
If there are some changes you want to make, then just call it homebrew.

If you are afraid of the company OGL then you can use a different similar system like Pathfinder.
You're welcome
 
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Nekroz

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I don't know how D&d magic works, but I have worked on at least two magic systems.

That doesn't make me qualified to tell you what you should do, but I do have suggestions.

Suggestion 1: Base your magic system off of something. I mean like anything. You could base it off of Olympic athletes, so that those you put more time into their magic can conjure up stronger spells because they have more ability to do so, based off their training.

Suggestion 2: Base your magic system off the unknown. By this, I mean go outside and look at the night sky. What do you see? What about it do you really know? Magic can be like that. Something observed and powered from interpretation and inspiration. With wizards pulling power from sources they don't truly understand, and they can draw more, in higher tiers, based off how much inspiration or perceived understanding they have.

The limits of what you can do, while not endless, are quite frankly too big for me to describe or realistically limit.

Magic can be based off fish, something that you catch and store for later use.

It can be like cooking, a recipe pulled from a book discovered by someone else, paving the way for you to create a spell of your own.

If you think or feel your magic system is to close to something else, and that bothers you, you can do something different. It might even help and make your story be better because of it.

Don't limit yourself right now, really consider your options before you set down a rule.
 

Koiren

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I've always thought that coming up with a unique language, including the language of symbols, for your fantasy world is the best option if you can't find another solution. It will take a lot of planning and time, but it's reliable because no one can tell you the spell won't work or is made the wrong way. And you can also use this language occasionally in the story so you're not obliged to explain in too much detail what the words mean :D But I'm probably crazy for suggesting that because the whole concept of this is either too raw and unbelievable, or you have to be a genius like Tolkien :blob_cookie:
 
D

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I've always thought that coming up with a unique language, including the language of symbols, for your fantasy world is the best option if you can't find another solution. It will take a lot of planning and time, but it's reliable because no one can tell you the spell won't work or is made the wrong way. And you can also use this language occasionally in the story so you're not obliged to explain in too much detail what the words mean :D But I'm probably crazy for suggesting that because the whole concept of this is either too raw and unbelievable, or you have to be a genius like Tolkien :blob_cookie:
Tolkien did it so can you.
 

phaeous

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Thanks for your input and reading this.

I had a question.

I'm writing a new story (not one of the existing ones here already) and want to use a mage or wizard theme for the main character, and using spell books. It just seems really fun what you could do with this with a story.

But my concern is how to do that without being too close to spelling it out so similar to either ad&d or d&d mages? Does someone have advise on this? Is it possible to do a similar tiered spell system that's similar but still different enough to not be too close to those examples?

Like for spell progression and tables for that I have to be able to explain that, but not be just like those games. And really be somewhat different to a point. And a spell book is kind of universal for most fantasy wizards, mages outside of ad&d and harry potter, that isn't unique to them, but that sort of makes you think, well if you have that then it sort of leads you right at the door of those 2 examples without trying to on fantasy physics. Medieval europe had historical witches and soothsayers already even so those 2 examples don't exactly have a monopoly but I still want to be careful.

But I don't want to get in trouble or be too close to the line.


Thanks.
Okay.

now imagine that you're a wizard: bam! pulsing energy that follows your will as long as you do the correct causal sequential spur— beauteous rampaging destruction or inconspicuous deleting of internal organs with bullets punching through your skin only to appear in outer space through that spacegate while you dramatically let the pain burst & exaggerate as though your viscera has blew a lake!

Indeed!

Magic written in spellbooks, organize the inherent nature by which it exists in a human being such that it connects with external dans (energy cores) of the world big or lil — dscharging a result that registers the bridge between thought\idea ----> controlled result.

MAGIC = $
 

Echimera

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In what capacity do you want to use spell books?

  • Do mages read a spellbook and instantly know the spell(s) in it?
    • If it's not permanent, this might get close to D&D, though you'd have to really lean into the spell slot idea to really get there.
  • Or has each mage a spellbook where they document known spells, be it in the form of spell circles or magic script they use to channel their magic?
    • With time and a certain understanding of the underlying principles, they could learn to cast them from memory, modify them or create new spells, if that is the case


Or, more broadly, how do youn want magic to work?

Is it something really vague and undefined, and spells just have effects with no systemic principles behind them.
Or are spells based on arcano-mathematic-metaphysical rules, with spell circles and magic writing being the way to mages use to guide the magic power they put into a spell to get the desired effects? (this would be my pick if I wanted to use spell books as described in the second option above)
 

sanitylimited

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use the tags/fuinjutsu from naruto.

from pages of storing, pages of fireball etc.
 

Rhaps

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My magic system have two types. One use speaking and chanting, the other use carving Runic symbols. Both can be used to achieve the same result.

As a DM, remembering dnd spells is part of my job description, so I came to an understanding. Its not that you need to make the spells different, but the way you cast it.

Instead of a wand and shits like that, your magic system can use the user's body as a catalyst but it would be much more dangerous.

And remember, plagiarizing dnd is okay. It's impossible not to with its list of spells and how deep it influences pratically the entire fantasy genre.
 

Missivist

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You don't need numbers. Nobody needs anything like AD&D or game levelling, if nobody is keeping score.

To show character strength progression and advance the plot, you just need some spells to be harder than others. Like, the protagonist can use this spell from the early pages of their book and get consistently great results, this other spell from later in the book usually doesn't work but is sometimes strong, and they recently got that awesome spell in their book, which they are studying but cannot yet use. Progression is that they become able to use better spells, and plot advancement may be focused on the acquisition of new spells to study, along with problems that are resolved by the use of those spells. Growth can always be shown by the protagonist going from weaker than some character to stronger than that same character, while another even-stronger character comes into the action.

As the story goes on, there are always better spells to acquire, better results they can get from spells that they already have, and new ways to reach goals that were previously unobtainable. Nobody needs tier numbers, see?? "Rise of the Weakest Summoner" is a prime example of this kind of plot development (although most of it has gone to Kindle now... )

And the book never fills up, right? There are always blank pages available in a magic book. Admittedly, the story might wind down when your protagonist reaches the point that the author cannot conceive of anybody stronger. However, you can stretch it out for a pretty long time until the uber-meta-deity of the pan-omni-multiverse kneels before him. Isn't that better than numbers?
 

Shard

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Progression can also mean creativity, rather than raw power. Finding new ways to use existing spells, or ways to twist spells into new forms can lead to interesting situations and solutions. Perhaps a new spell enables new combinations, such as learning how to produce lightning after already knowing how to twist a fireball into a waterball -- splash some enemies, then electrocute all of them at once rather than just one.

Don't get too locked into existing ways of doing things, just think of what fits your world and setting best. One system I like is magic being a set of runes unique to each individual, with unknown meaning until they are experimented with, which is highly dangerous. Then you combine them in the right order and you get a spell. This could be merged with the spellbook concept by having to spend long periods of time learning the basics of magic and experimenting with trying to build spells, then recording the result for future usage without having to memorize a sequence of runes, instead being able to just read it and cast as you read.

Just throw random ideas around and find something interesting, doesn't have to be similar to existing systems if you don't want it to be.
 

Missivist

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Tolkien did it so can you.
Tolkien did a scary amount of work on planning and world-building outside the text of the LOTR trilogy. The Silmarillion is basically a compendium of his background notes; I don't think he ever meant to publish it. It was formatted as a book and published after his death. Nobody really wants to put that much effort into planning, just for the sake of worldbuilding to support the story, but I cannot deny that it worked.

I suppose that kind of effort might make more sense if the author used it to write a whole series over a long period.
 
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