My Magic System (My First Soft Magic System)

MakBow

Well-known member
Joined
Aug 31, 2025
Messages
291
Points
63
So, I want to know if this is a good enough magic system. It's already in effect, but at the current moment in the story, I haven't really exposed the full roster and capabilities of it, so I can still technically edit it before all of it is exposed
Magic System #1: Eldeblooms
Mana comes from the growing glowing flowers known as Eldeblooms, releasing mana into the atmosphere and able to be absorbed through breathing, which allows people to use magic, but there is a certain cap a person has (Yes, there are ways to increase the maximum cap)
Power System #2: Classes
Rare talents that are given at birth, giving some a major advantage whether in skills, magic, or traits that are physical, a boost and a head start, leading to greater potential compared to those without a class (In short, classes are a buff, not a total lock of your skills, meaning you do not have to follow your class, but your class just offers great potential and flexibility compared to someone who doesn't)

Example: Someone without a class utilizing elements can only do one at a time with a delay if they want to switch elements, but someone with the class of Mage can use two or even three different elements at once

(Extra Info: The power system is extremely grounded, for example, my MC has to manipulate the things in the body itself as his magic like hormones, glands, cells, and other things to use his magic right as his class allows him to.)

Criticism
1. Tell me what you think of it and if you think I should add anything (I'll see if it's possible to add in later in the story
2. If you think the limitations and benefits are good enough

Link: Re:Healer | Scribble Hub
 

Avarice_Of_The_Seven

Fallen Angel Of Rebellion
Joined
Nov 24, 2025
Messages
169
Points
63
So, I want to know if this is a good enough magic system. It's already in effect, but at the current moment in the story, I haven't really exposed the full roster and capabilities of it, so I can still technically edit it before all of it is exposed
Magic System #1: Eldeblooms
Mana comes from the growing glowing flowers known as Eldeblooms, releasing mana into the atmosphere and able to be absorbed through breathing, which allows people to use magic, but there is a certain cap a person has (Yes, there are ways to increase the maximum cap)
Power System #2: Classes
Rare talents that are given at birth, giving some a major advantage whether in skills, magic, or traits that are physical, a boost and a head start, leading to greater potential compared to those without a class (In short, classes are a buff, not a total lock of your skills, meaning you do not have to follow your class, but your class just offers great potential and flexibility compared to someone who doesn't)

Example: Someone without a class utilizing elements can only do one at a time with a delay if they want to switch elements, but someone with the class of Mage can use two or even three different elements at once

(Extra Info: The power system is extremely grounded, for example, my MC has to manipulate the things in the body itself as his magic like hormones, glands, cells, and other things to use his magic right as his class allows him to.)

Criticism
1. Tell me what you think of it and if you think I should add anything (I'll see if it's possible to add in later in the story
2. If you think the limitations and benefits are good enough

Link: Re:Healer | Scribble Hub
I don't know about others, but it's too vague in my opinion and the details and limiters haven't been properly set. (unless you didn't mention them here)

I'll give you my own power system as an example.

Magic System Skeleton​


Mana : an energy that is present in this new world, it is everywhere in the atmosphere. this energy can cause magical phenomenon. if anything in this new world is broken down to it’s smallest unit then it becomes mana and hence it is said that everything in this world is made of mana. mana has a trait that it can trigger evolutions or evolve living and non living things to a higher quality.


Elements : the elements that make up the world, there are 6 major elements, an unknown number of derived elements and 2 special elements.


Major elements : these 6 elements are the basis of creation of everything in the world.


it includes :


fire - temperature


water - density


wind - pressure


earth - materialization


light - stability, order


darkness - instability, chaos


Derived elements - the elements that are derived from the 6 major elements and are part of an aspect of the major elements. there is no known number of derived elements and new ones are occasionally discovered.


for example :


temperature - magma


density - ice, fog


pressure - gravity


materialization - metals


stability, order - stability based, order based


instability, chaos - instability based, chaos based


Special elements - these 2 elements are special because they are neither derived from a major element nor do they have their own derived elements.


they are :


time


space


Intent : it is the willpower or desire of a living being. intent can be classified into conscious and unconscious intent. you can strengthen your intent through training but intent generally grows stronger as a living being lives longer.


Every living beings possess intent and that intent is what draws mana inside them. the mana that is drawn inside the body is subjugated by intent which makes it possible to manipulate. it is then stored inside the body. the body has a capacity for how much mana it can hold so the excess mana drawn inside the body that it cannot hold is constantly being expelled, this constantly expelled mana is called presence.


body has a limit to the quality and quantity of mana it can handle so when the intent becomes too strong and draws in too much mana then the body is forcefully adapts and evolves to handle the higher quantity and quality of mana. this process divided into 10 ranks. these ranks are called mana phases.


Phase 1 — Initiation Phase : in this phase body is finally capable of manipulating mana even if only slightly. the body becomes somewhat stronger and your mind becomes sharper. the mana your body can hold is greater than before and you can even slightly feel the mana inside your body. You gain a special ability unique to yourself that may not follow elemental system logic.


Phase 2 — Stabilization Phase : in this phase your control over mana becomes more stable compared to the previous phase, your mana pool becomes twice as large compared to previous phase, your body and mind grow stronger and you gain the ability to slightly sense the presence of others.


Phase 3 — Elemental Phase : in this phase you gain the ability to infuse mana with your elemental affinity to directly cause magical phenomenon. your mana pool becomes twice as large, your body and mind grows stronger and your ability to sense presence becomes far stronger than before.


Phase 4 — Tempering Phase : your physical structure changes and becomes more efficient for mana usage, your mana pool doubles, your mind and body grows stronger.


Phase 5 — Amplification Phase : the increase in mana pool is three times the size of your previous mana pool. your body and mind grow stronger.


Phase 6 — Resonance Phase : your intent resonates with atmospheric mana and the rate at which you can refill your mana pool increases significantly. your mana pool doubles and your body and mind grows stronger.


Phase 7 — Refinement Phase : in this phase the density of mana in your body greatly increases and the efficiency of creating magical phenomenon using mana greatly increase. your mana pool doubles and your body and mind grows stronger.


Phase 8 — Intent Phase : you gain to infuse your intent into the mana you channel outside your body as well as the magical phenomenon you create, which allows you to increase the lethality of your magical phenomenon. your mana pool doubles and your body and mind grow stronger.


Phase 9 — Core Phase : in this phase your body creates a special core specifically for storing mana. your mind grows more vast and the computing power of your mind becomes several times stronger. your mana pool becomes three times bigger and many times more stable. your body grows through a metamorphosis where most small and some large disabilities are cured, you can even regain eyesight if your blind. it becomes three times more stronger.


Phase 10 — Transcendent Phase : your body and your mana core becomes one. you gain a mana pool ten times bigger than before, your ability to infuse intent in mana grows several times more stronger. your mind becomes ten times more vast and your body also grows ten times more stronger. your body grows younger and you gain a very significant increase in your lifespan.


A body has a limit to how much it can grow and adapt, a genetical limit for evolution which can even be passed down through genes from ancestors to descendants. body can’t adapt to a higher phase than it’s genetic limit allows, you can force an evolution one rank above your genetical evolution limit but you can’t go beyond that.


there are two ways to use mana, one way is to channel mana into a magical formula called spell that corresponds to your elemental affinity, to create magical phenomenon. the other way is to use the energy itself in physical ways, like coating weapons with it, augmenting your body with it, channeling it and infusing your elemental affinity into it to directly cause magical phenomenon, etc.


those who use spells to create magical phenomenon are called casters while those who use the energy itself are called infusers.


spells : a magical formula through which you can create a particular magical phenomenon. spells require a set amount of mana to be cast and a minimum amount of mental capacity to control and based on this requirement spells are divided into different tiers, from tier one to tier ten. you can only use the spells corresponding to your phase or lower but not higher.


Infusion arts : the special techniques that infusers can learn to use mana in special ways. the techniques are based on an element and there are different techniques for every element. a technique has levels named after the phases and there can be up to ten levels for a technique but that varies depending on the technique itself.


Elemental affinities : when a living being is born they are born with elemental affinities which help them control the elements of the world using mana. you can only create magical phenomenon that corresponds to your elemental affinity. most are born with one elemental affinity while some are born with more than one. you don’t gain more affinities aside from those you were born with, while it is possible to develop new elemental affinities after birth it is extremely rare. it is not impossible to control an element that you don’t have affinity with but it’s so hard and time taking to do that it is impossible to use for practical purpose.


Umbra factor : under extremely rare circumstance, a part of your body mutates and evolves gaining special magical properties or abilities. umbra factor can be genetically inherited from ancestors to descendants.


currently known umbra factors :


Demon horns : these horns gives their bearer more darkness derived elemental affinities the higher the phase they climb with a chance to give the darkness major elemental affinity on phase 9 or above, the horns can even increase the destructiveness of mana after darkness related elemental infusion. it’s drawbacks are that their bearer can only have darkness related elemental affinities and their bearer becomes more aggressive with each phase they climb.


Vampire blood : the blood gives their bearer the ability to drink and digest blood to restore the body’s mana reserves. it gives their bearer the ability to regenerate their body’s injuries using their mana. the bearer has a chance to even gain a derived elemental affinity called blood element after phase 6. blood element is a derived element from materialization major element. it has a drawback that the bearer must consume blood under certain intervals otherwise the vampire blood will digest itself and cause the death of the bearer.


There are two types of magical items present in the world.


Magitools: these items are items which were artificially created by people to create magical phenomenon. These items mainly function according to the elemental power system and spell system. for example- teleportation scrolls, time reversal regeneration potion.


Fragment relics: these were items and objects that were normal before were evolved due to exposure to mana and gained unique magical properties and special abilities. these abilities may be completely unrelated to the elemental system logic.

You need to set a definite limit and quantify details instead of just mentioning it vaguely or you might end up creating plot holes or destroying power balance cuz there is no quantified limit set. What you mentioned above is just the basic idea instead of being an entire power system sketch.
 
Last edited:

MakBow

Well-known member
Joined
Aug 31, 2025
Messages
291
Points
63
I don't know about others, but it's too vague in my opinion and the details and limiters haven't been properly set. (unless you didn't mention them here)

I'll give you my own power system as an example.

Magic System Skeleton​


Mana : an energy that is present in this new world, it is everywhere in the atmosphere. this energy can cause magical phenomenon. if anything in this new world is broken down to it’s smallest unit then it becomes mana and hence it is said that everything in this world is made of mana. mana has a trait that it can trigger evolutions or evolve living and non living things to a higher quality.


Elements : the elements that make up the world, there are 6 major elements, an unknown number of derived elements and 2 special elements.


Major elements : these 6 elements are the basis of creation of everything in the world.


it includes :


fire - temperature


water - density


wind - pressure


earth - materialization


light - stability, order


darkness - instability, chaos


Derived elements - the elements that are derived from the 6 major elements and are part of an aspect of the major elements. there is no known number of derived elements and new ones are occasionally discovered.


for example :


temperature - magma


density - ice, fog


pressure - gravity


materialization - metals


stability, order - stability based, order based


instability, chaos - instability based, chaos based


Special elements - these 2 elements are special because they are neither derived from a major element nor do they have their own derived elements.


they are :


time


space


Intent : it is the willpower or desire of a living being. intent can be classified into conscious and unconscious intent. you can strengthen your intent through training but intent generally grows stronger as a living being lives longer.


Every living beings possess intent and that intent is what draws mana inside them. the mana that is drawn inside the body is subjugated by intent which makes it possible to manipulate. it is then stored inside the body. the body has a capacity for how much mana it can hold so the excess mana drawn inside the body that it cannot hold is constantly being expelled, this constantly expelled mana is called presence.


body has a limit to the quality and quantity of mana it can handle so when the intent becomes too strong and draws in too much mana then the body is forcefully adapts and evolves to handle the higher quantity and quality of mana. this process divided into 10 ranks. these ranks are called mana phases.


Phase 1 — Initiation Phase : in this phase body is finally capable of manipulating mana even if only slightly. the body becomes somewhat stronger and your mind becomes sharper. the mana your body can hold is greater than before and you can even slightly feel the mana inside your body. You gain a special ability unique to yourself that may not follow elemental system logic.


Phase 2 — Stabilization Phase : in this phase your control over mana becomes more stable compared to the previous phase, your mana pool becomes twice as large compared to previous phase, your body and mind grow stronger and you gain the ability to slightly sense the presence of others.


Phase 3 — Elemental Phase : in this phase you gain the ability to infuse mana with your elemental affinity to directly cause magical phenomenon. your mana pool becomes twice as large, your body and mind grows stronger and your ability to sense presence becomes far stronger than before.


Phase 4 — Tempering Phase : your physical structure changes and becomes more efficient for mana usage, your mana pool doubles, your mind and body grows stronger.


Phase 5 — Amplification Phase : the increase in mana pool is three times the size of your previous mana pool. your body and mind grow stronger.


Phase 6 — Resonance Phase : your intent resonates with atmospheric mana and the rate at which you can refill your mana pool increases significantly. your mana pool doubles and your body and mind grows stronger.


Phase 7 — Refinement Phase : in this phase the density of mana in your body greatly increases and the efficiency of creating magical phenomenon using mana greatly increase. your mana pool doubles and your body and mind grows stronger.


Phase 8 — Intent Phase : you gain to infuse your intent into the mana you channel outside your body as well as the magical phenomenon you create, which allows you to increase the lethality of your magical phenomenon. your mana pool doubles and your body and mind grow stronger.


Phase 9 — Core Phase : in this phase your body creates a special core specifically for storing mana. your mind grows more vast and the computing power of your mind becomes several times stronger. your mana pool becomes three times bigger and many times more stable. your body grows through a metamorphosis where most small and some large disabilities are cured, you can even regain eyesight if your blind. it becomes three times more stronger.


Phase 10 — Transcendent Phase : your body and your mana core becomes one. you gain a mana pool ten times bigger than before, your ability to infuse intent in mana grows several times more stronger. your mind becomes ten times more vast and your body also grows ten times more stronger. your body grows younger and you gain a very significant increase in your lifespan.


A body has a limit to how much it can grow and adapt, a genetical limit for evolution which can even be passed down through genes from ancestors to descendants. body can’t adapt to a higher phase than it’s genetic limit allows, you can force an evolution one rank above your genetical evolution limit but you can’t go beyond that.


there are two ways to use mana, one way is to channel mana into a magical formula called spell that corresponds to your elemental affinity, to create magical phenomenon. the other way is to use the energy itself in physical ways, like coating weapons with it, augmenting your body with it, channeling it and infusing your elemental affinity into it to directly cause magical phenomenon, etc.


those who use spells to create magical phenomenon are called casters while those who use the energy itself are called infusers.


spells : a magical formula through which you can create a particular magical phenomenon. spells require a set amount of mana to be cast and a minimum amount of mental capacity to control and based on this requirement spells are divided into different tiers, from tier one to tier ten. you can only use the spells corresponding to your phase or lower but not higher.


Infusion arts : the special techniques that infusers can learn to use mana in special ways. the techniques are based on an element and there are different techniques for every element. a technique has levels named after the phases and there can be up to ten levels for a technique but that varies depending on the technique itself.


Elemental affinities : when a living being is born they are born with elemental affinities which help them control the elements of the world using mana. you can only create magical phenomenon that corresponds to your elemental affinity. most are born with one elemental affinity while some are born with more than one. you don’t gain more affinities aside from those you were born with, while it is possible to develop new elemental affinities after birth it is extremely rare. it is not impossible to control an element that you don’t have affinity with but it’s so hard and time taking to do that it is impossible to use for practical purpose.


Umbra factor : under extremely rare circumstance, a part of your body mutates and evolves gaining special magical properties or abilities. umbra factor can be genetically inherited from ancestors to descendants.


currently known umbra factors :


Demon horns : these horns gives their bearer more darkness derived elemental affinities the higher the phase they climb with a chance to give the darkness major elemental affinity on phase 9 or above, the horns can even increase the destructiveness of mana after darkness related elemental infusion. it’s drawbacks are that their bearer can only have darkness related elemental affinities and their bearer becomes more aggressive with each phase they climb.


Vampire blood : the blood gives their bearer the ability to drink and digest blood to restore the body’s mana reserves. it gives their bearer the ability to regenerate their body’s injuries using their mana. the bearer has a chance to even gain a derived elemental affinity called blood element after phase 6. blood element is a derived element from materialization major element. it has a drawback that the bearer must consume blood under certain intervals otherwise the vampire blood will digest itself and cause the death of the bearer.


There are two types of magical items present in the world.


Magitools: these items are items which were artificially created by people to create magical phenomenon. These items mainly function according to the elemental power system and spell system. for example- teleportation scrolls, time reversal regeneration potion.


Fragment relics: these were items and objects that were normal before were evolved due to exposure to mana and gained unique magical properties and special abilities. these abilities may be completely unrelated to the elemental system logic.

There indeed are some limits that will be addressed in the story itself, such as:
- It's a lot harder to learn other forms of magic and skills when you have a class and those without a class can learn them a lot easier, depending on what the class is
- Not being around Eldeblooms, flowers that release mana into the atmosphere, can severely decrease the time it takes to refill on mana (enclosed spaces, underground, etc.)
- People with a rare class cannot use any other form of magic other than the one their class allows
 

Avarice_Of_The_Seven

Fallen Angel Of Rebellion
Joined
Nov 24, 2025
Messages
169
Points
63
There indeed are some limits that will be addressed in the story itself, such as:
- It's a lot harder to learn other forms of magic and skills when you have a class and those without a class can learn them a lot easier, depending on what the class is
- Not being around Eldeblooms, flowers that release mana into the atmosphere, can severely decrease the time it takes to refill on mana (enclosed spaces, underground, etc.)
- People with a rare class cannot use any other form of magic other than the one their class allows
you need to note all those details down instead of just keeping them in your mind. And it's still vague.

like;
do you have magical powers since birth or do you awaken?
how do you grow stronger?
what kinds of classes do you have ? what kind of powers do they provide? on what basis?
Does everyone have these powers or only a select few? if so, then why?
what is the determinant of strength?
what is the quantified limit to these flower's ability to produce mana?

if you don't short out these kinds of details now then it will only create more plot holes.

And mention everything when you are asking for review. we aren't mind readers, we can't guess the details that exist only in your mind. we can only critique on what you provide.
Don't mention only half the details and then ask for flaws.
 

FRWriter

Well-known member
Joined
Oct 3, 2024
Messages
527
Points
108
I think it sounds fine... but I'd need to read A LOT more details to give you detailed feedback.
You would need to explain what a normal human would be capable of, how classes work, the differences, limitations, ways of training & growing stronger.

Still, what you got is perfectly reasonable and makes sense, though I can't call it very unique either. Seems pretty much standard (not in a bad way) if I'm honest.
 

MakBow

Well-known member
Joined
Aug 31, 2025
Messages
291
Points
63
you need to note all those details down instead of just keeping them in your mind. And it's still vague.

like;
do you have magical powers since birth or do you awaken?
how do you grow stronger?
what kinds of classes do you have ? what kind of powers do they provide? on what basis?
Does everyone have these powers or only a select few? if so, then why?
what is the determinant of strength?
what is the quantified limit to these flower's ability to produce mana?

if you don't short out these kinds of details now then it will only create more plot holes.

And mention everything when you are asking for review. we aren't mind readers, we can't guess the details that exist only in your mind. we can only critique on what you provide.
Don't mention only half the details and then ask for flaws.
- You are born with a class; I already mentioned that (Rare talents that are given at birth)
- It depends on how you use your magic or if you have a class, how you use your class. Nothing is a clear indicator of your strength unless its widely explosion or extremely versatile. (Having a class doesn't make you stronger, only a buff that you can utilize if you wish in the way intended or a different way)

(Example: Someone using the class of cleric can see into the bodies of a person like x-ray vision, helping them heal others and diagnose, but they can also use this to fight, attacking vital areas or a Tactician against an Oracle, accurate prediction vs future sight. There is no clear indicator of strength, another thing I have already addressed in my novel as my main character can paralyze a Knight with ease with his rare class, but not because his rare class is stronger, but it allows him to control the nerves and if he's close, he doesn't have to aim with his hand, but he does have to if he is too far)

The classes:
Combaters

Warrior – Balanced melee fighter
Knight – Heavy armor defender (Can fortify themselves)
Berserker – High damage, low defense
Gladiator – Crowd-control melee specialist
Flankers
Rogue – Stealth and critical strikes
Scout – Mobility and detection expert
Saboteur – Traps and explosives
Acrobat – Evasion and aerial combat
Casters
Mage – Elemental spellcaster (Stronger in element spells
Wizard – High-intellect spell master (Expert in everything magic related, but lacking physically traits or the field)
Warlock – Pact-based dark magic
Necromancer – Undead summoner
Enchanter – Buffs, debuffs, mind magic
Illusionist – Deception and trick spells
Rangers
Archer – Precision ranged attacker (Archer's are better for quick draw)
Sniper – Extreme long-range damage (Snipers take longer, but far more precise than an archer)
Gunslinger – Fast firearm specialist
Artillerist – Heavy weapons and cannons
Engineer – Turrets, gadgets, constructs
Tactician – Battlefield control and planning
Supporters
Cleric – Healer and holy support
Priest – Defensive and restorative magic
Shaman – Spirit support
Druid – Nature magic and shapeshifting
Oracle – Foresight
Beast Tamer – Controls pets and monsters
Alchemist – Potions, bombs, mutagens
- Not everyone possesses these powers (Which I mention: Example: Someone without a class utilizing elements can only do one at a time with a delay if they want to switch elements, but someone with the class of Mage can use two or even three different elements at once)
- They don't have a limit, only how much you absorb for recharge depending on your surroundings and low mana can cause heavy fatigue in used consistently in a row, but you don't faint or anything, your limbs just feel heavy, but it isn't impossible to still fight, also that mana transfer exist, which allows someone to break their mana cap, not only allowing a higher mana pool, but with more mana, one can add modifiers to their own magic or physical objects, also that magic requires focus so I you aren't being thoroughly focused, you can fail at casting, which either results in a drawback or the magic just not working, depending on how far you are into it
(Example: A moth can make their silk extremely thick as wells stick like a spider web if they use enough mana or you can make physical things more durable)
(Other things I should have mentioned: There is a flower connected to the apocalyptic world that slowly drains a person and infects them, turning them into a bloomer (zombie basically). This story is extremely grounded, not going into wild fights, and fights heavily based on strategy rather than pure power (sometimes) I should also mention that artifacts do exist, but they aren't a power system, just something that can be used: objects that have been instilled with mana by engineers.)
Your Last Comment:
Yeah, you right. I should be mentioning everything and all the details. I guess I'm just under the idea I don't like exposing everything off the bat in fear someone reading my story or attempting to finds this post and get exposed to everything off the bat. I apologies.
I think it sounds fine... but I'd need to read A LOT more details to give you detailed feedback.
You would need to explain what a normal human would be capable of, how classes work, the differences, limitations, ways of training & growing stronger.

Still, what you got is perfectly reasonable and makes sense, though I can't call it very unique either. Seems pretty much standard (not in a bad way) if I'm honest
Yes, you are right. It's not the most unique and I wasn't trying to be. I wanted a power system I can ground my characters in, simple, yet versatile as I feel a simple magic system offers for more variety than an extremely hard magic system.
This novel is also meant for me to live out reading the novel I wished Failure Frame or Redo of Healer could have been as well as other revenge novels that I felt messed up or didn't properly use. (Characters, ideas (mainly the main character being a support), and other things.
I also did post the deeper details
 
Last edited:

LuciferVermillion

The sadist & madman
Joined
Nov 29, 2020
Messages
111
Points
83
So from what I understood, you have classes and mana.

Too many things I want to ask, but I'm going to look at magic system only.

Without classes, your magic is slower and cap lower.
With class, depending on what the class are, you have different buffs with magic.

Logic check:
1. Your mana comes from Eldebloom. Which means if there's no Eldebloom in that particular large area means there's no mana?
2. Not everyone have these classes, you mentioned rare. Which means there are something called "Classless". How rare is it? Does these "classless" contain more than 80% of the population? If not, were they treated as trash?
3. Which of these classes contains the highest number? Or these classes were evenly given to everyone among the classes?
4. How do you cast your magic? Chants? Magic circles? Mana manipulation?
5. Is there a way to prevent magic from being casted? Aside from depleting your mana.
6. If you have classes why bother to use magic?
7. Your MC could paralyze your opponent by controlling the nerves, a rare class. With what? Magic? How far? Like sniper? Could this paralysis wear off or broken? This means in a combat 1 on 1, MC would surely win as long as he could see where his target is? Seems too broken.
 

MakBow

Well-known member
Joined
Aug 31, 2025
Messages
291
Points
63
So from what I understood, you have classes and mana.

Too many things I want to ask, but I'm going to look at magic system only.

Without classes, your magic is slower and cap lower.
With class, depending on what the class are, you have different buffs with magic.

Logic check:
1. Your mana comes from Eldebloom. Which means if there's no Eldebloom in that particular large area means there's no mana?
2. Not everyone have these classes, you mentioned rare. Which means there are something called "Classless". How rare is it? Does these "classless" contain more than 80% of the population? If not, were they treated as trash?
3. Which of these classes contains the highest number? Or these classes were evenly given to everyone among the classes?
4. How do you cast your magic? Chants? Magic circles? Mana manipulation?
5. Is there a way to prevent magic from being casted? Aside from depleting your mana.
6. If you have classes why bother to use magic?
7. Your MC could paralyze your opponent by controlling the nerves, a rare class. With what? Magic? How far? Like sniper? Could this paralysis wear off or broken? This means in a combat 1 on 1, MC would surely win as long as he could see where his target is? Seems too broken.
Without a class, you can learn various magics faster, but with a class, you accel at one field, but are much slower than average with others
1. No, there's still magic in your body. It's just that the recharge rate is slower or just outright stops in areas with little Eldeblooms or none
2. Those without a class aren't called classless since there isn't truly a gap between someone with and without aside from some benefits for the class holder. Rare classes aren't actually rare; it's just called that in-universe as that is what the majority believe. The majority do possess classes, but those without a class are still treated normally since they can still beat someone with one as a class only gives you a buff in one field and even then, you still need to learn a lot of stuff. It's just you get greater variety
3. Never thought of that since it would never be relevant in the story I'm telling
4. How you cast is up to you. Many people do it differently from each other. They do it in the way that best fits them
5. Yes, either by interrupting the casting process, magic artifacts, or just killing them
6. Classes are a buff, not a locked set of skills. They're a head start in a certain field of magic and a buff in using magic. (Example: Someone without the Tactician class can still plan out, but someone with the class will have information instilled into their brains on predictions based on probability)
7. Yes, he does use magic to control the nerves through using his magic to set modifiers, a process that involves changing the something using magic. He can do it as far as he wants, but the further the target is, the far more unlikely he can hit it, especially since he has to aim with his hand for targets further away. It won't wear off if he doesn't want to, but it indeed can be broken with outside interference. You are right; indeed, he can be broken, but that's as long as he's focused and not being overwhelmed. He also needs to be faster than his opponents. (Example: If he nearby, he indeed can paralyze them without needing to aim, but if they are aware of his power, they can prepare, or if you overwhelm him, he loses his focus. he also can't be moving too much since it can throw off his aim (Yes, even if he doesn't need his hand to aim, he still needs to properly see them, so if they do too much moving like zigzags, it will throw him off.) He's not broken in the fact everyone knows his power (From the holy capital). They already know what to expect since at the end of the day he may be a Health Cleric, but he's still a cleric, just with a few extra capabilities. Or an Oracle, who can see the future, will know his power and not confront him directly.
 

unlaumy

a person
Joined
Dec 2, 2024
Messages
284
Points
108
How important are Eldeblooms in daily life or combat situations?

Would you say that in a city (garden?) filled with Eldeblooms, the mages can use magic without limit for a certain duration? (Dunno if that's the case, but I can already picture a group of defenders holding against a siege with crazy firepower because of Eldeblooms). How about the industry? Won't they work exactly like solar panels?

Or do they work just like a rest area? The first thing that comes to my mind is those old games where you need to sleep to recover your mana.
 

MakBow

Well-known member
Joined
Aug 31, 2025
Messages
291
Points
63
How important are Eldeblooms in daily life or combat situations?

Would you say that in a city (garden?) filled with Eldeblooms, the mages can use magic without limit for a certain duration? (Dunno if that's the case, but I can already picture a group of defenders holding against a siege with crazy firepower because of Eldeblooms). How about the industry? Won't they work exactly like solar panels?

Or do they work just like a rest area? The first thing that comes to my mind is those old games where you need to sleep to recover your mana
I actually do make somewhat of reference to this in the first chapter and how my character things of them.
How they are seen as monuments of nature and they are grown everywhere in nature.
You are right in the fact that if you are nearby Eldeblooms, you get a sort of extra storage and able to pull directly somewhat as the mana mainly goes to you instead of the atmosphere. (I haven't shown this yet, but I intend to soon in the story)
Eldeblooms naturally produce mana on their own, kind of like trees in how they create oxygen, releasing their mana until the natural life cycle is over and their residue scatters, creating more, similar to how a dandelion flower works.
And in terms of recovering mana, being awake keeps the absorption rate neutral, asleep at a faster rate, and around Venoparatics, it is drained from you.
 
Top