> You can't use magic in combat against most NPC. (You can use it against aliens though.)
> You can't use magic to harm, not even against alien.
> Most mage can only cast magic once or twice in an episode though.
You're asking about how to limit your magic system more, but it already sounds very limited, if powerful. Speaking in Dungeons and Dragons terms, your system is basically giving players a Wish or two per episode. I think you have the right idea to limit the number of times players can wish for something as much as possible, because it could take a while for a player to get across what they want to do each time, and it's also very easy for them to exploit some part of the game that you didn't account for if the mage has an extra wish.
> b. God is GM. You negotiate with GM to lessen the difficulty.
What does this mean in the setting? Does God just make you luckier, or does he partially solve a puzzle for you or something like that?
In my world, the fastest way of sending long range messages is to send them via Bluron birds. This strange blood drinking bird with its red eyes is used as a messenger bird in the Empire of Lumiaron. The birds will find any person whose blood they have consumed last. They are capable of flying from one end of the Empire of Lumiaron to the other in three to four days, depending on flight conditions. Messages are most often encoded incase the birds are intercepted. The blood of the person that the message is addressed to must be ingested by the bird just before flight and again on arrival. The bird is capable of carrying small packages or messages, however they can carry at most one quarter of their own weight, with proper training. The sender requires a crystal-cake or a vial of the receiver's blood. If the bird drinks another human's blood before delivery, the homing signal will be lost.
The bird in and of itself is a natural magic user.
Also, I finally DID IT! haha. My first book, is on presale now at Amazon and releases on 10 September :) The Hidden Blade by Marie M Mullany Can't believe I've finally reached this point.
If you aren’t aware of it you should check out Arakis book: Manga in Theory and Practice. It gives a lot of insight into how to create this type of series. It does heavily focus on shounen series creation though which may be what you’re after.
https://roll20.net/compendium/dnd5e/Spells#content go down and read the components section.
It says you only need 1 or more of them, meaning you can cast fireball with a shout, whisper, hand gesture, dance, or the material component it specifies.
It never says what verbal and somatic components you need for any spell. It's completely based on how you want to roleplay.
Taking the cantrip light as an example you can say "light" and it can appear as any color light you want ot to appear as. No change in tone for changing color, no word change. Just thinking about it is enough.
Clark's already written a book that could help you, u/Ammotrix, - Restrictions May Apply: Building Limits for Your Magic System - and he's working on another, The magic System Blueprint.
Recommended reading: Restrictions May Apply: Building Limits for Your Magic System and The Magic System Blueprint by Magic Engineer u/CRRowenson
Discussion about your system aside, there's a novel called The Founders in which people can write runes into an object, and that object will obey that command. So MC "hacks" those objects by making them believe the rules are something else, or by introducing variables where it was supposed to be a constant.
As an example, if MC wants to open a door, and the door is programmed to only open once per day, MC would convince the door that a day is actually 1 second because nobody told the door, via runes, that the day was 86400 seconds. Pretty interesting system.
Is that the first book in the series? What I'm looking at on Audible says it's book 5. Is it possible to jump straight into the middle of the series like that?
https://www.audible.com/search?keywords=master+of+five+magics&ref=a_search_t1_header_search
Thank you :) If you're interested in more I made a second post about it over here
> I also have a distaste for "Help me create limitations for my magic system" because they've heard a misquoted version of Brando Sando saying "Magic systems are better if you artificially enforce arbitrary limits on top of an existing structure".
Most of the time, I deal with such posts by ignoring them or mentioning Restrictions May Apply: Building Limits for Your Magic System.
First and more important, the icons within the tokens are not my work and come from <strong>game-icons.net</strong>. This is a great icons database with a lot of fantasy/sf stuff that you can use for free (LCC 3.0).
First, it's not either hard or soft, but a continuum.
Second, you can have a single magic system with parts you explain to the reader because the characters understand them, and other, larger parts neither the characters nor the reader will understand. The former can be hard enough for problem solving, the latter can keep the system as a whole soft enough to give the reader that "presence" feeling.
The astronomical phenomena are ideal for a soft rational system with a small part that's hard enough the characters can use it.
Recommended reading: The Magic System Blueprint - especially the parts on Stargate SG-1.
Sounds interesting! I have a science fiction take on mind painting in my book by that name: https://www.amazon.com/Mind-Painter-Tom-B-Night/dp/B08NDVJ3C8/
I recommend pretty much all of Shadiversity's channel, as he has a lot of videos on swords and other weapons. In particular, his series Fantasy Rearmed explores the best weapons for/against magical creatures, like dragons, elves, etc: https://youtube.com/playlist?list=PLWklwxMTl4sxf_Yvz8ePW7tcpDnhGpKV_
Also, to see how one technological advance can impact many, many other, very different fields, I recommend the BBC's Connections series, an oldie but goodie. You can buy it on Amazon (or find it on YT.)
For example, caterpillar tread wasn't invented for tanks, but for tractors, and automated looms lead to modern computers.
This workbook on creating limitations for magic systems could help you harden radiance.
Restrictions May Apply: Building Limits for Your Magic System
There's a game on the google play store called Elemental Dungeon, so playing that for a few hours might give you a better feel for how to handle your variety of elements.
I stopped playing it a while ago, but as far as I remember, higher tier spells would usually form as some sort of combination of the mechanics and element of the first-tier, uncombined spells. The spells grew more powerful and typically become less clearly inspired by the original elemental spell's mechanics by the time they'd reached the final third tier of combined elements, however.
They also made it so you could unlock different varieties of the third-tier spells and apply them so you would get a new outcome when combining them during gameplay.
Of course, the scale in which the elements and therefore combinations appear are far less than "a few thousand", so it's not a perfect comparison. However, this is probably one of the better available comparable apps available, at least from what I understood of what you described.
Sorry for the late reply (New Years and all that!)
You can find it at the link below. For some reason, Amazon doesn't let it show up unless you search both the name AND the author....
I'd recommend picking up a copy of Isaac Bonewits' Real Magic. He goes into some detail about applying science to the study of magic, including psychokinesis. You might also, if you're incredibly curious, pick up his gaming supplement Authentic Thaumaturgy, but I've always gotten more gaming and magic system design use out of the former than the latter.
Reminds me of this book, Spaceland that I got out of the library in college. IIRC, the author mentions Flatland as an inspiration, though the writing style is very different from Flatland.
Your intended uses for it are broader though, from what I remember; cool idea. :)