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Overview
Damien Black and the Nephilim
Similar to normal reality but with angels n demons
Action/adventure
History
Fred the immortal- created of the grand canyon
Rules
Current era of technology
Earth
Regular
Heaven
Areas have no gravity for sporting events.
Hell
Certain places have high gravity the damned can't escape so lazier demons can have easier pray
Energy
Many systems treat magic as energy similar to heat, magnetism, electricity, or movement. In many worlds such as Star Wars, this force is generated by living things. It could also be from astral radiation or human emotion.
Energy-based magic is easy to use because it comes with limitations. We know it takes more kinetic energy to move a big rock than a small rock, so we can imagine it requires more magical energy too. Spellcasters can’t blow up planets, because obviously that would take too much energy.
Higher beings
In some magic systems, gods or other powerful beings are the source of all magic. This is harder to work with, because the divine are technically spellcasters themselves, and incredibly powerful ones. You’ll need to set guidelines for how these beings operate so that you can explain why they do or don’t answer prayers whenever they’re asked. For instance, in Lois McMaster Bujold’s Chalion Series, the divine cannot directly influence the world with their magic. They can only work through people that do their will voluntarily.
How is it accessed and directed?
It’s not enough to have a source of magic. That source has to be available to a spellcaster, and that spellcaster needs to direct it to accomplish specific goals. The source should give you an idea for how it might become available. A substance can be traded on the market, gods can be prayed to, and individuals might be sensitive to magical energy – or maybe everyone has machines that do it all for them. Don’t be afraid to try something novel.
Directing magic can involve a range of activities, but it commonly includes these aspects:
Thoughts & will: Character thoughts provide an easy method of directing spells, but unfortunately it comes with few limitations to keep spellcasters from summoning a deus ex machina.
What are the constraints of the system?
Now it’s time to decide why magic can’t do anything and everything the spellcaster wants, whenever they want.
First, think through what magic is capable of doing in a theoretical best case scenario. It could range from absolutely anything to a single effect such as moving objects or pausing time. In Brandon Sanderson’s Warbreaker, magic is powered by a life force known as “breath.” Sanderson could have made breath do anything, but instead it’s mostly limited to animating objects and improving the caster’s senses. It can’t summon rain or make someone invisible, for instance. Limiting what magic can theoretically do will dramatically cut down the number of plot-breaking scenarios you might have to deal with.
Second, look through all the essential pieces of spell creation and casting, and think how the casting process might fail at each step. For instance, let’s say magic is powered by a substance found within the soil. Humans access it by eating a special plant that bio-accumulates it. Once eaten, the magical substance builds up in their systems until they focus their will to cast magic. Here’s how this system might break down:
Strength of will: A person’s ability to cast a spell could be compromised if they’re tired, drunk, or simply feel conflicted about their task. To make the spell work, they might have to understand the scientific details of what they want their magic to accomplish instead of giving it vague goals.
Notes
Time- studying moments in the past, & possible moments in the future
Space- manipulating gravity, matter, & other aspects of the physical world
Light- life/energy
Dark- was created to oppose Light, and saps away energy, instead of borrowing it.
Mental- telepathy, mind control, etc.
Spiritual- emotions, drawing upon spiritual energy to heal, astral projection & aura, etc.
Blood- creating bonds between souls using blood, communicating with dead spirits (I'd love any suggestions on how to make this particular branch work.)
Astral- astronomy; I think shapes & numbers could be very prominent in this, but I'm still working on the details, and any thoughts would be appreciated.
Elemental- control over nature, especially the four basic elements
Overview
Details about this universe's overview
Damien Black and the Nephilim
Similar to normal reality but with angels n demons
Action/adventure
History
Details about this universe's history
Fred the immortal- created of the grand canyon
Rules
Details about this universe's rules
Current era of technology
Earth
Regular
Heaven
Areas have no gravity for sporting events.
Hell
Certain places have high gravity the damned can't escape so lazier demons can have easier pray
Energy
Many systems treat magic as energy similar to heat, magnetism, electricity, or movement. In many worlds such as Star Wars, this force is generated by living things. It could also be from astral radiation or human emotion.
Energy-based magic is easy to use because it comes with limitations. We know it takes more kinetic energy to move a big rock than a small rock, so we can imagine it requires more magical energy too. Spellcasters can’t blow up planets, because obviously that would take too much energy.
Higher beings
In some magic systems, gods or other powerful beings are the source of all magic. This is harder to work with, because the divine are technically spellcasters themselves, and incredibly powerful ones. You’ll need to set guidelines for how these beings operate so that you can explain why they do or don’t answer prayers whenever they’re asked. For instance, in Lois McMaster Bujold’s Chalion Series, the divine cannot directly influence the world with their magic. They can only work through people that do their will voluntarily.
How is it accessed and directed?
It’s not enough to have a source of magic. That source has to be available to a spellcaster, and that spellcaster needs to direct it to accomplish specific goals. The source should give you an idea for how it might become available. A substance can be traded on the market, gods can be prayed to, and individuals might be sensitive to magical energy – or maybe everyone has machines that do it all for them. Don’t be afraid to try something novel.
Directing magic can involve a range of activities, but it commonly includes these aspects:
Thoughts & will: Character thoughts provide an easy method of directing spells, but unfortunately it comes with few limitations to keep spellcasters from summoning a deus ex machina.
What are the constraints of the system?
Now it’s time to decide why magic can’t do anything and everything the spellcaster wants, whenever they want.
First, think through what magic is capable of doing in a theoretical best case scenario. It could range from absolutely anything to a single effect such as moving objects or pausing time. In Brandon Sanderson’s Warbreaker, magic is powered by a life force known as “breath.” Sanderson could have made breath do anything, but instead it’s mostly limited to animating objects and improving the caster’s senses. It can’t summon rain or make someone invisible, for instance. Limiting what magic can theoretically do will dramatically cut down the number of plot-breaking scenarios you might have to deal with.
Second, look through all the essential pieces of spell creation and casting, and think how the casting process might fail at each step. For instance, let’s say magic is powered by a substance found within the soil. Humans access it by eating a special plant that bio-accumulates it. Once eaten, the magical substance builds up in their systems until they focus their will to cast magic. Here’s how this system might break down:
Strength of will: A person’s ability to cast a spell could be compromised if they’re tired, drunk, or simply feel conflicted about their task. To make the spell work, they might have to understand the scientific details of what they want their magic to accomplish instead of giving it vague goals.
Notes
Details about this universe's notes
Time- studying moments in the past, & possible moments in the future
Space- manipulating gravity, matter, & other aspects of the physical world
Light- life/energy
Dark- was created to oppose Light, and saps away energy, instead of borrowing it.
Mental- telepathy, mind control, etc.
Spiritual- emotions, drawing upon spiritual energy to heal, astral projection & aura, etc.
Blood- creating bonds between souls using blood, communicating with dead spirits (I'd love any suggestions on how to make this particular branch work.)
Astral- astronomy; I think shapes & numbers could be very prominent in this, but I'm still working on the details, and any thoughts would be appreciated.
Elemental- control over nature, especially the four basic elements
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In This Universe
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Characters
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Locations
From magical mountains to urban modern settings, locations are the lifeblood of worldbuilding.
Items
Books, weapons, artifacts, and other items: track who made them, who owns them, and more.
Countries
Kingdoms, countries, regions: you decide what international borders look like in your story.
Creatures
Your personal bestiary includes the wildlife, critters, merfolk, and other interesting beings of your world.
Deities
Gods, goddesses, and other godly beings in your world — every world came from somewhere.
Floras
Paint your landscape with rich flora like plants, flowers, trees, and other nature.
Governments
The organizations of your world that keep it running smoothly — or not!
Groups
Bundle your characters, locations, items, and other ideas into any kind of collection you need.
Landmarks
From the smallest statue to the biggest mountain, landmarks can play important roles, too.
Languages
Language is a bond that weaves a culture together. Are there any new languages in your world?
Magics
A source of magic often creates a multitude of spells, potions, and occasional trinkets.
Planets
Celestial bodies orbiting through space, carrying a planet's-worth of worldbuilding opportunities.
Races
Humans can be joined by elves, orcs, werewolves, vampires, dragons, and many other races.
Religions
Organizing your world's beliefs into cohesive religions can lead to a more epic world for your readers.
Scenes
Scenes are events that happen in your world, ranging in size from a nice breakfast to entire wars.
Towns
Towns can both unite and divide your characters. Keep track of what makes your towns unique.
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Everyone has something they celebrate. Honor your characters by detailing their traditions.
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