Hey! If you're having some trouble hearing me, I should sound just right if you make your browser 100% and the YT 100% and I won't blow your ears off! Also, if you're looking for a D&D community, or even a game ran by yours truly. You can join mine here @ discord.gg/zagsdomain Update: I fixed the audio and re-uploaded the video for free over on my patreon! @ www.patreon.com/TheMythWeaversLoom
YES!!! This is the kind of magic systems I LOVE! Easy for characters to learn, hard for them to master, and perfect for having a character’s entire life be based in and around! Great video my guy!!
Excellent concept, really got me hooked when you explained how arcane souls work and how they may be strengthened over time, kinda similar to the cultivation in wuxia/Chinese fantasy media. I'd love to see more of this world you're building. Also, small pet peeve and I understand if there's a reason why, but your sound is rather low. I could only hear your voice when I raised my volume up to nearly the highest, and I couldn't hear the music. If you have a way to improve on that, I think you should try. Either way, great video, and awesome art!
Awesome video. I'm very happy to see some detailed ground-up worldbuilding with proper justifications for all the various tidbits of D&D. I've been doing the same for my own setting, starting with the inception of the cosmos to justify the additional natural forces that are necessary for D&D to make sense.
I quite like your breakdown, you really remind me of Monster Garden, and i believe that you will blow up from being tiny just like they did, so, id like to say i am looking forward to see where you take your channel
Indeed indeed! The complexity of the system increases with grander and wider concepts, there are also various co-existing magic systems within the same world. One day I'll eventually have something out for all of them!
Thank you for making this video! This reminds me a lot of how cultivation works in Xianxia and I happen to have a campaign set in that setting :D This gave me a lot of ideas for how to incorporate some of the Xianxia elements I've been struggling with into D&D.
ive been desperately needing some thing to help bounce ideas off of for a magic system in my TTRPG world, and the concept is just similar enough, I love the concept and the style. Instant sub.
What you are describing is common in the battle shonen genre like Naruto, Dragon Ball and One Piece. It's also becoming more prevalent in the burgeoning cultivation fantasy and progression fantasy subgenres. There's a scene in one book in the progression fantasy series Arcane Ascension for example where the MC laments that his use of mind magic means his cognitive abilities will eventually artificially surpass that of his sister to the point that he will eventually be able to beat her in their fictional chess-like boardgame.
I have several worlds but I did somewhat what you've done in explaining magic and levels, or at least having an explanation for it in the world. It hasn't be revealed yet, but the party is only just now level 5. Spoilers for my players in Erilia below. If you see this guys, you were warned. In Erilia, the world of Humanoids is based on "Words". Words have the power of creation and were the last "divine" thing to emerge from the Primordial Chaos of The Beyond. Words are literally the shape of the world and change the shape of things they are applied to. Words, or Runes, are essentially the crystalized might of the power of the Primordial Chaos that birthed the Immortals (Fiends/Celestials/Fae) and the Gods (Deities) themselves. Magic is born from the Dreams, Fantasies, and Nightmares of beings born from the Material world wearing away the boundry between reality and fantasy. The place of magic "The Dream" or more accurately "Fantasia" only became named and influences the world in the way it does because deities took that name it applied it to an inert power The Primordial Chaos spat out, so they could make use of it themselves. Mages are born in Erilia because they have lineage from beings that originate from outside of the material world. They essentially have the words "Outsider" and "Fantasia" buried way down under their other defining factors. All mages are the decedents of deities, fiends, celestials, and fae. The source of souls, Erilia herself, doesn't produce mages, and mages leave Erilia when they die instead of return to her to continue the growth of life in the world (think cycle of souls, you are born, grow, die, your soul rendered down and split and then two people are born). Instead, the soul goes toward their ancestor (though doesn't always join them). The Fae, adversaries as they are to the Gods, erected a barrier that limits how much influence these ancestors can exert and thus how many mages can exist in any given line at a time. Doing so had the inadvertent effect of slaving them to soul of the World, who limited their influence in turn (after using them to learn about what exactly her situation is given she is otherwise blind, deaf, and silent unless something from the outside reaches her). The Fae took up Names that had to do with Erilia's nature to form their barrier, which Erilia could control like limbs given those words describe her (though the Fae obviously aren't entirely happy with the arrangement). Erilia, the origin of souls, is buried under a layers of obfuscation, because she wasn't supposed be thinking, just produce power that certain gods could consume to empower themselves for the conflicts between the Deities and The Void (entropy incarnate / negative energy). The chance was there, but none of the deities involved actually thought Erilia would become sentient, much less change the design of humanoids to be more than batteries, but beings that could wield that power through faith or will. As for Sorcerers (Freemages) and Wizards. Freemages are just raw Mages, untrained, wild, easily influenced by ambient powers and when they are they become Abominations which are their subclasses. A Freemage changes as a person when they get their Subclass, so a lot of them try to avoid it, but most of them fail. Wizards are trained mages, refined, practiced, and uninfluenced by ambient powers. Paladins (Oathbound) indoctrinate themselves so hard that they enforce their own will on Fantasia and Outsiders, thus Auras and Faithcasting as they are mimicking the power of faith through the use of words (faith in one's oath). Clerics run on belief in their deity, who can really chose any humanoid, they don't have to be a mage, they just have to survive having Fantasia stuffed into them for their spellcasting and align with what the deity wants. A prerequisite for all Clerics though it that they have a strong Faith to feed to the deity and align with the Deity's morals above everything. Druids (Shaman) do need to be mages, but they connect themselves with Erilia and the world to protect them from the things that influence Freemages. Warlocks don't need to be mages, but get their magic from Pacts.. Words that bind them to a being with magical power (possess the word Fantasia somehow), thus why they are Charisma casters. There is a Psuedo-genetic quality to mages. As if your parents have Fantasia within them, you are more likely to have it, but humanoids can randomly acquire Fantasia during their life, explaining how a person could not be a mage and then suddenly become one and how deities give people magical power. A person can also lose Fantasia later in life, thus how deities take back their magic, and how some spellcasters can have their magic sealed entirely. They either lost "Fantasia" or "Fantasia" became modified. As for leveling, this happens as a living being strips off and adds new words onto themselves through experiencing strenuous life threatening events. Essentially, you gain levels by defining yourself through events that could end you. This is also why you don't gain levels beyond a certain point. You can't reach level 20 fighting wolves, no matter how long you spend doing it, because after a certain point they stop being a threat entirely. You learn nothing new about yourself. So, as you are leveling up in Erilia, you are figuring out what your true name is.
Something that I've done to my sorcerer subclass homebrews and homebrew rewrites are making sorcerers break away from their mortality with their subclass features. Stormborn(Storm revised), Emberborn(Pyromancy Revised), Psionic Mind(split Aberrant mind), Mystic Soul, and Vitriol Veined sorcerers eventually gain an Elemental form. Phoenix Flared sorcerers turn into Celestials and Anomalous spirit sorcerers turn into Aberrations. The idea is that such sorcerers eventually become their specialty. Sure, Draconic sorcerers *use* the elements but they are not masters of such elements.
Neat concept. Do you have this figured out mechanically yet so it can be played? Just asking because I'm looking for new magic system ideas to try in a campaign. I'll check out your other videos! BTW: was going to comment on your audio being like 25% what it should be but it seems like you fixed that in recent videos so that's good!
Depends on if you've got the magical equivalent of a gun or not, with the equivalent required caliber for the job. If they're made of magic, then draining or scattering that magic would hurt them as well as any bullet or explosion. Hell if they don't got a physical body anymore you could hypothetically bind them to another living object to siphon their magic off, like using their soul as a fertilizer to grow a tree great.
@@fallatiuso here's the thing, the equivalent of guns in this world are people powers, so to beat an arcane monster you would need more than a single party (in the same way you would need more than 5 people to beat a bear, a lion, or a bull)
@@inigo-montoya That's very reasonable. If you're going up against a powerful foe then it makes much sense to require a bigger party to succeed than if you went alone. After all if a single regular person could beat it without sharing its fate then it wouldn't be such a danger i assume.