what
Table of Contents
If you want the (relatively) brief explanation on what this whole thing is:
rovi’s fantasy thing[1][2] is a fantasy universe I’ve been mocking up. It initally began as a quick mockup for one of those elemental magic systems you see in other media, but I started fleshing out other parts of the world, and then eventually made this website to show it off if someone ever asks.
One of the main ideas of the project was to give a fantasy universe for people to create original characters. Specifically, self-insert characters who have cool abilities and are good at fighting. I have a whole page on doing so if you’d like to check it out.
Magic/Combat System
The magic/combat system is the core of this fantasy universe. I want cool fights where everyone’s trying to figure out who has what powers, how they utilize said powers, and how they can counter it. To have that, I need systems and mechanics that can support this.
In general, only people with magical powers participate in combat. This is because magic is strong and training people who can’t use is normally a waste of resources.
People who perform magic are called sorcerers[3], but also mages, spell casters, among other things. Whatever sounds cool in the moment, basically (although sorcerer is the default).
Elements
Main Article: Elements
The elemental magic system was the first thing I came up with. It is tiered, meaning elements are not equal in power.
The best way to explain it is the table:
| Chaos | Soul | Ethereal | |||
|---|---|---|---|---|---|
| Power |
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Power |
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Power |
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| Control |
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Control |
???
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Control |
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| Efficiency |
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Efficiency |
???
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Efficiency |
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| Versatility |
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Versatility |
???
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Versatility |
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| Ice | Fire | Lightning | |||
| Power |
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Power |
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Power |
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| Control |
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Control |
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Control |
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| Efficiency |
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Efficiency |
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Efficiency |
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| Versatility |
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Versatility |
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Versatility |
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| Physical | Wind | Earth | |||
| Power |
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Power |
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Power |
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| Control |
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Control |
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Control |
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| Efficiency |
●●○○○
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Efficiency |
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Efficiency |
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| Versatility |
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Versatility |
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Versatility |
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The vertical layers represent the three tiers of magic. To summarize (from bottom to top):
- Low Elementals: Basic, but reliable elemental magic.
- High Elementals: High power, higher cost elements.
- Concepts: Powerful and/or reality-bending.
Because elemental magic is the most commonplace, a sorcerer typically refers to someone who has an affinity for it, even though it means anyone who uses any magic in technical definitions.
To use an element, one must have an affinity for it. Sorcerers almost always have a single, dominant affinity. Some may have a secondary affinity, though it is extremely rare to have more than one of either.[4]
Divine Power
Main Article: Divine Power
Divine power comes from agreements with the gods to transfer some of their power to the mortal plane. Most of the time, this is just them “blessing” a weapon, making it stronger in some capacity. People can be buffed directly, though that tends to cause problems for both the individual and the god giving the power.
From my creator viewpoint, divine power is here to let me have cool powers that don’t necessarily follow the elemental system. Stuff like blessed and cursed weapons, soul shenanigans, and complex abilities that force the user to act in a certain way.
Non-Elemental Magic
Non-elemental magic (that isn’t divine) techncially exists. The only way to use it would be to form an agreement with a God to allow for a forced affinity of sorts, making any usage of non-elemental magic a strange hybrid between elemental and divine power.
At the time of writing, I have not used this in any capacity, but I’m noting it down to cement that it does exist—even if it isn’t used.
Rule of Cool
I will note that despite all of the rules and worldbuilding set up for the combat systems, I will typically make exceptions and modify stuff if I think it is cool. There’s definitely some gray areas regarding how the world operates because I simply wanted something to happen (chaos magic) and shoehorned reasoning that I thought was good enough.
Basically, don’t be surprised if some combat rule doesn’t make much sense when you look into it. I’m mostly just interested in what sounds cool.
(Although, yes— I do want to keep the logic of the world relatively consistant.)
OC’s (and other user content)
As mentioned, you can have your own characters. You can also do other stuff, like short stories.
Any content you make will be kept in a personal user folder in the websites source files. For my own sake (and to prevent link rot), all of your pages will be kept in a part of the website with your name.
For example, despite my character’s name being Lucien, the URL to view it is at /rovi/ and not /lucien/.
If you have multiple pages, I’ll do something like /rovi/page-1/, and make the root page a list of sub pages. Or something.
Guidelines
The general rule is that it needs to fit within the universe.
(I am aware this is vague.)
Power Scaling
In terms of power level…just don’t make them too strong. The magic system effectively has predefined levels of power if you want to just use that, but divine power doesn’t have a real limit, so you could technically just have a “weapon that will kill any mortal in one hit,” or whatever.
A guideline you can follow is that strong sorcerers will never be invincible. No matter what situation you’re in, no matter how strong you are, being one person against multiple—let’s just say against ten sorcerers, in a flat arena that you can’t run away in—is an impossible situation to win in.
This isn’t to say that a strong sorcerer can’t handle a whole horde of opponents by themselves, but raw power level taper off as skill increases. Training for 100 years does not make you 100 times stronger than someone who has only trained for 1.
Something like that, anyways.
Backstories/Lore
This world is barely fleshed out, so it’s expected that you may just want to come up with a fake kingdom because none of the two or whatever fit your ideal character. Perfectly fine, of course, but if I can ever pull myself together and flesh out the world, your work would be technically incorrect.
Which would be fine. The main point of the characters is how they fight, anyways.
alternatively known as my fantasy au, magic/combat system, the name of the original Google Document that I wrote this all in: pending name - magic/combat system, or some other varation of [name subject to change] ↩︎
Yes. I will give this thing a proper name. At some point. Hopefully. ↩︎
Elemental magic is the dominant form of magic by an extremely large margin. The amount of sorcerers that don’t use elemental magic are so scarce that to specify an “elemental sorcerer” makes no sense in almost all situations. ↩︎
Every person in the world can be thought of as having a numerical value for each element that exists, representing their affinity level. Commoners have all of these values extremely low, sorcerers have higher values, with one or two that shoot up significantly higher to represent their dominant and secondary affinities. These values are based off of one’s soul, and cannot be altered. ↩︎
