Design Concepts for Upcoming Magics
Introduction
Hi so I’ve been creating a bunch of detailed design concepts[1] for some upcoming confirmed lost magics for fun and I just wanted to share my ideas (bc why not). I will probably be adding more to this topic over time
These are not suggestions nor am I trying to propose these as the actual designs for their respective magics, this is just a topic to hold my collection of ramblings for people to publicly view if they want to for whatever reason
Please note, however, that despite my efforts to balance them somewhat, I promise you it is absolutely not perfect at all. Especially since I (shockingly) am not able to test these in practice/actual gameplay. So please take that into consideration and put down your tomatoes when looking at all the numbers and stats, but please still feel free to give feedback/criticisms
If you want to, you can even suggest upcoming confirmed magics for me to try and make my own takes on next, though I might not do them if I have absolutely no idea what to give them or if they have confirmed mechanics that don’t give much room for creative freedom/flexibility
Information
Base HP & Base Damage
Base HP = 91 + (User’s Level × 9)
- Excludes blood disease(s) and dragonblood blessing
- At level 175, Base HP is 1666
Base Damage = Attack’s Damage Affinity × Charging Multiplier
- Essentially damage dealt excluding power, synergies, and external damage buffs, but still affected by blocking/parrying
- Identical to what Regeneration’s lifesteal scales off of
- Prevents unwanted double-dipping[2] and balancing issues from power
Why do some mechanics rely on the user's Base HP?
Some of these concepts have central mechanics that rely on or scale with damage dealt[3]. However, the issue with scaling based on the receiver’s Max HP is that these mechanics would royally and utterly tank in fights against opponents with high Max HP[4]
Scaling based on the user’s Base HP will still allow these mechanics to scale with damage dealt, but it will be relative to the user’s current power level rather than also being based on matchups. Additionally, it prevents extreme scenarios, such as mechanics being unintentionally overpowered against low Max HP targets[5] and as stated earlier, negligible on high HP targets. It probably isn’t as immersive, but imo it’s probably more balanced
Template
This is for if anybody wants to copy the format I use for whatever reason, like maybe if you wanted to use it for a custom magic idea
Do note that directly copying from here will put it in the hide details feature, so maybe paste it onto like a google doc and then copy it again from there.
Template Magic
Allows the user to swiftly and easily copy and paste this template and make it their own, subjecting any unlucky adversaries to ideas and yap.
_x Power
_x Speed
_x Size
_x Destruction
Overview
Summarize your magic, its mechanics, its weaknesses, its type (base, lost, ancient, custom), etc.
Magic Mechanics
- Describe status effect application, hazard creation, special innate mechanics, etc.
Status Effects
Effect
Hi my name is effect! This is the effect description.
Describe in detail what your effect does
Interactions & Clashing
- Explain how its attacks and hazards interact with other attacks and the environment
Synonyms
General
- Words used for spells. Can include separate sections for variant exclusive synonyms
Variants
Variant 1
Describe what color(s) your variant gives and for what specific aspects
Arcanium Stats
- Must add up to +100% stats (or around arcanium stat EP)
Design Philosophy
Glorified yap section
List of Contents
Lost Magics
Ancient Magics
- lmao none yet

does not include actual visuals/vfx, however ↩︎
for example, if a special DoT’s duration increased based on damage dealt rather than base damage, high power will be increasing both the DoT’s damage and its duration, disproportionately amplifying it ↩︎
or more specifically, base damage dealt ↩︎
dragons, high-level Atlanteans, defense stackers, bosses (especially with other players), etc. ↩︎
negative defense, blood disease(s), etc. ↩︎