I played it 2 weeks ago
lobotomy magic
0.7x size, 1.3x speed, 2.5x damage
fires metal needles
if it hits the target’s head then it lobotomizes them giving them the “LOBOTOMY!” status effect
this will do no damage but make them see really really bad hallucinations (stacks with insanity)
Temperature Magic
(name really sucks but here we go)
“A lost magic that irregulates the opponents body temperature by shifting them between degrees.”
- Combination of Heat and Chill Magics
- 0.9x damage, 1.2x size, 0.9x speed
- Status Effects: Simmering and Shivering
- Both have relatively low damage (5% for 15 seconds), but can be stacked
- Status is given depending on where the target is on the heat meter: warmer = simmering, colder = shivering
- Once the target is far enough in the temperature bar, the magic will “shatter” like crystal, and deal damage of the opposite temperature (because if you make something really hot and then really cold really quickly, and vice versa, it can break or explode)
- Shatter deals 30% more damage
- Deals 15% more damage against sweating or freezing targets
- And then has the normal synergies of ice and fire magic
Disease Magic
It’s an ancient magic mutated from poison and it looks like a smoke with multiple bright dots (possibly bacteria) that can be purple, red, green, between other colors. Focused exclusively on negative effects and DoT, has no impact damage.
Power: 0 (no impact damage lmao)
Size: 1.3
Speed: 1.5
Whenever you hit an attack, it can apply a random negative effect, it can be weakness, slowness, less jump… ness, can stop healing (from potion), etc.
It can also apply DoT but it is random as it’s also a negative effect.
Possible debuffs:
Weakness: Less power
Slowness: Less speed
Tired: Less stamina regen
Less jumpness (Couldn’t get a name for that): Less jump height
Hunger: hungar
Infected: DoT effect that deals little damage but scales with time and can boost other debuffs.
this is literally a reskin of fire magic but u decided to kill Metapoly along the way
Anyways
Sound Magic
Core Attributes
- Damage: 0.825x
- Speed: 1.3x
- Size: 1.15x
- Destruction: 0.5x (For comparison, Earth magic is 0.75x and Wind magic is 0.5x)
Visual Note: During charging attacks, mini shockwaves pulse beneath you.
Sound Waves
photo of sound cannon ![]()
sound wave behavior
Mechanics:
- Activation: Each attack emits a sound waves after a 1-second delay.
- In Water: Sound waves travel +10% faster
- In Solids: Sound waves travel +20% faster
- the speeds change in real time. So once a sound wave leaves a solid it’s back to its previous speed
- Shape and Range
- Sound waves are either spherical or circular, and they have 2x the radius of the attack’s AOE
- For blast spells, the sound wave forms a spherical shape.
- For sphere and shockwave magic explosions, sound waves are circular
- For pillar magic explosions, many sound waves are sent out from the bottom to the top of the pillar
- When a sound wave strikes an opponent, their body emits a small, colored sound wave (the color reflects the magic or equipment they had equipped). This secondary effect is purely visual.
Technically, sound waves should be able to go through blocking since you can’t stop sound from hitting you. However it would also be unbalanced if we did it this way
Resonance
Overview:
when an opponent is hit by a shockwave, they receive the Resonance status effect. This effect “steals” a portion of their strongest magical attribute, enhancing your own magic.
Mechanics:
- Stack Effect:
- each stack of Resonance grants you 20% of the opponent’s dominant aura setting
- for example, if they had Ice Magic. Ice Magic is strongest in Resistance.
- Resonance can build up to 100% (5 stacks), at which point you effectively gain the full defensive boost equivalent to that aura spell.
- each stack of Resonance grants you 20% of the opponent’s dominant aura setting
- Environmental Influence:
- The effectiveness of each stack is reduced by 2% every time the shockwave travels through solid objects (reflecting slight energy loss due to the medium).
- Multi-Target Dynamics:
- If multiple opponents are affected by the shockwave, the 20% bonus is divided among them. For example, if two players gain Resonance simultaneously, each contributes 10% toward your total bonus. This ensures that no single target’s aura is fully stolen if multiple players are hit at once.
Stealing from Fighting Styles and Weapons
Fighting Styles (FS):
- The Resonance mechanic applies equally to fighting style-based abilities, allowing you to steal the opponent’s strongest attribute boosts.
Weapons:
- For weapons, the aura boost is determined by the weapon’s strongest stat (including enchantments). For instance, if you hit a user wielding the Sunken staff, you acquire 20% of the aura boost that the staff would have provided.
- Since some weapons (like the Sunken staff) aren’t inherently magical, the transferred boost is scaled based on your own Sound Magic properties. Sunken staff is strongest in attack size/destruction. Therefore, at full Resonance (100%), you receive an aura boost similar to that of a Sound Magic Destruction Aura spell.
- Note: Because weapon stats are generally lower than magic stats, Resonance gives 25% per stack for weapons
Synergies
- Soaked: +15% damage
- Sandy: -5% damage
- Frozen: -10% damage
Clashing
- Sound waves have clash advantages above every ability. However, sound waves are disrupted by magic energy so sound waves give half % Resonance when they clash with another ability in their path.
Energy Magic
Ancient | raw, unfiltered energy. A magic made by mutating a ton of energy magics.
1.0x Power | ∞x speed | 0.01 Size — Due to its stats, every attack it uses is instant / all projectiles are hitscan; this applies to all imbuements. There still exists some endlag/windup.
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The magic is pure white, with glares and sparks emitting from it. Similar to a mix of Light, Shadow, Plasma, Fire, and Lightning for VFX, but all white.
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Also all its attacks pierce infinetly because screw you.
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This magic wins almost every clash, and removes most statuses upon charging, except for Blinded, Scorched, Burning, Paralyzed, Drained, and Singed.
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Vaporizes everything it gets in contact with. However, when hitting translucent Magics like Water, Glass, or Crystal, the Magic Violently bursts in multiple rays. Using this Magic Underwater will immediately cause this effect. They rays still deal damage.
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This magic has a status, its called Energized; when a victim with this status does anything that drains energy, they take damage.
If it had color variants, I’d Imagine Green, Blue, and Red would exist.
Gelid Magic
Ancient | Complete stasis, handed in a perfect frost. Made by mixing some extreme pressure and temperature.
1.3x Power - 0.3 Speed - 2.0x Size
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the magic is this Color: #385c76 i dont feel like describing it.
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This Magic Leaves a Mist Debris, which expands as it exists. Touching this debris WILL inflict damage AND the magics status.
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Its a Solid and Cold magic, allowing it to win EVERY clash with any type of heat magic. It loses to magics like Gravity, which don’t care about temperature.
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Its status is Subzero | a status that stacks up to 10, each stack lowering an opponents Agility and Attack speed by 10%. People affected by this leave mist of Ice that spread the status further. Each stack lasts 10 Seconds. Once you Reach 10 stacks, you can not be afflicted by a 10th stack for 30 Seconds.
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It stops all Heat Statuses. It does nothing against cold statuses.
If this had color variants, I’d imagine Blue’s and Whites, maybe a Black too.
Prismatic Magic
Lost | An array of many lights that do multiple different things; some kind of light and crystal mutation.
0.8x power - 1.3x speed - 0.9x size
This magic comes in every color, its an energy magic.
- The attacks from this magic leave an infinetly stacking status called Colored. This status has a synergy with the Prismatic magic, which causes every projectile that hits a Colored victim to release a random type of debris: either a puddle, pile, cloud, flame, or matter. Each stack also increases the magics damage by 1%, with each stack lasting 5 seconds.
Oasis magic
-sand/water mutation idea
-healing effect to allies called “refreshed”
-damages enemies with attacks that create temporary fields of lush plants created through magic energy
Wasteland magic
-sand/poison lost mutation idea
-deals HEAVY damage and creates an effect called “contaminated”, causing the enemy to occasionally release a burst of deadly toxic sand that hurts the enemy if stepped on.
Dreamseer magic
-sand/shadow mutation idea
-inflicts “tired” to enemies
-tired can stack upwards to 14 times, and at 14, the opponent will reach a new status effect called “dreaming” , which causes enemy attacks to become extremely slow for around 2 seconds, also causes energy regen to stop temporarily.
Protosun magic
-sand/light mutation idea
-ALL attacks have a bonus damaging radius around them that acts similarly to pulsar, can stack with pulsar for more damage.
-synergizes with burn and will inflict “fusion” status if attacking a burned
or scorched target, causing an explosion that pulls in all stage hazards for X bonus damage (X = +10% of catalyst attack’s damage added for each stage hazard created)
Uh oh, young lad! Better take that back before Vetex hears you!
I liek sand ![]()
Thermal Magic could work as a name.
At the end of the day… we are merely grains in an evermoving universe, indifferent to all causes…
but what if one was to harness such a concept into a source of power? could such a thing even be possible?
this was a thought that Chronos himself considered, and with his willpower, he created something… haunting… elegant… and powerful beyond all comprehension…
ANCIENT MAGIC: PARADOX DUNE
Mutation created from sand, chrono, electron, gravity, and wind
A bizarre, green and beige pseudo-mechanical “energy” that creates sands which seem to desperately try to cohesively string together an attempt of creating clock symbols within the grains that create the magic, though seemingly not THAT openly destructive at first, you will find that the dunes it creates hold a powerful secret capable of turning the tides in any battle… the dunes it creates form an imposing, heavy presence around them, as reality cannot help but bend around the immense chronological distortion.
Why are the dunes so special you ask? well you see friend, any projectile attack that DARES pass over them will become “TIMELOCKED”, resulting in the attacking turning dark green, held down by the sands, depending on the size of the dune, the larger attacks the dunes can “TIMELOCK”. When the user is ready, they can unlock all of the attacks they stored and send them DIRECTLY BACK to the target with DOUBLED POWER.
it lives up to its namesake as it not only causes these attacks to oppose their caster, but there’s a small chance the dunes can actually doublecast an attack, it’s rare, but not unlikely.
And it doesn’t end there… opponents who walk onto these dunes or take prolonged hits from this magic will obtain the “Time warped” status effect. as well as a new “Paradox erasure” status, which deals more intensive DoT that scales with how much the opponent is moving in battle.
2.0x Damage, 2.0x Size, 1.0x Speed, 0.975x Destruction
TIME ERODES AWAY ANYWAY
WHERE ARE YOUR FRIENDS??
WHERE IS YOUR HOME??
TIME ERODES AWAY ANYWAY
TIMES ERODES AWAY ANYWAY
TIME ERODES AWAY ANYWAY
You better write a fan story line with a pseudo-antagonost which uses this thing. Would be cool if well-written with a proper plot
“I’ve had enough of you…”
“Don’t you know?”
“I am the avatar of Mayhem.”
“Do you really want it?”
“YOUR EXISTANCE IS A MISTAKE!”
(quotes inspired by Mayhem and Violence Star glitchers from Star Glitcher: Revitalized)
Destruction Magic
An ancient magic, which fused down Shatter, Neutron, Ancient Lightning and Blaze magic, all that combined with monstrous amount of Chaos energy. All that creates a magic of scarlet and crimson colors, capable of annihilating everything.
The Absolutum.
Magic, which creates annihilative bursts that destroy everything they come in contact with. It erases all the information about the destroyed objects, absolutely devastating them. Forever. A point of no Return.
Stats:
Damage: unknown
Size: 3.8x
Speed: 1.4x
Attack Destruction: unknown
Synonyms:
Annihilation
Annihilative
Devastation
Devastating
Erasing
Evisceration
Eviscerating
Desolation
Destruction
Of Destruction
Of Despair
Chaotic
Status effect:
Annihilated - If the target is still alive, gives the target 1 minute to live if hit. Once the timer ends, it will slowly erase it, reducing the target’s HP, Stamina and Energy to zero, until devastating the target completely.
Light 2
I already talked a bit about it, but here’s it in depth.
- 999x damage, 0.1x size, 999x speed
- If you get hit by it, it immediately bans you from AO and makes your screen so bright that it always explodes your computer.
if i had a custom magic i would mix aethereal flame and blaze for that gwyn sunlight spear
Love all these magic ideas. I’ve always wanted something like this magic as this concept is part of my sand mage lore and u nailed it perfectly. If this gets added I won’t have to use water spirit weapon on sand paladin to try and replicate it ![]()
is this a custom magic
if so it’s sick asl
Rust magic
This would be a lost magic coming off as an upgrade/mutation to metal
It would mainly look like heavily rusted Iron
It has synergy with bleed
Lower dmg but a decent increase in size and a small speed increase, also has low destruction
High chance for the Tetanus effect, becomes guaranteed if the target was bleeding (Acts similarly to the “Infected” status effect you can get at Makrinaos but lasts like, half as long with slightly less dmg)
Don’t think i did a good job describing this thing
Hear me out: same damage, but smaller yet faster (as weaker but faster/bigger metal with bleed is also called earth).
The sstatus could apply if the person does 10% damage - but be guarenteed when hitting bleed (i dont like rng). The status could be a weaker bleed with slowness effect to match the spasms and “locking”.
Could come with iron and copper rust variants.
srry dude this already existed

