Sound Magic Concept

not to be mistaken for a suggestion. This is just a cool concept I thought of and want to hear your thoughts on this. If this was a suggestion, Vetex wouldn’t add it 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 sound waves pulse beneath you.


Sound Waves

photo of sound cannon :skull:


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
    • if total resonance goes above 100%, it “shatters”, deals 30% damage of a blast to the opponent and resets to 0.
    • Each stack of resonance takes 12 seconds to go away
  • 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

Interactions

  • Soaked: water makes sound more intense +5% damage
  • Frozen: ice makes sound even more intense, shatters ice and +10% damage
  • Sandy: clears Sandy +5% damage
  • clears Dreaming status effect (ofc sound will wake you up)

Clashing

  • Sound waves have clash advantages above every ability. However, sound waves are disrupted by magic energy
    Clashing with earth: 1/2 resonance, -25% damage
    (ill update this later)

1 Like

Suggestions fell off so hard after the mass accepting nobody bothers to even suggest shit there

It’s a concept not a suggestion Albert Einstein :sob:

then go to one of the twenty billion make a magic topics (mine is still the best fr)

nah I wanted to make this standalone

okay fair also sound ebg is pretty banger

Go go Gadget: blow their ears out!

Sound is supposed to be the loudest magic in the game and can be heard from far away :skull:

I think it would have low hz tone for larger spells and high hz for small spells

just watch ninjago season 4 smh

Time for Lavender town incident part 2

What would this magic sound like?
Like, a howl? A screech? Microphone feedback?

the one bro with a shit microphone

1 Like

Loud bass
Prob like this except with an echo at the end when the sound wave
These aren’t the visuals btw, just for sound reference

edit: apparently streamable was stupid and deleted the video… will have to reupload

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so the notify every bounty hunter nearby magic

3 Likes

yes pls come so I can blow up your headphones

the leap is silent btw. Some small spells like leap will be silent since they are above human hearing level

lightning magic would still be louder

Pretty cool, resonance seems kind of weird since it kinda doesn’t fit with the general theme of the game.

I am a suggestor but I would probably avoid doing lost magic or ancient magic concepts since I feel like vetex already has them planned out or won’t change the plans.

1 Like

well sound magic is supposed to be high quality and magical sound. The magical aspect is what gives you the opponent’s buffs and the sound itself acts as a catalyst for that. Carrying magical properties and effects across sound waves. It’s similar to how boxing has wind magic energy in it