Wait, so gerson said that humans used up all their magic creating the barrier. But humans also don't have magic in deltarune. Obviously, monsters aren't sealed underground there. Did they do something of similar scale in that world? involving the dark worlds, maybe? the prophecy?
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In the 10th Anniversary Stream, it was revealed that humanity lost the ability to do magic after creating the Barrier.
So what does this say about Clover?
With zero training, Clover can fire magic bullets of varying intensity, enter people's memories, dash at superspeeds while phasing through enemy attacks, perform healing magic on himself, and possibly even more in the future.
Clover isn't just a powerful mage. He's a powerful mage in an era where no mage should exist.
Okay so putting this here bc it'll be relevant in an upcoming fic chapter.
In my interpretation of the Undertale universe's soul/magic system (just the og no special aus or anything) is that souls are the source of all magic.
The reason why human souls have color and monster's don't is because of their soul's main traits/attributes directly affect their soul's magical capabilities.
Human magic heavily depends on what color/trait the soul has, which while more restricting gives them a higher magical output.
Monsters wield a greater control of magic and can experiment with different types/shapes, but can be more draining as a result.
In early stages of human life their soul's start off the same color as monsters do, over time it starts to gain color (around toddler age is when colors start to appear). As humans grow up their soul will gain more colors and will eventually solidify as one color after reaching adult hood (roughly).
Which means that for humans their main trait can change overtime, but will eventually settle at some point :)
I suppose for my first post here I can start with something simple that everyone should be aware of. The basics of magic. Now, naturally, magic can work in several different ways in different universes as this is a multiverse, but it tends to follow the same bace principles.
As we all know, magic flows through everything in the multiverse, with few universes being an exception to this rule. Magic makes up a core part of all living beings, our SOUL's. SOUL's are compact balls of magic bringing us life and are where our usable magic admits from. Of course, there are exceptions to this, our most well known example being Ink, and how Flowey's use magic without a SOUL is an interesting topic. However, those can wait for another time. Magic makes up the typical monsters form and hardens to offer protection to the SOUL. Now, obviously ghost monsters are an exception to this as their magic never hardens. I will elaborate more on this when I speak in monsters sub types.
Now, how magic is used. We all are aware that magic is heavily efected by one's intent. It can be as harmless as one wishes for it to be, or as deadly as on wishes for it to be. However it is important to keep in mind that strong emotion also has an effect and can cause the outcome to differ from your intent.
L.V., L.O.V.E., or Level Of ViolencE, is what determines how much power one has in their attacks and how easily that power can be controlled by the user. I will be referring to this as “level” for simplicity's sake. The higher one's level is, the stronger their magic, but that also means that the magic takes more effort to control.
Our studies found that the level in which magic becomes more difficult to control varies between monsters and humans. For monsters, that level tends to be around level 15 on average. Monster class does play a role with this number at well. As for humans, their magic control begins to falter at level 10. However, this is only when control over magic begins to take more effort. When magical controls become near impossible is a far different number.
Most of our data for this category is from Fell variant AU’s as they statistically have more monsters with high levels in comparison to other AU’s due to their unique culture. Our studies found that magical control, in monsters, becomes most difficult to control on average at level 35. As for humans, we feel that our data may be less accurate here as we didn’t have nearly as many humans with high levels that we were capable of guaranteeing our safety when interacting. But, we found that level 25 was the average for them.
Now, in our fond data it is apparent that humans find it harder to control their magic sooner than monsters tend to. This leads to the question of: Why? Well, we’ve come up with a hypososis. We believe that this difference comes from the difference of the matter that makes up monsters and humans. Monsters are made up of magic, it is the essence that fuels them, with few exceptions within the multiverse. This is why magic comes naturally to monsters, almost like instinct. This also allows monsters to hold more magic and more easily control it. On the other hand, humans are physical beings with a less compact SOUL and a very limited magical capacity. We believe that this hinders a human's capacity for magical control.
Another aspect that monsters and humans differ in is there reactions to magical deficiency and magical overflow. A magical deficiency occurs when a vast majority of ones magic has been lost, while an overflow is when one magic exceeds it's typical resting levels. However, this is a far longer topic that I'll save for another post. So, this will be the end of my first official post here. Thank you.
To explain Klezmer's magic is a bit hard but I figured this one is the best one to give you a general idea as to how they work and how they are made.
Unlike Error, Klezmer spent many years training endlessly to have full control of his glitching magic. He is not a very lazy person in the sense of his lethality. He doesn't rest when it comes to wanting make sure he can kill something. But his Ribbon Spears is one of his favorite and most versatile creations.
Yes. Creations.
He can in fact create things to a certain small degree. It was rather simple for him in concept but it wasn't exactly easy to do.
His strings cannot be cut by anyone other than another error, which makes his Ribbon Spears far more lethal and dangerous. His Ribbon Spears are his strings woven together in a giant ribbon that can turn into a spear by weaving and curling in on itself in an almost eldritch way.
They are masterful creations of hyper-concentrated Blue Magic into a lethal near invisible point. If hit by one, depending on the tension, momentum, and spin they are given it can range from a shotgun to a nuke with the precision of a neurosurgeon.
If Error is one of those weird crackheads on 14th Street, Klezmer is a college graduate with a PhD.
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Trying to come up with the magical abilities for each soul trait as well as a few additional soul traits. Each has a soul effect, battle magic, and a skill that can have various effects. Trying to have it so that most of the magic would be useful both offensively and defensively.
Here's what I have so far:
Those with Power as a main trait have the skill to bend the rules. They can do things in and outside of battle that they technically shouldn't be able to do. (Asgore breaking the Mercy button, Frisk moving the battle box to attack sans, Frisk's soul re-fusing as well as resisting Asriel’s one attack) Due to this, they can learn the trait magic of any trait they possess, but with boosted effects (True reset wipes all memories for example) Their battle magic can lower their opponent's max HP. I haven't come up with an idea for their soul effect. (Possibly being able to flee even in instances where a monster is unwilling to end the encounter?) Monsters are limited in how much they can do outside of normal means, and are unable to perform the skills of other traits.
Those with Determination as their main trait have the skill to save, load, and reset. It is not dependent on whomever is the most determined, rather anyone with a Determination soul can use this skill. (I have a different reason why Flowey becomes unable to) Before humans lost their magic, Saving and Loading were common, but Resetting was extremely rare, as a Reset would return someone to the point their trait presented itself, meaning that it would take someone back to when they were first born. Only those with Determination as their main trait could remember what happened before a Load, while those with other main traits would have varying degrees of Dejavu, depending on how much Determination they have. Their battle magic takes a certain amount of HP from someone else and grants it to them, or can be used on themselves to give someone else some of their HP. Their soul effect is to be invulnerable for a period of time after being harmed. Monsters don't have strong enough souls to save or reload, nor to properly remember loads. Instead they only vaugely remember what happened, as if remembering a dream.
Those with Patience as their main trait have battle magic that can be passed through if someone or something is stationary. It can be used to limit how someone's opponent can move, or as a sheild against moving attacks or objects. It's stronger as a sheild than regular magic, due to the inherent mechanic of the magic. I haven't come up with the soul magic or skill for Patience.
Those with Bravery as their main trait have battle magic that can be passed through if someone or something is moving. It can be used to keep an opponent on the move or having too much time to come up with a strategy. I haven't come up with the soul magic or skill for Bravery, or a way their battle magic could be useful defensively. (Possibly a dash mechanic for the soul effect)
Those with Perseverance as their main trait have the skill to take less damage when low on HP. Their battle magic causes rolling damage instead of full damage. It's commonly used on oneself, but can be used against someone else as sort of a warning. Their soul effect is to confine the soul and attacks to a set path, either making it harder for their opponent to dodge, or easier to predict where the attacks will come from.
Those with Kindness as their main trait have the skill to heal over time, even without using spells or items. Their battle magic is healing magic. It can be used to heal themselves, or someone else. Their soul effect confines the soul to a set point and gives them way to sheild oneself. It can be used on someone else to keep them trapped either to peacefully subdue them or make them easier to attack, or on oneself in order to defend from oncoming attacks.
Those with Integrity as their main trait have a soul effect that enacts gravity on a soul. It can be used to limit how their opponent moves, or as a way to quickly drop out of range of an attack. I haven't come up with battle magic or a skill for Integrity yet.
Those with Justice as their main trait have the skill to tell if another person has previously done harm. Their soul effect allows them to fire shots of concentrated Justice magic, which can be used to destroy oncoming attacks or to attack an opponent. Their projectiles deal damage depending on if their opponent has harmed another. It doesn't do any damage to someone who hasn't done any harm, but will deal great amounts of damage to someone who has hurt many. I haven't come up with battle magic for Justice yet.
I want to come up with ideas for a few other traits and their magic as well, but have no clue where to even begin other than there being a pink soul trait due to Mettaton. (Though Dedication seems to be a common idea for that, so I may end up using that)
My idea is that soul color shows someone's main trait, but secondary trait battle magic and soul effect can be learned. Skills are limited to what someone's main trait is (aside from Power, which is an extremely rare trait)
Everyone has multiple traits in addition to their primary and secondary, but they can only be brought out through a soul effect cast on them by someone else. Though if a certain soul effect is cast on someone who doesn't hold that specific trait, nothing will happen.
Monsters are limited in how they can use trait abilities, due to their souls being weaker. I'm not sure how that would function with most traits other than Power and Determination.
I'm considering having Mad Mew's mechanic being unrelated to traits, and instead, it somehow has Frisk and Chara each control half of the soul.
Though trait and magic ideas for that wouldn't be unwelcome, either.
The lasso and DANZA mechanics from UT yellow I'd be interested in including as well, if anyone has ideas there. Personally, Axis's trash can lid mechanic I see kind of as a version of the kindness soul effect, just not exact due to Axis not having a soul, and therefore not actually having a trait.
Starstruck, as a monster, has magic and attacks like any other! They will all be explained in this info dump! :D
The information will be under the cut!
Check out other Starstruck posts:
Meet Starstruck!
Starstruck's Design 1.0!
Starstruck Fear Info Dump!
Starstruck uses three colours of magic:
Blue
Orange
Green
All of these magic colours exist in the original Undertale game! But, just in case you didn't know of them, I will be explaining them below.
Blue:
Blue magic is the most well-known of all the magic colours in Undertale! It causes the player's soul to be bound to the ground, turning the bullet hell into a platformer.
Another way Blue magic is used is with the attacks! When an attack is made of Blue magic, the soul has to stay still when passing through it. Blue magic attacks are often in the form of moving bones, Asgore's attacks or Gaster Blasters!
Orange:
Orange magic is still a big part of the Undertale battle system. Ingame, it does not have a soul version, but the community has made multiple fanfights including an Orange soul. The gimmick is that the player has to keep moving when their soul is Orange, or else they take damage.
The original use of Orange magic is with Asgore's attacks, where you have to move through them or else you take damage. It is the same here!
Green:
One of the lesser-used magic colours, exclusive [from what I've learnt playing the game] to Undyne. Starstruck did not originally have this magic colour, but growing up in Waterfall, they had become friends with Undyne and was taught by her.
Green magic turns the soul Green, forcing it to stay in one spot with shields as its only defence.
A cool fact about Starstruck's magic is that they can summon fireflies when it is dark. They form from their halo, which also glows in the dark by itself. The halo is made from pure pent-up magic, as they have a small body in comparison to their magic wield. [They are 3'8, based off of Ink's height! ^w^]
If we're talking about their regular magic that forms their soul and appearance, it is a Yellow colour. It does not have the effects that Undertale's Yellow does but is simply the colour that makes up their ecto, eyes and other external magic. All of their bone attacks, including their weapons and Blasters, are an off-white Yellow due to the magic.
Moving onto Starstruck's weapons of choice, they own two dagger-like bones. They do not use them often, as they are a more peaceful-minded monster and do not wish to engage in combat, but they are still fond of the weapons.
A more common use of their weapons is during hikes up mountains in AUs that have them, or to add markers to know where they came from! The glowing magic at the end of the dagger-like bones can create a glow that stays for hours at a time, so digging them into the ground to create a path is reasonable.
Last but not least, their Blasters! They can use all three magic colours that Starstruck owns, turning the soul affected by the blast into whichever colour was used! They can summon up to ten at a time.
Their Blasters are massive, much bigger than they are, double their height when laid beside them!
That's all about Starstruck's magic! There are other guessable types such as simple bone attacks, but they're the same as Undertale's Papyrus and Sans, so I didn't feel the need to go into detail.
Thank you to everybody who read up to this point! :D
Some headcanons I had about how elementals work. Open to adjusting this, and obviously not every elemental will fit in such neat boxes. There will always be variations or unique monsters or even groups of monsters that do not conform to these things.
Introduction
There are many different types and subtypes of elementals, the main categories of which change depending on the local cultures and mythologies. The four basic categories most will be familiar with, known as the classical elements, are fire, earth, air, and water. Some cultures added void or aether to this list. Some classified air instead as wind. Some cultures did not have this sort of concept at all.
China's Five Phases system, for example, had a generative cycle and a destructive cycle using wood, fire, earth, metal, and water that they used to explain how various interactions and other things occurred instead of as a means to describe the makeup of various substances.
For the sake of simplicity, I will be confining myself to the four commonly agreed upon classical elements.
Associations
Being creatures either inspired by classical myths or that inspired them, monsters and elementals alike tend to vary a bit based off of their local culture. In a way, we see this the best in what I imagine what River calls 'conceptual' monsters (such as Temmies, Tsunderplanes, and other 'meme' based monsters). How they function and what they look or act like changes based off of how they are thought to function or act (which ties into a completely separate theory about how human SOULs influence their surroundings but I'll likely write more on that later).
Fire is generally considered hot and dry, but some cultures associate it with destruction whereas others consider it to be the opposite, creation. Or sometimes even change, wisdom, passion, or kinship.
Earth is thought to be heavy, stable, and solid. The ancient Greeks also considered it cold. Some others think of it as sheltering, loyal, or strong.
Air is associated with freedom and breath and sometimes also communication, intellect, or energy.
Finally, Water is wet, obviously. Ice and snow for some, the warm tropical waters to others. Emotion and intuition, sometimes even fertility.
All of them have an association with life in one culture or another, which makes sense considering that elemental monsters are indeed alive and not simply their element animated.
Types of Monsters in the Underground
Which brings me to the point: most elementals likely have needs that are a bit different from the common, everyday monster. Have you noticed the kinds of monsters you see in the Underground? Fire monsters? Everywhere, practically. Makes sense, considering the mountain is a volcano. Earth monsters? A few yup, with a lot of mixing with the fire elementals. Also makes sense.
Water? Yeah sure there are plenty, but they're mostly fish or other more biological creatures instead of more elemental type monsters and almost all of them live in Waterfall or Snowden.
And Air? I couldn't find any, could you? Just a few birds, which is a bit of a stretch in my opinion when we're talking about elementals.
Elemental Starvation
My aforementioned statement about elementals probably having different needs from your average monsters? That all is what spawned the idea.
I posit that most elementals probably need their element to be around. That association earlier I mentioned, that air is sometimes called wind in some cultures? The Underground doesn't really have wind, does it? The air that it has is probably fairly stale, and I'm certainly not seeing much in the way of freedom down there.
This means most air elementals would be missing both a core feature of their element itself and a very common cultural association. Any air elementals that did make it to the Underground probably didn't last long, and the ones that did likely didn't have to worry about that sort of thing, but clearly there's something going on.
It isn't even that elementals themselves are uncommon because again, fire elementals are practically everywhere. Mount Ebbot is a volcano. Fire elementals? Doing fine. Earth, not as common but seem to be doing alright. Water, restricted to mostly one or two spaces and not very many monsters one could call an actual elemental. Air? Nope.
So what if most elementals had a basic need to be near their element, like how us humans need oxygen? You see this a bit in the show Avatar: the Last Airbender in how firebenders who are locked in the 'Coolers', away from their element, are unable to firebend (except for Zuko who knew a secret, but that's beside the point). What if elementals sort of starved without it?
Obviously this doesn't apply to all of them because Grillby stands as a rather strong counterexample, living surrounded by snow and ice, but one or two outliers are possible. This brings me to my last bit of rambling regarding this headcanon.
Elemental Magic and the SOUL
So, assuming all of the above stands true this takes us in an interesting direction: how does this affect their magic? Well first off I imagine they likely recover much more quickly when surrounded by their element and probably expend more magic than usual with away from it. Likely with some, but not all, elementals even suffering crippling effects when without their element or effectively slowly 'starving' without it.
I also imagine each elemental has a teeny bit of what they consider their 'home' elemental source all tied up in their magic. Maybe even in their SOUL. This probably influences what their magic or they themselves look like.
River's grandmother, for example, was from the deeper, bottom waters of the Sporades basin in the north Aegean Sea. As a water elemental of dark, deep waters she tended to be a bit shadowy and strange herself. River actually takes after her a bit.
One's 'home source' would probably be important to them. Of course one can survive without it, but it would be more compatible with their natural magic. Something their SOUL is more used to, which could have all sorts of minor influences on them.
I wonder what that would mean for elementals born in the Underground?