XaiJu
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September Behind the Scenes: Building a Magic System Part 1

Today, in response to a few reader requests, I’d like to detail my favorite system in fictional settings: Magic.

Grab a drink, this is a long one.

For many characters, magic serves as a means to an end. But it can be so much more than that. Depending on what variety of magic you want to incorporate into your story, it could make or break the decision-making process of your characters, influence how culture develops, determine what religions are formed, or even affect the physics of your world.

First, ask yourself: Is your character an apprentice of magic, or are they well-learned? Is it more of an art, or a science? Are reagents required? What of their ancestry?

A plethora of magic systems exist, each with unique characteristics. You may even come up with one that is wholly unique from what is typically seen.

I want to spend today detailing what I look at when developing magic systems, and help you determine what systems work best for you.

Hard Magic VS Soft Magic

Hard Magic: There are clearly defined rules and limitations to this magic system, and it is typically used to solve complex problems, as the magic provides a clear solution. For example, Kaladin's magic from The Stormlight Archive features the magic of adhesion and gravity. These surges have rules, and he cannot magically change how they work. Hard magic is predictable and consistent. These systems are often viewed as a science. The users of such magic need to fully understand its rules to make effective use of it.

Why you might use this system: Hard magic is useful for stories where it powers the world or is an integral part of how people live day to day. It can be weaved through the scientific advances of culture, used to demonstrate one’s intellect, and create complex combat scenarios.

Regarding combat, a battle between two exceptional magic users can become a battle of wit and dexterity. Battles can be incredibly tense situations depending on the rules of your system.

Why you might not use this system: With the rules being set in stone, it can prove difficult to expand its possibilities. Characters will have to be exceptionally creative and intelligent to solve complex problems. Using a system like this requires the author’s full understanding of the system and leaves little room for error.

Examples of works that use hard magic systems include: Fullmetal Alchemist, The Stormlight Archive, The Dresden Files, Ophelia.

Soft Magic: If hard magic is science, then soft magic is art. Soft magic refers to a system where there is more theory and less evidence to dictate how the system works. There may be some general guidelines to it, but they cannot always be applied. Much like medicine, its potential varies heavily on the person and situation.

Why you might use this system: It leaves considerable room for innovation and discovery. One person may be more naturally inclined to learning the magic, and another may be completely unable. The rules may change depending on the character’s faith in the magic, what deity they support (if any), or any other rules you may come up with. It instills a sense of wonder and awe when a character comes up with a new way to use the magic. The characters can learn about it with the reader, allowing both of them to take the journey together.

Why you might not use this system: Solutions to problems may be viewed as lazy or subversive for the sake of being subversive. With no way to know what the rules are, or how they can be broken, it can be downright impossible for the reader to determine the magic’s potential. Such plot developments can be exciting at first, then eye-rolling the next.

Examples of works that use soft magic systems: Harry Potter, Star Wars, Dragonball, Lord of the Rings.

Rules

Rules are essential to any magic system, including soft systems. There must be some guidelines or basis for how the magic works. Without it, the system has no intrigue, no wonder, no excitement.

I go by three rules:

1: Where does it come from?

It can come from anywhere, but make sure it’s consistent. In Star Wars, it’s the force. It’s something that exists within the universe, and those who are sensitive to its influence can control it. In Brandon Sanderson’s Stormlight Archive, it’s the spren—a power which varies depending on the type of spren the user has bonded with. In Harry Potter, it’s your bloodline.

Knowing where your magic comes from will help you build its foundation. Whenever you ask yourself why something happened with your system, you can come back to where the magic originates and use it to explain why your character is able to do something unique. Even in soft magic systems, it’s important to always keep the origin of your magic in the front of your mind.

2: Who can use it?

After you determine where it comes from, you need to determine why someone can use it. Depending on where your magic comes from, this question may have an answer already. You can have as many answers as you like, but keep in mind that with each additional unique circumstance you add, the complexity increases, and the reader’s suspense of disbelief becomes harder to maintain.

You may think that the origin of the magic may explain who can use it, but that’s not always the case. In Star Wars, only those who are force-sensitive may use it. Even so, being sensitive does not guarantee one will be able to use it. In the Stormlight Archive, one can only gain access to magic by bonding with a spren—a type of magical creature who bestows certain types of magic to the person. In Dragon Age, you’re born with it; additionally, those who are born with such powers pull from a parallel dimension known as the Fade.

When determining who can use it, go back to the magic’s origin. If someone can use a type of magic with no discernible origin, it can take your reader out of the story, as it breaks the magic’s pre-established rules.

3: How does it affect your world?

This is arguably the most important question to answer. Magic can shape a world, change its rules, affect religion and status, and change how technology advances. An important reminder that necessity is the mother of invention.

With that in mind, magic can often substitute for technology. If I can snap my fingers to create a flame, do I need flint and steel? If portals can transport someone from one end of the world to another, why would I need to invent the train?

Believe it or not, all of these inventions can co-exist with magic, so long as the rules and circumstances of magic allow room for the inventions to exist.

Some examples are as follows:

1. Magic can only be performed through rituals and sigils: Due to the extensive time and preparation required to perform magic, more expedient methods are invented. Magic like this may even be used to supplement or enhance the invention.

2. Magic requires the use of words and incantations: Since a sound is required to perform magic, it could complicate issues if your character needs to be quiet. Additionally, mutes or those with poor constitution may look for alternative solutions to problems typically solved by magic.

3. Magic is an energy in the air few can use: This may create a collective of people who are able to use magic, segregating them from those who cannot. This incentivizes those without magic (such as Final Fantasy XIV’s Garleans) to problem-solve using technology.

Whatever your reason, it’s important to think of what impacts magic has in your world. Its prominence and number of practitioners play a powerful role in the world’s culture, how religions are formed, and how characters solve problems. If you can use a gun, why launch a fireball? If you can shield yourself from the elements, then why wear a coat? If you can suture a wound with a wave of your hand, then why use thread and needle?

While there is always nuance, people will typically take the path of least resistance. If there is a simpler, easier way to do something, and with similar or equal results, then why complicate the matter? Ask yourself that whenever your characters are doing something.

Brands of Magic

I won’t spend too much time on this section, but I’d like to offer some examples of magic systems for your world.

In Everyone’s a Catgirl! we elected for a combination of systems using the RPG aspects explained by Ai, and a type of energy in the air that we call myana. These predominant systems were a natural fit for our world, and we've built on them since.

Here are more examples of magic brands:

Rituals and Sigils: Usually a system that involves reagents and chanting, these types are usually associated with darker spells, involving otherworldly entities, spirits, or sacrifices. Typically, these spells have powerful effects to counterbalance the time required.

Words and Names: In many magic systems, words have power. In the Kingkiller Chronicles, knowing the true name of something allows you control over it. These are some of the simpler spells in fiction but are highly adaptable depending on the author’s needs. Have care with name magic. Ask Lynx about bondsmages sometime.

Hand Gestures: The runner-up from words and names, hand gestures are exceptionally useful spell types for tense situations. They encourage the spellcaster to practice their dexterity and maintain their composure in the most stressful of situations.

Elemental and Nature: If you use a system where a type of energy is required to perform magic, spells like this can be useful, especially if nature is a strong component. Life forces or other types of energy may allow the spellcaster to control magic elements with a simple desire or thought, creating holes in the ground or spraying fire from their hands.

Prayer and Motion: Unlike ritualistic magic, these types usually incorporate a prayer before the magic can take effect. Some of the stronger types may involve a dance or a series of complex movements before the magic occurs. Their powers can vary wildly, allowing the author to weave religion and magic together.

Closing Thoughts

As I was writing this, I realized I had a lot more to say than I expected. In part 2, we'll talk about how I integrated many of these elements into Everyone's a Catgirl! and how they affect the world.

Any of the systems and spells I mentioned previously can be blended together to create something wholly unique to your story. I encourage you to experiment and see what works for you. Magic had endless possibilities.

Thanks for reading and see you soon!


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