Tumgik
#magic systems
cy-cyborg · 2 days
Text
Dealing with Healing and Disability in fantasy: Writing Disability
Tumblr media
[ID: An image of the main character from Eragon, a white teenage boy with blond hair in silver armour as he sits, with his hand outstretched. On his hand is a glowing blue mark. He is visibly straining as he attempts to heal a large creature in front of him. /End ID]
I'm a massive fan of the fantasy genre, which is why it's so incredibly frustrating when I see so much resistance to adding disability representation to fantasy works. People's go-to reason for leaving us out is usually something to the effect of "But my setting has magic so disability wouldn't exist, it can just be healed!" so let's talk about magic, specifically healing magic, in these settings, and how you can use it without erasing disability from your story.
Ok, let's start with why you would even want to avoid erasing disability from a setting in the first place. I talked about this in a lot more detail in my post on The Miracle Cure. this line of thinking is another version of this trope, but applied to a whole setting (or at least, to the majority of people in the setting) instead of an individual, so it's going to run into the same issues I discussed there. To summarise the points that are relevant to this particular version of the trope though:
Not every disabled person wants or needs a cure - many of us see our disability as a part of our identity. Do difficulties come with being disabled? absolutely! It's literally part of the definition, but for some people in the disabled community, if you took our disabilities away, we would be entirely different people. While it is far from universal, there is a significant number of us who, if given a magical cure with no strings attached, would not take it. Saying no one in your setting would be disabled because these healing spells exists ignores this part of the community.
It messes with the stakes of your story - Just like how resurrecting characters or showing that this is something that is indeed possible in the setting can leave your audience feeling cheated or like they don't have to worry about a character *actually* ever dying. healing a character's disability, or establishing that disability doesn't exist in your setting because "magic" runs into the same problem. It will leave your readers or viewers feeling like they don't have to worry about your characters getting seriously hurt because it will only be temporary, which means your hero's actions carry significantly less risk, which in turn, lowers the stakes and tension if not handled very, very carefully.
It's an over-used trope - quite plainly and simply, this trope shows up a lot in the fantasy genre, to the point where I'd say it's just overused and kind of boring.
So with the "why should you avoid it" covered, let's look at how you can actually handle the topic.
Limited Access and Expensive Costs
One of the most common ways to deal with healing and disability in a fantasy setting, is to make the healing magic available, but inaccessible to most of the population. The most popular way to do that is by making the services of a magical healer capable of curing a disability really expensive to the point that most people just can't afford it. If this is the approach you're going to use, you also typically have to make that type of magic quite rare. To use D&D terms, if every first level sorcerer, bard, cleric and druid can heal a spinal injury, it's going to result in a lot of people who are able to undercut those massive prices and the expense will drop as demand goes down. If that last sentence didn't give you a hint, this is really popular method in stories that are critiquing capitalistic mindsets and ideologies, and is most commonly used by authors from the USA and other countries with a similar medical system, since it mirrors a lot of the difficulties faced by disabled Americans. If done right, this approach can be very effective, but it does need to be thought through more carefully than I think people tend to do. Mainly because a lot of fantasy stories end with the main character becoming rich and/or powerful, and so these prohibitively expensive cure become attainable by the story's end, which a lot of authors and writer's just never address. Of course, another approach is to make the availability of the magic itself the barrier. Maybe there just aren't that many people around who know the magic required for that kind of healing, so even without a prohibitive price tag, it's just not something that's an option for most people. If we're looking at a D&D-type setting, maybe you need to be an exceptionally high level to cast the more powerful healing spell, or maybe the spell requires some rare or lost material component. I'd personally advise people to be careful using this approach, since it often leads to stories centred around finding a miracle cure, which then just falls back into that trope more often than not.
Just outright state that some characters don't want/need it
Another, admittedly more direct approach, is to make it that these "cures" exist and are easily attainable, but to just make it that your character or others they encounter don't want or need it. This approach works best for characters who are born with their disabilities or who already had them for a long time before a cure was made available to them. Even within those groups though, this method works better with some types of characters than others depending on many other traits (personality, cultural beliefs, etc), and isn't really a one-size-fits-all solution, but to be fair, that's kind of the point. Some people will want a cure for their disabilities, others are content with their body's the way they are. There's a few caveats I have with this kind of approach though:
you want to make sure you, as the author, understand why some people in real life don't want a cure, and not just in a "yeah I know these people exist but I don't really get it" kind of way. I'm not saying you have to have a deep, personal understanding or anything, but some degree of understanding is required unless you want to sound like one of those "inspirational" body positivity posts that used to show up on Instagram back in the day.
Be wary when using cultural beliefs as a reasoning. It can work, but when media uses cultural beliefs as a reason for turning down some kind of cure, it's often intending to critique extreme beliefs about medicine, such as the ones seen in some New Age Spirituality groups and particularly intense Christian churches. As a general rule of thumb, it's probably not a good idea to connect these kinds of beliefs to disabled people just being happy in their bodies. Alternatively, you also need to be mindful of the "stuck in time" trope - a trope about indigenous people who are depicted as primitive or, as the name suggests, stuck in an earlier time, for "spurning the ways of the white man" which usually includes medicine or the setting's equivalent magic. I'm not the best person to advise you on how to avoid this specific trope, but my partner (who's Taino) has informed me of how often it shows up in fantasy specifically and we both thought it was worth including a warning at least so creators who are interested in this method know to do some further research.
Give the "cures" long-lasting side effects
Often in the real world, when a "cure" for a disability does exist, it's not a perfect solution and comes with a lot of side effects. For example, if you loose part of your arm in an accident, but you're able to get to a hospital quickly with said severed arm, it can sometimes be reattached, but doing so comes at a cost. Most people I know who had this done had a lot of issues with nerve damage, reduced strength, reduced fine-motor control and often a great deal of pain with no clear source. Two of the people I know who's limbs were saved ended up having them optionally re-amputated only a few years later. Likewise, I know many people who are paraplegics and quadriplegics via spinal injuries, who were able to regain the use of their arms and/or legs. However, the process was not an easy one, and involved years of intense physiotherapy and strength training. For some of them, they need to continue to do this work permanently just to maintain use of the effected limbs, so much so that it impacts their ability to do things like work a full-time job and engage in their hobbies regularly, and even then, none of them will be able bodied again. Even with all that work, they all still experience reduced strength and reduced control of the limbs. depending on the type, place and severity of the injury, some people are able to get back to "almost able bodied" again - such was the case for my childhood best friend's dad, but they often still have to deal with chronic pain from the injury or chronic fatigue.
Even though we are talking about magic in a fantasy setting, we can still look to real-life examples of "cures" to get ideas. Perhaps the magic used has a similar side effect. Yes, your paraplegic character can be "cured" enough to walk again, but the magic maintaining the spell needs a power source to keep it going, so it draws on the person's innate energy within their body, using the very energy the body needs to function and do things like move their limbs. They are cured, but constantly exhausted unless they're very careful, and if the spell is especially strong, the body might struggle to move at all, resulting in something that looks and functions similar to the nerve damage folks with spinal injuries sometimes deal with that causes that muscle weakness and motor control issues. Your amputee might be able to have their leg regrown, but it will always be slightly off. The regrown leg is weaker and causes them to walk with a limp, maybe even requiring them to use a cane or other mobility aid.
Some characters might decide these trade-offs are worth it, and while this cures their initial disability, it leaves them with another. Others might simply decide the initial disability is less trouble than these side effects, and choose to stay as they are.
Consider if these are actually cures
Speaking of looking to the real world for ideas, you might also want to consider whether these cures are doing what the people peddling them are claiming they do. Let's look at the so-called autism cures that spring up every couple of months as an example.
Without getting into the… hotly debated specifics, there are many therapies that are often labelled as "cures" for autism, but in reality, all they are doing is teaching autistic people how to make their autistic traits less noticeable to others. This is called masking, and it's a skill that often comes at great cost to an autistic person's mental health, especially when it's a behaviour that is forced on them. Many of these therapies give the appearance of being a cure, but the disability is still there, as are the needs and difficulties that come with it, they're just hidden away. From an outside perspective though, it often does look like a success, at least in the short-term. Then there are the entirely fake cures with no basis in reality, the things you'll find from your classic snake-oil salesmen. Even in a fantasy setting where real magic exists, these kinds of scams and misleading treatments can still exist. In fact, I think it would make them even more common than they are in the real world, since there's less suspension of disbelief required for people to fall for them. "What do you mean this miracle tonic is a scam? Phil next door can conjure flames in his hand and make the plants grow with a snap of his fingers, why is it so hard to believe this tonic could regrow my missing limb?"
I think the only example of this approach I've seen, at least recently, is from The Owl House. The magic in this world can do incredible things, but it works in very specific and defined ways. Eda's curse (which can be viewed as an allegory for many disabilities and chronic illnesses) is seemingly an exception to this, and as such, nothing is able to cure it. Treat it, yes, but not cure it. Eda's mother doesn't accept this though, and seeks out a cure anyway and ends up falling for a scam who's "treatments" just make things worse.
In your own stories, you can either have these scams just not work, or kind of work, but in ways that are harmful and just not worth it, like worse versions of the examples in the previous point. Alternatively, like Eda, it's entirely reasonable that a character who's been the target of these scams before might just not want to bother anymore. Eda is a really good example of this approach handled in a way that doesn't make her sad and depressed about it either. She's tried her mum's methods, they didn't work, and now she's found her own way of dealing with it that she's happy with. She only gets upset when her boundaries are ignored by Luz and her mother.
Think about how the healing magic is actually working
If you have a magic system that leans more on the "hard magic" side of things, a great way to get around the issue of healing magic erasing disability is to stop and think about how your healing magic actually works.
My favourite way of doing this is to make healing magic work by accelerating the natural processes of your body. Your body will, given enough time (assuming it remains infection-free) close a slash from a sword and mend a broken bone, but it will never regrow it's own limbs. It will never heal damage to it's own spinal cord. It will never undo whatever causes autism or fix it's own irregularities. Not without help. Likewise, healing magic alone won't do any of these things either, it's just accelerating the existing process and usually, by extension making it safer, since a wound staying open for an hour before you get to a healer is much less likely to get infected than one that slowly and naturally heals over a few weeks. In one of my own works, I take this even further by making it that the healing magic is only accelerating cell growth and repair, but the healer has to direct it. In order to actually heal, the healer needs to know the anatomy of what they're fixing to the finest detail. A spell can reconnect a torn muscle to a bone, but if you don't understand the structures that allow that to happen in the first place, you're likely going to make things worse. For this reason, you won't really see people using this kind of magic to, say, regrow limbs, even though it technically is possible. A limb is a complicated thing. The healer needs to be able to perfectly envision all the bones, the cartilage, the tendons and ligaments, the muscles (including the little ones, like those found in your skin that make your hair stand on end and give you goose bumps), the fat and skin tissues, all the nerves, all the blood vessels, all the structures within the bone that create your blood. Everything, and they need to know how it all connects, how it is supposed to move and be able to keep that clearly in their mind simultaneously while casting. Their mental image also has to match with the patient's internal "map" of the body and the lost limb, or they'll continue to experience phantom limb sensation even if the healing is successful. It's technically possible, but the chances they'll mess something up is too high, and so it's just not worth the risk to most people, including my main character.
Put Restrictions on the magic
This is mostly just the same advice as above, but for softer magic systems. put limits and restrictions on your healing magic. These can be innate (so things the magic itself is just incapable of doing) or external (things like laws that put limitations on certain types of magic and spells).
An example of internal restriction can be seen in how some people interpret D&D's higher level healing spells like regenerate (a 7th level spell-something most characters won't have access to for quite some time). The rules as written specify that disabilities like lost limbs can be healed using this spell, but some players take this to mean that if a character was born with the disability in question, say, born without a limb, regenerate would only heal them back to their body's natural state, which for them, is still disabled.
An external restriction would be that your setting has outlawed healing magic, perhaps because healing magic carries a lot of risks for some reason, eithe to the caster or the person being healed, or maybe because the healing magic here works by selectively reviving and altering the function of cells, which makes it a form of necromancy, just on a smaller scale. Of course, you can also use the tried and true, "all magic is outlawed" approach too. In either case, it's something that will prevent some people from being able to access it, despite it being technically possible. Other external restrictions could look like not being illegal, per say, but culturally frowned upon or taboo where your character is from.
But what if I don't want to do any of this?
Well you don't have to. These are just suggestions to get you thinking about how to make a world where healing magic and disability exist, but they aren't the only ways. Just the ones I thought of.
Of course, if you'd still rather make a setting where all disability is cured because magic and you just don't want to think about it any deeper, I can't stop you. I do however, want to ask you to at least consider where you are going to draw the line. Disability, in essence, is what happens when the body stops (or never started) functioning "normally". Sometimes that happens because of an injury, sometimes it's just bad luck, but the boundary between disabled and not disabled is not as solid as I think a lot of people expect it to be, and we as a society have a lot of weird ideas about what is and isn't a disability that just, quite plainly and simply, aren't consistent. You have to remember, a magic system won't pick and choose the way we humans do, it will apply universally, regardless of our societal hang-ups about disability.
What do I mean about this?
Well, consider for a moment, what causes aging? it's the result of our body not being able to repair itself as effectively as it used to. It's the body not being able to perform that function "normally". So in a setting where all disability is cured, there would be no aging. No elderly people. No death from old age. If you erase disability, you also erase natural processes like aging. magic won't pick and choose like that, not if you want it to be consistent.
Ok, ok, maybe that's too much of a stretch, so instead, let's look at our stereotypical buff hero covered in scars because he's a badass warrior. but in a world where you can heal anything, why would anything scar? Even if it did, could another healing spell not correct that too? Scars are part of the body's natural healing process, but if no natural healing occurred, why would a scar form? Scars are also considered disabling in and of themselves too, especially large ones, since they aren't as flexible or durable as normal skin and can even restrict growth and movement.
Even common things like needing glasses are, using this definition of disability at least, a disability. glasses are a socially accepted disability aid used to correct your eyes when they do not function "normally".
Now to be fair, in reality, there are several definitions of disability, most of which include something about the impact of society. For example, in Australia (according to the Disability Royal Commission), we define disability as "An evolving concept that results from the interaction between a person with impairment(s) and attitudinal and environmental barriers that hinder their full and effective participation in society on an equal basis with others." - or in laymen's terms, the interaction between a person's impairment and societal barriers like people not making things accessible or holding misinformed beliefs about your impairment (e.g. people in wheelchairs are weaker than people who walk). Under a definition like this, things like scars and needing glasses aren't necessarily disabilities (most of the time) but that's because of how our modern society sees them. The problem with using a definition like this though to guide what your magic system will get rid of, is that something like a magic system won't differentiate between an "impairment" that has social impacts that and one that doesn't. It will still probably get rid of anything that is technically an example of your body functioning imperfectly, which all three of these things are. The society in your setting might apply these criteria indirectly, but really, why would they? Very few people like the side effects of aging on the body (and most people typically don't want to die), the issues that come with scars or glasses are annoying (speaking as someone with both) and I can see a lot of people getting rid of them when possible too. If they don't then it's just using the "not everyone wants it approach" I mentioned earlier. If there's some law or some kind of external pressure to push people away from fixing these more normalised issues, then it's using the "restrictions" method I mentioned earlier too.
Once again, you can do whatever you like with your fantasy setting, but it's something I think that would be worth thinking about at least.
81 notes · View notes
whereserpentswalk · 5 months
Text
Wizards are ordered from oldest to youngest. All wizards are nonbinary.
865 notes · View notes
dduane · 1 month
Note
I just wanted to tell you, I came across your name in a book group - someone suggested your young wizard series as something to check out if one had enjoyed Harry Potter. I didn't have any expectations going in aside from the general 'kid discovers magic is real', and I started to read last night before bed. I woke up 3 hours ago and immediately grabbed the book, and mainlined it like a junkie. I'm going to the library today to get the rest of the series. I am 43 years old, I've never written a letter to an author before, but I just had to tell you - I think your story is amazing. I loved everything about it - you followed the rules of the universe that you built, and because of that, I was able to stay in the story right alongside Nita and Kit. It is *rare* that I don't get bumped out of a book when it breaks its own universal rules - the only other ones I can think of are the Fellowship of the Ring series and the Broken Earth trilogy. Anyway, I'll stop rambling, but I just wanted you to know that your writing is incredible, and you are now on my 'recommend this author' list. Thank you for sharing your gift with us.
And thank you so much for letting me know! It's always good to hear I'm getting the job done. :)
As for the "rules" thing: I belong to one of the schools of (fantasy) writing that leans hard into the idea of limitation being key in both making things seem feel more real for your reader, and assisting them in fully grounding themselves in the story you're trying to tell them. (I just typoed that as "sell them", but that works too.)
Life is full of limitations: things you want but can't have, conditions there's no way to change but you wish you could. Without the ubiquitous reality of gravity underlying them, dreams of flying aren't worth much. So to feel real—at least from where I'm sitting—magic, to fit in, needs rules: things it can do, things it can't. The tension between those two states (and on the characters caught between them) will be a potent driver of both plot and character development. And with my eye on the drama both of those rely on, I have zero time for the "wave your wand and shit happens" approach to magic in fantasy worldbuilding. That generally strikes me as both lazy and boring.
Then once the rules have been set up, it seems to me, the writer needs to stay in them and not casually screw around with the structure... any more than gravity will let (nonwizardly) people screw around with it, no matter how much trouble they're in. Here, consistency really matters. To break the rules on a whim is to betray the reader... which is not a nice thing to do.
Anyway: I'm glad this approach is working for you so far. That said: the underlying magic system in the Young Wizards universe reveals more of its complexities as the series goes on. I'm hoping those books will work for you too.
261 notes · View notes
plotandelegy · 9 months
Text
Crafting Future From Ruins: A Writer's Guide to Designing Post-Apocalyptic Technology
Tumblr media
Photo: Standard License- Adobe Stock
Crafting post-apocalyptic tech involves blending creativity and realism. This is a guide to help you invent tech for your post-apocalyptic world:
Tinker, Tailor, Writer, Spy: Start with modern tech. Take it apart (conceptually or literally if you're feeling adventurous). Using the basics, think of how your character might put it back together with limited tools and resources.
Master the Fundamentals: Understand the basic principles underlying the tech you're working with. Physics, chemistry, and biology can be your best friends. This understanding can guide your character's resourceful innovations.
Embrace the Scrapyard: The world around you has potential tech components. Appliances, vehicles, infrastructure - how could these be deconstructed and repurposed? Your characters will need to use what's at hand.
Cherishing Old Wisdom: Pre-apocalypse books and manuals are the new internet. A character with access to this knowledge could become a vital asset in tech-building.
Indigo Everly
776 notes · View notes
headspace-hotel · 2 years
Text
@that-gay-jedi requested that i talk some about material conditions and their effect on worldbuilding so here's something I'm thinking about
One area where the conditions of day to day life never seem to be fully considered in their impacts on the worldbuilding: magic systems.
I'd have to do more research to support this theory, but I think that this is one of the major ways that D&D has shaped how we Do Worldbuilding in fantasy. Most magic systems, in the way they are shown to us, have a lot of very combat-focused applications. Even if it's not all fireballs, lightning bolts, and more classic D&D wizard type stuff, physical/elemental type magic is explored from the angle of "how do I hurt/kill people with this" or "how do I destroy things with this"
But. If you're in a roughly pre-industrial fantasy world, and a portion of the population that's at all significant has magic, or can learn magic, that affects the natural world, the oldest and most widespread type of magic or method of using magic likely isn't going to be for warfare, and even when writers question the combat-centered magic, they usually go for like, exploring how magic is incorporated into the arts or something
Which is great. But in most pre-industrial societies, like 90% of the population is rural farmers. What I'm saying is, where is the farm magic.
The first spells to be developed, the oldest and most well-known spells, should really be like this:
banish slug
repel frost
corral
loosen dirt
uproot
magic scythe
separate chaff
repair horse
castrate bull
deworm
summon scarecrow
peel sheep
direct moisture
What farmer even today wouldn't find loads of uses for magic? Charms that keep patches of ground above freezing. Magical explosions that disseminate seeds instantly all over your fields. Shade spells to protect your plants from beating sun.
If magic can summon demons or familiars or make constructs to do stuff for you, you bet your ass that stuff was used by farmers long before it was ever used for fighting. The most culturally important use of necromancers isn't creating soldiers to form undead armies, it's reanimating your dead mule so he can still pull your plow. Farmer warlocks will summon demons from hell to haul manure for them.
If you have wizards in a fancy wizard private school learning how to create a shield of frost, that knowledge had to come from somewhere, and the answer is probably thousands of years of farmer wizards learning how to magically protect their crops from extreme heat and cold.
I want to see side notes in worldbuilding about how every spell used for combat is basically a repurposed farming spell.
This spell for summoning a magical suit of spectral armor that shatters weapons? Yeah, that was originally developed for chickens so foxes would shatter their teeth when they tried to bite them. It was used for centuries before someone thought of trying it on a person.
6K notes · View notes
ahb-writes · 6 months
Text
Fantasy Worldbuilding Questions (Magical Abilities)
Magical Abilities Worldbuilding Questions:
What magical or supernatural abilities exist in this world?
What does using magical or supernatural (or cyborg) abilities cost, and what are the risks and dangers involved?
Who has exceptional ability, and why?
Who understands individual and magical abilities? Does anyone hold mistaken beliefs about them?
Where did any paranormal or magical abilities in the world come from?
Where do people learn to use or work with their abilities?
When characters use their abilities, is this use governed by codes and rules? What are they?
When do abilities typically first manifest or awaken?
Why do this world’s inhabitants fear, revere or covet special abilities?
Why do people with abilities choose to use their abilities for benevolent or malevolent purposes?
❯ ❯ ❯ Read other writing masterposts in this series: Worldbuilding Questions for Deeper Settings
107 notes · View notes
cosmere-polls · 1 month
Text
40 notes · View notes
cepheusgalaxy · 4 months
Text
Magic system ideas because I need some
Everybody has a "shadow" and this is the part of your self that has all your magic. If you want to use it, tame it or something.
Your magic is in this specific body part like Sanson's hair. It gives you One Power, according to a set of magic rules I did not made up yet.
You have a star patron and it is the source of your magic. The bigger the star, the bigger the power. Not a fair system at its core, but there are shortcuts. You could even cause the death of your star, and if it's big enough, it causes a supernova and it gives you a boost of power. Maybe you can even trade stars? Play around with astronomy stuff and apply it to magic.
Everybody starts with a general magic, but you can follow "paths" that will determine how your magic will turn out. Following the path of the wind, the blood or the plants... Like, idk, Eeve from pokemon. Maybe there are even some people who manage to take more than one Path and have different kinds of magic they can use or manage to be powerful magic users with general bland starter magic.
64 notes · View notes
Note
I'm currently trying to world build a magical school for my fantasy realm. I'm having a hard time finding sources online. Any general advice for fantasy schools?
For starters, you want to have your magic system fleshed out really thoroughly. What good is teaching a bunch of kids how to use a magic system that you, the author, don't really know how it works, right!? If you haven't done this, you might check out my Brainstorming posts Here (Part 1) and Here (Part 2) to get started.
Beyond that, you need to think about some school basics:
Are all children educated in magic? Or only the most talented, the richest, or the poorest?
How does society at large feel about magic education and how does that impact the freedom and funds of the school?
(Related:) What kind of teachers are employed at the school? The best and brightest or the shlufs who couldn't make it in a "real" school? How does that affect the education of the students?
How does general education play into the lives of the students? Do they go to primary school first where they learn to read and write etc. or is that part of the their magic school curriculum?
How much danger is there in the day-to-day of the school? Is the magic difficult to use and therefore generally not a risk? Is it ubiquitous and therefore maintains some inherent balance? Is it difficult to use and therefore volatile and unpredictable?
What is the purpose of receiving a magic education and what do its students aspire to do after completing school?
I hope these help you out little bit. :)
Happy building!
164 notes · View notes
rightwriter · 6 months
Text
youtube
This is the best video on magic systems I've ever watched! It makes a strong argument to what some folks call "soft" magic systems. And look at that thumbnail art, so cute!
64 notes · View notes
bluemarbled · 4 months
Text
My favorite type of magical force in fiction is the kind you can't talk about. Not in the sense that it's forbidden, or even that it's hard to explain. But the type of magic that by its very nature, cannot be spoken of.
Old magicks that no longer have names. Whose spellbooks were all burnt to ash in years long past by people who believed their practitioners to be inferior. The type of magic that has evolved beyond the need for words or incantation in order to avoid extinction. It manifests only as a vague yet overwhelmingly powerful feeling in your gut, it's something you have to cast with your whole body instead of just your mouth. You cannot speak about it because the words have been lost, but the power remains.
New magicks that cannot be defined, that are unfamiliar and unique and dangerous to those who rely on and are limited to existing and mainstream power sources. The type of magic that people usually just throw under the umbrella term 'wild magic' and don't look too closely at. Young, untrained mages with massive raw potential that they don't know the true significance of because they're being manipulated or lied to by their mentors, who fear what they could do if they learned to harness their abilities properly. Healers and metal benders and telepaths in worlds where those aren't supposed to be possible, even if many other fantastical things already are. You can't speak about it because it's not supposed to exist, but it does.
Magic that comes from unexpected places, powers manifested by specific and very unlikely chains of events. Magic that comes from wishes and accidents or abilities passed on by an inter-dimensional being to an unsuspecting mortal because that inter-dimensional being is tired and ready for retirement. The types of magics that come from secrecy and exist in shadow and that you cannot speak of. Even if you wanted to, the words simply do not exist.
Just. Yeah there's something really fucking juicy about being filled with a power and/or knowledge that no one else can understand, even and especially in a world that theoretically should be able to.
31 notes · View notes
whereserpentswalk · 6 months
Text
I want a magic system that slowly drains its users. Like magic drugs but they aren't the fun kind of drug but the life ruining kind. Magic users will slowly grow paler, their weight will drop at unhealthy rates, dark marks will form around eyes that slowly seem eternally bloodshot. As time goes on they lose reproductive function, and start feeling either constantly awake or needing to sleep more. Someone who begins practicing magic in their teens will not see forty.
You're so powerful but at what cost. You're bodies wasting away, and the younger you start the better. If you stopped now mabye you could heal... but it feels so good to become something like that, something more powerful then humanity was meant to know.
Anyone want to just totally ruin their life when they become a wizard?
321 notes · View notes
dduane · 7 months
Text
Re: Magic systems
kosmonaunt asked:
I have the weird hyper-fixation of wanting to know all their is about The Speech and just how everything works!! I love learning about how power systems work, and it helps since I’m trying to develop my own. I’m always stuck on soft or hard magic systems. Since I don’t know all there is to really know about my system. Do you have tips on crafting magic systems? How do you feel about someone being inspired by pieces of your system?
Inspiration is fine! What you want to make sure you do with whatever inspires you, though, is to work hard to make your own take on it different from or better than what you borrowed. Around here we refer to this as "the magpie principle:" if you're going to pick up and play with/make off with a bright and shiny idea, you need to be working to produce something even brighter and shinier as your part of the "exchange". Whether or not you succeed at this (or can succeed), either sometimes or never at all, isn't the point. The point is to always be trying.
As regards building magic systems: there were three different ones in the foreground or background of my first novel alone—all of them with features that at this end of time I can recognize as being inspired by elements of magic systems in other writers' work. But by the time I'd more fully developed them, each had become something unique. The system I'm probably better known for—the system based on the wizardly Speech and its use—sprang more or less automatically from the increasingly complex answers to the question, "What if there was a manual that could tell you the truth about/the secrets of what makes the world go?". (Because once you answer one question, another pops up. "Where did that manual come from? What're you supposed to do with it? What's wizardry for?" Etc., etc.) I've spent the last few decades, on and off, answering that question in ways that (intentionally) mirror the main characters' exploration of the art of wizardry, and what it means to engage in the business of errantry in a world that mostly thinks wizards are a fairy tale.
Before getting into describing my own approach to building a system, I needed to take a little time to look around and make sure I knew what you meant when you mentioned hard and soft magic. My best guess is that you're referring to what a lot of people are calling "Sanderson's Three Laws of Magic" (fairly enough, as Brandon calls them that himself). I had a look, and have come to the conclusion that they're more general guidelines than laws... as in each of his three essays on the subject, Brandon no sooner names his basic laws/principles than he starts punching holes through them to make room for systems that don't follow them rigidly. (And frankly I find this kind of endearing.)
With his first one, in particular, I have no quarrel at all: the concept that in one kind of magic, which for his purposes he defines as the "hard" kind, rules are extremely important. (Which is why I'm kind of horrified that he apparently got dogpiled about this take on a Worldcon panel, because to me it seems so intuitive. Some of the best fantasy storytellers I know, like this one, would agree with him.) Then later he gets on to the equally valid ideas that limitations on magic are really important, and that culturally interconnecting multiple systems is useful; and here too we're in agreement. This is reassuring to me, considering that I built my first four systems—all of which feature approaches resting on similar concepts—while Sanderson was between four and six years old. :)
People using Sanderson's Laws will look at the three systems in the Middle Kingdoms books and classify them as varying sorts of relatively hard magic, with their power rooted in two or maybe three different sources. (The blue Fire is a gift of the Divine, nearly lost since ancient times and much damaged, but now slowly being recovered: sorcery is a language-based art in which no one's terribly sure where its power comes from: and the so-called "royal magics" probably started out as a blood sorcery that over centuries was shifted toward very specific uses by the power of the demigod-descendants who employed it.)
The Young Wizards novels, though, feature an extremely hard magic deeply rooted in science and (more or less under the hood) very, very rules-intensive... while its power relies on correct use of the language used to create the Universe, and the active cooperation of the Powers still busy about that work. And this is the reason why, though people are going to naturally be curious about the Speech itself, no one's going to hear very much from me about its actual words.
This is because the Speech is canonically described as so powerful that its use is something you can feel in your body and mind (and theoretically your spirit): bone-shaking, life-changing, unmistakable. And there's no way that made-up words on the page can realistically be expected to evoke physical sensations like that in the reader... or like the sense of the universe going silent around you, leaning in to listen, as you speak your spell. The careful writer knows that it's unwise to attempt to produce responses in the reader that, when they fail, will only emphasize how that thing is not happening, and stands a good chance of shattering the illusion one’s trying to weave.
So a Speech-word gets dropped here and a phrase there, but no one's ever going to get enough of it out of me to try to build a spell. Readers are better at doing that work for themselves in their own heads, out of hints and whispers. Over ten books and their interstitial material, there are plenty of those scattered through the text: not to mention the most basic principles of wizardry, which are laid out before the end of the first chapter of the first book in the series. So I'll leave you to get on with deducing what you can from canon.
Meanwhile, if I was about to build a new system, I'd look at my main characters—in the setting of their home cultures—and ask myself for answers to these questions:
What do they want more than anything?
Why can't they have it?
What kind of power will help them get it?
When they do eventually get within reach of the power / the desired thing... what will its achievement cost them?
And will they pay the price?
...Because the payment of such prices is where you find out what your heroes are worth. (Or aren't.) The above arc succinctly describes, in broad strokes, both The Door into Fire and So You Want To Be A Wizard, and a good number of the books that follow them. (Because why abandon what works, or try to fix what's not broken?) :)
With answers to the questions above you can start feeling your way toward what you need—always looking closely at the cultures your characters spring from, and how those cultures will shape their response to the magic they seek. (Or that finds them.) Maybe it's no surprise that the preferred arc structure of a writer who was a psychiatric nurse will be deeply involved with questions of motivation: because motivation is at the heart of almost all human behavior. Find the motivation and you find the character's heart—and, often enough, what kind of magic they need to make their desire and intention overflow into triumph.
...There are quite a few "How to design your magic system" pages out there. You might glance at these to see if there's anything useful in them for you:
How To Build An Amazing Magic System For Your Fantasy Novel
How To Create A Magic System In Six Simple Steps
Building Your Magic System: A Full Recipe
How To Create A Rational Magic System
However, my favorite is the "So You Want To Write A Functional Magic System" page at TV Tropes, which is nicely arranged yet also completely nonprescriptive—a pick-'n'-mix jar of prompts, things other writers have done that've worked, and generally useful ideas. (And try not to vanish too far down the many interconnected rabbitholes...) :)
Now get out there, build the world, and make the magic(s).
Tumblr media
276 notes · View notes
peonights · 13 days
Text
Shadow Magic vs Dark Magic
I find it fascinating that Black Clover makes a difference in its magic system between shadows and darkness.
Most darkness we see comes from shadows, that's how places get lightless most often—but they are just one way. For example, nighttime brings darkness too, but is different as it's the dark outer space. Darkness is the absence of light. Shadows are one way that light can go absent.
So, unlike other fantasy media I've seen (for me, notably Shadow and Bone), Black Clover acknowledges that there is a difference. Shadow and Dark are two different magic attributes.
And that's interesting because the one Shadow Magic user we meet—Nacht—is the vice captain and ex-best friend of a Dark Magic user, Yami. Using magic to highlight character foils is nothing new, as a fantasy reader it’s everywhere.
However, unless I live under a rock, I haven’t seen two prominent foils to each other ever be shadow and darkness before! They’re always conflated and pitted against light.
This time though, we have a pair, Yami and Nacht, who started out the same—two best friends against the world with their similar magic attributes.
Then Yami joined the Magic Knights and befriended the Light Magic user Morgen. The two became a duo of light and darkness, as we normally see in media. Adhering to media’s norms makes sense for the lawful Morgen and the expectations of the Magic Knights.
Meanwhile the rebellious Nacht distanced himself from them both. This is worsened after Morgen’s death and Nacht’s switch to rationality. Still, in the end, shadow and darkness are two different things—and so are Nacht and Yami.
At last, the two mend their relationship and we go back to the beginning.
Here, it’s a zigzag between the similarity and difference in Shadow and Dark Magic, which highlights the zigzag in Nacht and Yami’s bond over the years.
TLDR: I love BC’s use of an unconventional yet similar pair of magics to highlight the complicated dynamic between Nacht and Yami. Can’t you tell who my favorite vice captain is?
18 notes · View notes
jezebelgoldstone · 1 year
Text
Queer books with cool magic systems in a different world! Witchmark, The Four Profound Weaves, Grandmaster of Demonic Cultivation, Iron Widow, The Black Tides of Heaven, The Bruising of Qilwa, Gideon the Ninth
Cool magic systems in our world! Elatsoe, The Last Sun, Dreadnought
Other worlds with NO magic and NO sci-fi! The Traitor Baru Cormorant, A Conspiracy of Truths, Captive Prince, Monstrous Regiment, The High King's Golden Tongue
Gimme those sweet sweet cross-species queer romances Prince of the Sorrows, the long way to a small angry planet, In the Court of the Nameless Queen
I wonder what the highest number of pronouns that can be used in a single story is? The Bruising of Qilwa
173 notes · View notes
cat-appreciator · 9 months
Text
Thinking about A Practical Guide To Evil, which has its flaws, but which definitely has a really good magic system. The Names and their Aspects is just so good (at least from my perspective as an itinerant fanficcer), I could noodle about infinitely making up Names and Aspects for them. It’s a bit like characters in DOTA; this character has a certain deal or aesthetic going on, which gives them a limited number of moves, now let’s toss them like tomatoes in a salad and see what happens when they interact.
APGTE is also really good at making those interactions feel really satisfying when they’re pulled off. Just a series of magnificent bastard Xanatos gambits all the way down.
Unfortunately the Name and Aspect system is deeply tied in with the setting’s narrative causality, there’s not really an easy way to loot it for parts like the terrible magpie gremlin I am. Oh well!
67 notes · View notes