Getting Started With Magic
Introduction
Developing a magic system can feel like quite an undertaking. While, for some, it may be as simple as a singular magical item in an otherwise mundane world, for others it may be exceptionally expansive, spanning a multiverse, with gods, mages, mythical fauna and an abundance of whimsical effects. In either case, having a set of tools which lets you figure out what is really at the core of your system can be extremely useful.
Before getting any further into detail on this, however, let's have a quick discussion about who this guide is for. While it may seem like a toolset such as this may only be useful for magic systems that lean hard, I would encourage you continue reading, even if you are more insterested in softer systems, as understanding these core components of your system can be helpful even if you aren't strictly following a rigid framework for how people can cast, or don't have super defined boundaries for what is and isn't possible.
That being said, there are some people who are simply intuitive in building magic systems, just like there are some people who are more intuitive than methodological in their writing. For some of those people, this article will hold little to no value, but others may still find that it can inform their intuition on future projects. All this to say, I believe this toolset will hold some level of value for nearly everyone.
What Makes A Magic System?
There are three primary components which make up a magic system. The Source, Method and Result. The Source is where the magic comes from. For some, it may be channelling spirits, for others, handed down from the gods and yet others may find it in nature.
The Method is how magic is cast, conjured or otherwise produced in the world. In some worlds, a spell may require a specific incantation, other worlds may lean more heavily on rituals, somatic choreography or pure intuition.
Finally, the Result is the manner in which the magic manifests in the world. It should be noted that this is separate from the Effect, which will be discussed further below. The Result is, rather, whether the system can produce lasting effects such as enchantments or wards, discrete effects causing instantaneous changes in the world or something like potions, which are first inert, then consumed later to evoke their true potential.
Where Does Magic Come From
One of the first questions you can ask yourself when you begin developing a magic system is what the Source of your magic system is. In the simplest case, you have a single source, which is constant and flows freely everywhere. That being said, it can also get a lot more complicated than that, with multiple sources, some of which are intermittent and they all ebb and flow with the cycle of the moons.
This question is intentionally open-ended, so you can do with it what you'd like, however there are some interesting considerations to make while working through this portion of the process, some of which I alluded to above.
How Many Sources?
Having multiple sources can result in a wide variety of consequences. In some instances, it could simply offer aesthetic flavour. In others, it may allow for different Methods to be used to conjure the final Result and Effect. There may also be a price to using one over the other and, in turn, may provide a stronger or weaker power. Some sources may only be available to certain people, entities, or creatures.
Access to Sources
Is the source always available? Is it only available in certain locations or at certain times? Is there a physical manifestation of the source such as mana powder, or a shard of aether? The varying presence, or lack thereof, for a source would have a significant impact on its use.
Source Consistency
While a source may always be available, that does not mean that it will always provide the same amount, or even type, of power. For example, magic drawn from a celestial object such as the moon may wax and wane with the lunar cycle. Alternatively, magic drawn from nature may allow for unique abilities during different seasons.
Potency of Sources
The potency of one source can vary from that of another. It is very common in fiction to have a dichotomy where one source provides incredible power, at a dire cost, while the other lacks strength, but can be used more freely. There can be more degrees of power, however, and playing with ease of access vs. potency of a source can have extremely interesting carry on effects in your world and story.
How Is Magic Evoked?
The Method by which magic is conjured can range from, largely, random natural phenomena, to an extremely intricate choreography of hand movements, timed with a specific incantation. Some elements of your magic system can achieve the same result by specifications in different places. For example, you can, as described above, say that only certain individuals have access to a particular source, or you can say that being a particular type of individual is a component of the Method.
Casters Evoking Magic
When an individual conjures a magical effect, they can do so in a variety of manners. Some specific labels will be discussed below, however, there are some broader considerations to make. Are these methods fixed? Were spells created long ago by ancient gods, and all mortals can do is discover the different methods of performing a spell? Or, through experimentation, or sheer force of will, can new methods be developed?
Natural Occurrences
Often overlooked is the magical effects which can be produced by a natural phenomenon. Does your world contain arcane storms, which can ravage a landscape? Are there natural springs which produce a healing elixir. During certain events, such as an eclipse, or a celestial alignment, can random, sporadic magical effects simply produce themselves out of thin air.
Limiting With Conditions
Adding constraints to your Methods can introduce space for both interesting worldbuilding, as well as plot points. Below are descriptions for a few examples of such restrictions.
- Individuals: Can only certain people cast magical spells? Or, can anyone access magic, but there is a limit to the number of mages in the world at any given time?
- Locations: Are there only specific sites in the world where magic can be performed? It may also be the case that spells performed at the temple of a god may yield a greater than normal effect.
- Times: Can magic only be performed during working hours? Or only under a full moon? Is there a cooldown on how long after performing a spell, that you can perform another. Playing with horological limitations for magic can provide a character with a clock for their goals, or result in massive festivals centred around times where great magics can be achieved.
Picking Some Labels
The below is a list of terminology I have personally developed which I have found useful in classifying different categories of Methods. These terms are not what I always use as in-world terminology, however having a consistent set of terms to use across all of your projects while you work on them can be immensely helpful.
- Incantations are most often produced via a triggering phrase. They can, however, sometimes be produced simply through thought alone.
- Rituals involve a specified set of required actions. A common example would be to draw a symbol on the floor, then burn ingredients in a bowl at the centre of the symbol, possibly chanting a special phrase. Rituals can often appear to be a combination of other methods.
- Kinesthetic modes revolve around physical movements to produce magical effects. This may look like simple hand movements, or full bodies martial arts.
- Sigils use drawn or traced symbols to bring about their desired effects. They may fizzle out, immediately after being drawn and producing their result, or last to maintain an ongoing effect.
- Representative magic takes the smaller, more limited representation of the desired effect to produce the much greater counterpart. For example, striking a match to set a building across the street ablaze.
- Ceremonial magic revolves around a precise procession of events, often involving multiple casters, working in unison. These ceremonial spells often require specific facilities, ingredients or even clothing. You can view ceremonial magic simply as a subset of Ritual magic, happening at a grander scale, however there are some more nuanced details which I feel sets them apart.
- Passive magic occurs when the natural or constructed state of an object, place or being is such that a magical effect occurs without active intention.
How Does The Magic Manifest?
The manner in which magic can manifest in the world will have a significant impact on how it gets used both by individuals, as well as by societies writ large. First, however, a distinction needs to me made in the terminology of Result vs. Effect.
Result vs. Effect
The Result of a spell can broadly be broken down into discrete, sustained and delayed. Where discrete results last for a predetermined amount of time, often just a fraction of a second, sustained results continuously draw in magical energies to produce an ongoing effect and delayed results produce their effect sometime after the actual action has take place to produce it. This is not to be confused, however, with the Effect that the spell produced. For example, the Result of a spell may be discrete, while the Effect of the spell is a fireball appearing in front of the caster, and hurtling towards a target.
In most systems, the Effects that are achievable are relatively open ended, and thus don't typically require heavy scrutiny at this stage. However, many systems strictly limit the kinds of Results achievable. For example, one system may only allow for effects to be achieved via the imbibing of a potion, while others can only produce instantaneous, discrete effects.
Picking Some Labels
The following are some terms I have developed which I find tend to cover my bases in terms of being able to categorize pretty much any spell. As with the terms I proposed for Methods these are not necessarily the terms I use in-world, but simply allow for me to discuss the mechanics of different projects using a common vernacular.
- Charm: A discrete effect, lasting for a predetermined amount of time, often instantaneously.
- Enchantment: A sustained magical effect which is self-sustaining. It has, built into itself, a method of drawing on the magical source to maintain its effect indefinitely.
- Hex: A sustained magical effect which requires an external power source. That source can be an individual or a powerful object. This is where the items like hex bags comes into play.
- Potion: A potion stores an effect to be conferred at a later time by consuming it in some form or another. Consumption can look different in different instances, such a drinking or eating the potion, rubbing it on skin, simply smashing the containing vial or splashing it on the ground.
Theorycrafting Some Examples
With those tools in hand, you can now create any number of magic systems. Below are some examples ranging all over in terms of soft vs. hard, complexity and flavour. If any of these examples are of interest, feel free to take inspiration, or simply copy them wholesale. More detail will most certainly be required to make any of these examples work in an actual setting, but they should serve as a good insight into how these tools and questions can be used.
In this system, magic is drawn from the spirits of one's ancestors. Potions can be produced by combining ingredients symbolic of the desired effect, and calling out to the spirits with the caster's exact intentions. The ingredients then melt into a silvery liquid which can then be consumed.
Source: Spirits
Method: Ritual
Results: Potions
In this system, with a classical light vs. dark motif, the dark draws on the power of sacrifice to bring about powerful effects such as resurrection, destructive firestorms and torturous traps to ensnare any army which dare challenge them. While the light draws on the power of emotions. With even a single word, a practitioner of the light can impose their will on the world around them.
Source: Emotion, Sacrifice
Method: Incantation, Ritual
Results: Charms, Enchantments
A more alchemical system can be developed which allows for all sorts of effects to be achieved by divulging the energies trapped within all matter. Simply knowing how to direct the energy released when matter is destroyed can allow you to produce nearly any desired effect, or that energy can be captured for later use.
Source: The inherent energy stored in matter
Method: Ritual, Kinesthetic
Results: Charms, Enchantments, Potions
Magic in this system can be drawn from a number of sources, however spells developed for a given source, can only be used with that source. This has resulted in the specialization of different groups or cultures in the use of different sources. While individuals can produce some small effects on their own, by combining different ingredients, working together large groups of casters can produce effects that can move mountains, or permanently alter the land they live on.
Source: Nature, Spirit, Blood, Sacrifice, Celestial
Method: Ritual, Ceremonial
Results: Charms, Enchantments, Hexes, Potions
The energies of the universe flow all around this world. By simply directing its flow, the caster can alter reality in both subtle and not-so-subtle ways. Movement through a space can redirect the flows of magical energies, twisting them to collide streams of harmonious or conflicting energies can lead to impactful results.
Source: Nature
Method: Kinesthetic
Results: Charms
Ancient symbols, burned into the fabric of reality, carry powerful magical meaning. Whether painted, carved, or simply traced in the air, these symbols can be used to release the magical energies logged within the world around us. The permanence of these symbols effect both their strength, and their potential duration. Tattooing these symbols into one's skin can be used to both grant incredible strengths, but also cause great pain or even take control.
Source: Cosmic
Method: Sygil
Results: Charms, Enchantments
Drawing on the power of your own lifeforce, you can conjure alterations in the world around you, transforming yourself, others and objects. Alterations are permanent, and can only be reverted by additional alterations. Lifeforce spent on alterations takes time off of the life of the caster. Some nefarious acts choose instead to steal the life force of others to power their intentions.
Source: Lifeforce
Method: Incantation, Kinesthetic
Results: Charms, Potions
Conclusions
As has hopefully been demonstrated at this point, using these questions to guide the development of your magic system can be a really helpful tool in your toolbelt. If you already have a system you're working with, try asking yourself these questions and see if it teaches you anything new about it. If you are just getting started with your magic system, try using these tools to lay a foundation for your system.
Exercises