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Saturday Setup: Magic – Establishing Rules

Introduction

This week’s discussion is about magic. What good would any discussion of fantasy do if you didn’t go over magic? Since most sub-genres of fantasy include magic to one degree or another, this is an important thing to cover. We’ll begin our discussion with a talk about establishing rules, and next week, we’ll go over different systems of magic.

Why Bother with Rules?

The first obvious reason for this is to avoid chaos. If a spell does one thing today and another tomorrow, you might have material for a hilarious comedy, but nothing would ever work out according to plan. Your characters could never really learn magic because nothing is ever the same on any given day. 

But there’s a larger reason. While it might be amusing to have a magic system that has no rules and where anything could happen at any time, readers expect stability. They expect writers to lay down the rules. Of course, you won’t just say right up front what those rules are, but gradually, as they see more and more use of magic in your story, they will figure out what is and is not possible. 

This, of course, means that you need to know the rules.

Establishing Rules

Now that we’ve covered the reason you need rules, let’s talk about establishing them. It pays to go through a little bit of planning before you start writing. Now, you don’t have to go crazy with it before you start writing. If you really love worldbuilding, then feel free to go through an extensive, in-depth process to create your magic system prior to writing, but if you’re the sort who isn’t keen on spending months or even weeks on this, don’t stress. You don’t have to. Don’t believe the lie that you need to put countless hours into this or any other aspect of world-buillding prior to writing. It simply isn’t the case.

However, you should take some time to think through the basic rules. How does the magic work? Is it a spell-based system? Do people inherently have an ability? Is it a combination of both? For example, on Alcardia where the Pathways series takes place, the system allows for both. Some people are born with magic inherently. These people can use on of a few areas of magic and only a very specific portion of it. Ie: a water mage might be able to manipulate water or he might be able to create it, not both. But there are also those who can’t use magic inherently at all, and these individuals use spells to remain competitive with those who can use magic. So you’re not locked into one way of doing things, but you do need to have a system, and you need to know what can and can’t happen in that system.

For example, if we take Alcardia’s system, I would need to have a very good reason for why someone would have an ability that isn’t related to earth, water, air, fire, mental, or physical magic. (As an aside, I do in fact have those who can wield darkness and light, so I had to have an explanation for it.) If I had a character who could do more than one thing with his element (such as create and manipulate water), I would have to have a really good explanation for it because that isn’t how the system works.

This will help to prevent you from going insane trying to remember all the things you’ve already done and trying to figure out where to go next in an unpredictable system. It gives you clear boundaries, and if you go outside of them, it forces you to have a good reason. As in, a very, very good reason because neither your story nor your reader can accept random breaks in the system rules just to accommodate what you think would be cool. That kind of addition is best saved for other magic systems based around that exception or for fiction pieces you wrote for your enjoyment with no intention of letting them see the light of day.

Consequences

Another point here, when you’re establishing rules, is to avoid creating a system with no give and take. Nothing is free. If your hero could use magic to solve every problem with no fear of consequences, then why wouldn’t he? And when he does, you lose your story or risk making it entirely unbelievable. So, every action should have some sort of consequence to it. That could be that if they try to go beyond a certain amount of energy, they tap into their life force and may die. Or maybe it’s that if they use it, it could take something away from them, something that they’ll never be able to choice for themselves. This could be anything from losing memories to losing something or someone they care about very deeply. But there has to be some consequence or risk that keeps the individuals in the story (at least, the good guys) from using magic to surmount every obstacle with ease.

An Important Note

Please notice that I haven’t told you how you should build your rules or what rules you can and can’t have. This is fantasy. As long as the system remains true to itself, you can do just about anything. The point I want to get across here is that if you’re using magic in your fantasy novel, you absolutely must have established rules to govern it. 

Conclusion

Magic is often an integral part of fantasy, so making sure that you have a system that works and has clear structure is an important part of planning and world-building for any fantasy novel that includes it. Take some time to think about how you might be able to limit and structure your world’s ability to use magic. Make sure you write it down though because you don’t want to lose it or forget what you set out for the system, particularly if the book is the beginning of a series or an entire saga of books that requires the use that system.

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