Saturday Setups – Magic: Consequences

Introduction

This week’s discussion is the last on magic for now. We’re going to go over consequences to magic. We’ve already hinted toward this a bit, but a closer look at it is important because there’s so much variation in the topic. So we’re going to examine this area in a little more detail. Since I already covered the importance of having structure to the magic system and the need to have boundaries as well as consequences that limit magic use, we won’t go into that with too much detail. Instead, we’re going to look at some of the kinds of consequences and how they can be used. Let’s get started!

Types of Consequences

Okay, so this particular topic is pretty vast in that the possibilities for consequences to magic and why you have them vary so widely. But let’s take a quick look at some different types of consequences. You can have mental, physical, emotional, or tangible consequences for things. The first three are relatively straightforward. The consequences in these categories will end up affecting the user directly in one of those three areas, so there may be restraint in how much magic is used depending on the severity of the consequences. The last is a little less obvious. Tangible consequences are ones that don’t fall under the other three. They affect the user indirectly instead, usually by affecting his loved ones or by taking something from him that is precious to him.

Examples of Consequences

Obviously, the consequences for using magic change a great deal depending on what category they fall into. A magic system whose consequences are mental might include anything from losing memories to going into a coma. Obviously, the severity may vary depending on the magnitude of the magic used, but the type of consequences allowed will be dependent upon what you choose to use for the consequence category. A physical magic system wouldn’t include losing your mind or losing memories, but it could include illness, losing body parts, blood sacrifices, or some other physical consequence for using the magic or even for making it work. And still yet again, emotional consequences won’t be the same as either of the previous two. This type of consequence isn’t necessarily as common as the first two because it’s a bit harder to come up with things to use. But emotional consequences might include losing the ability to feel a specific emotional, temporarily or permanently, or could even include a heightening of some negative or positive emotion for a time period as well. Or, perhaps the consequences emotionally result in some sort of “mental” illness that affects only one’s emotions or perceptions of the world around them. Typically, emotional consequences are going to go hand-in-hand with mental consequences simply because the two categories often impact each other, even in the real world. 

The category that’s most expansive is the tangible consequences category. This is because the consequences are taken out on those around the magic wielder. So, a mage’s sister could go insane because he tried a spell that was really strong. Or, perhaps a close friend dies as a result of the use of magic. Really, the possibilities are endless. The key to note here is that when it comes to consequences, I don’t mean direct consequences that occur because someone used magic wisely or unwisely. Think of consequences here more as a price that is exacted after magic is used. In some systems, that price might be the drain on some sort of extra energy reservoir that the magic wielder possesses or use of life force. In others, the price could be something else entirely. The magic will work, but you don’t get it for nothing.

Practical Use of Consequences

Now that we have a foundational understanding of the topic, we need to understand how to use consequences practically in a novel. This can take many forms because, as noted above, the choices and combinations are pretty limitless. And you aren’t bound to staying with only mental or only physical consequences. You could have differing prices depending on the type and magnitude of the magic. For example, in Pathway of the Moon, I have three different consequence systems for three different situations of magic use.

The first is the normal type of magic almost everyone uses. In this consequence system, people draw on an energy reservoir inside of them. That reservoir will replenish, but those who try to do magic that requires more than what is in that source will end up drawing on their own life force. Obviously, this is a strong incentive for people to understand their own personal limitations and to avoid overdoing it.

The second system is in place for those use dark magic or shadow magic. Since both have similar workings and both can draw on the life force or energy source of other people around, the system is the same for both. In this case, those who have and use this kind of magic pay a different price if they choose to use someone else’s energy instead of their own. They suffer mental consequences as the blackness of the magic used can overwhelm them and will eventually drive them mad.

The final system is in place for, again, those who use magic drawing on the force of others. But in this case, it is for light-wielders because their magic doesn’t operate the same way as the magic of the shadow-wielders or dark magic users. In this system, drawing on the life force of others results in physical consequences, not mental. Using magic this way here results in the loss of physical senses over time, and each subsequent use of others’ life force comes at a higher and higher cost.

All of these systems operate in the same world and series, but they’re all very different types of consequence systems. Hopefully this helps you to see how you can weave consequences into your own book and your own magic system. How you choose to do it will vary to one degree or another from how I’ve done it, but this was just an illustration to underscore the fact that you can combine things as you like.

Conclusion

I hope this article has been helpful to you and has brought you some useful advice on how you can work with this very important area. It’s not a matter of right or wrong in this case, so have fun with this and don’t be too concerned with whether or not it’s “correct”. Have questions or suggestions? Feel free to leave those in the comments below!

Saturday Setups: The Extent of Magic

Introduction

We’ve been discussing magic in our Saturday Setup posts the last few weeks, and this week is no exception. This time around, though, we’re going to talk about extent of magic use and some tips for how you can determine that. Figuring out how much magic to use and how many characters can use it is a bit of a daunting task, so hopefully, this will shed some light on that for everyone!

Consideration #1: Sub-Genre

Before you do anything else, stop and think about the sub-genre you’ve chosen to write. If you don’t know much about it, do some research and learn about the different common elements, such as magic, in the sub-genre. I’ve posted quite a few articles on different sub-genres of fantasy on my Sunday Sub-Genres section of the blog, so if you’re looking for somewhere to start, you may find something helpful there.

Regardless of where you do the research, you need to understand how much magic is incorporated into your sub-genre. If there’s not a lot, you’re already starting at a less intense starting point than you would with a sub-genre that throws it in everywhere! Key takeaway here: know your genre.

Consideration #2: Consequences

Okay, when you built your magic system, you probably built limitations into it. If you didn’t, see my post on building magic systems to gain a better understanding of why you should! But, assuming you have limitations and rules in place, these are a great place to start in determining how much magic use should be involved.

If you have a system that is built on the premise that everyone has magic, then magic use is going to be quite high. Almost everyone, if not everyone, will be using some form of it, and there won’t be a ton of dreadful consequences for normal magic use. For instance, in the Aurelai universe, most types of magic don’t exact a high price. There is regular magic use, and no one dies or loses something precious to them just for using their magic in a responsible, every day manner. In a system like this, magic can be expected to be seen everywhere.

But if you created a system where magic requires a high price even if one can wield it… Well, your protagonist, at least, and maybe even your antagonist, are not going to be so keen on using it. For example, in Pathway of the Moon, there is a way that those trying to perform extremely high-powered magic can gain the energy they need to do so from other people to avoid draining their own life source. But you have to pay an extremely high price: your own sanity and physical health, depending on what the magic chooses to target. You don’t get something for nothing. So, most people aren’t willing to perform that kind of magic. It’s a powerful deterrent for those who are sane and even a little bit concerned about their own health, if not that of others. While this doesn’t limit my whole system in this series’ case, it certainly does place a limitation on the extent of magic. It means that certain kinds of magic aren’t so likely to occur on any regular basis.

Consideration #3: Likelihood

This sort of goes hand-in-hand with the previous point, but take a minute and think about how common magic is. Does everyone have it? Only a select few? Does everyone know it exists or is it something that’s kept hidden? The answers to these questions and others like them end up determining if it’s likely that a character could use magic to solve a problem or in every day life. Sure, it might exist, but if the likelihood of use is low, then you’re probably not going to see magic everywhere in the book. On the other hand, if the likelihood is high, you’re likely to see it everywhere.

Consideration #4: Usefulness

Let’s face it. Some magic just isn’t all that helpful on a quest to save humanity or when facing down a man-eating, fire-breathing dragon. And in those cases, characters probably won’t be using their magic to help themselves out. The extent to which this consideration affects your story really depends. If it’s limited to certain types of magic a person might end up with, then it might not change how often magic is used or the extent to which it is used. Of course, if this extends to every kind of magic, then magic, while it may exist, is fairly useless for the purposes of the characters, and it will end up sidelined unless needed to heat a can of soup. You get the idea, hopefully.

Consideration #5: Society

One other major thing to consider is society itself. While there might not be a limit on what magic is capable of doing, there may be a societal stigma against it or a ban that prevents it. Or, the opposite may be true. Perhaps society ostracizes those who aren’t able to use magic of some sort, so those who can’t must find a way to pretend they possess it. The possibilities are pretty endless, but if you have a society like this, it’s going to affect the extent to which and the way in which magic is utilized in your story.

Conclusion

There are, of course, many other ways in which magic can be limited or expanded in its extent and use within a book. But these are the main things I’ve seen and used in determining the extent of magic in my books. Really, you have to tailor your approach for each series or each novel/story. No one story will be the same as another, and some may call for more magic than others, even within the same series. It all depends on the focus of the story or series and what you’re trying to accomplish. However, these key considerations should help you get started.

Have other considerations that have helped you to decide how much magic is enough? Feel free to drop them in the comments below! If you have a suggestion for a future discussion topic on Saturday Setups, please don’t hesitate to either email or leave a comment!

Saturday Setup – Magic: Effects on Development

Introduction

Last time, on Saturday Setups, we talked about different systems of magic. This week, we’re going to talk about the effect of magic on development. This is quite an expansive topic, and I could give many, many examples. But I’ll do my best to keep it short and to the point. The concepts and things you need to think about may vary depending on your world, but the general direction should be roughly the same. 

Development

First, let me explain what I mean by development. Development here is the development of society in any area that magic in your world might be usable. If magic can replace an innovation in our world, that’s an area of development. This is important because there are quite a few areas that magic can affect. 

Areas of Impact

Alright, let’s dive into the main point of this article. Magic impacts many things about the world your characters live in. For example, if everyone is capable of teleporting wherever they need to go, there wouldn’t be much use for cars or other transportation devices. These are the kinds of things you have to think about. Let’s consider some of the areas that magic can have an impact.

Technology

Obviously, I already pointed out one example of how technology can be impacted by magic, but really, the possibilities are limitless. There may be specific areas of technology that simply never develop because magic takes their place. Why use an engine made of metal and parts if you can power a car off a magically imbued crystal? Why bother with a stove if you’re able to boil water with a thought? There are so many things that either society or individuals may never need or use simply because of magic. Depending on whether or not a specific magical ability is wide-spread in society, you may have parts of technology that develop but are only used by a certain subset of people. This could, of course, lead to divisions between classes based on magic too.

Social Development

Magic can often impact societal development as well. A natural hierarchy can appear depending on the kind of magic most common and the system it naturally promotes. If some people are naturally more powerful than others magically speaking, this leads to a system starting with the strongest and moving down the line to the weakest. Given that it’s human nature to group, categorize, and label, it stands to reason that at some point, those groups and labels might be used to keep one group or another down or even as a prejudice that people justify because of the group they’ve assigned other individuals to. Cliques and prejudice toward those of a lower class or those who are different has been seen in just about every society on the face of planet Earth. So, it stands to reason that magic could end up being a tool people use to divide themselves and to keep the “lower class” down. 

Exploration and Science

If people are viewing the world through the lens of magic, what would they be capable of discovering that we cannot? Would they be able to see more of the universe than we do? Would their methods of exploration and their approach to science be completely different? There’s no way of knowing for sure what might be different here, so as the writer, you have to use your creative thinking to come up with things that might change because of the system of magic you have chosen to employ in your world. Since every system is different, no one answer will be right in every situation. The things that have to be altered from our methods and exploration of the world around us will vary based on the magic available, so it’s important for you to think through that one on your own to make sure your changes fit your system.

Conclusion

These are, as I said, only a few of the ways magic can have an impact on a world and those living in it. There are certainly more ways and more areas that magic can impact. But these are the ones I consider to be the most major in their impact on society and your characters. Have another area you can think of or something to add? Or do you have questions about this topic? Feel free to ask in the comments below!

Saturday Setup – Magic: Systems

Introduction

Last Saturday Setup, we talked about establishing rules for magic and how important that was. This week, we’re going to discuss different systems for magic. This is equally important, though it is a much different discussion than the previous post on magic was. This time, we’re looking at the actual system the rules will function in, which will help you to further categorize your magic use in any given world as well as what rules to associate with it. So, let’s dive right in!

System One: Rational

Now, for this, different people have different definitions, but the general consensus is that a rational system of magic is one where there is an underlying rationale and framework for the magic. Sometimes these systems are also referred to as hard magic systems. The rules are more than just formalities necessary to make it work. In a system like this, they are the lifeblood and the indicator of a much larger structure at work.

Most of the time, a rational system is set up so that’s it’s easy to extrapolate from there. You’ve got your systems where things can occur seemingly at random or where things may not always go according to plan. Those aren’t rational systems. A rational system is something that hints at structures that might go back to something like physics (Avatar: The Last Airbender) or some other specific set of rules that won’t be bent (almost any superhero fantasy). Brandon Sanderson uses a rational magic system in Mistborn. The abilities are utilized by ingesting various metals, which then lead to different magical abilities or superpowers. While the individual themselves must have an inherent ability to use that metal in order to get results, the system is logical and rational because each metal can only do the things assigned to it, and no individual who isn’t Mistborn or specifically attuned to that metal will be able to use it to achieve those assigned things. There’s no mystery or question in it, no vagueness that leaves the reader wondering how this works. It is what it is, and it’s made very clear up front what it is.

Let’s break down an example from my work, Pathway of the Moon. Pathway of the Moon has a mix of hard and soft magic systems (We’ll look at the soft side in a moment). On the hard side of things, there is the system that allows for a few things to happen. First, an individual will either be Inherent (possess an ability) or UnInherent (no ability). From there, a clear set of rules governs the power distribution. With the exception of a few special cases, people control one part of one sphere or element. They can either have a specific ability in the mental or physical areas, or they can control some small part of an element (water, fire, earth, and air). No one gets more than one ability, though some may be more practiced in their area and therefore stronger than another or may contain stronger ability in the first place.

Take Amadeira, for instance. She’s one of two female leads in the epic, and her ability has to do with water. (Elemental Inherent). However, she can’t control everything related to water. Instead, she is able to manipulate existing water sources. Not create them. Just manipulate what exists. Someone else might be able to create water, of course, but then they would not be able to shape it to their will. Under this same idea, someone might be able to create ice from existing water or manipulate ice as it already exists. Still another might have the ability to create ice from thin air. This is a rational system though. There are rules, and with one or two exceptions (the special ones who can use dark or light for their ability), everyone follows them. Even the exceptions follow a set of rules and have an explanation for their existence.

Note that there can still be some mystery to a rational system in that not all rules may be explained. However, the key is that there will be subtle clues and hints toward those rules not revealed so that when something we didn’t realize could occur happens, we aren’t questioning how it’s possible. It just makes sense to us. A true rational, hard magic system will lay out all the rules for the reader because it’s necessary. So there is a slight difference in the terms rational and hard even though people often use them interchangeably.

System Two: Irrational

So with this system, it shouldn’t be assumed that there’s no logic or system at all. There usually is something, but this is more the Lord of the Rings style magic where nothing is exactly clear or predictable. We may wonder how Gandalf can appear at all the right times, but we accept that he can, not because we have reasons within the text but simply because he is Gandalf and that’s what Gandalf does. It’s mysterious and definitely goes unexplained, but it’s still accepted because, hey, that’s just the way it works around Tolkien’s world.

Systems like these are usually less focused on the rules. An individual may memorize an incantation to turn someone into a toad, but in a soft and irrational magic system, they can’t turn around and extrapolate out for a way to turn that person back from toad to human.

Worth noting is the fact that systems like this may often include plants or animals that contain some inherent magic of their own. People who use magic aren’t included in this as you can’t create a potion out of them and get something magical. But, just like with the spells, the system relies on memorization of the different potions and incantations because there’s no logic to it that can be discerned by reader or character. Trial and error is the key to the game.

These systems may also include old magic and artifacts. While both of these could show up in a rational system if the rules are clear and unwavering, they most often seem to show up in systems that are irrational or that utilize soft magic simply because these allow some level of uncertainty and mystery to the magic’s workings.

Let’s go back to Pathway of the Moon to talk about the aspects of the system that are soft irrational magics. While, arguably, Pathway of the Moon uses rules even for this second system of magic, it isn’t like the first one I explained. This one is much more vague and unclear. This system is for the UnInherents (those who can’t naturally use magic), and it is much more of a memorization, spells-based system. Certain types of plants and spells can harness the energy of the planet or, in the case of darker forms of magic, even the life force of people to generate various magical effects. While the system is supposedly only for UnInherents, Inherents may use it too if they go dark and are looking for the power. But the system doesn’t have rules that allocate who can achieve what amount of power or even if one spell can lead to another. Included in this are various artifacts both in the Aurelai Universe (the location where Pathway of the Moon and my published work, Bane of Ashkarith, take place) and in other universes. Most of my worlds contain this kind of duality in the system, which leads to the next point.

System Three: Dual or Hybrid Systems

Many fantasy novels these days are using a hybrid or dual system that blends or uses both of the magic systems described above. Pathway of the Moon falls under this. My book’s universe uses more of a dual system as there are, quite literally, two different magic systems at work: one rational and based more on magic with genetics and the other irrational with no clear system or basis in any set of rules that would allow extrapolation. However, this is a less common thing to see. Ordinarily, you will see systems that are a mixture of qualities from the previous two systems. This is why you can end up with a soft rational system or a hard irrational system. While the soft rational or hard rational systems may make sense to us, I’ll make a few quick notes about a hard irrational system. With a hard irrational system, you’re going to take the set of rules that are always explained and combine it with things that are impossible. 

As stupid as the example is, think about My Little Pony (if you have younger sisters or daughters who liked this show, I’m sorry. I was subjected to watching it once or twice with my baby sister, and that was bad enough. Those of you who end up watching it over and over… That’s like your own personal hell, in my opinion…). In the movies and shows, the rules and limitations are always explained. But the reasons for it make absolutely no sense in that there’s no way they could possibly occur. Ever. They’re either impossible or just straight up unexplained. Therefore, it makes a great example for what I was saying about a system that falls between being hard rational and soft irrational. It becomes a hybrid best described as hard irrational, as weird as it may seem.

Conclusion

Hopefully, all of this makes sense and helps everyone creating a magic system to create one that fits their story needs and personal preferences. There’s a ton of leeway with the hybrid systems because it combines elements from the rational and irrational systems. There’s also the option to create a world with dual systems, as I did with Alcardia from Bane of Ashkarith and Pathway of the Moon. (Interestingly enough, when I created dual systems, you see more of the soft irrational system come out in areas of Bane of Ashkarith than you do in Pathway of the Moon, which focuses far more heavily on the rules and extrapolating from them.) Really, you aren’t locked in, though you do want to create what best allows you to implement and tell your story. 

Have other tips or details on these systems? Have a question about implementing them or further inquiries about them? Feel free to leave it in the comments below! I’d be happy to talk about it a bit more in depth!