Showing posts with label magic. Show all posts
Showing posts with label magic. Show all posts

Tuesday, February 10, 2009

Becoming magicians




How do people become magicians? Let me count the ways.

1. Genetic

If one or both of your parents were magicians, you’ll be one too. This is very common, but it makes me wonder.

In the Potterverse, having one Muggle parent didn’t seem to have any effect on the offspring’s ability (e.g. Snape). What if this wasn’t the case, though? What if magical talent was more like skin color, something which could be diluted or lost altogether enough generations down the line?

This would place some entertaining pressure on magicians. If they were an endangered species, so to speak, they might be required to reproduce only with other magicians. Fall in love with mundanes, by all means, but don’t plant cedars in a cornfield.

2. Learned

Magic can be taught. This is also very common in fantasy.

In a population where everyone has low-level magic (or no magic at all), some people might ignore magical skills entirely while others would use their abilities to pursue their chosen profession, whether that’s farming or trade or mining. Some, though, will have the resources, the talent and the volition to train to improve their skills – becoming magicians.

The more rural the setting, though, the fewer people will go on to that kind of higher education. Even Harry needed all those Galleons his parents had left him. A protagonist could conceivably be taught magic by a wandering wizard, but that would raise the questions of why the wizard had only taught the protagonist (please, no Chosen One) and how everyone else in the protagonist’s community feels about one person being singled out as the beneficiary of arcane knowledge.

3. Acquired

In Elizabeth A. Lynn’s novel Dragon’s Winter, shapeshifters have to design and make a piece of jewelry inspired by the animal into which they will shift. After that, they can change shape at will, but their power is bound up in the jewelry. Steal that, and they can’t shift.

I like this idea. For one thing, it gives the magic a realistic weakness – something acquired can be something taken away. For another, it opens up all kinds of story possibilities.

What if a meteor exploded above the atmosphere, scattering hundreds of shards over the world, and each shard gave people the ability to do magic? The shards which fell in populated areas would be snapped up, of course, but what about those in more inaccessible regions? We’ll assume that one weakness of the magic is that it doesn’t facilitate tracking down more shards.

So people would be hunting those down. Meanwhile, back at the ranch, others would be trying to acquire more and more of the shards for themselves.

4. Gained involuntarily

In the Wild Cards universe, a virus infected everyone on earth. Most people died, but the survivors ended up with some kind of power (though many of these powers were useless – like the ability to levitate a penny – or the people ended up horribly disfigured as well).

My kind of story, in other words. Some are born great and some achieve greatness, but when some have greatness thrust upon them, they don’t always make the best use of it. The same would go for magical ability.

5. Situation-dependent

Magic could be tied to location or time. For instance, everyone is a mage when standing inside one of the special chalk shapes on the hillsides. Or everyone gains magic powers as natural light increases. Would this make midnight or high noon more dangerous a time?

What other ways could you suggest?

Wednesday, November 26, 2008

Magical artifacts


I just realized that there’s one fantasy element which never shows up in my current stories. That’s the magical artifact.

Most of the role-playing gamebooks I’ve read (and loved) had magical artifacts. In fact, one of my favorite series, Blood Sword, is even named after the Quest Object. There are thousands of fantasies out there with plots about finding some kind of powerful item which will tilt the scales in the protagonist’s favor. And that’s the first problem…

1. The story revolves around the artifact.

If there’s more focus on the artifact (or the search for the artifact) than on the characters, this can make the fantasy come off as flat. It’s also easier to make readers care and worry over people than over Quest Objects. Swords are cool, but I’ll bet readers were more upset over what happened to Ned Stark than over what happened to Ice.

One reason I like Lawrence Watt-Evans’s The Misenchanted Sword is because the story isn’t about a hero and Dark Lord both hunting down an ancient artifact… with the hero getting there first, of course (some day I’d love to read a story where the Dark Lord reaches and uses or destroys the artifact first). Instead, the story begins when a hermit undertakes the haphazard creation of a magical sword to help a protagonist pursued by enemies, and the sword is definitely not the fantasy version of the AK-47 or the nuclear warhead.

The story is always about the protagonist trying to survive the war and build a future for himself in peacetime, not about the sword.

2. The artifact is too powerful.

Some magical items are so +∞ to Everything Destruction that I wonder why the story doesn’t come to an end shortly after they’re found. Even objects that don’t directly destroy anything can be used to defeat the opposition speedily – orbs that see everything or see into the future, for instance, could always be used to keep track of an enemy’s movement or whereabouts.

One way to get around that is to make sure that “with great power comes greater peril”. Tolkien’s One Ring is a superb example, but unfortunately, a lot of artifacts in fantasy aren’t like this. Either they simply supply the great power, like medieval batteries. Or they’re evil unless they’re in the hands of the right person (i.e. the protagonist), at which point they’re batteries again.

Fred Saberhagen’s Twelve Swords of Power are immensely powerful weapons, but nearly all have disadvantages. One of them, the Sword of Despair, induces a state of deep and instant apathy and depression in an area the size of a battlefield around it when it’s drawn. This would be enough for one wielder to win a battle, right? Nope, because whoever draws the sword is subject to this effect as well, and can’t summon up the willpower required to sheath it afterwards.

3. The artifact exists for the sake of the story

With the most realistic characters, I feel that they have lives and histories beyond the printed pages. I’m privileged to see some part of what they think and feel and do, but there’s much more about them that I’ll never know.

The best artifacts give me this impression as well. They weren’t just created for the purpose of being Quest Objects; they have a history that explains why there’s only one or a few of them. They may have personalities and memories as well. I’d love to see a crown which would reflect morosely on the far better rulers whom it had sat upon, or a sword which had its own, very decided ideas on who its wielder would fight.

4. There’s more than one artifact.

Back in the late nineties, I started reading a series called The Twelve Treasures, and yes, there were supposed to be twelve books in it, dealing with the recovery of the twelve magical objects. Except only three novels were ever published.

Most unpublished fantasy writers won’t be able to count on getting a long series in which to detail the search for multiple magical artifacts. Shoehorning them all into a single novel may not work either. Harry Potter and the Deathly Hallows could do this not just because of its length but because there were six other books which also fleshed out Rowling’s world and characters.

5. There’s only one artifact.

If a wizard is able to make one magic sword – and is rewarded for doing so – I wonder why he doesn’t make another. In The Misenchanted Sword, the reason was clear: the hermit had such limited supplies that some of the spells he put on the sword were makeshift. There was no way he could create another such sword, and no reason for him to try.

But under other circumstances, why doesn’t the wizard carry out more enchantments? This is what I find sad about magical objects, by the way. They’re too often big flashy portentous MAGICAL ARTIFACTS, so the subtlety and charm of the smaller things is lost. Imagine a Lord of the Rings with just the Rings. No Sting glowing to warn of orcs nearby, no phial lighting up in Shelob’s lair.

Why not have more of the smaller items? Wind chimes that ring out to announce a visitor’s presence, blank slates on which maps of the immediate surroundings appear… anything is possible. One thing I enjoyed about Harry Potter and the Sorcerer's Stone was the sheer scope of magic, how it was everywhere and influenced nearly everything in the wizarding world. That was partly because Rowling didn’t save magic for the large, grand objects; she let wizards use it as humans would use technology.

And it was a great read.

Tuesday, October 28, 2008

Fantasy magic systems: what I’d like




1. Less of the good/evil preconceptions.

I’d like to see a Light/Dark magic system where there was no good or evil distinction applied in advance. Maybe the two kinds of magic could complement each other, like the two sides of a coin.

So practitioners of light magic could be strongest at noon, their powers waxing with the amount of natural light. As the sun set, though, users of dark magic would come into their own. As a result, magicians always work in pairs; that way, someone is always there to watch your back when you’re vulnerable.

Stepping away from the good/evil mindset opens the field up and can rejuvenate the cliché.

2. A price to be paid for magic.

In Holly Lisle’s Secret Texts trilogy, the principle was that a magical action had an equal and opposite reaction. So a fierce magical attack produced an equally strong backlash, and some scapegoat on the attackers’ side had to absorb that. In Orson Scott Card’s Hart’s Hope, magic had to be paid for with blood.

This can lead to a lot of interesting setups and scenarios. What other prices would people pay for magic? Their appearances, so that they ended up supremely powerful but also gut-twistingly hideous? The years of their lives – or their children’s lives? What if the price was a renewable resource? The Dark Sun campaign setting in Dungeons and Dragons used a world stripped of most water and metals through the use of magic.

3. Realistic limitations on magic.

In most stories, magic is limited in that only certain people can use it, but I’d like to see better checks and balances on those people as well. Otherwise, there’s nothing to prevent the hero from annihilating the entire enemy army with a barrage of fireballs, or to stop the antagonist from simply reading the minds of everyone she distrusted.

In the first story I wrote, the power of magic decreased with distance, so while a magician could control anything he touched, there wasn’t much he could do to the enemy army ten miles away unless he wanted to get up close and personal with them. I still use that idea, but I also have magic turning on people who overuse it, driving them insane or reshaping their bodies. As a result, they don’t use it constantly, and are always aware of what will happen if they push their power too far.

Magicians who need objects to produce or channel their power could be helpless without those objects – wizards in the Potterverse can’t do much without their wands unless they’re naturally talented, like Animagi.

4. Realistic spells.

Doug Douglason: Yield to me.
Raymond Ractburger: Not while I still draw breath!
Doug: A mere detail that shall be remedied shortly. Magic Missile!
Raymond: Aargh! Berserker Rage!


One reason I like the spells in Lawrence Watt-Evans’s Ethshar novels is because they’re scientific in their names (Ellran’s Immortal Animation, Felshen’s First Hypnotic Spell), requirements and effects. As a result, they’re consistent. A Watt-Evans wizard isn’t going to pull a deus ex machina never-heard-of-before spell out of his, er, hat when in a tight spot. A witch won’t be able to do so at all.

I appreciate being aware beforehand of what magic a person can do, and if they can’t do it, there has to be a good reason why. If a mage previously used a Shield Spell against his enemies, but they corner him anyway through sheer force of numbers, I want a good reason for why he can’t use another Shield Spell and buy himself time to run. The writer wanting him to be a martyr at that point doesn’t count as a good reason.

That was fun to write.

Sunday, October 26, 2008

Fantasy magic systems: what’s been done




1. Dichotomy or trichotomy

Magic is Good/Evil or Light/Dark. Sometimes, there’s a Neutral as well, like the White/Red/Black system of magic in DragonLance.

If the reader can tell in advance that those who use Light magic are good and those who use Dark magic are evil, the story will either need something really good to balance it out – or it’ll have to be written as a deliberate, self-aware take on fantasy tropes, perhaps as a parody. Flipping the system so that the Dark magic is good and the Light is evil has also been done – for instance, in Anne Bishop’s Black Jewels series, the darker jewels are more powerful.

2. Gender-specific

In the Wheel of Time series, female magic-users can channel the One Power safely, but males go insane. In Robert Newcomb’s The Fifth Sorceress, male wizards use the good Vigors while sorceresses practise the evil Vagaries. Both series have been criticized for their take on genders, and I would personally not try this unless I was sure I could handle it very carefully – and that I could bring something new to the table.

3. Elements.

Fire, air, earth and water. This one has been done more times than I can count; the first example that came to mind was David Farland’s Runelords series. One concern I have with this system is that practitioners of the various types of magic are often affected by stereotypes. Fire mages are fiery-tempered, earth mages are stolid, good-hearted people and so on.

It can also be problematic if most or all users of one type of magic are evil, while those who use another type of magic are good. If people don’t choose the kind of magic they have, if they’re born with it, it would be unfair to apply good/evil demarcations to the elements.

One thing I would like to see about this kind of magic is more exploration into how close a mage is to her magic, and how it adversely affects her. For instance, our heroine could be a powerful fire mage – but this means her skin is constantly hot. When she gets angry, it increases in temperature to the point where water boils when it touches her and her clothes burn right off unless they’re made of asbestos.

Some authors go beyond the four-elements cliché by adding a fifth element like Spirit or Heart. This can come off as very Captain Planet if an author isn’t careful.

Next up: what I would like to see more of in fantasy magic systems.