Magic System Dos and Don'ts
Is it really a fantasy story if it doesn't include magic of some kind? Magic and its users are prevalent in all kinds of fantasy, but not everyone takes the time to craft a magic system that actually works and goes with their world. It's a big problem, because how your people use magic can be one of the memorable things about your book. In this post, we'll be looking at things you should and shouldn't do when adding magic to your world.
Do. . .Pre-Plan
Planning is always your friend when writing an alternate world. If I try to make things up on the go, it never comes out well and I have to spend a lot of time fixing it later. Save yourself the extra work and take the time to plan things out before you start writing.
Don't. . .Make It Overpowered
One of the biggest problems with magic is that it can quickly become overpowered. If you make it too easy to use, or able to do too big of things, any stakes in the story are lost. If your character can teleport thousands of miles with a thought, why are they trekking across mountains?
Do. . .Give It Limits
To go with the previous point, make sure your powers have limits. Sure, the character can teleport, but only with a lot of energy, or the right spell they haven't learned yet. Make sure you clearly define those limits too. You don't want them to be unable to summon a cloud, yet create a tsunami in the next scene.
Don't. . .Make Things Complicated
If a character can't do a basic spell without preparing the ingredients, waiting for a full moon, and speaking a complex spell in another language, then it won't be enjoyable to read. Your basic powers should be easy to follow and get harder as the spells do. It's like cooking. No one would want to cook if everything took five hours and a thousand steps.
Do. . .Give It a Theme
Elemental magic. Weather magic. Soul magic. There are lots of different kinds, varying from ones that come straight from the character to kinds that need incantations or wands. To keep things easy for the reader, and for you, make your magic consistent. If one person has to use a wand, they all should. If character A draws energy from the earth, character B could use another element in the same family.
Don't. . .Copy Others
There's nothing wrong with drawing inspiration from others. I do it myself. But heavily basing your magic off someone else's work isn't the best idea. For one thing, people will know and think you're unoriginal for copying. Plus it takes away all the joy of coming up with something yourself.
Do. . .Try Something New
There's nothing wrong with old standbys like the elemental system. But what other ways could magic be produced? Through music? Through baking? Through animals? There are so many cool ideas out there that I would love to see tried.
Don't. . .Forget To Have Fun
At the end of the day, ignore all of this if you want. What doesn't work in one story might be great in yours. This is all just advice and you can take it or leave it.
What are your magic system pet peeves? What's a type of magic you'd love to see explored? Tell me in the comments.
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YOU PUT THE APOSTROPHE WHERE IT BELONGS! BLESS YOU! (I see way too many "Do's and dont's" and it drives me a little insane.)
ReplyDeleteThese are all excellent points. Themes, in particular, can make the rest of the development process so much easier. I think my favorite system to develop has been one based on the five senses, and I definitely agree we need more varied systems. I love elemental powers just as much as the next person, but something new is almost always more exciting.
😂 I didn't even think about it. That would annoy me too.
DeleteYour magic system based on the five sense sounds super intriguing. I'm glad you enjoyed the post, and thanks for commenting.