How to Build a Magic System that Actually Makes Sense

Must there be Magic?

No.  Magic typically serves two key purposes:

  1. A Substitute for Technology
    1. Allows for circumstances not typically possible in pre-industrial worlds.
  2. Setting the Tone for your World
    1. It can evoke awe, wonder, fear, and/or menace.
    2. It can be a benevolent, neutral, or malevolent force.

As with any worldbuilding, whenever you introduce something you need to ask two questions:  1) Why is this so? and 2) What are the ripple effects of this choice?

 

Is Magic Worldly or Otherworldly?

  • Worldly Magic is a part of the Natural Order
    • It follows the same rules as everything else… like another branch of physics.
      • It works within the system.
    • To its peoples, magic may not “feel” magical at all—it’s normal
      • Or, it still inspires awe because it remains rare (usually because only a limited number of people can wield it)
  • Otherworldly Magic exists outside of the Natural Order
      • Instead of obeying natural laws, it breaks them.
      • It typically cannot be discovered, accessed, or used through research and experimentation alone.
      • It generally “feels” beyond the capacity of human understanding.
      • Otherworldly magic is inherently wondrous because it is unnatural.
      • There still can be mathematics behind an Otherworldly system, just like with a worldly one, but if it does exist this way it works best “hidden behind a curtain” to maintain the awe.
      • The danger of Otheworldly Magic is inconsistency. Because it is often less well defined, it can break systems if your world is designed for games or create wild power swings if your world is designed for stories.

 

What is the Source of Magic?

While there are endless possibilities, magic typically comes from one of four possible sources.

  • A Natural Force
    • A common choice for Worldly Magic
    • It is another aspect of existent and nature and therefore is quantifiable, mathematical, and consistent.
  • A Sentient Being
    • Magic of this variety usually comes from a divine power but it may also be some other sentient creature of immense power.
    • There aren’t Natural Laws, but magic still often has “rules” based on traditions, expectations, or religious tenets.
      • If the source is whimsical or capricious, these rules may change
      • If a spellcaster fails to abide by the rules, there are typically consequences
  • A Non-Sentient External Power
    • This form of magic is inherently mysterious making it harder to quantify.
    • It exists outside of nature so it probably cannot be fully defined, quantified, or understood.
    • However, you as the Worldbuilder should know what it is, even if you never share the information, to keep everything internally consistent.
  • The Spellcaster Himself
    • The spellcaster harnesses his life force, mental focus, etc.

These possibilities can also be considered as external versus internal power which can be combined.  For example, magic comes from an external source (the natural order, a sentient being, a non-sentient power) but still requires something from the spellcaster to wield.

 

Who can use Magic?

Who?

  • Can anyone use magic? Is magic access defined by fantasy race?  Or is it an innate ability born to only some individuals, perhaps regardless of race?
  • If only certain individuals can use magic, why can’t others? It can be part of their DNA, but it may be better to use a more imaginative term—clinical terms like DNA (or midi-chlorians) destroys wonderment.
  • If only certain races can use magic, why is this true? Is it something in their biology or an event from their past that made this true?
  • If anyone can use magic, does everyone? Is it naturally and instinctually available or does it require rigorous study, devout faith, or something else?

How much?

  • Do all spellcasters have equal potential or are some innately stronger? Why or why not?
    • Many systems have spellcasters become stronger through practice and experience (e.g. “leveling” in game terms).
    • In other systems, the ability can vary heavily.

 

What is Magic?

  • What can magic do?
    • Many systems break magic into branches or schools. These may follow…
      • Classic elemental lines (fire, water, wind, earth)
      • Functional lines (illusion, scrying, healing, war, etc.)
      • Flavorful lines (shadow, light, death, etc.)
  • Can everyone do everything with it?
    • In some systems, the spellcaster can choose which paths, branches, or schools to follow.
    • In other systems, the spellcaster is naturally drawn to specific kinds of magic.

 

The Morality of Magic

  • Is magic good, neutral, evil, or situation dependent?
    • Innate Morality
      • If everyone uses magic, it probably is just another tool and therefore is considered neutral.
      • If magic is immutably evil, this can’t be just because of a cultural taboo. There must be a true consequence—the corruption of the soul, warping of the mind—something with real physical or metaphysical consequence.
      • If magic is innately good, it should be woven into the essence of life or consciousness—something foundational that elevates or even enables existence.
    • Circumstantial Morality
      • If magic is good or bad due to current cultural mores, what historical event or events shaped admiration or hatred of magic?
      • If one group is pro-magic and another group is anti-magic, the anti-magic group will be quickly destroyed (assuming magic is of any significant power).

For this circumstance to exist in a stable state the anti-magic group must have something that levels the scales such as high magic resistance, a genius for making war machines, etc.