Magic 101
When writing science fiction, future science should be based on
the sciences we know or on extrapolations of science. Biology,
chemistry, physics, engineering,
computer science, genetics, you-name-it are all foundations for made-up
future science. I prefer "future science" to "pseudo-science"
because good sf stories use "science" that feels plausible. Sure, we
accept a few unlikely conventions--such as everyone speaks English, or
that some device is capable of translating languages it has never
encountered before. That sort of technology is the result of
"black box" science, which is really "magic" for sf. Even supposing we
could develop a device that read brain waves in order to translate
words, is it really likely we could invent a science capable of doing
that for completely alien brains that have never been encountered?
Would the device translate what a person said or what they were thinking? Regardless, we accept the English standard to make the story easier to tell. But if all the
science becomes too "black box," then the science will be called "magic" and the story will be labeled as fantasy.
Fantasy
isn't easier because you can have magic. In our world, "magic" has
always had roots, since the dawn of time, in some unknown or
unexplained science.
A lodestone was magical, until we understood the properties of magnets.
Just because fantasy can have real magic, doesn't mean the magic
should defy explanation.
Okay--if done well, that scenario could be interesting. But frankly,
when magic
feels real, it will always be a lot more interesting.
Sure,
we read to escape. But we escape to those places that, while imaginary,
feel so real that we wish they were real. We can picture them, hear the
sounds of that world, smell and feel. Every aspect becomes almost
tangible. For magic, that means we have expectations based on
simple cause and effect.
What
makes magic feel real? The same things that make all things real. It
has to have properties and rules. It also helps if your magic can be
categorized.
What makes magic fun? Seeing it in action. Try to
avoid the "Magic 101" lecture--that's where one character must explain
in detail how your magic system works in order for the reader to
understand it. All lectures suffer from a common problem--they aren't
as interesting as watching or doing. Consider most anything. Why do you
suppose new reporters try to film event to show
the audience rather than just report them? Are you more impressed with
someone tells you the hurricane had winds up to 100 mph, or when you
see footage of wind knocking over a construction crane? Here is yet
another instance of where Show, Don't Tell is important.
Magic as a Science A
property, from a scientific standpoint, is a quality that always or
consistently exists. Why from a scientific standpoint? Because magic
should be a part of your world's natural science. That doesn't mean it
has to be physics or some other natural science. It means that in
addition to the natural effect of physics, geothermic science, plate
tectonics and everything else going on physically in the world, this
world also has magicks. (I used an alternate spelling to indicate the
"science" of some magic system.)
Properties can take many forms.
If casting a spell takes a physical toll, either by aging or simply
tiring the spell caster, that would be a property. Making sure
your spell caster always suffers the consequences creates
verisimilitude. If a situation occurs where suffering the consequence
is inconvenient to the story, then it must be inconvenient to the story
and whatever would happen naturally must happen, even if it causes the
death of a character you did not wish to kill, or changes the direction
of the plot. If these things happen, changing the magic's property is a
cheat and readers will know it. If the consequences are too bad to
contend with, then figure out another solution that does not involve
breaking your magic system's science.
Magic as an Applied Science Besides
being a magick, magic use in your world should involve concrete rules.
If having properties makes your magic a science, think of the rules you
create as the engineering (or applied science) for your magic system.
Here you define what must be done in order for some magic to occur.
Just
as you shouldn't break the laws of your magick, neither should you
break its rules. That doesn't mean you can't ever break rules or laws .
. . but you should have a very good reason, one that the reader
will not only buy, but will find thrilling. To break a rule or law
because your character is otherwise up the creek is not a good
reason--in general. As with all rules, the ability to break them is a
skill. The ability to break them in ways the reader will find
satisfactory is a master-level skill. I prefer not to break my own
rules, but to make my characters be cleverer at solving their problem.
Your
rules can be simple or complex. Simple is easiest to get across to the
reader without requiring a "Magic 101" lecture from another character.
Categories of Magic
There are all sorts of magical categories. I won't even attempt to list
them all. With a few, you'll get the idea. And there are numerous
resources on this topic. No doubt, there exists terminology for each
category, but I'm only going to list them by general descriptions, in
no particular order. As well, many categories can be combined or
blended together. Or you may have more than one category of magic on
your world. But each might be its own distinct science, just as plate
tectonics is a different science from meteorology.
Spoken -- Magic invoked by reciting a spell. Gestures -- Magic that requires particular arm movements, or what-have-you. Potions -- Magic that must be infused in a potion. Gizmos -- Magic that works via a device, whether the device itself is magic or creates magic. Amulets/Charms -- A subset of gizmos, but so popular that I gave it its own listing. Innate -- Magic that comes from something within the spell caster. Faith/God-Powers -- Magic that stems from a religious system or power coming from the gods. Nature -- Magic found in gemstones, plants, etc. Familiars -- Magic requiring use of a familiar, like a witch's black cat. Divination -- Foretelling the future by whatever means. Psychic -- Magic emanating from the mind.
Certainly,
this is a very incomplete list. But it's a start to help you generate
ideas. See what methods of magic can be found in myths and legends.
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