McAnally's (The Community Pub) > Author Craft

Magic use in contemporary fantasy

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Abstruse:
In my world, magic is drawn from energy from other plains of existence, from your own life force, or from a deity of some sort.  Anyone could theoretically use magic, just like anyone could theoretically bench press 500 lbs or swim across the English Channel.  Part of it is natural ability -- some people are just better at channeling energy -- while part is training.  There are also three different factors that limit what and how much you can do.  Being a former gamer (only former due to time really), I set up loose rules.  Call it three different stats.  There's instant channeling, extended channeling, and long-term channeling.  Picture it like a power meter.  The first is how much power you can channel at one time -- the instant you cast the spell.  The higher your capacity, the bigger a spell you can cast.  The second is how much energy can be channeled over a short period of time -- a few minutes or an hour.  It's how much you can do in one like active stretch of time without having to rest to recharge your batteries.  Then there's long-term, which is how much you can channel without getting some serious rest.

I always pictured it like a video game with three energy bars.  The first one refills immediately upon the spell being cast or when the spell is no longer being sustained.  The next refills slowly until you sit down and catch your breath, refilling completely within 10 minutes to an hour or so.  The last refills very slowly and doesn't refill at all while energy is being channeled.

Also, each spell has unique limitations on how much drain it puts on each of the energy bars.  Most spells take an equal amount of each, while some take more in one area while less in another.  I'm giving up too much already so I'm not going to give away some of the cool effects I've come up with for spells, but for example...take your average fireball.  It knocks out all three stats in equal proportion depending on the strength.  There's another spell that's really simple and easy to pull off that involves directly manipulating someone's aura, and it doesn't take much immediate effort, but it will take you a week to recover completely.  A third spell involves heavy manipulation of the earth which requires a fantastic amount of effort to sustain and few can keep it going for longer than a minute or so, but you can keep doing it over and over and over all day if you just give yourself a little breathing room.

You can tell I grew up in the late 80s/early 90s, can't you? :p

The Abstruse One
Darryl Mott Jr.

PS. If anyone likes this magic system, check out my thread on shared universes then PM me...

The Corvidian:
Magic, at least in my ideas, is the ultimate potential energy. If you know how to tap into it, you can all most anything, but it doesn't come free. Its like a fire hose, if you don't control it, it can get away from you. You can also damage youself if you don't manage your power, it can comsume you, and it can escape back into the environment and cause damage. Magic is created by natural and supernatural forces. Natural forces like earthquakes, wind, fire, and such; supernatural ones like fortean sightings, and weird events. The whole thing that make magic somewhat hard it finding an easier way to raise it, its there, you just have to learn who to tap into it, for this you have to find a crutch, aka talismans & foci. I know that my take is nothing new, and I freely admit that I am influenced by all of the authors I have read. The only path that I have taken that is a little different, and again no orginial is that I think magic and science can work together, they just have to be watched, and they sometimes have synergistic effects on each other; in other words magic and screw up your electronics and your electronics can screw up your magic.

Willowhugger:

--- Quote from: Josh on January 07, 2007, 02:17:59 AM ---The other question is, what kind of people are going to be willing to take these risks? Madmen? Powermongers? Those with nothing to lose perhaps? Groups of people? Can more than one person be involved in the same spell, thus lessening the risk to the individuals? If so, then you'd likely see some sort of social structure, clans, guilds or the like pop up around magic use, making it safer and more accessible to those in the know. This would also inhibit it because these "insiders" wouldn't want to involve many more people than necessary because they could just become potential threats.

Anyways, I've probably made it more confusing than helpful. One could ask these kind of questions all day. One thing I would ask is, what are the parameters of your "style" of magic in the first place? What does it affect? Can it be used to do anything, or are there boundaries, immunities, shieldings, etc.? Knowing this often will help you narrow your focus and get a better idea of where a practitioner could go with it.
--- End quote ---

I always get the impression that a main motivator for magic in my world is that a lot of magic's continued use is cultural inertia.  Most people ended up using technology because it could do everything that magic could do far easier. 

But yeah, you describe exactly something that also happened in my books that I'm glad at least Jim paid attention to.  Magic users are definitely organized in my world and it's always good to see large groups of them operating together for shared purposes as opposed to seperately

I like secret societies and they show up a lot in my books.

the neurovore of Zur-En-Aargh:

--- Quote from: Willowhugger on January 07, 2007, 05:22:56 AM ---This is less about my sort of magic than what kinds of magic you like to read about in contemporary fantasy.  What do you, for example, like out Jims or want from what you read?

--- End quote ---

Depends on the tone of the book.  Jonathan Strange and Mr. Norrell has a lot of very mysterious, unearthly magic, particularly associated with Faerie, and that works for that story; something like Walter Jon Williams' Metropolitan and City on Fire, set on a totally urbanised planet where magic is generated by something like feng shui and distributed after a model very like an electrictiy company, I expect it to feel more rational - which it does extremely well in those two books, particularly the second.

WonderandAwe:
In the world I am currently working on, magic is not really taxing, but rather limited.  You won't find wizards throwing fireballs here.  Rather magic is based on human life energies and influencing such energies.  Another limitation is that you can only influence human energies.  Animal energies are very difficult to alter; difficulty increase as you move further away from humans.  Mammals are comparatively easier to work with than say reptiles.  Plants and micro-organisms are impossible to work with. 

Most people can at least sense the energy.  It is the feeling that you get when you are being watching.  More preceptive individuals can sense changes in this energy (empaths).  Those who are strongly gifted basically have a second sight.  They see the real world and life energy as a overlay.  This is useful for seeing internal injuring or diagnosing diseases.  Cancer, for example, is seen as a blinding light. 

The ability to influence such energies, however is more rare.  It really isn't all that taxing, but it takes discipline. 

Healing is the most common use of this energy.  You can't really cure disease; you can only help boost an individual's energies and repair the damage caused by the disease.  Broken bones, cuts, etc are easy to heal as long as you clean them out first. 

You can also alter people's perceptions.  Limited use of this is you can make people more or less favorable to your suggestions.  A greater use would be to draw attention away from yourself or confuse your appearance. 

And of course there is necromancy.  How one raises the dead is that you take the residual life energy left in the body and add part of your own to it.  Thus you have a walking animated puppet.  Most healers are given a basic lesson in raising the dead (to raise murder victims mostly for trials).  However there are those that learn enough about necromancy to raise armies. 

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