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Magic - change wrought through unnatural means
Most fantasy can be placed along a spectrum where there are 3 main points: soft magic at one end, hard magic at the other, and a middle ground between the two.
Magic that is not well-defined for the reader.
Generally, we don’t understand where the magic comes from, who can use it, or what its limitations are.
Readers can see this type of magic being used.
But they can never anticipate when magic will be used in the plot because they can’t begin to guess how it works.
You can’t break a rule if the rules don’t exist!
Most stories that feature this system will have the magic users be secondary characters, allowing them to avoid explaining exactly how the magic works.
It’s also argued that without knowing everything about the magic, it tends to hold more wonder and excitement for readers.
Has very rigid boundaries.
Readers know where the magic comes from, how it’s used, who uses it, and what its boundaries and limitations are.
We know the limitations of the characters and can understand why they can’t simply magic themselves out of any particular challenge.
Stories with hard magic systems do not need to avoid the main character being a magic-wielder, as they have the capacity to explain to the reader what is going on.
A lot of writers this system because it gives them very explicit guidelines to follow in their plot and creates some more satisfying pay-offs for readers.
The meeting point between the soft and hard systems.
We might understand a bit about the way the magic works, but not all our questions are answered.
While most of the content adheres to rules, these rules aren’t fully explored.
This system relies on the reader’s suspension of disbelief.
The main character can be a magic-wielder or not, and it’s up to the writer to determine when magic will be used in terms of plot.
You can and should use these guiding principles to build your magic system. Remember that you don’t have to choose one or the other. Your system can draw from aspects of both. Just stay aware of the weaknesses of the path you choose, and ensure you utilize its strengths.
You are going to use magic to solve problems
Your audience is accustomed to the tropes of hard magic
You are okay with jumping through hoops to expand your system
Your magic doesn’t convey a theme
You want to convey a theme through magic
You want to create a sense of wonder
You want the ability to expand easily
You want to be accessible to a broader audience
Your magic won’t regularly be used to solve problems
Like most writing processes, there isn’t really a correct place to begin designing a magic system. A common, and efficient, place to start, however, is by choosing what type of magic system(s) you wish to employ, such as:
Nature-based magic: water, earth, fire, air, and everything in between
Divination magic: see beyond sight and peer through time and space
Conjuring magic: move objects through space over any distance
Psychic magic: master the world of the mind
Life and death magic: tap into the very forces of life, death, and un-death with this surprisingly versatile collection
Animal- or creature-exclusive magic: some creatures just do it better
Magitech systems: the blurring lines of sorcery and science give magic a next-gen, high-tech flair
Eclectic magic: it doesn’t have to be “real” magic to have a real effect
Uncommon magic systems: the unsung heroes of fantasy magic
How to create your own magic system using the AALC (Appearance, Abilities, Limits & Cost) Method
What the magic looks like
Makes the world feel more exotic
Can cause problems for characters but cannot solve them
Usually tied to a character arc
What the magic does
Points calculated based on magical effect, range, number of people affected, and duration
Characters have a finite amount of fuel (mana) to use abilities
More powerful abilities require more fuel
The fuel does not have to be overt for the audience to understand
If points not overt, cannot solve conflicts unless a cost system is added
Unlimited uses of magical abilities
Abilities stratified in codified levels defined by their limits
The more the levels' abilities and limits are known by the audience, the more they can be used to solve conflicts
Focused on clever uses of abilities against stronger foes
Cost system can be added to enhance dramatic moments
Costs must be greater than or equal to abilities to make them dramatically satisfying
Costs can include time, exhaustion, materials, sanity, morality, etc.
Adds dilemma to magic by forcing characters to make choices
The greater the character's sacrifice, the more audience satisfaction at conflict resolution
Each system builds on the previous ones, so that Cost Systems use all four, while Point Systems only care about Abilities and Appearance.
Multiple systems can exist within the same story, and systems can harden over the course of the story.
The Force, for instance, has been a Soft, Point, Level, and Cost System depending on who wrote it at the time.
Window Dressing - magic for secondary characters; can instigate conflict but cannot solve it; e.g., Gandalf
Soft Villain - No explanation or upper limits needed; makes villains more powerful to make heroes greater underdogs; e.g., The Emperor
Chosen One - Unknown power keeps hero safe throughout story; can be considered plot armor unless earned through character arc
Sort Hero Incomplete - Curse or positive ability the character cannot control; hero still learning limits of ability at story's end; powers and arc continued in next adventure
Soft Hero Complete - Hero embraces ability to complete arc and solve main conflict; magic must become harder in subsequent adventures
Points Opaque - Non-explicit reservoir of energy fuels powers; cannot solve main problems without cost option because characters finding hidden energy reserve feels like deus ex machina
Points Hard - Both abiliites and points system must be explicit like in video games; becomes about resource management; easy to understand but takes sense of wonder out of magic
Soft Level Static - Unchanging power without upper limits; cannot solve conflicts because feels repetitive; power must be used cleverly; e.g., Wolverine's healing factor
Soft Level Advancing - Increased powers or new powers with unknown limits; cannot solve conflicts unless tied to a character arc like Soft Hero Complete, at which point "unlocks" new abilities
Hard Level Static - Unchanging abilities with clear-cut limits; can solve conflicts so long as setup is properly seeded, usually resulting in sacrifice; e.g., Genie
Hard Level Advancing - Well-established abilities with limits; can solve conflicts based upon clever uses of abilities, usually against stronger foes; e.g., Airbender
Static Cost - Well-established cost remains consistent for each use of ability; can solve conflicts since based on personal sacrifice
Cost Fluctuating - Costs change based upon dramatic need; costs must be greater than or equal to ability; possible costs include lost time, money, sanity, health, memory, life, morality, etc.
Sources: 1 2 3 4 5 6 ⚜ Writing Notes ⚜ Writing Resources PDFs Writing Notes: Magic System ⚜ Fictional Items; Poisons ⚜ Fantasy
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You ever think about the MOVE bombing and then think about the fact that so few US Americans even know that the MOVE bombing like. Happened.
As a late diagnosed autist I will say one of the most damaging but transformative experiences I've ever had was being misdiagnosed with BPD.
Everyday my heart goes out to people with BPD.
The amount of stigma and silencing they face is astonishing and sickening.
I took DBT for years. Therapists use to turn me away because of my diagnosis.
I would be having full blown autistic meltdowns, crying for help literally - but because I was labeled as BPD ANY time I cried I was treated as manipulative and unstable.
As if the only reason I could be crying was if I was out to trick someone.
95% of the books out there with Borderline in the title are named shit like 'How to get away from a person with Borderline', 'How to stop walking on eggshells (with a person who has BPD)'
I was never allowed to feel true pain or panic or need.
That was 'attention seeking behavior', not me asking for help when a disability was literally inhibiting my ability to process emotions.
There were dozens of times where I had a full meltdown and was either threatened with institutionalization or told I was doing it for attention.
My failing relationships weren't due to a communication issue, or the inability to read social cues. No, because I was labeled borderline, my unstable relationships were my fault. Me beggong nuerotypicals to just be honest and blunt with what they meant was me pestering them for validation.
Borderline patients can't win.
And the funny thing is - I asked my therapist about autism. I told her I thought I was on the spectrum.
BPD is WILDLY misdiagnosed with those with autism and I had many clear signs.
Instead - she told me 'If you were autistic we wouldn't be able to have this conversation'. She made me go through a list of autistic traits made clearly for children, citing how I didn't fit each one.
And then she told me that me identifying with the autism community was the BPD making me search for identity to be accepted - and that I wasn't autistic, just desperate to fit in somewhere.
I didn't get diagnosed for another ten years. For ten years I avoided the autism community - feeling as if I were just a broken person who wanted to steal from people who 'really needed it'.
Because of my providers - I began to doubt my identity MORE, not less.
Ten years of thinking I was borderline and being emotionally neglected and demonized by a system meant to help me.
To this day, I still don't trust neurotypicals. Not fully.
I know I'm not borderline now - but my heart aches for them. Not for the usual stuff. But for the stigma. And the asshole doctors. And the dismissiveness and threatening and the idea of institutionalization hanging over their head.
I love Borderline people. I always will. I'm not Borderline but if you are I love you and I'm sorry.
You're not a bad person. You're not a therapists worst nightmare, you are a human with valid feelings and fears.
Borderline people I'm sorry.
Developing Backstory: Bringing Characters to Life
Place of Birth: Where did your character first see the world? Think about the impact of this place—was it a busy city where they had to fight for attention or a quiet village where everyone knew everyone’s business? This location doesn’t just say where they’re from; it shapes how they see the world.
Family and Upbringing: What was their family like? Were their parents loving or distant? Maybe they were raised by someone other than their parents—a mentor, an older sibling, or even alone. Family (or the lack of it) is usually one of the most significant factors in shaping who someone becomes.
Society’s Expectations: What was expected of them when they were young? Possibly, they were born into wealth, with all the pressure to continue the family legacy, or maybe they were raised to be invisible in a world where survival mattered. How does this influence who they are now? Do they accept or reject those expectations?
First Taste of Conflict: Think about the first time the character realized the world wasn’t a perfect place. Maybe they witnessed violence or faced betrayal. What was that moment, and how did it stick with them? This moment usually lays the foundation for the character’s emotional landscape—fear, hope, ambition, or distrust all come from these early life lessons.
Childhood Dreams: When they were young, what did they want to be? Every child has dreams—did they want to be a knight, a scholar, or even just someone who could travel the world? Did they have to give up these dreams? How does that lost dream shape them now?
Formative Relationships: Who was their first best friend, mentor, or enemy? Childhood friendships and relationships often create deep bonds or wounds that last into adulthood. Did they have a mentor who taught them everything, only to betray them? Did they lose a childhood friend that still haunts them?
Trials and Tribulations: What’s the biggest challenge they faced as they grew up? Was it losing a loved one, failing at something important, or maybe being forced into a role they didn’t want? These teenage years are where the emotional armor starts forming—how did the difficulties they faced shape them into the person they are now?
Education or Training: How did they learn what they know? Were they formally trained by an institution, learning everything by the book, or did they learn through experience, like a street-smart survivalist? What impact does their education or lack of it have on how they interact with others?
Teenage Bonds: Did they have a first love or a first major falling out with someone close to them? These experiences often create emotional scars or connections that they carry with them into adulthood. How does that past friendship or romance influence their behavior now?
Trauma or Loss: Was there a moment that changed everything? Think about a significant loss—maybe a loved one, their home, or a sense of identity. How does this event affect their worldview? Do they build walls around themselves or dive into relationships with reckless abandon because they fear losing more?
Victory or Failure: Did they experience a moment of triumph or devastating defeat? Success and failure leave their marks. Were they celebrated as a hero once, leading them to overconfidence, or did they fail when everyone was counting on them, leading to crippling self-doubt?
Betrayal: Was there a betrayal that shaped their adult relationships? Whether it is a friend, family member, or lover, betrayal often changes how we trust others. Do they close themselves off, constantly expecting betrayal, or try to rebuild trust, afraid of being left alone again.
What Drives Them Today: What’s the one thing pushing them forward now? Is it revenge, the need to restore their family’s honor, or maybe even just survival? Whatever it is, this motivation should tie directly back to their experiences.
Emotional Baggage: What unresolved emotional wounds are they carrying? Everyone has scars from their past—some are visible, others not so much. How do these emotional wounds affect how they treat others, how they react to conflict, and how they move through the world.
Current Relationships: Who’s still in their life from their past, and how do they feel about it? Did they reconnect with someone they thought they’d lost, or are they haunted by unresolved issues with people from their past? Do they have any ongoing tensions or regrets tied to these people?
Cultural or Mythological Influence: How does their personal story tie into the larger world’s mythology or culture? Do they carry a family legacy, a curse, or a prophecy that hangs over them? How does this influence their interactions with others and their perception of themselves?
Recurring Symbols: Are there objects, dreams, or people that keep showing up in their life, symbolizing their journey? Perhaps a recurring nightmare haunts them, or they carry an object from their past that’s both a source of comfort and pain
How Does Their Past Shape Their Growth?: Every character has emotional baggage that needs resolving. How does their backstory drive their arc? Do they need to forgive themselves, let go of the past, or accept who they’ve become to move forward?
Unanswered Questions from the Past: Are there any mysteries in their backstory they need to solve? Maybe they’re unaware of their true parentage, or maybe there’s a forgotten event from their childhood that will resurface and change everything.
Have a magic system in mind for your fantasy world? Here's a list of things to consider to help you tie this system into the rest of your worldbuilding, so that it feels more believable and realistic.
What is the source of magic? Is it natural or man-made? Can humans use magic or is it a force of nature that only animals or other races can use?
Does magic originate from inside a person or does it require external items to use? If it comes from items, can the items be made? How long does it take to make the items?
Does the magic cost anything- money, stamina, health, etc.?
Can a person be cut off from being able to use magic? If so, how?
How common is magic in your world? Is it so common that everyone has seen it or is it a subject of myths and rumors?
How long have the people in your world known about magic? Has it always been there or is it a new discovery?
How much does the average person know about magic? How much do experts know? What do people not understand about this magic? Are there any common misconceptions? Myths?
Is magic revered or feared? Or if it's common, is it taken for granted? Are there any taboos surrounding magic?
How many types of magic are there? Are some more common than others?
Are there dedicated schools of thought surrounding the study of magic? Is it taught about in schools? If so, is it taught to children or only at the college (or equivalent) level?
Who can use magic? Who can't? Is it something that only the rich and powerful can use? Why? Or do genetics determine who can use it? Wealth?
Are there any physical limitations that might restrict who can use magic? For instance, maybe old or sickly people can't use magic because it requires a lot of physical effort. Does your society provide accommodations for people who can't use magic? Is a lack of magic ability considered a disability?
Does education level determine capacity for magic?
How easy is it to gain access to magic? How easy is it to learn about magic?
How powerful or useful is magic for different parts of society? Military? Medicine? Entertainment? Art? Childcare? Government? Communication? Business?
How does magic affect the politics of your world? How does it shape the economy? Are there feuds over the use of magic? Do powerful groups in your world have an incentive to limit the use and accessibility of magic? Why?
What happens when people no longer have access to magic? Does this cripple their ability to go through their daily lives? How?
Mix, match, and cross-reference these with other elements of your worldbuilding to form a believable magic system that lives and breaths just as the rest of your world does. For every answer you give to the questions above, consider and build upon the implications of what that might mean for your world. A worldbuilder's best skill is the ability to ask "How will this affect ___?" So make sure you're always considering the ripple effects of each element you add to your world.
Happy worldbuilding y'all!
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