Critique of various fantasy magic systems

I'm surprised that in the eight years that this thread has been going on, no one has mentioned Moorcock's Elric. The hero (or antihero) of Moorcock's series of stories and novels is Elric of Melnibone, the last emperor of a land that no longer exists. When he uses magic, it has great consequences to him. Once he exerts himself, he's left weak and unable to defend himself and at numerous times he's unable to even move. He must be carried by allies. The vast majority of his power comes from his runesword, Stormbringer. His own vitality depends on it. If his sword does not drink the blood/soul of an enemy, Elric could die. If he wishes to cast a spell, he must channel a demon. He's only as powerful as the demon he channels or calls upon, and even then, his spell is only as powerful as he is physically able to handle it. If he's physically tired or wounded, his spell can fail. Also, the demon could very well overpower him and everything could go awry. The last thing the world needs is a long forgotten, hungry demon running around.

Magic, in Moorcock's world, is derived from Law and Chaos. To describe how it is, I'll quote directly from Volume 1 of the Chronicles of the Last Emperor of Melnibone, chapter three of "While The Gods Laugh":

"Know you not that two forces govern the world -- fighting an eternal battle?" Elric replied. "Law and Chaos. The upholders of Chaos state that in such a world as they rule, all things are possible. Opponents of Chaos -- those who ally themselves with the forces of Law -- say that without Law nothing material is possible.

"Some stand apart, believing that a balance between the two is the proper state of things. . . Law and Chaos rarely interfere directly in Men's lives -- that is why only adepts are fully aware of their presence."

The multiverse, and magic, must be in a state of Balance. Balance is often, in Moorcock's work, referred to with a capital B. Hence, why Elric has power through his sword, but he's bound to his sword. This type of magic system I find to be pretty much perfect. This way, you cannot have an all powerful being. There must be reprecussions for everything that is done.

Also, along the line of the commoner fearing or rejecting the magic user, they totally do in this world. Why? Well, mainly because power is sourced through demons and other not-so-good spirits. One has to bargain with, for lack of a better word, evil to gain power. This 'bargaining with evil' generally takes someone who is prone to be on the chaotic side of the scale. (God, this is starting to sound like something about D&D) And chaotic people, to the commoner, threaten the idea of Balance. Paradoxically, in order to have Balance, they need to have chaotic people like Elric, just as much as they need lawful people. (Oh man. . . More D&D. Though, to be fair, Elric was going to appear as a demi-god in the first D&D, but he was cut out because of other gaming commitments.) Magic users are looked upon with distrust. Elric gets this more so, because he's albino, which sets him further apart from humanity.

Thoughts?
 
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I found the magic in Elric to be similar to Batman's utility belt. In theory, it's limited and only helps him in routine manners. In practice, it always provides just what he needs just when he needs it.
 
Two of the more interesting magic systems I've discovered are in Dave Duncan's A Man Of His Word Series where magic revolved around words of power and the power that they contained depended on how many people knew the words.
The other one was in Scott Lynch's The Lies of Locke Lamora in which most magic seemed to be controlled by an order known as Bondsmages. They were essentially spell slingers for hire who were protected by the fact that if anyone killed one of them the rest of the order hunted you down and killed you and everyone close to you.
 
I found the magic in Elric to be similar to Batman's utility belt. In theory, it's limited and only helps him in routine manners. In practice, it always provides just what he needs just when he needs it.

Haha. That's why you love Elric. He has a comic book feel about him.
 
I'm gonna throw out Anne Bishop's Jewel-based system of magic as a pretty good one. It follows strict rules and the caste system is really interesting. When you get into the origins of magic I think it gets a little fuzzy, but overall I like the rigourous method she follows as far as what you can and cannot do, and how it becomes an important part of the plot in all of her books.
 
Cool thread!

Noone has mentioned Bakker's magic system yet, so I'll make an inital analysis: simply put, magic is possible for almost anyone, but even one use and you are Damned.

Number Ten Ox

Not correct. In bakker's world magic is something you must be born with, and only very few people are. The sorcerers are literally called "the few".
 
I'm gonna throw out Anne Bishop's Jewel-based system of magic as a pretty good one. It follows strict rules and the caste system is really interesting. When you get into the origins of magic I think it gets a little fuzzy, but overall I like the rigourous method she follows as far as what you can and cannot do, and how it becomes an important part of the plot in all of her books.

I was wondering if someone would throw Anne Bishop's Jewel-based Magic System out there. I thought that this was a very good system and how you can become up to 3 times stronger than when you were born. Everyone from the brightest to darkest jewels have powers. There is also the Caste system which can affect someone's status regardless of level of power. I even like the origins of them. Created from one race of beings and passed to all who were touched at the end of the beings existence whether human or animal. So in the beginning anything living could have received the magic.
 
I like the world of Magic established in Michael Scott's The Alchemyst series...There are high-ranking "Elders" or Master Magicians whose magical prowess acquisition is vague and glossed over, so it's possible they were born with it. However, the book makes very clear that ANYONE, if put through the proper Magical process, can "awaken" their latent magical potential and begin to master various elemental magic(k)s.
 
I was wondering if someone would throw Anne Bishop's Jewel-based Magic System out there. I thought that this was a very good system and how you can become up to 3 times stronger than when you were born. Everyone from the brightest to darkest jewels have powers. There is also the Caste system which can affect someone's status regardless of level of power. I even like the origins of them. Created from one race of beings and passed to all who were touched at the end of the beings existence whether human or animal. So in the beginning anything living could have received the magic.

Yes, I liked tge Black Jewels Trilogy magic system to. It was very different from others I have read and I enjoyed reading about it.
 
Godless World

I like Brian Ruckley's Godless World series. I only read the first novel and it is back home in the US, but there is not a whole lot of magic in his world but, he has elf-like beings that are more like druids that can fashion magic. It has been awhile since I read the book but if I recall it seems like a chosen few and one race can wield magic and many of the spells must be prepared in advanced. I have plans to read the remaining two books in the series but will not be back in the US for a year so it may be a while before I can get to them.

Hopefully, someone will elaborate on Ruckley's magic system as it has been awhile since I read the book.
 
The best magic system I have come across is in Lyndon Hardy's Master of the Five Magics. He also wrote Secret of the Sixth Magic and the third Riddle of the Seven Realms. His magic system actually makes a whole lot of sense. Here is the wiki entry that explains the magic system. To lazy to write something up myself. By the way the books are very good.




A primary focus of the plot is upon the five magics of the title. In the system devised for the trilogy, each of Thaumaturgy, Alchemy, Magic, Sorcery, and Wizardry allow the user to perform magical actions within a particular set of rules. These rules are specified after the table of contents, and are also stated within the narrative. In Secret of the Sixth Magic, the concept of Metamagic is introduced, rules for manipulating the seven basic rules.

[edit] Thaumaturgy

* The Principle of Sympathy: Like produces like.
* The Principle of Contagion: Once together, always together.

The Art of Thaumaturgy consisted of applying the Principles to create a transitory effect. Thaumaturgy produces no lasting magical effects, but can be quite powerful, nonetheless.

The Principle of Sympathy means that to create an effect, we must look for things in nature that resemble or produce that effect and use them. A feather can lessen weight, a bit of honey can sweeten, a splinter of iron can give strength, a bit of lodestone can produce guidance, etc. Most normal materials possess one or more characteristics that can be useful, and the more strongly they possess the characteristic, the more useful the material is in Thaumaturgy.

The Principle of Contagion states that if something is once part of or associated with another thing, it remains indelibly connected to it and can be used to influence that other. Naturally, an actual piece of the target is the best, but there are various degrees of sympathy, ranging from a part of the same item, to a part of the same construct, to a long-associated item, down to something that has been in the presence of the target once. Each will work, which is one of the things that make Thaumaturgy the most general of the Arts. However, the energy required to link the target with the spell is greatly modified by the sympathetic connection available. If you wish to kill a man, for example, you will need much less energy if you have a piece of his hair. If you have only a picture of him, you may need several orders of magnitude more energy to kill him, and if you know only his name, several more. The very simplest thaumaturgical effect, involving the Principle of Sympathy alone, is to move a larger object by moving a small piece of it. This can be a parlor trick, if done with floating balls or scarves, or it can be an act of violent war, if done with a multi-tonne boulder. The difference between the two spells lies only in the energy invested.

The energy for Thaumaturgy comes from the natural world. Most practitioners use fire, as it is commonly available and easy to obtain, but other forms of heat, lightning, lava, etc. can be used, depending on the amount required. Simple spells can even be performed using the heat from the caster’s own body, though it is not unknown for young Thaumaturges to kill themselves by overdoing this process.

This need for energy makes Thaumaturgy simultaneously the most powerful and the least powerful Art, and both the most and least complicated to use. A Sorcerer, for example, is limited in his power by how much of his own life force he wishes to expend in a spell, but a Thaumaturge may simply build a bigger fire—quite an advantage! But without a prepared source of energy, the Thaumaturge is limited to what he can do with his body heat, and dare try only the very simplest of cantrips. Similarly, an Alchemist can simply drink a potion to gain an effect, but a Thaumaturge may need to take an hour to prepare a roaring fire to gain enough energy—or may take no time at all, if he has an existing forest fire to work with!

Given the simplicity of the basic principles of Thaumaturgy, why is it not used by everyone? The answer is two-fold. First, there is a basic magical talent necessary. Few possess it, and fewer are trained to use it or channel the forces involved. The second qualification is knowledge of the chants and gestures needed to forge the spell link. Some say these are only a crutch to help the Thaumaturge concentrate while others claim they have intrinsic value, but they are necessary nonetheless. Naturally they (along with the practical knowledge of which materials work best for which properties) are passed from mentors to students and guarded jealously.

In Secret of the Sixth Magic, one of the Principles of Thaumaturgy (most likely the Principle of Contagion, given the substitute's associated aphorism more closely resembles that Principle linguistically) is shown to be replaceable (via Metamagic) by another (unnamed) Principle, with the associated aphorism, "Same shape, same function."

[edit] Alchemy

* The Doctrine of Signatures: The attributes without mirror the powers within.

The Art of Alchemy consists of combining the signatures of available materials to produce a finished product that creates the desired effects. Products of Alchemy tend to be potions, powders, or other transient items. They retain their potency for a relatively short time (typically weeks or months), and cannot produce lasting magical effects, but within those restrictions they can be powerful indeed. Potions to produce invisibility or change the shape and abilities of the drinker can be created, along with others to alter their mind or hearts. Acids can be created to destroy all matter, or to aid in hardening of metals. Powders can transport the user vast distances or blast with fire or lighting. Ointments can protect the user from any danger, at least for a while.

The basic alchemical operation is the creation of a potion. This requires a recipe, unless the user is of sufficient skill to create a recipe on his own—few Alchemists have the requisite skill. Recipes are recorded in the creator’s notebook and jealously guarded, often trapped and warded, but sometimes traded for others of similar worth.

Each recipe consists of a series of steps, with each step consisting of an ingredient to be added to the mixture and an incantation to be performed. The ingredients range from simple (coal dust, ground glass) to the sublime (powder diamond, organs from exotic beasts). The incantations are taken from a secret magical language, and can be used only by those with magical talent. The more powerful the result of the recipe, the more steps and ingredients needed to produce it.

Each step has a chance of failure based on the power of the effect or signature added, the materials used, and the other materials in the recipe. If a given step fails, the entire recipe fails and must be restarted. If a recipe has more than a few steps, even a low failure chance will therefore result in a fairly high overall failure rate. In addition, there are often many alternative sources of a given effect, so making a high-yield recipe is a very complicated matter, especially as the number of steps rises.

Lastly, the results of Alchemy are often needed as ingredients for still-more powerful alchemical formulae, so you can see that successful Alchemy is a large-scale process, with production lines producing recipes involving dozens of steps with many workers and alchemists. Most of the preparatory work is done by labor (often slave labor), with the magic done by alchemists (sometimes slaves as well), and an alchemical formula that produces the desired result six times out of ten is considered very good. This makes Alchemy a very capital-intensive craft, with a large investment needed to ensure results.

In Secret of the Sixth Magic, the Doctrine of Signatures is shown to be replaceable (via Metamagic) by another (unnamed) Doctrine, with the associated aphorism, "The base drives away the good."

[edit] Magic

* The Maxim of Persistence: Perfection is eternal.

The Art of Magic is the art of perfect ritual. Through the flawless performance of often insanely complicated ritual, magical artifacts can be created that will, if not otherwise destroyed, last literally forever.

Each magical ritual consists of a number of steps, each of which must be performed correctly, with a very small margin of error, for the ritual to succeed. A step in a magical ritual can be simple “ring a 3-inch gong made of brass hanging from a silver chain, using an iron hammer”, or complicated “Douse the nearly-completed sword in the blood of a virgin born on the night of the rising of the Great Comet, and raised for twenty-nine years on a diet of millet and honey, who is wearing an ermine robe trimmed by …. Etc.” The more powerful the effect added to the spell by a given step, the more complicated, time-consuming, and expensive the step tends to be. Many steps involve more than one person, and might require precious metals, troupes of dancers, the position of the stars, and any number of esoteric conditions.

Each part of the ritual also requires an incantation by one or more trained magicians, perfectly pronounced or sung, in perfect timing and pitch. Needless to say, Magic is a performing art at its base, and few have both the magical talent and the ability to master the precision and art necessary to advance in the craft.

Due to the strictures of the craft, Magicians tend to cluster into Orders, with large colonies of non-magical craftsmen devoted to supporting their endeavors. With the huge outlay in time, money, and effort that can go into the creation of a single magical item, such Mage Orders support their expensive activities by selling their created items, reserving only a portion of them for their own use. The items sold are incredibly expensive by normal standards, but since they last forever they are purchased nonetheless.

Magicians also tend to be good customers of the Alchemists, as alchemical potions are common ingredients in magical rituals. In turn, Alchemists tend to purchase magical items that will reduce the arduous nature of the tasks required by their profession.

In Secret of the Sixth Magic, the Maxim of Persistence is shown to be replaceable (via Metamagic) by the Maxim of Perseverance ("Repetition unto success.") and the Maxim of Perturbations (no associated aphorism given).

[edit] Sorcery

* The Rule of Three: Thrice spoken, once fulfilled.

Sorcery is the control of one mind by another. It ranges from glamours and illusions to control and destruction, and is capable of producing effects that last as long as the mind of the victim exists.

In order to cast a sorcerous spell, the Sorcerer must make eye contact with his victim and speak the necessary enchantment. Eye contact is absolutely necessary, making the gaze of the sorcerer shunned by all sane individuals. The sorcerer then focuses his talent and pronounces the spell three times, and the magic is made.

The length of the spell involved depends on the power of the desired effect, and can range from a few words to a lengthy speech. The Sorcerer must speak it correctly three times, and then spend a portion of his own life force to power the spell. This means that any given Sorcerer can perform only a very limited number of spells in his lifetime, and that Sorcerers are very reluctant to use their craft. Indeed, older Sorcerers tend to look at their profession as a curse of sorts.

In Secret of the Sixth Magic, the Rule of Three is shown to be replaceable (via Metamagic) by the Rule of the Threshold ("Fleeting in sight, fixed in mind.").

[edit] Wizardry

* Law of Ubiquity: Flame permeates all.
* Law of Dichotomy: Dominance or submission.

The Art of Wizardry is a simple one, based on the summoning and control of demons. Demons are beings from another reality (not necessarily evil) who possess immense power when they are on our plane of existence. There are no complicated rituals, incantations, or formulae to memorize, but nevertheless Wizardry is the least practiced of the Five Magics, due to the dangers associated with it.

The Law of Ubiquity tells us that Flame permeates all. That is, that we can summon demons through fire. Small imps with minor abilities can sometimes spontaneously manifest through normal fires. Anything more powerful requires the active concentration and will of a Wizard. In addition, the more powerful the demon, the more exotic the fire necessary to provide it with a path to this world. Demons of slight power can be summoned through fires of wood or coal, with more advanced demons requiring exotic woods or liquids, or even stone or metals to be used as fuel for their fires. The burning of these normally inflammable materials is accomplished through an effort of will on the part of the Wizard.

The Law of Dichotomy says that the Wizard, having once summoned a demon, must either control it with his mind and will, or be controlled by it. There is no third path—one or the other must be controlled. Once control is established, the one controlled is bound for a length of time or for a task. The length of time can be long, but is inversely proportional to the power of the demon. Imps may be bound for years or decades. Greater demons and demonic princes may only be bound for single task, but are able to perform astounding magical feats as a single task.

[edit] Metamagic

* Postulate of Invariance
* Axiom of Least Contradiction
* Verity of Exclusion

Metamagic is the art of manipulating the laws that govern magic itself, that is, the seven rules listed above under the other schools. It is of principle focus of Secret of the Sixth Magic, wherein it is discovered/formulated (which may explain why no associated aphorisms are given, due to its newness). Wielding Metamagic involves suspending the current rules, replacing them with new rules, and reinstating the rules—the greater the skill of the Metamagician, the greater the difference between the old rule and the new one may be.

The Postulate of Invariance states that there can only be seven rules governing magic; the Axiom of Least Contradiction states that the seven rules that are in effect are those that best match the (non-magical) effects occurring during periods when the rules are suspended; the Verity of Exclusion states that those who are capable of wielding Metamagic are inherently incapable of wielding any other magic and vice versa.
 
Thanks for the rec, hawkwind. Just picked up all three (for 1¢ and $3.99 s&h, each) in used - vg condition.
 
Just thought id mention that the world of mordant has a beleivable and original form of magic that revolves around mirrors

Basically mirrors in the world of mordant dont show reflections but instead show places/locations. which is a good thing because looking at your reflection means you instantly become a statue.

Mirrors made with flat glass show locations within the world of mordant and mirrors made with curved glass show places outside the world of mordant (anything from a barren desert or a continuous downpour of acid rain to a bunch of space pirates fighting upon a barren moonscape)

An imager can create mirrors and then use them to transport objects or people with a few drawbacks. For example an imager cannot use anothers mirror and people cannot be transported through flat glass otherwise they go insane. unless they are duplicating an already existing mirror the imager usually has no idea what the image shown in the resulting glass will be.

They can also use a mirror to create an augury showing a persons future by shaping a flat mirror showing that person and then breaking it. the different shards of glass will all show different images relevant to that persons future though they are often difficult to interpret.

There is the time old tradition of having to be born with the ability in order to become an imager but this works well within this particular setting and the general attitude of the populous who are fearful and suspicious of imagers with good reason. the aristocracy also exhibit the same attitude though some are better at hiding it.

Because of this most imagers live as outcasts and are often hunted down by angry mobs. until good old king joyse created the congery (a council of imagers who serve the king) most lived a miserable existence of prejudice and persecution and even now they are tolerated but not trusted. outside the capital imagers are still hunted by angry mobs. perhaps because of this a lot of people possessing the talent choose not to pursue it. also the ingrediants and tools needed for the creation of mirrors are quite expensive which could also contribute to not pursuing this particular career path.

Unlike the thomas covenant series the world of mordant has a consistent magic system with set rules and limitations which is somewhat surprising since both were written by Stephen Donaldson.
 
RISE! I...GIVE...THEE...LIFE!

This thread seems to wax and wane in interest. I just read through the whole thing and I liked what I saw. If anyone has read them, would someone mind doing a dissection of the magic in Gail Martin's Chronicles of The Necromancer series?

I personally tend to dislike systems of magic where there's an incantation or some material requirement. I tend to like more the systems of magic that are based on emotion where the ones who have magic must be in control of themselves lest they destroy everything and everyone around them in a fit of rage. If there is power in a person, it is in their passions and the ebb and flow of emotion and the control thereof.

It was actually an aspect that I had hoped Rowling would elaborate on, though she never really did. At the beginning of the first book and throughout the first few books she hints that magic can be expressed as outpouring of emotion but this principle seems to mostly disappear later on in the series except for the hint that the magic that protected Harry is based on an ancient form of magic whereby love, a naturally strong emotion, is the catalyst...and much much more powerful than the magic that is taught. The same applies to the magic of the horcruxes whereby the magic can only be accomplished by splitting the users soul by way of a powerful emotional catalyst, namely the killing of another person. Even the power of the spell of the Patronus was fueled by emotion...but one wonders why then Harry was unable to unleash massive amounts of magic with the death of Sirius. I would imagine he might have leveled the place.
 
The most interesting magic system I have read about is the one used in the Mistborn series. It involves people, called "Allomancers" who can swallow certian metals and "burn" them inside themeselves to use their powers. There are 10 metal (I think) and only very few can use all of them. It is an innate magic, but is in no way males the user invincible.

They are limited by the amount of metal they have (if they run out, they can't use it) and the power isn't as "big" as many other magic systems. For example, two of the metals allow the Allomancer to manipulate the metals around them, to Push or Pull them, while others allow them to sooth or Riot emotions and others allow to hide their ability or find those wityh it. They can still, however, be defeated by ordinary people if they wear no metal and attack in enough numbers. There are very few Allomancers in the world, and the government is very surpressive of them...if they're not noble and they can use Allomancy, they are killed or taken away.

The magic in the MIstborn books is the most original one I have read, and I find it very interesting, it is one of my favorite elements in teh story. I like how it isn't all powerful and makes sense when you read about it.


Allomancy is more complex than just 'you're born with it' that minor spoilers here, but Allomancers are descended from nobles who swallowed a certain mythical metal which turns anyone who swallows it into a Mistborn, and all their children are mistborn as well, and over time the blood becomes diluted and the children eventually become able to use only one metal, then even that becomes rare. However, it's still technically possible to find this all-but-nonexistent metal to become a full-fledged mistborn capable of using all the metals.
 
It's not only Allomancy that's in Mistborn, there are other forms as well. Definitely an interesting take on magic.

Hickman & Weiss' Deathgate Cycle also had a pretty magic system as well.
 
Ah, yes.. forgot about that. Hemalurgy is definitely one way to take the straight route to power despite silly little things like not being born with that power.
 
It's not only Allomancy that's in Mistborn, there are other forms as well. Definitely an interesting take on magic.

Hickman & Weiss' Deathgate Cycle also had a pretty magic system as well.

There were two systems of magic in the Deathgate Cycle, weren't there? I can't remember so clearly but I thought one had to do with runes and the other...I honestly can't remember the other. It's been so long since I read any books in that series. I read the first two but never could find anymore at any libraries which means that I never finished the series. Typically I remember a series better when I've read all of the books in it...kinda like how if you repeat something 6-7 times it's supposed to stay with you. If someone wouldn't mind explaining the systems of magic in the Deathcycle, I think it would be a nice addition to the other already in this considerably old thread.
 
RISE! I...GIVE...THEE...LIFE!
I personally tend to dislike systems of magic where there's an incantation or some material requirement. I tend to like more the systems of magic that are based on emotion where the ones who have magic must be in control of themselves lest they destroy everything and everyone around them in a fit of rage. If there is power in a person, it is in their passions and the ebb and flow of emotion and the control thereof.
An incantation could serve no other purpose than to focus the mind on the right things. A control mechanism, if you like, to keep your emotions in check. You surely don't want to get sidetracked when that means that you're going to blow the whole surroundings to smithereens - yourself included.
 

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