Most of my stories don’t
have any magic, sparing me the pain of having to create a magic system, no
matter whether it be rational or not, high magic or not. Yet, I’m regularly on Mythcreants, where spec-fic of any kind is
a big topic, so I have read articles on magic systems over time and it has
definitely helped me recently.
Along came “Alex Dorsey” and with it the
first supernatural content. I’ve had a ghost in “A Plague of Rogues” and
seemingly supernatural creatures in some “John Stanton” stories, but all of
those were fake. “Alex Dorsey” had vampires, zombies, and revenants - and a
vampire rat. It also had some alchemy, so I needed to cobble together a basic
principle by which all of that worked together. I came up with the idea that
zombies and revenants have a natural expiration date - when the brain is too
damaged, they drop and never get up again.
Vampires are another
can of worms, naturally. I had to come up with basics, such as how their powers
grew, what they could and couldn’t do, and what to use against them. The last
was the easiest - there’s a lot around in mythology and adapting some classics
like sunlight and the stake only to add something rarer like whitethorn wasn’t
that hard. With the rest, I have to admit, I played fast and loose. No real
rules there, I just picked a few things which Jeremy could do, despite being
too young for them, and came up with that blue fire which burns brighter and
longer, the older a vampire is and that was, very much, it. After all, the
novel was a one-shot, so I would never need the system again.
Not so with “Theoretical
Necromancy”. The first volume will be out in August, it’s finished already (all
books for this year are, I have finished the first volume of “The Eye” last
month). Gabrielle Munson, the theoretical necromancer, can do magic - raise the
dead - and she’s an alchemist, so I also have had to come up with a few potions.
I have mostly winged
it, I admit that, but with the migration to Campfire Pro, I have codified my
necromancy and alchemy a bit. I plan on more stories with Gabrielle (the plans for
the first of the second volume are already drawn up) and that means I need to
get it all down to paper, I need to work out a magic system. Necromancy is an
integral part of Gabrielle’s being, of her past and of how her present is
shaped. It’s not just something mentioned in passing.
How did I work out the
basics of the magic in her stories, then?
First of all, I had to
get my mind around the limits of her powers. Magic is always shaped by limits
more than by what is possible, at least in my understanding.
Magic without limits
is useless for stories, because then the main character (or whoever uses magic
in the story) could just snap their finger and all problems would be solved.
No, magic needs limits. In my case, I decided while writing “Stray” (the first
novella) that the limit would be the energy used to do the deeds. Gabrielle
needs to invest her own life energy which keeps her body working into the
necromantic rituals she does. If she uses too much at once, she’s very weak (that
happens in “Stray”) and she could even die.
Rituals were limits imposed
on Gabrielle for other storytelling reasons. A ritual needs time, it doesn’t
work in a moment or two, which means Gabrielle can be (and is, again in “Stray”)
caught while doing magic. That isn’t good. In addition, the rituals need
ingredients, reagents. That means another limit - those reagents aren’t always
easy to get, although Gabrielle has less troubles with some than most of her
colleagues (on account of not having a deal with Hell).
It’s not all about
limits, of course, but they are the starting point. They define the rest of the
magic. Once you know what your mage can’t do, you can also see what they can do.
You can see how the magic can help them in the story, but might also hinder
them. Where the limits mean that they have to find something else to do. That’s
important, because a story where the main character simply waves their hands
and everything is fine is boring. Conflicts and challenges are what makes a
good story and they can very well come from the magic.
Another way the magic
can shape the story is in how it is seen by people. I’m not a fan of the ‘oppressed
mage’ trope - it seems highly unlikely that regular humans could oppress mages
in any setting -, but necromancy is the kind of magic which would be forbidden
in most settings. People simply don’t like it when you raise Uncle Herbert and
Aunt Catherine and have them shamble through the town in search of brains.
Gabrielle, for
instance, has a death sentence hanging over her head - for crimes against God,
Nature, and Humanity. The type of execution would vary, but each country in
which she was so far (only Italy and England, but Croatia is on the list for
volume 2) has a death sentence for necromancers. In this case, I think it
works. Gabrielle can’t use her powers willy-nilly. She needs a ritual to call
them up (see how limits help?) and that would be stopped by everyone who wanted
to catch her. As a matter of fact, I brought in the Inquisition (which still
exist in this setting) in the very first story not so much as an enemy but as a
nuisance.
People despise
necromancers and Gabrielle has to hide what she is. It’s a little easier for
her, because she can enter consecrated ground (churches, churchyards, etc.) and
handle holy water without danger (it’s like acid for everyone with a satanic
deal). That is simply because of the way she got her powers. She’s never asked
for them, she never made a deal for them, but they’re there.
For me, the way
society handles magic is also important, even though it may not be part of the
system as a such.
I’ve always been
fascinated by magic and read my way forward, backward, and sideward through quite
some books on magic over time. Books about mythological mages and how they did
magic, books about witchcraft and the accusations against witches, books about
alchemy - a lot of stuff. Yet, it helps. A little bit of Google can take you a
long way, provided you know what to look for. With my memory of what I’ve read
before, I can find new information online more easily - I can cut out the first
‘what could be useful’ part because I know what to use.
That’s another part of
creating magic - having a basic idea what you want to do with it. How it could
be working, according to the past, whether in mythology or otherwise.
So, for me, the magic is all about the limits, because they make things
interesting. I start from there and then I look at the rest. The limits get the
mage in trouble and force them to find a way out again. The limits make the
world interesting. Give something limits and it gets a lot more challenging.
No comments:
Post a Comment