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What kind of magic do you prefer?
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L.G.
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Apr 15, 2014 05:58AM

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Course I wouldn't mind being able to learn a bit of magic/wizardry myself.
;)

That said, there doesn't have to be a single magic system, or that everyone can use it.

I guess the best example would be aSoIaF: The old gods of the north (ancient) versus the seven (the religious) versus the "new" or "semi-evil" magic of the red god or whatever he's called (the "bad" magic). They may not be true magic systems, but they have that feel, and limited magic that's pretty subtle and alluded to.

I don’t like nebulous magic systems. For instance I recently read The Blade Itself which I enjoyed but I wasn’t a huge fan of the magic. It kind of just seemed haphazard with no rules or anything. The second book brought a little more clarity but not as much as I would like.


I watched an interview where someone asked "How come Logen never held a fire spirit in his mouth again so he could spit it at people like he did at the beginning?" His answer was he changed how the spirits work in the next books and decided Logen couldn't do that. What? You can't change halfway through!



Yeah, I love internal consistency for magic - it makes it more fun.

Try Master of the Five Magics and its sequels. The basic idea is that there are five types of magic, and magicians are usually only capable of learning one. In this book the MC has to master them all and use them in combination to save the world.

Crikey I read that and its follow up decades ago. I am getting old!
Personally I'm a sucker for all the magical paraphernalia - books of spells, scrying stones, sentient staffs, all that kind of thing. I don't care for the kind of magic that just consists of some guy having a special, unexplained power; I want some magical gizmos with my magic.

My favorite is like Mercedes Lackey's in Valdemar - all living things exude a magical energy that collects in streams, rivers, ponds, lakes and then certain gifted people can tap into those and use it to do amazing, elemental-type things.
One I've always thought was stupid was when a spell is written on a scroll or memorized and then Poof! Scroll/memory wiped on use of spell.
Michele wrote: One I've always thought was stupid was when a spell is written on a scroll or memorized and then Poof! Scroll/memory wiped on use of spell.
If you only paid the magician for one use of the spell, it makes perfect sense, just like the coupon for a cheap pizza you have to give the pizza guy when he arrives.
If you only paid the magician for one use of the spell, it makes perfect sense, just like the coupon for a cheap pizza you have to give the pizza guy when he arrives.


"Only special people can do it" has an unsurprising tendency to make the wizards special little snowflakes, which doesn't help
Or, of course, something outside human ability. J.R.R. Tolkien has the simple rule that if you were entirely human (or hobbit) you couldn't do it.

Jack Vance had something like it, but you could keep the spell until you launched it -- and there was none of this "level" nonsense, anyone could prepare any spell, though the tough ones might blow up in your face, and you could prepare as many as you liked.

Yeah, but that does require your wizard to either be sedentary or lug about lots of stuff.

My favorite is like Mercedes Lackey's in Valdemar - all living things exude a magical energy that collects in streams, rivers, ponds,..."
I love Lackey's magical system, too. It makes sense, requires training and skill but is renewable.

Exactly this for me. Having rules gives the reader an idea of what the characters can and can't do, so it makes hazardous situations even more interesting. When a magic system is too undefined, the character can just bust out with a new, unknown power to overcome any situation ala Richard Rahl. That's just lazy.

As far as story, it is fun to watch the character learn his new magic abilities (do I hear Naruto)

As far as story, it is fun to watch the character learn his new magic abilities (do I hear..."
Ah, Naruto. It was great until people started getting random god-like power ups.

I don't like a magic system which doesn't have much of an explanation. For example in the Malazan series magic is a mixture of a great many things. The author uses various types of magic. This allows for a lot of deus ex machina making the read a little less exciting for me. And after a while it becomes difficult to imagine all the magic battles taking place.
Naruto for the most part had a very well balanced and sensible system. Elements being weak again one another, higher level Jutsu costing a lot of chakra and tiring the user etc.


I didn't particularly like the dragon which is not a dragon thing.. But as you said there is not much magic there.
Joe Abercrombie does a good job in this regard. He doesn't explain much but the magic system is good. It has limitations and consequences. As the magi mentions, They tend to specialise in a particular field. That limits the magic powers making it much more believable.





The 13 Clocks has fun with it.
Poul Anderson's A Midsummer Tempest
L. Jagi Lamplighter's Prospero Lost, Prospero in Hell, and Prospero Regained
Patricia A. McKillip's The Bell at Sealey Head
These are works in which human beings work magic, and I think it is handled particularly well, not just happens to be a particularly good book.


Also, I like a system where anyone can potentially learn to practice magic, but where some have a greater aptitude and predisposition to actually do it.
Magic that becomes too defined doesn't do it for me. This is magic, not science. I prefer it have a mystical, undefined quality to it.

Robin Hobb has also done a masterful job crafting a world with a very defined, logical system of magic. Magic in her world is a useful edge that a character might have, but is NOT any help in solving 95% of the problems the protagonists face.

Indeed, there are times when it is so minimal as to be pointless. He's not one of my favorites because a lot of the time it's not really fantasy.


Knowing one word makes an individual a "genius," or exceptionally good at their own personal talent. Two words makes someone an "adept" or exceptionally good at pretty much everything. Three words makes a mage who can cast temporary spells such as illusions or fireballs, things of that nature, while four words turns you into a nearly all-powerful sorcerer. Five words... well, you'll have to read them yourself because I don't want to spoil it.
Anyway, this system is used in a lot of really interesting ways. The words are slippery, intangible things and don't like to be spoken or shared. Each word carries a finite amount of power and sharing the word means that you are splitting the power with the person you told it to. Some words are so watered down, the people who know it only experience a tiny improvement to their natural talent. However, the more morally corrupt individuals who know how this sort of thing works might try to hunt down and do away with anyone else who knows their word...
The best part about the system in these books is that knowing a word (or words) actually results in more complex problems even if it does provide solutions to some simpler problems. Even when one of the characters becomes a four-word sorcery-slinging superhero, it lasts all of about an hour before the rubber band snaps back and takes him down a peg or two.
Books mentioned in this topic
The Charwoman's Shadow (other topics)The 13 Clocks (other topics)
A Midsummer Tempest (other topics)
Prospero Lost (other topics)
Prospero in Hell (other topics)
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Authors mentioned in this topic
Dave Duncan (other topics)Poul Anderson (other topics)
L. Jagi Lamplighter (other topics)
Patricia A. McKillip (other topics)
J.R.R. Tolkien (other topics)