LESSON 5 - Magic and Magical Nature
"Magic has slightly different Rules for every Tour. Tourists had better find out swiftly which Rules apply or there could be problems." - Diana Wynne Jones
Come to think of it, Fantasyland's major difference to any historical time period of our universe is the fact that magic runs rampant in its world. Well, as rampant as magic will go depending on the systems dictated within that particular Fantasyland. It is absolutely imperative to gain some general understanding of the magic that governs the land, particularly since likely you'll encounter creatures or entities that are governed by said magic. Regardless of whether or not the system is dormant, banished, or weakened, it is still to your benefit to know whether you're dealing with elemental-based magic or word-based magic.
There are numerous degrees of magical systems, so it would be impossible to list them all in one lesson (unfortunately). So consider this just a general sampling of the magic you can possibly encounter in a world.
There are numerous degrees of magical systems, so it would be impossible to list them all in one lesson (unfortunately). So consider this just a general sampling of the magic you can possibly encounter in a world.
Types of Magical Systems and their Functions in Fantasyland
Spiritual Magic involves entities that are typically more
powerful than everyone else in Fantasyland. They are spirits or gods or cosmic
forces that stir the fate of the world through conduits. Often their chosen
conduits are magic-users, though it is also possible that the divine beings are
leading non-magic users into the world to fulfill a particular quest. Sometimes,
Fantasyland inhabitants call upon the spirits or gods to make it rain or to
cast a curse. A fraction of the time, these pleas are generally heard.
Healing can be considered a branch of Spiritual Magic, though it can be considered a separate form of magic entirely. The business of healing often takes skill and knowledge of bodily limitations. While they don't function exactly like modern doctors, healers tend to gain the same kind of respect due to the necessity of their healing magic. Depending on the magic system of Fantasyland, the healing process can be easy or extremely difficult. It is a widely-known belief that healers do not harm (though, like much of magical nature, there are always exceptions).
Inherent Gift is a type of magic that deals with genetics, and those born to a family of magic-users tend to gain magical abilities themselves. That is not to say everyone born from magical families are brimming with magical talent, but it's safe to say that magical genetics works in a similar form to biological genetics. Characters with inherent gifts are born with specific abilities, whether heightened physical prowess, shapeshifting tendencies, or another type of magical trait.
Healing can be considered a branch of Spiritual Magic, though it can be considered a separate form of magic entirely. The business of healing often takes skill and knowledge of bodily limitations. While they don't function exactly like modern doctors, healers tend to gain the same kind of respect due to the necessity of their healing magic. Depending on the magic system of Fantasyland, the healing process can be easy or extremely difficult. It is a widely-known belief that healers do not harm (though, like much of magical nature, there are always exceptions).
Inherent Gift is a type of magic that deals with genetics, and those born to a family of magic-users tend to gain magical abilities themselves. That is not to say everyone born from magical families are brimming with magical talent, but it's safe to say that magical genetics works in a similar form to biological genetics. Characters with inherent gifts are born with specific abilities, whether heightened physical prowess, shapeshifting tendencies, or another type of magical trait.
Fantasyland can sometimes work solely through the use of Words of Power or Ritualistic Laws. Such power tends to revolve around a rule system, through the use of an object or person's true name, or through powers gained by performing specific rituals. Some worlds even go so far as to allow everyone to tap into this magical reserve, so long as the user is aware of a name or a word of power. Occasionally, though, limitations can come in the form of Inherent Gift, and only those touched by magic can invoke words of power.
The use of Magical Devices is one way non-magic users can keep up with magic-users. Sometimes even to the detriment of magical ability. Examples of magical devices include--but are not limited to--scrying mirrors, protective charms, enchanted weaponry, magic-enhancing items, and magic-cancelling artifacts. It is highly recommended that you acquire a few Magical Devices, especially if you don't have a skilled magic-user in your crew.
Soothsaying deals with prophetic magic, often through an oracle or a mad prophet. Divination tends to complicate Fantasyland inhabitants, because often it becomes the main contradiction to the belief of free will. Be wary around soothsayers; they tend to talk in riddles, which gets frustrating really quickly. And who knows if they're sane enough to make any sort of sense?
The use of Magical Devices is one way non-magic users can keep up with magic-users. Sometimes even to the detriment of magical ability. Examples of magical devices include--but are not limited to--scrying mirrors, protective charms, enchanted weaponry, magic-enhancing items, and magic-cancelling artifacts. It is highly recommended that you acquire a few Magical Devices, especially if you don't have a skilled magic-user in your crew.
Soothsaying deals with prophetic magic, often through an oracle or a mad prophet. Divination tends to complicate Fantasyland inhabitants, because often it becomes the main contradiction to the belief of free will. Be wary around soothsayers; they tend to talk in riddles, which gets frustrating really quickly. And who knows if they're sane enough to make any sort of sense?
Elemental Magic is not as straightforward as you think. Depending on the Fantasyland, the elements can range from your classic Greek elements of fire, air, earth, and water to more exotic additions of soul, metal, time, and other derivations/combinations of the separate elements. Weather magic and lightning magic can be separate magical skills, and ice and snow might not necessarily be linked to water. While Elemental Magic is certainly identifiable upon use, do not assume that the user is only limited to such elements. Fantasyland has its own forms of amusement, and chances are you might end up face-to-face with a belligerent spell-caster with mastery of multiple elements.
Wild Magic and Nature Magic are interesting that they can and sometimes touch upon Elemental Magic. For one, the power to manipulate Nature can be considered an earth magic. Then again, it could be specific to the interaction of the magic-user to a living earthly thing (animal communication, for example). Wild Magic is sometimes linked to Nature itself, though not in an earth-like sort. Nature is generally unpredictable, and Wild Magic is the epitome of that unpredictability. Those with Wild Magic will find that the magic itself is much harder to control, to a point where the magic itself becomes dangerous to use.
Necromancy is the practice of raising the dead and is often generalized as a Black Magic, something only evil magic-users utilize for their own selfish needs. While there is certainly a stigma hanging from this particular type of magic, there are generally exceptions to this rule, and sometimes you may encounter a generally good necromancer. In any case, I'd suggest avoiding necromancers in general regardless of their propensity for good or evil. Better safe than dead.
Sacrifice Magic can also be considered a Black Magic, and thus believed to be utilized only by evil magic-users. Sure, the dark art of blood rituals and murder is a possible means to attaining great magical power, but there are always two different sides to this magical coin. Sacrifice Magic can be considered an ancient, unwritten law, where a user binds power to him/her by paying a price. The Fae community practices this Sacrificial Magic often, and certain magic-users invoke the magic of sacrifice in order to protect a loved one.
Wild Magic and Nature Magic are interesting that they can and sometimes touch upon Elemental Magic. For one, the power to manipulate Nature can be considered an earth magic. Then again, it could be specific to the interaction of the magic-user to a living earthly thing (animal communication, for example). Wild Magic is sometimes linked to Nature itself, though not in an earth-like sort. Nature is generally unpredictable, and Wild Magic is the epitome of that unpredictability. Those with Wild Magic will find that the magic itself is much harder to control, to a point where the magic itself becomes dangerous to use.
Necromancy is the practice of raising the dead and is often generalized as a Black Magic, something only evil magic-users utilize for their own selfish needs. While there is certainly a stigma hanging from this particular type of magic, there are generally exceptions to this rule, and sometimes you may encounter a generally good necromancer. In any case, I'd suggest avoiding necromancers in general regardless of their propensity for good or evil. Better safe than dead.
Sacrifice Magic can also be considered a Black Magic, and thus believed to be utilized only by evil magic-users. Sure, the dark art of blood rituals and murder is a possible means to attaining great magical power, but there are always two different sides to this magical coin. Sacrifice Magic can be considered an ancient, unwritten law, where a user binds power to him/her by paying a price. The Fae community practices this Sacrificial Magic often, and certain magic-users invoke the magic of sacrifice in order to protect a loved one.
Fantasies used
David Eddings' Belgariad
Tamora Pierce's Song of the Lioness, Immortals
Kristin Cashore's Graceling
J.K. Rowling's Harry Potter
Piers Anthony's Xanth
Garth Nix's Sabriel
Tanya Huff's The Silvered
Jim Butcher's Codex Alera
Rick Riordan's Percy Jackson and the Olympians
Ursula LeGuin's Earthsea
Tamora Pierce's Song of the Lioness, Immortals
Kristin Cashore's Graceling
J.K. Rowling's Harry Potter
Piers Anthony's Xanth
Garth Nix's Sabriel
Tanya Huff's The Silvered
Jim Butcher's Codex Alera
Rick Riordan's Percy Jackson and the Olympians
Ursula LeGuin's Earthsea
For Assignment 5, click here!