How To Create A Magic System

Magic, the bedrock of so many fantastical stories, is whatever you make of it. Magic, by nature of its very being, is totally unique to each author and each story because magic is the individual brainchild of every author.

However, magic still has to make sense in your story. That is what a magic system is—an explanation (and maybe a set of rules) for how much works in your story. Magic systems are a spectrum with “hard” and “soft” systems on either end. Here, I will explain the difference between hard and soft magic systems, the spectrum in the middle, and how to build your own magic system! I also have a brief introduction to Brandon Sanderson’s Laws of Magic (with links, of course, to the man himself explaining his own take). 

Finally, the most important thing to consider when creating a magic system is worldbuilding around the magic. Take the infamous world of Harry Potter, where they use quills instead of pens and send letters via owls—this is a prime example of worldbuilding within a magic system.

Hard vs Soft Magic Systems

Let’s start with simple definitions. A hard magic system is a magic system with clearly defined rules. A soft magic system is a magic system with vague or no rules.

The Difference Between Hard and Soft Magic Systems

Which Magic System to Use?

While the graphic above clearly lays out the differences between magic systems, you may still struggle with choosing which system for your story. But I think one simple question will give you the answer: Does magic create or solve problems in your story?

Does Magic Create Or Solve Problems?

I like using this question to decide how my magic system will work in my story because it focuses on the use of magic within the story. If magic creates problems, then the solution will be non-magical. If magic is the solution, however, then the problem 

The Spectrum of Magic Systems

Middle magic is just a quick turn of phrase I’m using to encapsulate the entire middle of the spectrum between soft and hard magic systems. The most famous example of “middle magic” is Harry Potter—there are some rules (akin to a hard magic system) but there is also so much the readers and characters do not know (akin to a soft magic system).

There is no right or wrong choice when choosing a magic system—whatever works for your story works for your story. The trick when creating a magic system is to be consistent. Beyond that, I think Brandon Sanderson’s Laws of Magic clearly and effectively outline the trick to writing an interesting and dynamic magic system.

Brandon Sanderson’s Laws of Magic

Brandon Sanderson has written many books with magic. Full disclosure: I haven’t read any of them—yet! But I have read through his Laws of Magic and I bow to his superior craft in this arena. His laws concisely cut through the problems many new authors have with magic systems as well as guide experienced fantasy authors in creating magic systems that add to the narrative rather than detract. To quote him directly, “A good magic system should be both visually appealing and should work to enhance the mood of a story.” To read his introduction to his Laws of Magic, click here.

The First Law: “An author’s ability to solve conflict with magic is DIRECTLY PROPORTIONAL to how well the reader understands said magic.”

This is a relatively simple rule in name but not in practice. This rule calls on an author to introduce their magic system effectively and clearly so that, in the event that magic solves a problem, the reader accepts this solution as the ability of the character rather than a deus ex machina trope.

In other words, don’t create a magical power to solve a problem as the problem emerges. One of the quickest ways to avoid this trap is to establish your magic system first and then work on your plot. When your magic system is established, you are forced to create problems and a plot that works with the magic system rather than create a magic system that works with the plot.

On that note, the second law clarifies this position.

The Second Law: Limitations > Powers

Sanderson’s second law of magic asks you to focus on what your magic system can’t do (the limitations) rather than what it can do (the power).

Sanderson, on his site, explains how limitations are more interesting than powers using Superman as an example. He writes that Superman’s weakness to kryptonite “draws you into the story” and is more important than the fact that Superman can fly. I agree.

Put simply, the limitations you put on your magic system kick starts your worldbuilding. It creates nuances in your story to be explored. If your character can control fire, what are the limits of that? Can they make fire appear from their body or thin air (a la Avatar the Last Airbender) and what does this cost them? Why? Limitations on powers ask you hard questions—don’t avoid them. Answer them, deepen the workings of your magic system and you’ll simultaneously deepen the gravity of your world and story.

The Third Law: Expand what you already have before you add something new.

As with the previous two laws, the third law forces the writer to focus on what they’ve already established versus creating more and more powers and magic. Just as with the first law—which asks you to explain your magic system effectively—and then the second law—which asks you to focus on the limitations of your magic system—, the third law asks you to focus on what you’ve already created and build out the nuances of that instead of adding something new. Adding something new reflects back to the first rule—in which you shouldn’t introduce a power just to solve a problem.

Sanderson’s Laws of Magic are excellent guidelines for creating a dynamic magic system that makes sense to you and the reader. But as with all pieces of writing advice, use these “laws” as much or as little as you wish. 

Magic and Worldbuilding

Now, to my favorite part of creating a magic system: worldbuilding! You cannot create a magic system in a vacuum. If half the population of Earth can throw fireballs from their hands, the geopolitical history of our planet would be vastly different! Before you get overwhelmed, let’s do a quick check of the chicken/egg condurum.

What came first for you? The world you’ve created or the magic system? In this chicken/egg question having the magic system come first is actually easier for you to world build. But if you created a world and then decided to introduce magic, don’t worry! You can still create an integrated world and magic system—it will just take some tweaking.

I have a whole blog post dedicated to worldbuilding and questions to ask yourself about your world. From your fantasy world’s government to its education, I have tips and tricks all listed out here. At the very end of that blog post are some questions and pieces of advice specifically for magic systems!

Regardless of which came first (the fantasy world or the magic system), the two are inextricably interconnected. Take the time to evaluate and evolve your world around your magic system.

Developing Your Magic System

To help you develop your magic system (and fantasy world!), here are some questions to ask yourself:

  1. What can magic do?
  2. What is the origin of magic within your world?
  3. Who can use magic?
  4. How is magic obtained? 
  5. Is it earned, genetic, or divine?
  6. How is magic learned?
  7. What is the source of magic?
  8. How do magic-users interact with this source?
  9. What are the limitations of magic?
  10. How does magic feel do magic users?
  11. How does magic look to magic users and/or non-magic users?

For more questions to answer about your magic system, check out this YouTube video by Reedsy! (They also discuss Sanderson’s Laws of Magic!)

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