Now that we discussed the rules for magic systems, we can get into the nuts and bolts of actually creating that system. The next step is actually figuring out the concept for your magic. While I’ll be going through this step by step, this is simply the order that I use. You can go through the steps any way your want.
The first thing I decided was who can cast spells. Perhaps magic is inherited from your family. It could be something people learn to do. Magic could be a granted power, perhaps from a divine or more nefarious source. There could be material magics, where skilled craftspeople can tap into the magic of metal or alchemical components to create effects. Maybe no one knows how or why someone can do the things they do. It could be a combination of any or all of these things.
An example of basically all of these ideas happening in the same setting is the 1st edition of Pathfinder. Sorcerers inherit their magic through their bloodlines while wizards learn to cast similar spells from books and teachers and witches learn from their familiars. Clerics, druids, some paladins, and inquisitors are granted their spells from gods and the forces of nature. Alchemists brew potions and elixirs, something others can replicate with the appropriate feats. Oracles may have no idea where they get their abilities. Rangers get magic that may be considered just really great skills or granted powers depending on the character concept and campaign.
The next thing to consider is what magic can do. Can it do anything? Can certain magics only do certain things? For example, can wizards heal people? Are there specific types of magic that do specific things, such as the elemental bending of the Avatar series? Those types of magic are exclusive in the Avatar series, but they could be more descriptive like in Dungeons and Dragons. Perhaps only psychic phenomena, like ESP or Telepathy exist.
Now, you need to determine what is required to actually use the magic. While the other steps give some feel to your magic system, this is where the majority of the flavor comes in. Traditional wizards using wands and staves to cast elemental spells feel a lot different to the martial arts style bending you see in the Avatar series. Check these out:
The effects being produced by these two magic systems are actually very similar. They feel fundamentally different because of how the spell systems work. One isn’t necessarily better than the other, but they certainly both follow the 0th Law of Magic in that they are both awesome. It isn’t just that they are visually amazing, but they fit into the stories that they are trying to tell. The symbolism of Dumbledore’s more protective spells vs. Voldemort’s vicious attacks as well as the force of balance with Aang against the power mongering of the fire benders make these effects not only fun to watch but make an impact on the story itself.
Next week, I’ll get more into the nuts and bolts of creating spells based on your concept. See you then!