Showing posts with label magic types. Show all posts
Showing posts with label magic types. Show all posts

Friday, January 23, 2015

Limits of Magic

(Publishing news will be up for next Friday, as I am without Internet most of this week--yes, this was a prescheduled blog!)

Magic in fantasy can be big or small; it can be the point of the novel, or just a setting; it can be something desired--or something hated. Sometimes it's hidden, sometimes it's something that has always been there for everyone. Sometimes you're born with, and sometimes it's Maybelline created with carefully studied spells and ingredients.

How available is magic in your world? How powerful is it? What can it not do? Who can get it?

In stories, you may not have limits on the magic at all beyond the horrific consequences of using it, or of prohibiting it. Or, magic may be limited to only a few people, and the consequences of elitism. It really depends on the focus of the story.

Determining limits on magic in a book comes down to a game of imagining consequences.

Step 1: What is the message of the story?

Step 2: What limits on the magic will best get that message across? (Only a few people lave it; it's more annoying than helpful; it can't be used without consequences)

Step 3: What are the consequences of those limits? Create limits to prevent undesirable outcomes: (If only a few people have it, it could become an elitist society ruled by the magical. LIMIT: Those with magic can't be in charge; LIMIT: those who abuse magic are hunted down and punished)

Step 4: Create social, physical, or legal supports for the limits that prevent the undesirable outcomes: (If those with magic can't be in charge, they could end up as social pariahs or feared by people: LEGAL SUPPORT: they have a few representatives in the government; SOCIAL SUPPORT: they have a government agency that acts a little bit as union; SOCIAL SUPPORT: to prevent society from fearing them, and to prevent others from policing them, they strictly enforce the rules themselves and provide frequent charity work)

Step 5: Decide if any of your supports affect your worldbuilding. Adjust the world or the support accordingly: (Because magic is used for charity work on such a frequent basis, it doesn't pay as well as regular, non-magical skills.)

Step 5: Continue until your magic system is in the shape you want.

I created the Broken Powers world's magic system with the goal of making magic undesirable. Not taboo, not reviled and thought of as evil, but rather a system where the extraordinary was a part of banal existence, undesirable mostly because it acts as a social handicap. That meant it couldn't be super-powerful, needed limitations to keep it in control, and had to have practical applications.

Thus I created a life-limit of magic: where it is affected by will, and most people who have it cannot do impressive things with it. Only the very, very strongest of magics can kill a person directly; it's difficult to even affect people without their agreement. However, nonliving objects are easier to manipulate, which allows magic to have a practical effect. 

But I did want it to be occasionally impressive and capable of great devastation. Therefore, I decided that some people have more magic than others, and genetics is what determines who has how much. Thus I set up a limit--how many people have it--and a second limit--how it can be obtained.

I needed to control it, so the social limits became cultural mores and taboos, including government bodies focused on hunting down rogues. Because so few people have it, I made it an anti-elitism system: those who have it are excluded from power. And I added the taboo that it shouldn't be used as a weapon, except in war, because even I wouldn't believe a world where people didn't use magic in war. But there I gave the limit that the most dangerous magics were shared by all countries, so even in war, magic fights magic, and the non-magical have a chance at survival.

Limits are parameters you use to define not just the magic, but how the world reacts to magic. It's a fun exercise to create what-ifs and find ways to shape the world to your story need. 

What are some of the more interesting magic limits you've seen in books you've read?

Thursday, February 27, 2014

Over at Suzanne Johnson's blog Prenatura today!

I'm over on Prenatura today!
Many Worlds, Many Magics:

If you’re a fan of fantasy, you know magic works by different rules in almost every world. Fantasy’s the genre I grew up in, as a young geek girl, and one of my own favorite things, be it in a novel, movie, or video game, was discovering how the magic of that universe worked.

Today on Prenatura I’m going to explain the unique magic systems of four classic worlds, and give you a sneak peek at the magic in my own book, Into the Tides.


Come check it out!

(Remember, next Publishing Industry News will be next Friday, March 7, to help me get back on schedule. See you then!)

Wednesday, January 22, 2014

Into the Tides: Regeneration Magic

Buy it at Smashwords,
Amazon,
Barnes & Noble,
or Kobo!
Today is a little book-bonus! In posts such as these, I'll give you extra information from my novel that you won't find in the book itself.

In Into the Tides, people who have magic are called "Powers." Each type of magic has a different set of capabilities, which is based on genetics. And for each Power type, there are 6 different levels of ability, called classes, with 6th class being the weakest and 1st class having the most magic. How a person's class is determined is based on what they can do.

I've been working on creating descriptions that explain what each Power type can do, by class. (Okay, yes, I've probably been having too much fun with this... ;) If you're reading the book and wondering what the characters are capable of, and what they would be capable of if they were higher in class, you can find out!

Here's more about regeneration Powers, who are only briefly mentioned in the book:

A non-exhaustive list of some

Magic Types

Power

 Class

 Capabilities/Limitations

Regeneration 6- Although regeneration is listed as a single category, it's important to note that regenerative Powers are one of three types: skin, bone, OR vision. Healing terms apply to only one of these.
  • Passive: rapid healing (rate 1:1.5)
  • Active: can sense location of major damage (life-threatening injuries or broken bones) in another person within 5 feet without visual inspection
5
  •  Passive: rapid healing (rate 1:3)
  • Active: can sense location of moderate damage (serious cuts/cracked bones) in another person within 5 feet, or major damage within 10 feet
4
  • Passive: Rapid healing (rate 1:4)
  • Active: can sense location of moderate damage in another person within 10 feet, major within 20 feet. With physical contact (touching recipient; injury itself need not be touched) can cause faster rate of healing (1:2).
 3
  •  Passive: Rapid healing (1:5)
  • Active: can sense location of minor damage (scratches, bruising) in another person at 5 feet; moderate within 20 feet; major within 50 feet. With physical contact can cause faster rate of healing (1:3). Without physical contact can cause faster rate of healing within 5 feet (1:1.5)
2
  • Passive: Rapid healing (1:6). Can sense major physical damage within 20 feet.
  • Active: Can sense abnormalities (cancer, infection) with physical contact. Can sense location of minor damage within another at 15 feet; moderate at 40 feet; major damage up to 100 feet (within 20 feet is a passive ability that does not require pulling magic, only focusing). With physical contact can cause faster rate of healing (1:3). Without physical contact can cause faster rate of healing within 10 feet (1:1.75)
1+
  • Passive: Rapid healing (1:8). Can sense major physical damage within 40 feet, or moderate within 20 feet.
  • Active: Can sense abnormalities (cancer, infection) with physical contact. Can sense location of minor damage within another at 15 feet; moderate at 40 feet; major damage up to 200 feet (within 40 feet is a passive ability that does not require pulling magic, only focusing). With physical contact can cause faster rate of healing (up to 1:6--may heal faster than the body should, causing badly healed injuries or even causing harm by improper healing). Without physical contact can cause faster rate of healing within 20 feet (1:2).
While scientists believe more types of regeneration Powers may exist or be possible, only these three have been confirmed. Combinations of two types of regeneration Powers in one person are not generally believed to exist, although some religions, myths, and legends indicate figures with such abilities. There have been no verifiable documented cases, and such instances are considered superstition or exaggeration. "Skin" applies to epidermis and, to a limited extent, epithelial tissue. Epithelial tissue is affected  in the same ways as skin but at approximately 1/5 effectiveness when magic is used outside the body, or 1/2 effectiveness in cases of invasive surgery that allows magic user direct access to organs. Thus, epithelial tissue is far harder to sense or heal than epidermis. This appears to be the second-oldest type of Power, an offshoot of strength Power, with roots obscured in prehistory. "Bone" applies to osseous tissue and the blood vessels linked to it; and 1/2 effectiveness to cartilage and bone marrow. Magic users have only slightly improved effectiveness with direct exposure (1.15x more effective with invasive surgery or other direct bone exposure), as this form of magic tends to be penetrative in function anyway. First documented in the first century BCE. "Vision" applies to all parts of the eyes. It is currently the rarest and least understood, and has only emerged (or been revealed) in the last 200 years, particular to one line of descent in and from China (several vision Powers now live in the western US, London, southern India, and Japan). The strongest Power thus found has been 3rd class.

Monday, January 13, 2014

Into the Tides: Strength Magic

Today is a little book-bonus! In posts such as these, I'll give you extra information from my novel that you won't find in the book itself.
Buy it at Smashwords,
Amazon,
Barnes & Noble,
or Kobo!

In Into the Tides, people who have magic are called "Powers." Each type of magic has a different set of capabilities, which is based on genetics. And for each Power type, there are 6 different levels of ability, called classes, with 6th class being the weakest and 1st class having the most magic. How a person's class is determined is based on what they can do.

I've been working on creating descriptions that explain what each Power type can do, by class. (Okay, yes, I've probably been having too much fun with this... ;) If you're reading the book and wondering what the characters are capable of, and what they would be capable of if they were higher in class, you can find out!

Here's what Derik, a sixth-class strength Power, can do, versus what his family members (mostly 4th and 2nd classes) can do:


Magic Type: Strength Power

Power

 Class

 Capabilities/Limitations

 Strength 6-
  •  Passive: Gain muscle rapidly (1 hour strength Power workout=2 hours normal person workout in terms of muscle building; weariness is not proportionally increased), rapid muscle regrowth (4x normal healing rate). Metabolic rate=1.5x normal.
  • Active: Help up to 2 other people gain muscle rapidly when doing tandem workouts (1:1.25)
(Character note: Derik Holskerksi is a 6th class strength Power. In addition to having a natural proclivity to strength, he works out daily, which enhances what his magic would do on its own.)
5
  • Passive: Rapid muscle gain (1:3), rapid muscle regrowth (4x normal healing rate). Metabolic rate=2x normal
  • Active: Help up to 5 people gain muscle at 1:1.5 rate when doing tandem workouts. Help others heal faster (1.5x normal)
4
  • Passive: Rapid muscle gain (1:4), rapid muscle regrowth (5x normal rate), Metabolic rate=2.5x normal
  • Active: Help up to 10 people gain muscle at 1:2 rate when doing tandem workouts. Help up to 5 at 1:3 rate (tandem), and up to 1 at 1:4 rate (tandem). Help others heal muscle faster (2x normal rate).
 3
  •  Passive: Rapid muscle gain (1:5), rapid muscle regrowth (5x normal rate), metabolic rate=3.5x normal
  • Active: Help up to 20 people gain muscle at 1:2 rate with tandem exercise; 10 at 1:3; 5 at 1:4. Help up to 3 people at 1:2 rate without tandem exercise (strength Power does not need to exercise; recipient does). Help up to 2 people gain strength with no exercise (by either Power or recipient; recipient may refuse; 20 minutes of magic=1 hour of strength training). Gain muscle without exercise (10 minutes focusing=1 hour working strength training). Help others heal muscle faster (2.5x normal rate).
  • Fertility problems common. Pregnancy not typically advised at this level or above due to increased risk of complications.
2
  • Passive: Rapid muscle gain (1:6), rapid muscle regrowth (6x normal rate), metabolic rate=4x normal
  • Active: Help up to 40 people gain muscle at 1:2 rate with tandem exercise; 20 at 1:3; 10 at 1:4. Help up to 6 people at 1:3 rate without tandem exercise (strength Power does not need to exercise; recipient does). Help up to 5 people gain strength with no exercise. Help others heal muscle faster (2.5x normal rate)
1+
  • Passive: Rapid muscle gain (1:8), rapid muscle regrowth (6x normal rate), metabolic rate=5x normal
  • Active: Help up to 80 people gain muscle at 1:2 rate with tandem exercise; 40 at 1:3; 20 at 1:4. Help up to 12 people at 1:2 rate without tandem exercise (strength Power does not need to exercise; recipient does) or 6 at 1:3 rate. Help others heal muscle faster (3x normal rate).
  • At this level of Power, magic overcomes the body's natural limitations. While at all other classes a recipient's body will gain strength and heal no faster than it can do so without suffering major damage, a first class Power's magic ignores the recipient's limits. Therefore, careful monitoring and extra care must be taken to preserve the health (and even life) of the recipients. Gaining muscle too quickly without being a strength Power is not advised at rates higher than 1:4, and gains at that rate should be extremely limited in duration. Healing recipients at rates faster than 1:3 extremely likely to result in complications, and is also not recommended.

Note that muscle regrowth applies only to muscle and, as needed to aid muscle regrowth, blood vessels. Skin and bone still heal at a normal rate. However, wounds tend to heal faster as the tissue underneath the skin heals rapidly, making most into-the-muscle wounds effectively "just a scratch" after a few days, so long as tendons and bones are not damaged.

Although many of the special abilities seem an enormous advantage, strength Powers stopped ruling the world not long after archery showed up. Turns out being strong doesn't stop them from being wounded, and a broken bone is a broken bone. Nor is magic without a cost; the extremely low body fat percentage causes fertility issues, and because of the enhanced metabolism, strength Powers also must consume more than the average amount of food. Fasting causes problems even more rapidly than in non-magical people, as the body turns to cannibalizing organs instead of skeletal muscle much quicker than in those without strength magic.

Historically in this world, magic-users in this world have been relegated to subservient positions. Since about the 1700s in this alternate-Earth world, the majority of magic users are technically free to choose their own careers and have the same legal rights as all other citizens, with the exception of not being allowed to hold public office (except as designated to represent magical citizenry or as expert advisers). However, social and cultural pressures mean most work in industries where their magic is directly used, and the strongest (second and first class) are more or less impressed into government service for purposes of public defense and safety, which is both a protection for them--by making them the defenders of the public it prevents people fearing them, and they are allowed positions of status and relative freedom--and a limitation of individual rights.

Today most strength Powers of fifth class or above are heavily pressured into joining the military, where their abilities are a benefit to them and don't hinder them from getting promotions, and wherein they receive public approval as defenders and protectors instead of the fear or disdain they could face in the private sector. As with all magic types, sixth class Powers face less pressure to use their very limited magic, and may work anywhere they can find employment; many do work in fields related to their magic because of the minor advantages their magic provides, but others prefer to take advantage of their relative freedom to explore other careers (sometimes at the pressure of their military-bound families).

Health issues

Body fat for third class and above, while usually self-regulating when sufficient food is consumed, stays minimal even with relatively low activity levels. Because magic develops in ways that increase personal survival chances, essential body fat tends to be maintained. For women third level and above, body fat averages around 12-16%; for men 4-8%. This is due to the increased metabolism, and not due to a lesser need for fat; therefore high-level strength Powers often suffer from related health complications. Osteoporosis after age 60 is common, although early-onset osteoporosis is less prevalent than among the general population, which is thought to be related to magic strengthening the bones to support additional muscle. Weakened immune systems are common throughout life, and with lower levels of body fat to utilize during illness, sicknesses may have a more serious impact than with individuals with higher body fat.

Fertility issues are also common, with men producing a third fewer children compared to unPowered men, and women facing increased risk of amenorrhoea; if capable of conception, complications in pregnancy in addition to typical low-weight pregnancies may occur due to the body's tendency to metabolize organ tissue instead of skeletal muscle. Because of this, women of third class and above are now encouraged to use surrogates or adopt if children are desired. The high-class successful pregnancies that do occur, usually have been for women with long family histories of naturally (and non-magically) high metabolism, low body weight, and small body size.

Additionally, strength Powers are at higher than normal risk for reproductive system cancers, especially men, and therefore screenings are recommended beginning around age 30 for both genders. They tend to run lower risks of all other types of cancer.