Using Pseudoscience to Beef Up Your Technobabble

All good genre fiction needs its technobabble. However wacky and unreal you want to make your universe is okay so long as it is backed up by consistency and enough internal logic to make your readers suspend their disbelief for a few hours.

History is full of discredited theories and failed hypotheses. Some were just plain outlandish when they were first proposed and still are, others seem to make sense at first but fall apart under scrutiny. Even though they have been debunked or misrepresented, these five examples of pseudoscience may serve as starting points for those worldbuilders looking for a way to justify their strange tech and magic spells.

The Sapir-Whorf Hypothesis

Linguistic relativity began as the idea that the language a group speaks influences the way that its members look at and think about the world. Forms of the hypothesis varied from declaring that language determines the way the speaker looks at the world to merely influencing a speaker’s world view. Debates about this topic have been going on since Plato’s time but for the most part the Sapir-Whorf hypothesis appears to have been discredited.

Arrival used the Sapir-Whorf hypothesis to explain the alien language that changed its user’s perception of time. Source

Even so, the idea that language can influence a speaker’s mind is incredibly compelling and gives us a great starting point for explaining magical languages without necessarily invoking true names. Might some industrious wizard have designed a language to shape its speaker’s mind to better accomodate to spell casting or to lessen the risk of magical misfires? What I like best about this idea is that it allows for competing magical traditions. I love magic systems built around true names like in Earthsea but they make it hard to imagine different cultures having different approaches magic. Using something like Sapir-Whorf lets us have different cultures each with their own magical languages, or schools of wizards devising languages optimized for their particular niche.


There was a time when people thought that combustable materials contained a unique element that was released when burned. They called it Phlogiston. Unlike the Sapir-Whorf hypothesis which sounds convincing at first, the flaws with Phlogiston theory are immediately apparent. That said, it would provide a great explanation for all manner of steam punk goodness.

Need an explanation for why those little brass cylinders are able to power your automatons? Just use Phlogiston! All you need is for some mad scientist to find a way to extract and bottle phlogiston and you have a ready made battery for all your science fiction needs.

Quantum Physics

Unlike the other examples on this list, quantum physics is a very real but also very misunderstood part of science. I personally cannot think of anything that is misrepresented to a greater degree in science fiction than quantum physics, and I’m not sure many people actually understand it either. At a certain scale, we’re talking protons and electrons and even smaller, classical physics no longer describes what we are able to observe. Quantum physics describes interactions on this subatomic scale. That’s it.

We can only calculate the probability of an electron being somewhere and not its exact location. I’ve often wondered if this could be used to explain the Heart of Gold’s infinite improbability drive. Source

Yet it has been used in many works (and by modern day snake oil peddlers) to explain many apparently magical effects. And if you’re writing genre fiction then that’s perfectly okay! Quantum physics has a lot of weirdness to it that is unintuitive for most and science fiction is all about science that has yet to be discovered, so don’t feel bad if you use quantum entanglement or tunneling to explain away your new warp drive. The audience wont mind.

Luminiferous Aether

It was once thought that light needed some medium to travel through on its journey between the Sun and Earth. In the nineteenth century there were some who proposed that some luminiferous ether existed between the planets that allowed light to travel. This was of course disproved, but like phlogiston it holds lots of potential for writers of steampunk fantasy.

What might the ether do if it could be harnessed? It could hold the key to powering giant brass spaceships, or be tamed to craft constructs from hardened light.


There was a time when it was thought that living matter was fundamentally different from inert materials. This was disproved when urea was successfully made from inorganic starting material. That said, the idea that living things contain a “vital spark” is hugely useful in fantasy fiction.

One doctor once tried to determine weigh souls by placing terminal patients on a scale as they died. Like any mad science experiment it was packed with flaws. Maybe your characters will have better luck. Source

Immediately it provides a power source for spells, justification for ghosts, a way for enlightened characters to sense the presence of others, and has lots of avenues to be exploited by the villains. What happens when a character’s vital spark is stolen? Can illnesses affect their spark? Does losing their spark kill a character or just make them husks of themselves? Can sparks be recycled?


There are plenty of other examples of pseudoscience that I could have referenced here. Just one example could be the topic of an entire book. These are just a few that I personally find to be especially interesting. The point I am really trying to get at is that history is filled with misconceptions and while they turned out to untrue in our world the “what if?” part of worldbuilding allows us to explore settings where the unreal is real. Many of these ideas are specific to particular eras in our own history, most of the examples I have used would not be our of place in our 19th or early 20th century. In many cases they show a desire to better understand our world and a desire to fit classifications and causes to observable phenomena. Crackpot theories and pseudoscience show a world where science is advancing, it’s up to you the writer to decide how accurate they are.

Have a favorite superstition that I didn’t mention here? Find me on twitter @expedition_blog to let me know!

Top Five Magic Systems

For me the best part about the fantasy genre is the magic. I love reading a book with a well-designed system, one that’s believable and is full of possibilities, and by possibilities I don’t just mean those shown on the screen. In my mind a good magic systems should also be one where the audience can imagine new uses not seen “on screen” based on the mechanics they are shown.

1. Codex Alera

It’s hard to beat the appeal of a simple elemental magic system, but it’s very easy to ruin one. In the Codex Alera series Jim Butcher manages to make an elemental magic system that feels natural, is incorporated into the society seen in the books, and doesn’t fall victim to its creators desire for originality. Instead of the normal four elements, this systems has six, making it more closely resemble the chinese elemental system instead of the greek. For each of these elements there is a countless number of nature spirits called ‘furies’ of varying degrees of strength. Most human characters can manipulate all six elements to some degree, but are only particularly skilled with one or two. High Lords, the nobility of the setting, are distinguished by their power over all six.

I love this system because it is intuitive and because it has been completely integrated with Aleran society. Social status and political power are linked to a person’s magical talents and the power of furies is used in place of many technologies that we enjoy in the real world. This integration is so complete that characters have difficulty imagining ways to accomplish tasks without the use of their furies, putting characters who lack a connection to furies at a severe disadvantage in Aleran society.

The differences we see in urban versus rural perceptions of magic is another facet of this system that I really enjoy. Rural inhabits more readily anthropomorphize their furies by assigning them names and personalities, whereas urban residents are more likely to see their furies as merely useful tools. In my mind different interpretations of the same system lends a does or realism to the setting. Real people have differing thoughts and approach the same situations in different ways, and this is nice to see mirrored in a fantasy setting.

2. Full Metal Alchemist

FMA’s alchemical magic, with its strict rules of equivalent exchange and lip-service to scientific principles, is a perfect system for science-enthusiasts. It’s a system with clearly defines rules and ways to break them, which is important in any high fantasy setting and keeps hand-waving to a minimum. Most importantly, it is a system where the costs are clearly shown; an important consideration in high fantasy settings.

Most of the examples of alchemy we see in the series consists of reshaping matter, but we see from the more specialized alchemists practiced by characters like Mustang and Kimblee that much more is possible. From alchestry’s practitioners in Xing we learn that this is another system that is also open to some interpretation.

Unfortunately we don’t get to see many alchemists outside of the military, but from Shou Tucker’s home and the brief glimpses of civilian alchemists attempting to repair damaged buildings we see a little of what every day life is like for an alchemist who has not been completely absorbed by the military. From the reaction of Leto cultists in Reole and the distrust for alchemy held by the Ishvalens we see that the practice of this magic is not as wide spread as the other systems listed here, but admonishments from characters who believe that alchemists should work for the people and the prominent role given to alchemists in Amestris’ military shows the importance of magic to the rest of the setting.

3. Wizard of Earthsea

The magic of true names that Ursula K. Le Guin shows us in Earthsea is a bit more philosophical than the other systems I’ve chosen to include. In this system words have power and people jealously guard their true names. Names are power in this setting, and fully trained wizards dedicate years to learning the true names of everything around them. The consequences of having this power come up several times. The balance of the world puts an inherent limit on what a wizard can do. Many spells are in fact illusions because creating something from nothing would upset the world’s equilibrium.

With the exception of the Kargish lands, magic is thoroughly integrated into the society of Earthsea. Practitioners of magic range from hedge witches, to weather control wizards on ships, to royal advisers. In the first book we are shown the importance of magic when Olgion, a sorcerer, is present for Ged’s naming.

4. Powder Mage

Brian McClellan created multiple magic systems for his Powder Mage series. Normally I am hesitant to embrace a setting with multiple distinct types of magic but these books are the exception. Privileged, Power Mages, and Blood Mages are all relatively rare and we get the sense that magic has changed over time. This sense of evolving magic makes a great fit for the themes of revolution and change often seen in gunpowder fantasy. The practitioners I’m most interested in here are Knacked; people with a single magical talent that can be anything from never needing to sleep to making crops grow in just minutes.

According to the author the Privileged make up a pseudo-aristocracy within the setting, and Powder Mages have obvious military applications, but the Knacked have the biggest influence on the every day. Knacked abilities can make a person rich, and because both men and women are equally likely to find themselves possessing magical talents the sexes are shown to have equal opportunities available to them. We regularly see female heads of state, generals, and soldiers, all of which would be rare in many other settings.

Most importantly for this list, the powers of the knacked best fit my preference for magic that is integrated into every day life. With abilities ranging from mundane to extraordinary the knacked fit into a wide range of niches whereas this setting’s other practitioners are mostly shown employed as either super soldiers or living artillery.

5. Dungeons and Dragons

On first glance this is the most rigid system that I am listing here. Each spell has specific guidelines for who can use it, what it costs, and what it does. The systems also requires players to prepare their spells ahead of time. At first this need for planning and preparation might seem limiting compared to looser systems where spells can be made up on the fly, but D&D players are (in)famous for reading the fine print and coming up with new and creative uses that stretch the limits of what is actually allowed. Go on any D&D forum and you will find users sharing and debating uses for popular spells like Prestidigitation and Thaumatugy. That this system can be interpreted so differently depending on play styles is one of this system’s strengths.

Just how integrated magic is with the rest of the setting will depend on the setting and your group’s DM. Even so, the need for spell components and the utilitarian applications of many spells allows DMs to create settings with entire magical economies with spellslingers on every corner if it suits their campaign.