Magic Systems: Soft Versus Hard

crop female future teller with tarot cards on table
Photo by Lucas Pezeta on Pexels.com

Everyone wants to be a wizard, right? You know, the squishy caster who cowers at the back of the party and throws fireballs through every open door?

Magic is at the heart of the fantasy genre, so it’s no surprise that writers and worldbuilders spent a lot of time designing their magic systems. It’s hard.

Designing a magic system is all about finding a balance between power and plot. The magic should empower characters and in some cases it may even resolve conflicts, or cause them.

The hardest part of designing a magic system is making it feel like it’s an integral part of the world. Magic is more than just a tool, in a world where magic exists it would become an integral part of religion, culture, maybe even science.

There are many, many varieties of magic you could make for your world. But one of the first things you should decide is whether you want a soft magic system or a hard magic system.

Soft Magic Systems

Soft magic is, well, magical. Soft magic systems have few defined rules and may not have formal spells. A practitioner of soft magic might be Gandalf for example. We know Gandalf is incredibly powerful, but we don’t really know what his limits are. Much of this is because he uses magic rarely, but you get the idea.

A soft magic system might draw power from creativity, psychic energy, or feelings. The limits of the caster may be defined by their physical or mental stamina. Soft magic systems are best for settings where the magic may be rare. In order to preserve the suspension of disbelief, a small number of practitioners who appear rarely or use their power sparingly. Otherwise the magic becomes a crutch and the audience will begin to lose interest.

Hard Magic Systems

Hard magic is hard because it has hard, defined rules. You could think of these magic systems as a bunch of “if then statements.” For example, Brandon Sanderson’s Mistborn features practitioners who know that if they consume x metal they will gain y power.

Hard magic systems are great for settings where magic is common and will be used frequently. Set rules let your audience know what to expect, but they don’t have to be boring. Let’s say you magic has five core rules and each of these rules is used by most characters in just one way. This doesn’t mean your characters are limited to just five spells. New uses for magic can be interest by new combinations or applications of these five rules.

Which One Is Better?

I tend to prefer soft magic systems myself. I’m a big fan of The Force and of the magic of the Farsala Trilogy. But that doesn’t mean soft magic systems are the best. Hard magic can also be incredibly interesting. Just because magic has defined rules does not mean that it can’t be “mystical.” Rules don’t have to be explicitely shown to your audience. If your magic is consistent your audience will begin to pickup on what the rules are. In this case the rules are more for your own use to make sure that you do not get carried out.

In the end, whether you should go with a hard or soft system depends on your story and your story’s needs. How common do you want magic to be? How powerful? Who uses it? What is it good for?

What’s the best magic system you’ve seen? What was so great about it? Let me know in the comments below!

Tales From The Golden Fleece Inn

“Stupid,” Sarah mumbled to herself as she trudged along. “That was stupid.”

She shouldn’t have gotten involved, should have done a better job of hiding those papers. Now all her accounts were gone, and she was alone and cold. She touched her hand gingerly to the side of her face. It was still tender. Would it bruise? Probably.

Where was she?

She looked around. She had taken off running from her apartment and how she was on a street she didn’t recognize, and she was severely underdressed for the weather. Her watch said it was nearly midnight…

This is the first story in a series set in The Golden Fleece Inn, an ancient establishment located outside of the material plane. Continue reading on Wattpad.

Twenty Questions to Ask About Your Fictional Country

Okay so maybe it’s more like forty-ish. It’s hard to design a country from scratch. Many authors have to design at least several. If you’re sitting in front of a blank page scratching your head, this list is for you.

1. What is the climate like?

Us humans are pretty adaptable. We make otherwise hostile environments work for us by tailoring our clothes, our diet, and our homes to the local climate. Even ceremonial or luxury objects are descended from very practical pieces of technology.

2. Is it landlocked, coastal, or an island?

There’s a reason that most population centers are near a body of water. Water is literally life. It hydrates us, harbors fish and seaweed, and lets us move faster and easier than we can on land.

3. What resources are present?

Natural resources provide the foundation for an advanced economy. Without a strong foundation, the people of this country might be dependent on foreign supply lines.

4. What is the terrain like?

Is it wide and flat? Or rugged and mountainous? The easier it is to travel and communicate the easier it will be for a central government to exert control.

5. Are there any natural barriers that would impede movement?

Does an ocean or mountain range protect the country from invasion? Do its rocky shores make a harbor difficult to build?

6. Where are the sources of water?

Is it everywhere or nowhere? Who controls the potable water?

7. How many languages and ethnic groups are present?

Do the people see themselves as part of a single whole or are they just temporarily united for the next few decades or the next century?

8. Have any of these people been recently displaced?

Have these displaced persons been accepted by their new community?

9. How is society organized?

Who has all the money? Who does the populace listen to?

10. What form of government is there?

Is it a new democracy? An ancient autocracy? Something in between?

11. Do the people look favorably on the government?

If someone were to start a revolt how many would be likely to support them?

12. What religions are practiced?

Possible flavors include monotheistic, polytheistic, animistic, ancestor worship.

13. Is there a state religion?

Does that state religion tolerate competitors?

14. Who are the country’s neighbors?

And if there are neighbors, do they get along? Are they part of a regional coalition or trade zone?

15. Is this country more powerful than its neighbors?

Is someone preparing for a war of aggression? Does the populace fear an invasion in the near future? Has revolution in a neighboring country put the ruling class on edge?

16. What are the country’s major industries?

Does the government feel that it needs to prop up these industries? Are any of these industries owned by the state?

17. Is the country dependent on its neighbors for any important resources?

Can these resources be used as a form of indirect control? Do the people feel that they are paying fair prices for these imports?

18. Does the country have any colonies abroad?

Who owns these colonies? Are they ruled directly? Are people born in the colonies citizens? What languages do they speak?

19. Are any parts of the country’s territory contested by its neighbors?

How long has this territory been contested? Do the people living there have family on both sides of the border?

20. Does this country have any historic rivalries?

Populations can have rivals just like people. Is the rivalry over religious differences? An ancient betrayal? Are the royal houses related?

The Best Things About Bending

Elemental magic is hard to do right. The four classical elements are so ingrained in us that we all are likely to add elemental worldbuilding into our first settings, but it’s hard to do well. The four elements have been done so much that it’s hard to be original. It’s hard to make elemental magic feel like it’s really a part of the world and not just a later add on.

Yet the elements are so pervasive that the internet is full of people showing off their elemental magics systems where they very creatively include their own elements like shadow, mud, or even magma.

There is nothing wrong with making an elemental magic system. It comes naturally to us for a reason. But if you want to your elemental magic to work it’s going to take a lot of effort.

Of the very limited selection of examples I have been exposed too I have only seen two instances of elemental magic done well; Codex Alera by Jim Butcher, and Avatar the Last Airbender.

Unlike Avatar, Codex Alera has six elements, not four. Each element has it’s uses, but some elements are clearly more useful that others. To be fair, the characters are at war for just about the entire series and for obvious reasons the characters are most interest in the elements that help them to kill the enemy. In Avatar the elements have a place in daily life and each can easily contend with the other. As much as I love Codex Alera, the world of Avatar just feels more alive.

Physicality

This is something that can really only be done in a visual medium, but Avatar does it so well. Not only is each of the four based in a different marital art, different styles have their own variations.

For me the most obvious example of this are the pro-benders. Their quick jabs and evasions evoke images of professional boxers, and the bending they do reflects that. They’re all about quick attacks and evasions and it shows. Against a real fighter not constrained by the rules of the ring they quickly fall short. There movements are of peoples trained to do one thing well rather than master their element.

What’s the best thing about this? For me it’s that practice gets results. In most fantasy it can be hard to show characters getting better with magic. In Avatar their magic is so tightly linked to their movements and thinking that it’s almost impossible not to. A bender’s philosophy and mindset impact their bending in a very visible way.

Balance

Elemental magic is so common that it’s hard not to have prejudices.

Earth, Water, Air, Fire. Which would you choose? Which is the best?

In fantasy that has a four element system we don’t always get an equal view of each element. Everyone expects fire to be aggression or water to be healing. Avatar may not give every element the same amount of screen time, but they each have the same amount of potential. Every element is shown to have its own limitations and strengths but none is ever made to look weaker than the others.

In fact the best benders, like Iroh, take the time to learn from the other elements and see what practices they can incorporate into their own art.

Incorporation

Each of the four nations is inseparable from their element.

Too often in fantasy, magic is treated as something separate from the rest of society. In the Avatar universe magic is inseparable from the larger society. The trains and mail in Omashu are moved by earth benders. The builds in the Norther Water Tribe are clearly built with the help of water benders, and the the Fire Nation could not have had its industrial base without the fire benders to power the furnaces.

This arrangement brings obvious inequalities to mind. What can a normal person do when bending is so prevalent?

It’s an important question to ask and one that doesn’t get enough attention in the Legend of Korra. What do non-benders get?

Even so, the prevalence of bending in these societies becomes even more important. What happens when technology progresses? What happens when the non-benders no longer need the benders? While not fully addressed in The Legend of Korra, it’s still an interesting question that fantasy should address. What does magic do when it can’t hide?

Conclusion

Avatar the Last Airbender is an amazing series. I’ve loved it since I first saw the pilot in a hotel room when I was ten. Any time I thought I might want to make an elemental magic system I’ve turned to the wiki and realized that I simply couldn’t beat it.

It’s not the magic, or setting, it’s how real everything feels. The entire world is infused with the love of its creators and speaks to the wonders that can be achieved by a few dedicated worldbuilders.

What I most love about Avatar is that the otherwise cliché elemental magic can be innovative in the right context. Any magic, any idea, can feel real in the right setting. It speaks to the strength of good worldbuilding and it has been in my mind ever since I saw the first episode.

Really though, the best part of Avatar is that the magic doesn’t feel like magic. It just feels like a part of the world.

If you liked this post and want me to help me stay up making more content like it consider buying me a coffee.