Back in January, I shared a little about the magic system that exists in Stonebearer’s Betrayal. Today I’d like to dive deeper into the magic system and talk more about Travelers.
Star Trek fans can appreciate the science and technology surrounding the idea of teleportation and how useful it can be. If you can move from one place to another in moments rather than hours, a whole new reality presents itself. With this ability, escaping from danger or running to the rescue can happen in a heartbeat. No prison can hold a Traveler and no location is secure, unless protected by a greater magic.
In the Stonebearer universe, the use of magic is dangerous and therefore those who possess it must use caution. Those who have a talent for Traveling, are able to manipulate objects and themselves through space using a series of magical symbols or glyphs.
The most important rule a Traveler must adhere to is that they can only send themselves the same distance they can travel on foot in the course of a day. Pushing to move themselves farther than this drains their energy beyond what is considered safe and they risk loss of consciousness or even death.
When sending objects, a Traveler must consider the items weight and the distance. The lighter the item, the further it can be sent. This is why Travelers tend to be great spies. Not only can they escape from danger, they can send messages to someone days away. The places they can travel to, or send things to, are limited to where a Traveler has visited personally.
The energy to work all magic, including Traveling glyphs, comes from within and can be replenished with rest and time. In an emergency they can draw this energy from other people, but avoid doing so.
In Stonebearer’s Betrayal, the most conspicuous Traveler is the High Lady Alystra. Not only is she the head of the Stonebearer Society, she is head of the Traveling Order. She uses her power to maintain lines of communication among the Society as a whole and has a network of spies that help her stay informed. Her head spy is Bremin, a member of the order of Seekers and her bonded companion.
Magic and Science? It’s my dream come true! When it comes to magic there are two distinct teams. One team cheers for hard magic systems, such as what’s found in Brandon Sanderson’s books, where there are clear rules and limitations. The opposing team cheers for soft or undefined magic, such as what’s found in The Lord of the Rings, where there are no limitations and those who use it are shrouded in mystery. Which team will win? Easy – the team you like the best!
Today we welcome my favorite mad scientist author and board game enthusiast to the blog. Ryan Decaria is going to try to win points for Team Hard Magic in his article about magic systems and mad science. Cue the lightning! Muah ah ah!
The Magic System Mad Science Experiment
by Ryan Decaria
My mantra when writing science fiction and fantasy worlds is to treat magic like a science and to treat science like magic.
I’m gonna let that sink in for a minute.
Magic comes in two varieties: magic systems with rules and undefined magic. Brandon Sanderson is famous for the former in his Cosmere novels. Gandalf in the Lord of the Rings is a great example of the later. Who knows what powerful spell he’s going to come up with next. Still, in either methodology, magic can be seen as a part of that world’s natural laws.
Like any other natural force, magic can be studied, classified, and theorized about. The scientific method can be applied, because the cause and effects can be scrutinized. I’m going to say it again. Treat magic in your story as a science field of that world.
Now, your characters will probably not be scientist studying that magic (cept how cool is that), so they won’t necessarily care to use science or science terminology when wielding magic. I don’t think about gravity or how my internal combustion engine gets me to work. I just drive.
I came up with a great litmus test for your fantasy’s magic system. Let’s call it the Mad Scientist Experiment. For your magic system, imagine a mad scientist character living in your world who is trying to use the magic in new way by combining aspects or segments of your magic in unnatural ways. This can be the Frankenstein scientist, driven by the desire to create, the Doc Brown scientist, eccentric but good-hearted, or the nefarious scientist like Doctor Poison from Wonder Woman.
Does your magic have enough meat for them to operate? Can they create life? Can they seek immortality? What are the costs? What are their methods.
If you can’t answer any of these questions, perhaps you haven’t given your magic system enough depth. Answering these questions, might give your magic system a needed boost.
Here are some examples of great mad scientists in epic fantasy with mild spoilers:
Saruman from Lord of the Rings
Focused on industry at the expense of the natural world
Breed a new species of orc
Created great forges and explosives
Became obsessed with power
Ex-maester Qyburn of A Song of Ice and Fire
Anatomical experimentation on still-living people.
Excellent surgeon or a Torture Technician
Created a Frankenstein-like creature
The Lord Ruler in Mistborn (spoilers in this one get a little meatier)
Found a way to gain immortality
Created new races and the inquisitors
Changed the natural laws of the planet
Combined two kinds of magic to great effect
But what about science fiction?
There are two kinds of science fiction: One cares about how the science works and the other cares about how the science affects the world.
In the first, science knowledge is at a premium, and you better get it right. In the latter, the science just works and no one is questioning why. Take hyperspace in Star Wars or transporters in Star Trek. The more you dig into the science, the more preposterous they sound, so you don’t dig into the science. You avoid the science because it just works and your story is about what that technology does to society and to people.
You treat it like magic.
I love the term handwavium because it describes the science in terms of magic. Handwavium is what powers unrealistic or impossible technology, such as faster-than-light travel, teleportation, and artificial gravity.
In conclusion, to create a rich and deep magic system, imagine how a scientist would study the magic and how a mad scientist would exploit it. You might discover a few plot points and a couple of awesome characters along the way.
Remember my mantra:
When writing science fiction and fantasy worlds, treat magic like a science and science like magic.
About today’s guest:
Ryan Decaria was raised on science fiction and fantasy novels and 80’s adventure movies. On rainy days, he sulks on the window, sill waiting for a treasure map, an alien buddy, and his own luck dragon. Ryan is the author of Devil in the Microscope and its soon to be release sequel, We Shall Be Monsters. He is also the host of the Meeple Nation podcast where he discusses the board game world. You can find him at madsciencefiction.com musing about how mad science uses the best bits of science fiction and fantasy at the same time.
When “science-fair-geek” Anika goes to live with her scientist father in a town built around his mysterious genetics laboratory, she is determined to prove herself worthy of his legacy. But all preconceptions about her new life are thrown out the window when Anika discovers her father is a megalomaniac living in a town populated entirely by mad scientists. Now Anika will have to navigate her way through a high school filled with vindictive evil geniuses, deadly science projects, and unspeakable human experimentation. Relying on her wits, scientific know-how, and talented allies, Anika fights for her very life, and the lives of her new friends. Will Anika have to become like her mad scientist father in order to save the day?
Thanks for stopping by! If you’d like to be notified of future posts, be sure to ‘subscribe’ using the handy links.
Magic, the final frontier, these are the voyages of… Wait a minute, wrong franchise. But seriously, let’s talk about the different kinds of magic that appear in Stonebearer’s Betrayal.
In the world of Roshnii, a choice few are born with magic in them. Despite the historians efforts to link it to lineage, it appears at random. Those blessed, or some believe cursed, with the magic are fated to live abnormally long lives and die violent deaths. This magic is formally known as the power of the Khandashii.
To earn the title of Stonebearer one must survive training and pass through the fires of testing. A proper Stonebearer has the right to carry a motherstone which allows them to more accurately use their powers to manipulate the world.
There are those born with the power who escape the attention of the towers are referred to as wielders. They are considered highly dangerous. Most don’t survive long, as the magic kills those who can’t control it.
The magic is granted by the Stonemother and she chooses those she believes are destined to have it, for good or for ill. She shows her mercy by keeping the magic dormant until a child is strong enough to command it. The longer a child lives without it manifesting, the stronger their magic is. Those who have used the power for decades develop markings along their arms, necks, and backs.
The magic is divided into five abilities. Each of these abilities has it’s own order and headmaster. While a Stonebearer in theory can work each ability to some degree, they have a natural affinity toward one far stronger than the rest. This determines what order they belong to.
The magic manipulates the physical nature of the world through a series of symbols and glyphs. The energy needed for the magic to perform a task is taken from the Stonebearer and if they use too much, it can kill them. Using an ability they don’t have an affinity for requires a prohibitive amount of energy.
The Five Orders
Travelers – can manipulate the location of objects, including themselves, and instantly move them up to the distance they can walk in a day. They enable communication over long distances and are also excellent spies, especially when pared with a seeker.
Guardians – can alter the physical strength of an object, making it either stronger or weaker. They are tasked with keeping the peace and most train to be expert fighters.
Seekers – can locate both items and knowledge in the immediate area. They are responsible for documenting the history of the world and also keeping track of magic powered artifacts. Some can see glimpses into the future.
Benders – can change the nature of an object by manipulating its particles into new formations. While it is strictly prohibited, some can even change how people think and act.
Healers – can repair what is broken and restore what has been corrupted. Most will formally train to heal people and become town and village doctors.
Katira, the main character of Stonebearer’s Betrayal, begins the story believing the magic is nothing more than a legend, a story told to children at festivals, or to scare them in to staying in their beds. She discovers, much to her horror, that the magic is indeed real when one of those storybook monsters attacks her. The world is not as it seems, it has never been. If she is to survive, she must fight against those who want to use her as a pawn in a much larger game between a dangerous demon and the entire society of Stonebearers.