Captain Anorak's Guide to Gaming
Fantasy Gameworlds: Magic

A lot of RPGs have magic in them, and it's handled very differently in different games. Magic systems in a lot of games leave me very unsatisfied. I really think a lot more thought need to be put into magic.

DEFINITION OF TERMS

In The Golden Bough, Frazer defines magic as a technique by which one seeks to affect the world by one's own power. He contrasts this with religion, by which one seeks to invoke some external power (such as a deity or spirit) to affect the world in a way which one desires.

In this essay, I do not observe this distinction. I refer to both these things as 'magic,' since both of them are involved in techniques called 'magic' in a lot of games, and drawing a distinction between the two would add nothing to my arguments but confusion. For instance, in many games magic-users are able to summon elementals or demons to do their bidding. Under Frazer's definition this would be religion not magic. But in the context of this essay, saying that such a practice is not magic would only confuse things.

RARE OR COMMON?

How common should the use of magic be? The basic choices are:
Very rare: Only a very few gifted individuals have the power. Most people will never meet a magic-user.
Rare: Only a small proportion of the population will be able to use magic, but enough that most people will know a magic-user. Each village might have its own magic-user, and a large town would have several.
Common: Many or even most people have some magical ability.
Universal: Everyone has some degree of magical ability.

In the real world, most people have some sort of spiritual, religious or magical beliefs which they practice on a daily basis. This usually includes an attempt to affect the world. This could mean praying to a god for some desired event to happen. There are societies where, before a warrior goes into battle, he always says a charm intended to give him success. There are societies where rituals are performed to promote fertility.

The point is that in the real world, most people believe 'magic' in the broadest sense to be universal. A Christian farmer praying for rain to water his crops, and a shaman performing a rain dance, are both doing essentially the same thing, however externally different the forms may seem: they're using a magical technique to get what they want in life.

HIGH AND LOW MAGIC

Perhaps it's necessary here to make a distinction between different forms of 'magical' practice. Imagine a game where everybody in the world has religion (they pray to gods), most people practice folk charms (spells to bring luck, fertility, etc), but only a few people are 'wizards' who can use magic that immediately produces obvious results (by this I mean typical D&D-style magic, like throwing fireballs, flight and instant magical healing).

WHAT MAGIC IS USED FOR

People use magical techniques to try to get what they want. In pre-industrial societies, fertility is very important, and so a lot of magical practice in such societies revolves around promoting the fertility of crops, herds and women. Harvest festivals still go on in Britain today, although they are much less involved affairs than they were in the eighteenth century or before, when they were openly involved propitiating figures like the Corn Mother or the Corn Man. In other parts of the world, fertility rituals with obviously magical intent are practised.

In societies where battle is common, magical practices that promote victory in battle are important: as late as the twentieth century, chaplains would bless the soldiers in Christian armies before going into battle, and invoke God's help to bring victory. (I suspect that this is still an important rite in many armies.)

Throughout the world, people offer prayers or perform rites intended to bring them long life, good health, good luck and prosperity. This is as much part of 'advanced' religions like Christianity ('Give us this day our daily bread') or el-Islam as it is of more 'primitive' beliefs.

Finally, many spiritual belief-systems involve rites intended to procure some benefit for the soul after death. People living around the Mediterranean basin have, for thousands of years, taken this belief so seriously that they have suffered constant hardship in this life in the belief that after it ends its finite span, there will be an eternity of happiness as the reward for their devotions. The Egyptians were doing this thousands of years before Christ, and Greek philosophers like Diogenes denied themselves worldly pleasure for the same reasons. Christian monks have continued this unbroken tradition of material denial to this day.

The problem for me is that many games are only concerned with magical effects that will be useful in 'adventuring' situations. This means that they're big on battle magic, but generally very weak on everything else. Also they generally only have spells with short-term effects. They have spells for instant healing, but nothing for the promotion of longevity over a longer time-span. They might have spells that make a fighter stronger in the short term, but nothing with a permanent effect.

MAGIC IN DAILY LIFE

In the real world, people who believe in the effectiveness of magic or ritual or spirtual practices use them in their everyday life. Thus Christians have their Sunday ritual every week, Baha'is are supposed to recite scripture for a certain length of time every day, and Jews and Muslims have set prayers to be said each day. The idea seems to be build up something over the long term. The theory of what you're building up varies (it might be the accumulation of spiritual energy, or getting in God's good books), but the idea of magic being practiced regualarly, rather than just when needed in an acute situation, is common.

MAGIC AS SELF-IMPROVEMENT

In some systems of belief and practice, regular performance of rites is thought to lead to a gradual improvement. This is common to several Asian schools of ritual exercise, including tai-ji-quan (whose purpose is to correct the flow of life-force around the body) and certain forms of yoga. By practising the exercises daily, you make your body more free from imperfection. Essentially it's a magical work-out to make the mind and body function more effectively. (Often the means of doing this is making the spirit function more effectively, as the spirit is seen as affecting the mind and body.)

In game terms, I would render this as way of modifying stats over time. This could mean that a character who performs a ritual regualarly many times will eventually get permanent stat increases. Another possibility is to grant characters stat increases that stay only if they keep up the rituals.

EXAMPLE: Imagine a game using a system like Basic Roleplaying (the Runequest/Cthulhu system, with primary stats 3-18 and skills as percentages). There is a ritual which increases Dexterity over the long term. The character who uses this ritual has a bonus to his DEX which always applies to it, but is recorded as something separate to his main DEX stat (so a character might have DEX 12+2, giving him a working total of 14 as long as he keeps the bonus at +2). Now, the character has a skill in this ritual. At the end of each month that passes in the game, the GM rolls for the player's ritual with the following bonuses:

+2% for each hour of time during the last month that the character has spent performing the ritual.
-20% for each point of bonus that the character currently has.

If the roll fails, the character's bonus drops by 1 (though it may not go below 0). If it succeeds by less than 30 points, the bonus stays the same. If it succeeds by 30 points or more, the bonus increases by 1.

So, for a character who currently has a bonus of +2, with a skill of 35%, who has spent 40 hours in the last month performing the ritual, the chance of success is 35 + 80 - 40 = 75%. Therefore, if the roll is 76-00, the bonus will drop to +1. If the roll is 46-75, the bonus will stay at +2. If the roll is 01-45, the bonus will rise to +3.

As you can see, this is time-consuming work. Someone who devotes his life to performing the rites will be able to get very good bonuses at the expense of his free time. (This has happened in real life: some Indian lords, freed from the need to do any kind of work, would devote hours of each day to practising yoga.) If the one character has to perform different rites (eg. one for each stat) then he has to choose between concentrating on the one, or splitting his attention between the many.

MAGIC INSPIRING AWE

A very different approach is to make magic something which inspires emotions like awe, wonder or fear. It's easiest to do this when magic is a rare, remote thing which few understand. It's hard to do in a game when magic is common. While, for a true believer, the performance of ritual may be a very moving spiritual experience, it's hard to convey this in roleplaying. So here it's best to keep it mysterious.

I think the qualities which can make magic awe-inspiring are these:
Make it grand: When you see magic being performed, it should be pretty impressive. Stuff like scenery, atmospherics, costume and props can be important here. A ritual performed on a mountain peak drenched in moonlight, with chanting acolytes and burning braziers and rams' skulls on poles, is the kind of thing I mean. Flashes of lightning and visitations by demonic messengers from the nether realms wouldn't hurt. Read Jack Vance's Dying Earth books for ideas on this kind of thing.
Vast energies: Give the impression that some great disturbance of nature is happening. As the spell is cast, the whole house shudders. The elements are thrown into turmoil, and a tortured wind howls outside with shuttered windows. The candles all turn blood-red and the flowers in the vase begin to sing with the purest of notes in some unfathomable vegetable language. These are all simply side effects of the great energy of the spell passing through the area.
The price: You may want magic to have a price which it demand of the user, or at least a risk which the user takes. Use of powerful magic could lead to some unwanted attention from supernatural beings, or to permanent and disturbing changes in the user's physical appearance.

MAGIC AS THE 'PHYSICS' OF A GAMEWORLD

One option is to make magic so common that every action anyone ever does has a magical element to it. A good example of this is the Thomas Covenant books by Stephen Donaldson. The people use magic for everything. The workers of stone, when they make something, use magic to mould the stone into the shape they want. To light their homes they enchant stones to make them glow. The wood-workers do similar things with wood. This is true even for the most basic of jobs, like making a plate for eating from. It never occurs to anyone to make a chisel and carve stone by hand, because such techniques never developed in this society. Magic developed instead.

UNDERSTANDING MAGIC

When I write a game with magic in it, I want to understand why and how that magic works. This is best achieved by building a magic system from the ground up. This lets me know what that magic can and can't do. I can predict the effects of trying to do a certain thing with magic. This does not mean that the players have to know how magic works.

For instance, in a game I wrote called The King's Men, all magic that works is based on two things: manipulating life-force, and invoking spirits. Forms of magic include Meditation (which allows the user to increase his stats, by harmonizing his own lifeforce in certain patterns), Death Strike (which disrupts the flows of lifeforce in an enemy's body), Healing (which harmonise the flows of lifeforce in someone's body into a more healthy pattern), Divination (which allows a character to talk to the spirits of his ancestors, who will give him helpful information if they can), and Earth Sacrifice (which feeds the spirits in the earth with lifeforce so that they make the earth fertile and the crops grow).

Now, knowing as I do why magical effects can be done, I can see whether certain things would or would not be possible by magic. For instance, summoning rain would be possible if someone could find a way of propitiating the sky-spirits. There is no obvious way that shooting fireballs from the hand would be possible. Maybe life-force could be fired as a directed form of energy, but the amount needed to shoot destructive bolts from the hand would be so great that the user would have to be virtually a god before this became possible.

If a magician wanted to project fire, a more profitable line would be to try to persuade some fire-spirits to do his bidding, and set fire to things at a distance. But fire-spirits are flighty and short-tempered, so it would be a risky business at best. Also, since fire-spirits normally dwell only where fire exists, then to get the fire-spirits to show up in the first place he would have to build a fire. A magician could always carry around a burning torch, of course, but that small fire would hold only quite a weak fire-spirit. Another problem would be that spirits see the material world very weakly, so trying to direct them to the specific thing that you want setting on fire would be difficult: you'd have to mark it in a way that the spirits could recognise (which basically means leaving a marker that contains life-force, one thing that spirits can see very clearly).

The upshot of this is that firethrowing is impractical - while a small amount of firethrowing might be possible with a great expenditure of effort, there are simply better ways of achieving the result of killing your enemy. The important point is that because I understand how magic works from first principles, I can look at any potential use of magic in this way and assess whether it would be practical to do. How many games can make that claim?

WORDS, NAMES, RITUAL AND SYMBOLISM

In a lot of fictional and game magic systems, the use of particular words, names, incantations and ritual actions is necessary to doing magic. I don't like this because I don't see how just saying a particular combination of words can be effective. This should only work in a universe where words have a magical power - and then, all words should have the potential to have magical power. See also Little Details.

I think the idea behind a lot of this is symbolism: to affect the symbol of a thing is to affect the thing itself. This is a form of sympathetic magic, seeing the symbol and the thing symbolised as suffering the same effect. (In The Golden Bough, Frazer labels this system of thought 'homeopathic magic'.) Thus saying a name in a certain context affects the being who is symbolised by that name; burning a voodoo doll burns the person who it symbolises. Now, in a world where homeopathic magic actually operated, we would expect a lot of things to be happening all the time as results of it. If every object in some way is linked to all other objects of the same kind, then when one is affected, all others should be affected. This has huge implications for the world: when one apple anywhere in the world falls, all others should fall by homeopathic magic. Unless your game-world really works like this, then homeopathic magic should not work.

One way around this is to say that homeopathic magic does not normally operate, but the wizard's art is the ability to make it operate. Thus, using magic makes two things equal to each other, so that what affects one affects the other. So, for instance, if a wizard wants to kill Robert Jack's Son, he takes an object and tries to make it sympathetic with the heart of Robert Jack's son. Then he stabs it. If his magic has been successful, the heart of Robert Jack's Son is also pierced, and he dies. The spell is easier to do the more closely similar the object is to the heart of Robert Jack's Son. If the object was a piece of clay molded into a heart shape, the similarity would be very slight and so the spell would be very difficult. If the object was an ox heart, it would be more similar - the heart of a living creature - but still not close. If it was the heart of an unrelated human, that would be fairly close, but still the relationship is quite unspecific. If it was the heart of his brother Harry Jack's Son, then it would be a specific close relationship: both are hearts of sons of Jack. This would make the spell much easier.

Another justification for ritual is to say that it puts the magic user into the right state of mind. This is fine, but in this case ritual should only aid in casting the spell, it should not be necessary to success. For instance, in The King's Men, when people sacrifice to the earth-spirits, they say ritual prayers which go along the lines of 'Come here, earth-spirits, and accept this sacrifice.' Now the spirits cannot hear, but they can sense mind, so when the people say this prayer the spirits feel the intent in their mind rather than hearing the exact words. In fact, educated people generally just form the idea in their head rather than saying the words aloud, which they rightly believe is just as effective.

Entering specific body-poses during spellcasting can be justified in these terms: the body acts as a conduit for magic, and it must be formed into a certain physical shape in order for the magic to flow in the right way.