World-Building Month: Magic System

Yes, I know I said that I’d do the history of the world, and I cover a little bit here. But I wanted to do the magic system first, since I think I’ve figured it out for the most part.

Magic in my world is a highly revered art, and magic-users have traditionally been part of the privileged classes, although by no means are they the only aristocrats. Magic was often used to support the divine right to rule in monarchies, and if an heir was born without magic, they were passed over in the succession. However, further study of magic, starting in about the 1400s, revealed that it is not purely genetic, although it does tend to run in families. Exposure to magic, the favor of a god or force, or tempermental factors have all been theorized to contribute to magical ability.

Magic users (or energopaths) are fairly rare: an energopath being born out of a magical family is almost unheard of, although non-magic users born within magical families are rather more common. However, when someone has magical abilities, generally they are quite strong. In general, magic users must be identified and trained early (around the age of six) to prevent them from harming themselves or others. This is especially important with people with psionic powers, such as telepathy, as a lack of control can cause severe mental damage both to the user and to others.

No one is entirely sure how magic works, but the most widely accepted theory is that energopaths can control a specific type of energy (magical energy) which allows them to manipulate other types of energy, such as kenetic or thermal energy. This also includes a hypothetical “mental energy”, which would explain the abilities of telepaths and empaths. This is supported by the fact that magic users tire quickly when using their energy, and may faint or even die if they overexert themselves.

There are several different types of magic. Magic in general runs in families, but the specific type usually occur randomly. Some types of magic include:

Telekinetic magic: Telekinetics can move objects with their mind. Beginners can generally only fling things in a general direction, but more experienced telekinetics can have finer movement. Some telekinetics use their abilities for art, twisting their materials into a desired shape. A good telekinetic can make finer artwork than anyone could by hand. Some telekinetics, such as hydrokinetics (water telekinetics) or xylokinetics (wood telekinetics) specialize in certain materials. Telekinetic magic takes up relatively little energy when compared to that needed to physically move something, but telekinetics tend to overestimate their own strength.

Telepathic magic: Telepaths can read people’s thoughts. It is believed that telepaths can sense a type of mental energy unknown to non-magic users. Untrained telepaths are flooded with all of the thoughts of the people around them. Training often consists of learning how to focus on a specific person’s thoughts to the exclusion of others. Telepaths can never completely drown out the thoughts, but they can learn to focus in society. Telepaths can also learn to guard their own thoughts, which is almost impossible for non-telepaths. Another type of telepath is the empath, who can sense other’s emotions. This ability is more fuzzy and fallible than the telepath’s abilities, but empaths can have the ability to influence other’s emotions as well as sense them. It is very important that telepaths and empaths are identified early to avoid mental damage. In general, telepathy takes up very little of the telepath’s energy, but focusing on a specific person or thought uses it up much more quickly.

Interpathic magic: Interpaths can maipulate and change the energy around them. Specifically, they can take in energy from outside sources and release them in a different form. For example, an interpath can absorb thermal energy from a fire and convert it into kinetic energy, which can knock something over. If an interpath takes in too much energy and does not release it, the interpath can become overly energetic and have low concentration. An interpath that releases too much, however, can become tired, or even become unconscious. Interpaths are very difficult to detect. Although they are constantly absorbing and releasing energy, it is usually in the same form, and in a more or less equal amounts. Usually children are tested if they are born into a magical family and seem either overly hyper or overly lethargic, as both may be signs of a slightly uneven energy flow. Some interpaths, such as pyropaths or healers, specialize in transferring specific types of energy. A good healer can mend cuts or kill bacterial diseases. Another specific kind of interpath is a “mirror”, who specializes in reflecting energy away from themselves. This includes mental energy, making them impervious to telepaths and empaths.

“Berserker” magic: Some energopaths have the ability to go into a high-energy state. This makes them very gifted fighters, usually referred to as berserkers or valkryies, as they become faster and stronger and have the ability to shrug off wounds temporarily. However, this magic is also very dangerous. The user cannot choose to go into this state — it is triggered by a rush of adreniline. The berserker can induce the state by exercise or stave it off by meditation or deep breathing. Some berserkers use drugs to control their attacks, but this is not encouraged. Also, once in the state, they cannot leave it until they faint. As this ability requires a lot of energy, this can happen fairly quickly. Finally, the user cannot tell friend from foe while in this state, except through rigorous training and conditioning. A useful method is to train a berserker to tell their army apart from the enemy is by uniform colour, or skin colour. Berserkers require one of the harshest disciplines of any magic, but the result is amazing. Berserkers are believed to be a type of interpath.

Most magic users display only one type of magic, or predominantly one type. However, some magic users display abilities in one or more areas of magic. These energopaths, colloquially referred to as “jacks”, usually have less power in each area than a magic user specializing in one, but they are useful for their ingenuity with their powers. When jacks are trained for the military, they often end up as planners or tactitions.

So, there you have it. I wrote it a bit more formally than usual. And the military slang for each of those groups is, respectively: tells (telekinetics), snoops (telepaths), ids (empaths), sponges (interpaths), mirrors (the reflective interpaths), berserkers/valkryies, and jacks.

Anyway. More when I get the chance.

2 Responses to “World-Building Month: Magic System”


  1. 1 alexmoorewrites August 10, 2008 at 7:58 pm

    I think I must have missed something: “further study of magic, starting in about the 1400s, revealed that it is not purely genetic” leads me to believe your setting is planet Earth, current day. If I missed a previous post that details setting, just point me in the right direction:)

    Great details, btw. Nicely done.

  2. 2 otempora42 August 11, 2008 at 10:01 am

    No, you’re right. The setting is an alternate Earth, where magic-users have been running around, although the timeline is something closer to the ’60s or ’70s.

    And thanks for commenting. :)


Leave a Reply

You must login to post a comment.