My world has different kinds of magic to be found either at different times of history, among different species, or in different geographical places. In some cases, the line between natural and supernatural is sharp and well-understood, but I'm going to have some areas where it is not so.
Think of a craft. Note we derive the word crafty from that, which already suggests "craft" involves more than just skilled workmanship. If a species--let us say sprites, just to pick a people not usually associated with the making of things--if that species made, oh, puzzle boxes. They were so good at these puzzle boxes, to another species, it might appear to open by magic. Now that other species, being ogres, ain't too bright, so they are easily fooled. Indeed, much of the world appears magical to an ogre.
Now, we modern humans tend to say yes, but the box isn't *really* magical, but that supposes we have a perfect understanding of reality. A rash supposition, especially in a fantasy world. If magic is real, then reality includes magic. There is no divide between what is magical and what is ordinary.
Among the sprites themselves, though, there can be a continuum. Perhaps it involves working with enchanted tools. Or putting oneself into a trance at a certain stage--not spellcasting, exactly, but certainly more than chisel and glue. The art of sword making has spiritual, even mystical aspects in some cultures.
The extreme, I suppose, would be conjuring the puzzle box out of thin air. Or making a puzzle box *out of* thin air. (why is it never thick air?) The point here is, the magical quality of the process is not an objective thing but is perceived differently by different peoples, even by the maker himself.
I rather like this notion. It leaves room for alchemy, augury and divinations of all sorts, even straight spell casting. After all, what's a magic missile without the missile? How much of the result is a function of the arrow, of the bow, the bowman, or the mage?
As a writer I like the notion because it's malleable. I can be precise where I need to be, and can leave things fuzzy where the details are not important. It also lets me customize magic to different peoples, which I find both attractive and natural.
Somewhat along these same lines, I'm thinking of having my sprites, and related fae peoples (but not elves) have their magic specializations run along the lines of trades rather than of elements or other principles. I might get down to specific trades, but right now I'm thinking in more generic terms, such as Maker, Weaver, Breaker, Finder, Grower, etc. That may turn out to be too broad, but you get the idea. Each crafter can work with any and all elements, but their work is effective only within their specialty. It feels more or less feasible. Note that magic among humans or other peoples, magic will work differently. Or is at least manifested differently.
Think of a craft. Note we derive the word crafty from that, which already suggests "craft" involves more than just skilled workmanship. If a species--let us say sprites, just to pick a people not usually associated with the making of things--if that species made, oh, puzzle boxes. They were so good at these puzzle boxes, to another species, it might appear to open by magic. Now that other species, being ogres, ain't too bright, so they are easily fooled. Indeed, much of the world appears magical to an ogre.
Now, we modern humans tend to say yes, but the box isn't *really* magical, but that supposes we have a perfect understanding of reality. A rash supposition, especially in a fantasy world. If magic is real, then reality includes magic. There is no divide between what is magical and what is ordinary.
Among the sprites themselves, though, there can be a continuum. Perhaps it involves working with enchanted tools. Or putting oneself into a trance at a certain stage--not spellcasting, exactly, but certainly more than chisel and glue. The art of sword making has spiritual, even mystical aspects in some cultures.
The extreme, I suppose, would be conjuring the puzzle box out of thin air. Or making a puzzle box *out of* thin air. (why is it never thick air?) The point here is, the magical quality of the process is not an objective thing but is perceived differently by different peoples, even by the maker himself.
I rather like this notion. It leaves room for alchemy, augury and divinations of all sorts, even straight spell casting. After all, what's a magic missile without the missile? How much of the result is a function of the arrow, of the bow, the bowman, or the mage?
As a writer I like the notion because it's malleable. I can be precise where I need to be, and can leave things fuzzy where the details are not important. It also lets me customize magic to different peoples, which I find both attractive and natural.
Somewhat along these same lines, I'm thinking of having my sprites, and related fae peoples (but not elves) have their magic specializations run along the lines of trades rather than of elements or other principles. I might get down to specific trades, but right now I'm thinking in more generic terms, such as Maker, Weaver, Breaker, Finder, Grower, etc. That may turn out to be too broad, but you get the idea. Each crafter can work with any and all elements, but their work is effective only within their specialty. It feels more or less feasible. Note that magic among humans or other peoples, magic will work differently. Or is at least manifested differently.