Six years, four novels, and I've managed to avoid creating an actual magic system for Altearth. Just hints and allegations. But I'm game to make a run at it now, mainly because in The Falconer there will be definitely, truly, rilly, magic, so I have to get this sorted.
First, everyone's magical, but not everyone's a magician. That is, phlogiston is everywhere, in everyone, but in most people the levels are so low we would call them non-magical. Call it 80%. Of the remaining 20%, most can do only very low-level, limited, or unreliable things. Of them, most wind up in a trade in which a master teaches them a technique or two--strengthening rope, softening leather, some small marvel of silversmithing. That sort of thing. I call it artisinal magic. Gnomes are famously good at this.
Those who can will go to school--only a very small proportion. In grammar school they learn only basic principles, not specific magicks. In addition to reading and writing and numbers, they learn breath control, concentration, physical postures and movements, memorization techniques. Those with potential go on to a second level where they learn the history of magic, great practitioners, morality lessons and cautionary tales, and so on. Schools are tough. They winnow, for the reputation of the school's graduates affects the school's own reputation.
Of this minority of a minority, still fewer go on to study under specific masters, rather like graduate work in the late 19thc-early 20thc where the person was both student and assistant. There are other ways to study; I've only sketched the most common path.
What gets studied? Rather than fire magic and plant magic and the like, I'm thinking to concentrate more on methodologies. Here are the ten types--ten paths, ten schools, ... something. I'm presuming that an individual could follow more than one path, but that this would take more time and that most people would not excel in multiple areas the way they would if they specialized. The tiny few would be great at several; they are the stuff of legend.
Potions and powders - this is proto-chemistry, really
Runes - inscribing a symbol, letter, or phrase; wards
Charms - the making of priapts, amulets
Enchantment - adding magic to an object; or extracting, I suppose
Conjuration and abjuration - summoning and banishing of spirits or animals
Spells - spoken
Incantations - sung
Mancery - using natural objects (e.g., crystalomancy)
Arcanology - the study of things such as stars or numbers or physiognomy
Hex - magicking a person or animal
I can see some overlap, but I like the throw the net wide before hauling it back in again.
Comments?
First, everyone's magical, but not everyone's a magician. That is, phlogiston is everywhere, in everyone, but in most people the levels are so low we would call them non-magical. Call it 80%. Of the remaining 20%, most can do only very low-level, limited, or unreliable things. Of them, most wind up in a trade in which a master teaches them a technique or two--strengthening rope, softening leather, some small marvel of silversmithing. That sort of thing. I call it artisinal magic. Gnomes are famously good at this.
Those who can will go to school--only a very small proportion. In grammar school they learn only basic principles, not specific magicks. In addition to reading and writing and numbers, they learn breath control, concentration, physical postures and movements, memorization techniques. Those with potential go on to a second level where they learn the history of magic, great practitioners, morality lessons and cautionary tales, and so on. Schools are tough. They winnow, for the reputation of the school's graduates affects the school's own reputation.
Of this minority of a minority, still fewer go on to study under specific masters, rather like graduate work in the late 19thc-early 20thc where the person was both student and assistant. There are other ways to study; I've only sketched the most common path.
What gets studied? Rather than fire magic and plant magic and the like, I'm thinking to concentrate more on methodologies. Here are the ten types--ten paths, ten schools, ... something. I'm presuming that an individual could follow more than one path, but that this would take more time and that most people would not excel in multiple areas the way they would if they specialized. The tiny few would be great at several; they are the stuff of legend.
Potions and powders - this is proto-chemistry, really
Runes - inscribing a symbol, letter, or phrase; wards
Charms - the making of priapts, amulets
Enchantment - adding magic to an object; or extracting, I suppose
Conjuration and abjuration - summoning and banishing of spirits or animals
Spells - spoken
Incantations - sung
Mancery - using natural objects (e.g., crystalomancy)
Arcanology - the study of things such as stars or numbers or physiognomy
Hex - magicking a person or animal
I can see some overlap, but I like the throw the net wide before hauling it back in again.
Comments?