A magic system becomes interesting when it says no. The spells your characters cannot cast, the prices they would rather not pay and the people who are shut out of power are where the stories are. Every idea below is built from three parts: where the power comes from, what it costs and what it cannot do. Take one as it is, or combine two and see what conflicts appear.

Magic that costs the caster

1. Memory as fuel

Source: spells are paid for in memories. Cost: the caster chooses a memory to burn, and it is gone. Limit: stronger spells need older, more important memories. The question at the heart of every scene: what are you willing to forget?

2. Borrowed years

Source: magic draws on the caster’s own lifespan. Cost: every working ages them. Limit: no one can see how many years they have left. Young prodigies become old in their twenties; the very old are the most cautious mages of all.

3. Debts to a patron

Source: a spirit, god or faerie lends power. Cost: each spell is a favour that must one day be repaid, in a form the patron chooses. Limit: the patron can refuse. This system turns magic into a relationship, which is a gift for plotting.

Magic bound to the world

4. Tidal magic

Source: power rises and falls with the tides or the moon. Cost: working against the tide exhausts the caster. Limit: at slack water, nothing works at all. Battles are scheduled by almanac, and an inland city may have no magic to speak of.

5. Place-bound wardens

Source: a person is bound to one valley, river or wood and can command it. Cost: they feel every injury done to it. Limit: beyond its borders they are ordinary. Our town name generator can help name the places they protect.

6. Weather-workers who must balance the books

Source: rain, wind and sun can be moved. Cost: weather moved here must go somewhere else. Limit: the total cannot change. A drought in one kingdom is the price of another’s good harvest, which gives you politics for free.

Magic through craft and language

7. True names

Source: knowing a thing’s true name gives power over it. Cost: years of study, and your own name becomes a vulnerability. Limit: you can command only what you can name. Ursula K. Le Guin’s Earthsea is the classic example; see our Earthsea guide.

8. Translation magic

Source: power lives in the difference between two words in two languages. Cost: as languages blur together, the magic weakens. Limit: only fluent speakers of both languages can use it. R. F. Kuang’s Babel explores a version of this idea.

9. Craft-bound magic

Source: magic works only through one craft: baking, weaving, carpentry, song. Cost: the work must be done properly, by hand, every time. Limit: a weaver cannot heal and a baker cannot fly. T. Kingfisher’s bread wizard in A Wizard’s Guide to Defensive Baking shows how much drama a narrow gift can create.

Magic with rules others enforce

10. Licensed magic

Source: anyone can learn. Cost: unlicensed use is a crime, and licences are expensive. Limit: the law, not nature. The interesting characters are the poor, the unlicensed and the officials who look away.

11. Magic that leaves a mark

Source: innate talent. Cost: every spell leaves a visible trace on the caster’s skin, eyes or hair. Limit: secrecy becomes impossible over time. Your characters must decide whether to hide or to be seen.

12. Shared-pool magic

Source: a community draws on a single reserve of power. Cost: whatever one person uses, everyone else loses. Limit: the pool refills slowly. Selfishness, rationing and trust become the stuff of every scene.

Turning a system into a story

  • Who is excluded from this magic, and how do they feel about it?
  • Who profits from the way it is controlled?
  • What everyday task has it made easier, and what job has it destroyed?
  • What would your protagonist never use it for, and what would make them change their mind?

You do not need to explain the rules to the reader in advance. Show the cost once, clearly, early in the book. After that, every spell carries tension. For more on letting rules reveal themselves through character, read build a world, one consequence at a time. And when your system needs a name for its most powerful practitioner, try the wizard name generator.

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