---
name: magic-system-design
description: >
  Framework for designing systematic magic, metaphysical, or speculative technology systems.
  Reference when creating the fantasy element of a world — defining its source, cost, limits,
  access, and interaction with physics. Covers the hard/soft spectrum, Sanderson's laws as
  design constraints, cost structure patterns, a 20-system case-study library, and an
  evidenced failure-mode catalog.
metadata:
  author: nirav
  version: "1.1"
compatibility: Designed for Claude Code
---

# Magic System Design — The Rules of the Impossible

A magic system is a constraint system. The abilities are the least interesting part — what matters is the costs, the limits, and the consequences. A system where anyone can do anything generates no conflict. A system where power costs memory, or sanity, or years of life — that generates stories.

This skill provides the design methodology. The actual system you create goes in the world-bible's `skills/worldbuilding/world-bible/references/world-axioms.md`.

## The Hard/Soft Spectrum

Magic systems exist on a spectrum, not a binary:

```
HARD ◄──────────────────────────────────► SOFT
Allomancy (Sanderson)              The Force (early Star Wars)
Alchemy (FMA)                      Earthsea (Le Guin)
Nen (HxH)                         Gandalf's magic (LotR)
Cursed Energy (JJK)               The Endless (Sandman)

Rules are explicit.                Rules are mysterious.
Readers understand costs.          Readers feel wonder.
Can solve problems.                Cannot solve problems.
Creates strategic tension.         Creates atmospheric tension.
```

Most effective systems sit somewhere in the middle — hard enough to create strategic tension, soft enough to preserve wonder. JJK does this well: cursed energy has clear rules (binding vows, domain expansions) but the *feel* is visceral and mysterious.

**Caveats on the spectrum** (corpus evidence in `references/case-study-library.md`):
- The spectrum conflates *reader knowledge* with *rule-boundedness* — readers have filed Earthsea, the same system, at both poles. Supplementary axes that resolve the ambiguity: **instrumentalism vs. wonder** (does magic behave as controllable technology, or exceed control?) and **Platonic vs. Emergent** (magic via ideal forms/essences vs. manipulable mechanisms).
- The convergence toward the middle holds specifically for systems that *solve plot problems*. Acclaimed fully-soft systems (Jonathan Strange & Mr Norrell, Malazan) stay acclaimed by never letting magic be the solution — softness is only punished where hardness was promised.

### Sanderson's Laws as Design Constraints

**First Law**: Your ability to resolve conflict with magic is proportional to how well the reader understands the magic. *Design implication*: If you want magic to solve problems in the plot, the rules must be established before the payoff. If you want magic to create wonder, keep the rules hidden.

**Second Law**: Limitations are more interesting than powers. *Design implication*: Design the costs first, the abilities second. Ask "what can't it do?" and "what does it take?" before "what can it do?"

**Third Law**: Expand what you have before you add something new. *Design implication*: One well-explored system with deep implications beats three shallow ones. When you feel the urge to add a new power, instead ask: what happens when the existing power interacts with a new constraint?

Two nuances from Sanderson's own framing: he presents the laws as **descriptive observations about his practice, not prescriptive rules**, and his lecture-taught Zeroth Law — "Err on the side of AWESOME" — subordinates rule-adherence to wonder. Treat the laws as constraints to design against, not commandments.

## The Six Design Axes

Every system must answer these six questions. The answers propagate through the entire world.

### 1. Source — Where does it come from?

| Pattern | Example | World Implication |
|---------|---------|-------------------|
| **Ambient** — exists in the environment | The Force, cursed energy (JJK) | Power is everywhere; sensitivity determines access |
| **Inherited** — genetic or bloodline | X-Men mutations, Allomancy | Creates aristocracies or persecuted minorities |
| **Extracted** — from a material/substance | Spice (Dune), Dust (His Dark Materials) | Whoever controls the resource controls the power |
| **Granted** — by an entity or pact | Warlock pacts, Binding Vows (JJK) | Creates hierarchies of patrons and dependents |
| **Learned** — through study/training | Nen (HxH), Sympathy (Kingkiller) | Creates institutions: academies, guilds, traditions |
| **Emotional** — from feeling/will | Cursed energy (JJK), bending (Avatar) | Power tied to psychological state; coming-of-age narratives |
| **Technological** — built, not born | Alchemy (FMA), cybernetics | Power is manufactured; access is economic |

### 2. Cost — What does using it take?

The cost structure is the **most important** design decision. It determines:
- Who is willing to use the system (risk tolerance)
- How often it can be used (narrative pacing)
- What kind of conflicts it creates (strategic vs. desperate)

| Cost Type | Example | Narrative Effect |
|-----------|---------|-----------------|
| **Physical** — energy, health, lifespan | Blood magic, physical exhaustion | Creates urgency; users must choose when to spend |
| **Cognitive** — memory, sanity, identity | Forgotten memories, madness | Horror and tragedy; the user loses themselves |
| **Material** — rare substance consumed | Metals in Allomancy, spell components | Economic pressure; supply chain as conflict |
| **Social** — reputation, relationships, oaths | Binding vows (JJK), geas | Creates obligations; power comes with strings |
| **Moral** — ethical compromise, corruption | Dark side (Star Wars), One Ring | Temptation as narrative engine |
| **Temporal** — time, aging, delay | Years of training, cooldown periods | Patience vs. urgency; experience matters |

**The best systems combine multiple cost types.** Allomancy costs materials (metals) AND physical energy. Cursed energy costs cognitive stability (through binding vows that constrain behavior) AND physical danger.

### 3. Limits — What can it absolutely not do?

Limits create the shape of the system. Without them, the system has no shape — it's just "anything is possible."

**Hard limits** — things the system cannot do under any circumstances:
- Cannot create life / Cannot raise the dead
- Cannot affect time / Cannot read minds
- Cannot violate conservation of energy

**Soft limits** — things that are theoretically possible but practically impossible:
- Requires more energy than any individual possesses
- Requires knowledge that has been lost
- Requires a cost no rational person would pay

Soft limits are more interesting narratively because they can be overcome in extreme circumstances.

### 4. Access — Who can use it?

| Access Pattern | World Implication |
|---------------|-------------------|
| **Universal** — anyone can learn it | Egalitarian potential; institutions gatekeep knowledge, not ability |
| **Genetic** — bloodline determines ability | Natural aristocracy or persecution; breeding programs; mixed-heritage tension |
| **Economic** — requires expensive resources | Plutocratic; the rich are powerful, the poor are powerless |
| **Random** — appears unpredictably | Disrupts social order; creates fear and opportunity |
| **Conditional** — triggered by trauma, oaths, near-death | Creates a cost to entry; users share a common experience |

The access pattern determines the **political landscape** of your world. Universal access + high cost = democratic but dangerous. Genetic access + low cost = aristocratic and stable. Economic access + high cost = plutocratic and stratified.

### 5. Interaction with Physics

| Approach | Example | Feel |
|----------|---------|------|
| **Parallel** — operates alongside physics, doesn't break it | The Force operates through midichlorians | "Science we don't understand yet" |
| **Alternative** — replaces one physical law | FTL but everything else is real physics | Hard SF with one exception |
| **Orthogonal** — different energy source, same thermodynamics | Sympathy (Kingkiller) — uses real thermodynamics | Rigorous, satisfying |
| **Metaphysical** — operates on a different layer of reality | Cursed energy, the Dreaming (Sandman) | Mysterious, deep |
| **Violating** — explicitly breaks physics | Teleportation, creation ex nihilo | Requires strong internal rules to compensate |

### 6. Societal Integration

How does the system interact with institutions?

- **Regulated** — government controls use (licensing, registration, prohibition)
- **Institutional** — academies, guilds, or religious orders control training
- **Hidden** — exists but most people don't know; secret societies
- **Feared** — known but stigmatized; users are outcasts or weapons
- **Integrated** — woven into daily life; as normal as electricity
- **Stratifying** — creates explicit social classes (mages vs. mundanes)

## Design Workflow

1. Start with the **cost** — what does using this system take from the user?
2. Define the **limits** — what can it absolutely not do?
3. Determine **access** — who can use it?
4. Trace the **societal consequences** — given cost, limits, and access, what kind of society forms?
5. Only then define **abilities** — what can it actually do?
6. Build one **signature ability** in full detail — a single spell, technique, or application showing cost, limit, source, and skill. One deep example teaches more than twenty shallow ones.
7. Run the **propagation test** (below).
8. Validate: does the system create more interesting problems than it solves?

Read `references/cost-structure-patterns.md` for detailed cost design patterns, `references/case-study-library.md` for twenty landmark systems annotated on all six axes (find your concept's nearest neighbors before designing), and `references/failure-modes.md` for the evidenced failure catalog.

## The Propagation Test

The most important check for any fantasy system: does every design decision propagate through the world?

For each axis, ask:
- **Governance**: How does this affect who rules?
- **Economy**: How does this affect trade and wealth?
- **Military**: How does this affect warfare?
- **Religion**: How does this affect cosmology and worship?
- **Culture**: How does this affect daily life, art, values?
- **Ecology**: How does this affect the natural world? (cross-reference ecology-design)
- **History**: How has this shaped the past?

If the fantasy system doesn't affect at least four of these categories, it's decoration, not worldbuilding.

## Common Mistakes

1. **Capabilities without costs.** If magic can heal, create food, and defend — why isn't everyone immortal? Every capability needs a cost that explains why the world isn't a utopia.
2. **The special snowflake protagonist.** "Only the hero can do this." The world should have a *reason* — and that reason should have implications beyond the hero.
3. **Magic as technology.** Treating spells like software — modular, predictable, scalable. Magic should feel different from technology. Something about it should resist full systematization.
4. **Ignoring second-order effects.** "Healers exist." What does that do to medicine, warfare casualty rates, the value of human life, insurance?
5. **Multiple unrelated systems.** Three kinds of magic that don't interact. Sanderson's Third Law: expand what you have before adding something new.

These five are assertions from craft doctrine; `references/failure-modes.md` catalogs seven failure modes with named works and documented reception evidence (balefire, the Eagles/time-turner, worldbuilder's disease, Dragon Ball power creep, videogame-ification, JJK's presentation trap, Buffy's metaphor override) plus guardrails for each.
