Skip to main content

The Power and Thrill of Naming: Magical Limitations

It's what you can't do that makes the magic pop.  



Brandon Sanderson's second Law of Magic is: 
Weaknesses, limits and costs are more interesting than powers.

So, to riff off that, I'll be conjuring up another edition of the Power and Thrill of Naming Things, an exercise in creativity.


Magical Limitations:

  • Telekinesis that takes 10x the effort and time of performing it normally
  • Magic use is highly carcinogenic (even worse than chain smoking cigarettes)
  • Spell can only be used at midnight on Tuesday
  • User blacks out after every spell
  • The only magical spell that can be used is a version of the one last used
    • Variant: spells evolve each time (like biological evolution, only faster)
    • Story Plot: finding out who cast the first, original spell
  • Magic is powered by technology (generator)
    • Variant: fueled by atomic bombs
    • Story Plot: Nukes are used for magic; magicians are used to stop nukes
  • Side effects of magic like alcoholism or drug abuse
  • Any magical use causes a slight break in the timeline
  • Using magic creates an evil, antimatter clone of the magician
    • Variant: clone appears in alternate world
    • Story Plot: Alternative world of millions of clones invade after centuries of magical use
  • Using magic slightly slows Earth's orbit
    • Variant 1: slows the Moon's orbit
    • Variant 2: cools Earth's molten core
    • Story Plot: long-term use of magic starts to have planetary effects
  • Spells requires almost insurmountable sophistication to succeed
    • Variant 1: Ten minute synchronized motions of a group of wizards
    • Variant 2: Requires complex formulations more difficult than string theory equations
    • Variant 3: Requires solving problems akin to protein folding prediction
  • Have to ingest special animal to gain its power
    • Story Plot: special animals are bred for magical use
    • Example 1: special owl wing to gain night vision
    • Example 2: special tiger steak to have speed and power of tiger
    • Example 3: special fish fin to breath underwater
  • Magic use speeds up or slows down aging
  • Magic use breaks down DNA
  • Spells require very rare reagents
    • Variant 1: fossils
    • Variant 2: endangered animals
    • Variant 3: rare elements
    • Variant 4: cosmic or exotic particles
  • Spells require a very specific location
    • Variant 1: mount Everest
    • Variant 2: deep ocean trench
    • Variant 3: North Pole

Comments

Popular posts from this blog

Creative Tool: Idea Mutation

It's mutating out of control!   Here is another wild method of improving the creativity of ideas through the process of introducing random 'mutations'.  I call it Idea Mutation. Method: Start with an idea.  Add it to a circle on the far left side of a piece of paper.  That is round 1. Make two branches off the first idea.  Each branch has a new circle.  That is round 2. For each branch, roll a 10-sided dice and select the 'mutation' from the table below. For each branch, create a 'mutated' idea incorporating that branch's mutation. Continue branching and mutation ideas for subsequent rounds (3, 4, etc.). Modifications: Include different mutations (ex. Add Thrill, More Collaborative, Clearer, etc.) Add null mutation (no changes for certain branches) Change probability of mutations (same mutation for more than one number) Examples:

Creative Tool: Idea Bracket

Let the Best Idea Win. How to generate great ideas?  Why not create an Idea Bracket ?  It is analogous to a sports league play-off.  Ideas are pitted against each other, with the winning idea moving on to the next round.  The last idea standing is the winner. I do have a few additional rules.  The Three M's : Modify, Merge, and Markup.  These rules allow for both idea modification and saving sub-winner ideas. Simple enough, right?  Let's try it out on some examples. Story Beginning Location Floating City and Haunted Graveyard merged into Floating Graveyard Screaming Wastelands modified into Blasted Wastelands Winner was Floating Graveyard and Sundered Titan merged into Floating Graveyard of Titans Artistic Inspiration Shack Brainstorming and Review Idea/Notes merged to Shack Review Ideas TCG View modified to TCG Mashup Shack Review Ideas marked for later Monster App and Walk and Song merged to Walk and Song with Monster App Priming Winner was TCG Mashup and Walk and Son

Writing Tool: Panic Cards

For writing emergencies only... In a previous post , I created a break-in-case of emergency box for days where I'm severely struggling to get my writing goal in.   In case that box is not enough, or if I'm away from my house, I've devised another emergency method to keep me from veering off my writing track. Panic Cards. What are they?  Simple.  Index cards cut in half with encouraging phrases on one side. The other side has a small, randomized reward for completing the writing task.  I made it random on purpose to increase the intrigue. To use them, I pull out the card, read the phrase of encouragement, and get the writing done.  Once the thirty minutes of writing is completed, I turn over the card and reap the reward. Silly?  Maybe.  Effective?  Time will tell.  It's better to have an emergency plan and never use it than to not have one when an emergency comes calling.