[QUOTE=Der Trihs]
In the Jeremy Moon novels by Brad Strickland, magic is cast simply by saying what you want to happen with intent that it happen - but each combination of words only works once, for anyone, anywhere. So by now, spells require an enormous number of words to cast a spell, because all the simple combinations have been used centuries ago. Jeremy, from our world, is a very powerful wizard for the simple reason that he speaks English, a language not spoken in that world.
[/QUOTE]
Thank you! You just mentioned the obscure book from my past that I’ve asked about twice on this board. I had only vague plot points to work from, so no one figured out what book it was.
I forget who it was, but an author who was talking about writing good fantasy said that you have to build limitations into the magic system or it’s no fun at all. A character who can do literally anything is extremely boring at best, and can make a story unreadable if they can just upset the rules of their world and our real one anytime they feel like it. He or she said: set up rules, limitations, and forms for the magic, and above all be consistent. Very little is worse than pulling the rug out from under the reader by violating the rules you’ve spent pages and pages building up.
In Mercedes Lackey’s books there are several practical limitations on magic, varying depending on the type of magic. There are also ethical considerations that are right in the foreground in almost every one of them. Her main characters are usually very human, very powerful, but extremely moral heroes. The morality is usually how they get into trouble, as they’re always trying to take care of everyone.
In the Tarma and Kethry books, Kethry’s main limitation is that her school depends mostly on abjuration, so if the spirits she’s asking a favor of don’t want to work with her, her power will be limited. She can make use of free energy, power built up through meditation, and other mage’s spells sometimes, but her main kick is through either direct power boosting from spiritual allies, or indirect help where they do something for her. It takes time, effort, and a great deal of discipline for her to contact them on the spiritual plane. If she’s successful, though, she can do cool stuff like binding demons in appropriately vulnerable forms.
Valdemar has two main kinds of magic. The first is mind magic (psychic power). Mind magic can be temporarily boosted through mage ability (the other magic ability), but mostly it’s limited by inherent strength and personal energy reserves. It is shown indirectly that the use of Talents is essentially a metabolic drain like strenuous exercise. Talented Heralds eat like crazy, especially when exercising their abilities or recovering from doing so.
The other kind of magic is Mage ability, or what we’d consider “real” magic. This is the throwing lightning, transforming, blowing shit up kind of magic. Here, the limitations are several. One, they’re limited by the amount of power they can channel through their minds. Too much and, oops, you’re brain burned, or little bits of charred former mage. Two, they’re limited by the amount of power on hand. They can gather energy from the environment, slowly and laboriously, and build up a personal store. They can tap into usable concentrations of energy, usually in the form of magic. They can use nodes, lines, and heartstones, a particularly demanding and dangerous source of energy that only some of the strongest mages, and probably only those specially trained can do. Or, they can perform ritual sacrifices.
There are drawbacks and limitations on all of those forms of gathering power, which is why, for the most part, mages don’t go around blowing their enemies’ socks off without a damn good reason, and lots of lead-time. On the other hand, if one or a group of them is inherently powerful enough and cares to spend the time and energy on it, they can create incredibly violent storms, mutate or transform creatures, shape landscapes, and even cheat death.
Barbara Hambly has a few societal and practical limitations on mages in her books. Mages all seem to work in roughly the same way, and she ties magic into extremely advanced science with at least one of her books.
The main limitation of her mages is knowledge. You have to know a metric assload of facts to do effective magery. The level of learning to be a powerful mage seems to be like a cross-disciplinary PhD in engineering, physics, chemistry, astronomy, materials science, linguistics, etc. The more you know, the better you can make spells or gizmos work because you know how to design them better, work more efficiently, and tap into more energy sources.
You also don’t get something for nothing. Energy has to come from somewhere, and often needs to be manipulated into another form to be usable. Even more important, you need to know how to limit the effects of your spells. Just setting a “come here” spell to attract a fly, without imposing limits on the type, number, duration, radius of the spell, etc. could eventually attract all flies from everywhere, and if the mage wasn’t able to cancel the spell or cut themselves from it, that lack of limitation on boundaries could suck them dry as the spell tries to fulfill its design.
Mages also have to invest a significant amount of personal energy into most spells. Almost all of them take some kind of physical component, or at least the invocation and focus of an appropriate rune, to work. Preparing spells takes time, concentration, the right mind set, and of course the knowledge of how to do it.
All her books seem to be set in a time after there were a few wars between mage-backed nations. After that time, the Church (a semi-analog to the medieval Catholic church) became a big factor in politics and a block against mages. The other institution is the Guild, which intentionally imposes limits on mages so that there aren’t unfettered witch hunts — literally — as there were after the wars. All mages are supposed to belong to the Guild, or they don’t get access to Guild knowledge.
Dog wizards are those with mage ability who refuse, for one reason or another, to belong to the Guild, or those who have been cast out. If you don’t have the Guild protecting you, you’re fair game for the Church and its Witchfinders, which are very much like inquisitors, down to getting their rocks off by torturing and killing anyone who practices heresy i.e.: anyone who is a working mage.
In effect, this means that Guild mages are oath-bound and forbidden to interfere with anything outside the Guild. Their uneasy truce with the Church was made to stop a large subset of the fanatically religious (or just frightened and suspicious) populace, led by the Witchfinders, going on a pogroms to wipe out any known or suspected mage. Non-Guild mages have to settle for the few paltry scraps of knowledge they can trade each other, and have to constantly watch over their shoulders for fear of the Church deciding that this is a good day to have a burning.
Her active mage characters typically spend a large amount of time trying not to get nailed by either the Guild or the Church as they’re trying to get stuff done. These severe limitations mean that while magic is used, it’s mostly not the big flashy kind, and the guy who’s trying to prevent the Big Bad from doing its thing is fighting on multiple fronts at once.