On Magic

“Any sufficiently advanced technology is indistinguishable from magic.”

  • Arthur C. Clarke, Profiles of the Future: An Inquiry Into the Limits of the Possible

That is probably the most cliché quote I’ll contribute to the overuse of here in this blog.

There is a lot to discuss about magic, given its varied definitions. Merriam-Webster gives nine different definitions between uses of the word as a noun, adjective, and verb. Thankfully, some of these are archaic or otherwise not commonly used, such as the verb form ‘magicked.’ (I intuitively write this as ‘magic’d’ for reasons unknown.) Of these nine, I first want to focus on one of magic’s adjective forms, as given by Merriam-Webster:

Following the rabbit hole of definitions, enchantment can be cited as the quality or state of being enchanted, and likewise enchanted provides us with made to feel delightfully pleased or charmed. (In addition to two other definitions that loop back to ‘magic’) “That experience was magical,” says one enchanted individual. And it is this very usage that compels me to write this article.

You see, most people—painting in broad strokes here—like a certain degree of ‘magic’ in their lives. The first time you read a book, or see a movie, or play a game is going to possess a certain quality that subsequent read-throughs or viewings or play sessions will not (unless it’s a terrible book/movie/game). This ‘magic’ creates a nostalgia that in turn provokes us to return to things we so greatly enjoyed the first time. But the follow-up experiences are rarely so magical, are they? Nostalgic experiences can give us a comforting homeliness, but—from my experience with such experiences—that rarely makes up for the void left behind by the loss of the ‘new magic.’

So what, then, is an author—such as yours truly—or filmmaker or game developer to do to offer their customers longstanding magic? (One can ask why this is important or why such creators should even bother. After all, so long as they’ve made a sale, their job is done, right? But an author’s lasting legacy is also their ability to make subsequent sales, be they for one work or for many.)

Personally, I believe in liberal use of Chekhov’s gun, a foreshadowing technique named after Anton Chekhov, with several red-herrings sprinkled throughout a narrative. In the context of the above forms of media, this belief as much refers to foreshadowing within a single entry of media as much as it suggests alluding to eventual plot points in later works. A combination of these three techniques [intra-narrative foreshadowing (a term I made up just now), inter-narrative foreshadowing (likewise) and red-herrings] provide plenty of opportunities for lasting ‘magic’ to a dedicated audience:

  • Intra-Narrative Foreshadowing, or foreshadowing of events that occur later within the same media entity, provide an audience with an “aha!” moment when such clues come together to reveal something. For instance, a detective using evidence sprinkled throughout a story to deduce who committed a crime at the end of a book or movie. (From my perspective, most detective shows do this poorly, as often that evidence is obfuscated from a viewer’s eyes and thus they are unlikely to arrive at the same deduction for the same reasons. I posit that these shows instead bank on their viewers simply enjoying the characters doing the legwork for them.)
  • Inter-Narrative Foreshadowing, or foreshadowing of events that occur later within a different media entity related to the initial one, provide an audience with anticipation of future events. Cliffhangers and other such unsolved mysteries, for example, are inter-narrative foreshadowing. (One definition of cliffhanger seems to apply the notion to my above definition of intra-narrative foreshadowing. However, I can’t recall ever actually seeing this definition used in practice.) These give a dedicated audience a reason to come back for more. Moreover, when such an audience then goes back to earlier works, they can find once-overlooked details that hint at later events, granting them a renewed sense of ‘magic’ and wonder for other things they may have missed. Used well, this leads to…
  • Red-herrings, which I hopefully shouldn’t need to define, are an author/filmmaker/developer’s ‘out’ in distracting an audience. Not everything needs to result in something of any significance. Sometimes some details are just for show or greater immersion to help an audience better visualize or empathize with a scene or character. But coupled with actual hints or clues as described above, red-herrings can give a rabid reader or voracious viewer something extra to chew on over time, plunging them into a sea of unknown pathways and obscure dead-ends.

I do, however, feel compelled to note that cliffhangers are not very magical, at least not after the first encounter with them. By their very definition, they allude to something that must occur at a later date, and when that something eventually does occur, any magic once instilled is lost after a brief period of enjoyment for the elucidation. There is no mystery or guesswork about a cliffhanger—save for the effects the eventual event may have on the narrative/characters of a story; they are very much so “one time use” in regards to their ‘magic.’ After all, once you know how a trick is done…

And that brings me to the next point: the ‘magic’ of magic as a noun.

I firmly believe that Teller of Penn & Teller (not to be confused with Pain & Terror) gets this better than anyone. For those dodging the last thirty-four years of stage magic, Penn & Teller have been a duo of comedic magic performances operating primarily with illusions, sleight of hand, or other forms of deceit. There is a twist here: Penn does all the talking, and Teller…doesn’t. Teller’s insights as to why he refrains from speaking are as follows, from an interview with NPR. It seemed a disservice to not include everything he had to say on the matter, so do pardon the large copy/paste below:

The rest of the interview is absolutely worth a read/listen; click the image above for a direct link to it, but be forewarned: fans of Penn & Teller may lose a little magic in doing so…more on that below!

To see Penn & Teller perform (something I have regrettably managed only with recordings and reruns) is quite the spectacle indeed. How are their tricks done? Could it have involved X? Did they slide a card in when Y? The art of their performance sparks mystery and intrigue, and so, too, does the lack of Teller’s vocal presence. What does he sound like? For years, that was an unknown to me, and it was joyous.

And then, by pure happenstance, I stumbled upon and mistakenly viewed an interview with Teller in which he spoke. (Not the interview linked to above, not that it matters.) And so the magic therein was lost—I had my answer to the magic of Teller’s previously-nonexistent voice. And made-for-radio though Teller’s voice is, no sound was—or is—capable of replacing that silence.

And that’s the magic of it.

Stage magic invites guesses about solutions. But those that come to learn ‘how things work’ in magic performances often resent their own understanding. For when the magic is gone, what is left, save for an appreciation of once being fooled? Can that be enough?

It seems, in most cases, not. And so we arrive at the obvious: Magicians being unwilling to reveal the secrets of their trickery is a mercy in spite of our worst judgment. (It is also an economically-motivated decision—trade secrets, and all that.)

It is in this regard, then, that I want to speak of the final chunk of definitions for magic, that of actual supernatural ‘magic,’ as in the noun-form definitions 1.a, b) and 2.a, b) far above.

I have written of magic in my own fantasy works quite a bit. Within the first of my works, a fairly-knowledgeable being describes magic as “a confluence of mathematical engineering and willpower, bound by balance and limited by the instruments of the caster.” So often within the works of fantastical fiction does magic have some backbone of physics and fundamental techniques describing the what and how of its function.

But, in hindsight, I think this is folly and I have grown critical of such an approach. In Wizards of the Coast’s Dungeons & Dragons tabletop roleplaying game, for instance, magic is very well-defined down to a fine level of physicality. ‘Spells’—as they are known—feature finely described verbal, somatic, or material components for casting them. The process of utilizing such magic is much less the harnessing of some wild, mysterious force and much more a science by another name. (Nerdy author’s note: D&D’s “Wild Magic” background for Sorcerers counters this point to a tee, though it is the only ‘primal’ caster in an ocean of better-established Wizards and Warlocks.) And I think, ultimately, there is something very wrong with that.

When we know the ‘how’ of how to cast a magic spell, is it really magic anymore?

Fun point of fact: When writing this post, I initially misquoted the Arthur C. Clarke quote as being

Any sufficiently advanced magic is indistinguishable from technology.

And I think, actually, that rings true, too. The more we try to ground magic in reality, the less magical it really is. And I’d argue that’s a shame.

Modern ‘magic’ in Dungeons & Dragons or otherwise is very heavily inspired by the works of Jack Vance, in particular his Dying Earth series. As a result of this, the ‘technical’ term for fantastical magical casting such as described above is ‘Vancian Magic.’ The Evil GM, a seemingly-now-defunct blog about D&D, in 2012 wrote a fairly descriptive breakdown of Vancian Magic and its problems—from a gameplay perspective and on its issues with agency—and from one blogger to another, I must encourage my readers give it a gander. Having read that post many moons ago as an impressionable teenager, I now find myself unable to subscribe to Vancian Magic in good faith. To speak bluntly, it feels like a cop-out.

Now, the opposite may look like a cop-out too; simply doing nothing or very little to tether magic in reality may seem to strike a chord of laziness, and I cannot fault one for thinking that. But that a reader, viewer, or player may not fully grasp the fundamentals of casting magics within a given fantastical universe should be—in my opinion—by design. We, as creators, can bear the burden of understanding how our magic works; we need not deprive our audience of that wonder.

For to wonder is magical indeed.

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3 thoughts on “On Magic

  1. That post remains the most popular thing I wrote in that blog. I’m glad you found it useful.

    As far as being “defunct” goes, once they completed the transition from 4e to 5e, I found myself with very little to say. Most of the posts leading up to that time were filled with more than a little frustration at the deliberate edition warring coming out from the D&D community and WotC, specifically from Mike Mearls – who has since left 5e development, by the way.

    Vancian magic remains the default option because it’s easy and it’s what people have come to expect. None of the noun/verb systems have really flourished, nor have any of the “make your own Vancian” games such as HERO System. The idea of magic in RPG’s as fixed ammunition-style abilities has taken deep root, for better or for worse.

    It’s important to remember, however, that Vancian magic is not inherently bad… as long as everyone is having fun. The Evil GM was all about being aware of how things work and making deliberate choices as a storyteller and GM. It sounds like that was what you took from it and that makes me glad.

    1. Ah! The Evil GM themselves! It’s my honor. Your blog has been an inspiration to much of my works – within D&D DM’ing or otherwise – and often for their betterment.

      And yes, you’re exactly right – so long as there’re smiles on peoples’ faces, the system that got them to grin hardly matters any.

      I’ve never delved into gamedev – digitally or for tabletop sorts – but my favorite use of magic in any medium has to have been that from Dark Souls 1. Still Vancian in some respects, but moves ‘slots’ to individual spells rather than as a classification for generic ‘levels’ of their casting. Later games sadly used the more-familiar “mana” systems for casting, which garnered some chagrin from their audience but still suffices at the end of the day.

      Thanks again for checking out the blog, and also thanks again for having written your own all those years ago!

  2. Thank you for this On Magic blog post. You’ve pinpointed the what that it is as a painter that I am trying to give the viewer of my paintings. You’ve got me to thinking about the how of my approach to the creative process and what results that could bring.

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