Magic in fiction

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Magic in fiction is the endowment of characters or objects in works of fiction or fantasy with powers that do not naturally occur in the real world.

Contents

Magic often serves as a plot device and has long been a component of fiction, since writing was invented.

Historical beliefs

Historically, witches such as the Weird Sisters in William Shakespeare's Macbeth, wizards such as Prospero in The Tempest or characters like Doctor Faustus in Christopher Marlowe's play of the same name were widely considered to be real. [1] :1027 Contemporary authors tend to treat magic as an imaginary idea, opting to build their worlds with a blank slate where the laws of reality do not carry as much weight. [1] :1027

Function

Within a work of fantasy, magic can help to advance the plot, often providing power to heroes or to their opponents. The use of magic frequently manifests itself in a transformation of a character, if not the transformation of the fictional world. [2] :143

For magic to carry out its functions, it often comes at a price equal to its value. [3] [ need quotation to verify ]:143

Fictional magic may or may not include a detailed magic system, but it is not uncommon for authors to omit details or explanations of certain limitations, ostensibly for pacing or other purposes; in these cases, it is possible that magic serves more as a convenience to the author rather than as a device for the character.[ citation needed ]

In nearly any given fantasy magical system, magical ability is limited. Limitations can add conflict to the story and prevent characters from becoming all-powerful with magic, although characters with unlimited power (such as deities or transcendental beings) are not unheard of in fiction. [1] :616 Fantasy writers use a variety of techniques to limit the magic in their stories, [4] such as limiting the number of spells a character has or may cast before needing rest, [4] restricting a character's magic to the use of a specific object, [4] limiting magic to the use of certain rare materials, [5] or restricting the magic a character can use through its negative consequences. [4] Some works feature magic that is performed through the use of certain words or incantations to cast spells.[ citation needed ] While many works use this method without offering an explanation for it, others do offer an explanation. [2] :134 [3] :167–168

Hard magic is a magic system with specific rules and regulations; a soft magic system is usually much more vague and undefined with a mysterious aspect to it.

The Magic Circle, 1886 by John William Waterhouse John William Waterhouse - Magic Circle.JPG
The Magic Circle , 1886 by John William Waterhouse

Acquisition

Authors introduce magic into their stories, and to their characters, in varying ways. Although there is great variation in how spontaneously magic occurs, how difficult it is to wield, and how the guidelines to the magic are implemented, there are a handful of methods for introducing magic found in many fictional works. In many[ quantify ] fantasy works, writers depict magic as an innate talent, equivalent for example to perfect pitch. [1] :616 Magic may also be gained through a pact with a devil or with other spirits, a characteristic common in folklore. [6]

Items

In some works, such as fairy tales, magic items either endow the main characters with magical powers or have magical powers themselves. Writers often use them as plot devices or MacGuffins to drive the plot of a story. [7] [ page needed ]

Wands and staves often feature in fantasy works in the hands of wizards. [8] Italian fairy tales had put wands into the hands of the powerful fairies by the late Middle Ages.[ citation needed ]

Talismans such as rings or amulets may exert magical influence. [9] Seven-league boots and invisibility cloaks have also proven popular.

See also

Related Research Articles

High fantasy, or epic fantasy, is a subgenre of fantasy defined by the epic nature of its setting or by the epic stature of its characters, themes, or plot. High fantasy is set in an alternative, fictional ("secondary") world, rather than the "real" or "primary" world. This secondary world is usually internally consistent, but its rules differ from those of the primary world. By contrast, low fantasy is characterized by being set on Earth, the primary or real world, or a rational and familiar fictional world with the inclusion of magical elements.

Magic realism or magical realism is a style or genre of fiction and art that presents a realistic view of the world while incorporating magical elements, often blurring the lines between fantasy and reality. Magic realism often refers to literature in particular, with magical or supernatural phenomena presented in an otherwise real-world or mundane setting, commonly found in novels and dramatic performances. In his article “Magical Realism in Spanish American Literature”, Luis Leal explains the difference between magic literature and magical realism, stating that, “Magical realism is not magic literature either. Its aim, unlike that of magic, is to express emotions, not to evoke them.” Despite including certain magic elements, it is generally considered to be a different genre from fantasy because magical realism uses a substantial amount of realistic detail and employs magical elements to make a point about reality, while fantasy stories are often separated from reality. Magical realism is often seen as an amalgamation of real and magical elements that produces a more inclusive writing form than either literary realism or fantasy.

<span class="mw-page-title-main">Fantasy world</span> Imaginary world created for fictional media

A fantasy world or fictional world is a world created for fictional media, such as literature, film or games. Typical fantasy worlds feature magical abilities. Some worlds may be a parallel world connected to Earth via magical portals or items ; an imaginary universe hidden within ours ; a fictional Earth set in the remote past or future ; an alternative version of our History ; or an entirely independent world set in another part of the universe.

<span class="mw-page-title-main">Halfling</span> Fictional race appearing in many fantasy works

Halflings are a fictional race found in some fantasy works. They tend to be depicted as physically similar to humans, except about half as tall and not as stocky as the similarly sized dwarves. Halflings are often depicted as having slightly pointed ears along with leathery-soled feet which are covered with curly hair. They tend to be portrayed as stealthy and lucky. The term is derived for the word used in Scotland, Northern Ireland, and Northern England for a child who is not yet fully grown. Halflings are found many fantasy novels and games, including as an alternative term for hobbits in J. R. R. Tolkien's Middle-earth and as playable humanoid races in Dungeons & Dragons.

<i>The Sword of Shannara</i> 1977 novel by Terry Brooks

The Sword of Shannara is a 1977 epic fantasy novel by American writer Terry Brooks. It is the first book in a titular trilogy.

<span class="mw-page-title-main">Fantasy literature</span> Literature set in an imaginary universe

Fantasy literature is literature set in an imaginary universe, often but not always without any locations, events, or people from the real world. Magic, the supernatural and magical creatures are common in many of these imaginary worlds. Fantasy literature may be directed at both children and adults.

<span class="mw-page-title-main">Fantasy trope</span> Type of literary tropes that occur in fantasy fiction

A fantasy trope is a specific type of literary trope that occurs in fantasy fiction. Worldbuilding, plot, and characterization have many common conventions, many of them having ultimately originated in myth and folklore. J. R. R. Tolkien's legendarium for example, was inspired from a variety of different sources including Germanic, Finnish, Greek, Celtic and Slavic myths. Literary fantasy works operate using these tropes, while others use them in a revisionist manner, making the tropes over for various reasons such as for comic effect, and to create something fresh.

Low fantasy, or intrusion fantasy, is a subgenre of fantasy fiction in which magical events intrude on an otherwise-normal world. The term thus contrasts with high fantasy stories, which take place in fictional worlds that have their own sets of rules and physical laws.

<span class="mw-page-title-main">Magic item</span> Magic object used or present in mythology

A magic item is any object that has magical powers inherent in it. These may act on their own or be the tools of the person or being whose hands they fall into. Magic items are commonly found in both folklore and modern fantasy. Their fictional appearance is as old as the Iliad in which Aphrodite's magical girdle is used by Hera as a love charm.

<span class="mw-page-title-main">History of fantasy</span>

Elements of the supernatural and the fantastic were an element of literature from its beginning. The modern genre is distinguished from tales and folklore which contain fantastic elements, first by the acknowledged fictitious nature of the work, and second by the naming of an author. Works in which the marvels were not necessarily believed, or only half-believed, such as the European romances of chivalry and the tales of the Arabian Nights, slowly evolved into works with such traits. Authors like George MacDonald (1824–1905) created the first explicitly fantastic works.

<span class="mw-page-title-main">Magic ring</span> Fictional or mythological piece of jewelry with supernatural powers

A magic ring is a mythical, folkloric or fictional piece of jewelry, usually a finger ring, that is purported to have supernatural properties or powers. It appears frequently in fantasy and fairy tales. Magic rings are found in the folklore of every country where rings are worn. Some magic rings can endow the wearer with a variety of abilities including invisibility and immortality. Others can grant wishes or spells such as neverending love and happiness. Sometimes, magic rings can be cursed, as in the mythical ring that was recovered by Sigurð from the hoard of the worm Fáfnir in Norse mythology or the fictional ring that features in The Lord of the Rings. More often, however, they are featured as forces for good, or as a neutral tool whose value is dependent upon the wearer.

Worldbuilding is the process of constructing an imaginary world or setting, sometimes associated with a fictional universe. Developing the world with coherent qualities such as a history, geography, culture and ecology is a key task for many science fiction or fantasy writers. Worldbuilding often involves the creation of geography, a backstory, flora, fauna, inhabitants, technology and often if writing speculative fiction, different peoples. This may include social customs as well as invented languages for the world.

<i>The Russian Stories</i> (C. J. Cherryh) Fantasy novel series by C. J. Cherryh

The Russian Stories, also known as the Russian Series, the Russian Trilogy and the Rusalka Trilogy, are a series of fantasy novels by science fiction and fantasy author C. J. Cherryh. The stories are set in medieval Russia along the Dnieper river, in a fictional alternate history of Kievan Rus', a predecessor state of modern-day Russia, Belarus and Ukraine. The three books in the series are Rusalka (1989), Chernevog (1990), and Yvgenie (1991). Rusalka was nominated for a Locus Award in 1990.

<span class="mw-page-title-main">Magician (fantasy)</span> Magicians appearing in fantasy fiction

A magician, also known as an archimage, mage, magus, magic-user, spellcaster, enchanter/enchantress, sorcerer/sorceress, warlock, witch, or wizard, is someone who uses or practices magic derived from supernatural, occult, or arcane sources. Magicians enjoy a rich history in mythology, legends, fiction, and folklore, and are common figures in works of fantasy, such as fantasy literature and role-playing games.

<span class="mw-page-title-main">Enchanted forest</span> Motif in folklore and mythology

In folklore and fantasy, an enchanted forest is a forest under, or containing, enchantments. Such forests are described in the oldest folklore from regions where forests are common, and occur throughout the centuries to modern works of fantasy. They represent places unknown to the characters, and situations of liminality and transformation. The forest can feature as a place of threatening danger, or one of refuge, or a chance at adventure.

<span class="mw-page-title-main">Early history of fantasy</span>

Elements of the supernatural and the fantastic were an element of literature from its beginning, though the idea of a distinct genre, in the modern sense, is less than two centuries old.

<span class="mw-page-title-main">Fiction</span> Narrative with imaginary elements

Fiction is any creative work, chiefly any narrative work, portraying individuals, events, or places that are imaginary or in ways that are imaginary. Fictional portrayals are thus inconsistent with history, fact, or plausibility. In a traditional narrow sense, "fiction" refers to written narratives in prose – often referring specifically to novels, novellas, and short stories. More broadly, however, fiction encompasses imaginary narratives expressed in any medium, including not just writings but also live theatrical performances, films, television programs, radio dramas, comics, role-playing games, and video games. The publishing industry divides fiction into adult fiction, young adult fiction, new adult fiction, and children's fiction.

<span class="mw-page-title-main">Fantasy</span> Genre of speculative fiction

Fantasy is a genre of speculative fiction involving magical elements, typically set in a fantasy world and usually inspired by mythology or folklore. The term "fantasy" can also be used to describe a "work of this genre", usually literary.

<span class="mw-page-title-main">Outline of fantasy</span> Overview of and topical guide to fantasy

The following outline is provided as an overview of and topical guide to fantasy:

<span class="mw-page-title-main">Tolkien's impact on fantasy</span> A fantasy authors effect on literary genre

Although fantasy had long existed in various forms around the world before his time, J. R. R. Tolkien has been called the "father of fantasy", and The Lord of the Rings its centre. That novel, published in 1954–5, enormously influenced fantasy writing, establishing in particular the form of high or epic fantasy, set in a secondary or fantasy world in an act of mythopoeia. The book was distinctive at the time for its considerable length, its "epic" feel with a cast of heroic characters, its wide geography, and its battles. It involved an extensive history behind the action, an impression of depth, multiple sentient races and monsters, and powerful talismans. The story is a quest, with multiple subplots. The novel's success demonstrated that the genre was commercially distinct and viable.

References

  1. 1 2 3 4 Clute, John; Grant, John; Ashley, Mike; Hartwell, David G.; Westfahl, Gary (1999). The Encyclopedia of Fantasy (1st ed.). New York: St. Martin's Griffin. ISBN   0312198698.
  2. 1 2 Martin, Philip (2002). The Writer's Guide to Fantasy Literature: From Dragon's Lair to Hero's Quest: How to Write Fantasy Stories of Lasting Value (1st ed.). Waukesha, Wisconsin: Writer Books. ISBN   0871161958.
  3. 1 2 Attebery, Brian (1980). The Fantasy Tradition in American Literature: From Irving to Le Guin. Bloomington: Indiana University Press. ISBN   0253356652.
  4. 1 2 3 4 "The Limits of Magic". The Victorian Web. Archived from the original on 2004-08-23. Retrieved 2013-10-16.
  5. Card, Orson Scott (1990). How to Write Science Fiction and Fantasy (1st ed.). Cincinnati, Ohio: Writer's Digest Books. pp.  47–49. ISBN   0898794161.
  6. Briggs, Katharine (1976). An Encyclopedia of Fairies: Hobgoblins, Brownies, Bogies, and Other Supernatural Creatures (1st ed.). New York: Pantheon Books. p.  279. ISBN   039473467X.
  7. Thompson, Stith (1977). The Folktale. Berkeley: University of California Press. ISBN   9780520035379.
  8. Frye, Northrop (1971). Anatomy of Criticism; Four Essays (2nd ed.). Princeton: Princeton University Press. p.  152. ISBN   0691012989.
  9. Note Tolkien's legendarium, for example, or The Story of the Amulet .