Writing Making MAGIC 2 - Writing Magical Battles

OokamiKasumi

Author of Quality Smut
Joined
Mar 20, 2021
Messages
398
Points
133
----- Original Message -----​
I like 10 shadows from JuJutsu Kaisen (JJK). The essence of the ability in a nutshell is the ability to [summon spiritual beasts]. I want to change the summons, but leave the main point. Authors who made abilities similar to this one, what problems will I face in writing fights?​
-- Wanna Write Magic Battles



Jujutsu Kaisen

Making MAGIC 2
Writing Magical Battles

Have you read the first one?
Making MAGIC 1 - A History of Magic?


Here are some Problems that Will come up when
Writing fight scenes
with Multiple Magical Participants.

Your first major problem is knowing how to Put into Words that kind of a battle scene; one with Many participants, without confusing the Readers.

I suggest figuring out how to write a basic one-on-one fight scene first.


Multiple fighters makes using Action THEN Reaction vital to write that scene clearly enough for the Reader to Visualize.

Take Notes!

Once you add more participants to a fight scene, you're going to need a pencil and some scratch paper just to keep track of where all of them are, in addition to who and what they're fighting, plus what powers each is using.

Just make things more complicated... A scene where a character switches from fighting one opponent to fighting a new opponent once they finish their first fight, will end up in a nasty mess if you don't keep track of everyone, and every thing, involved in the fight.

Scene-Switching will Need to Happen.

The Pacing and Timing of your scene-switching from one set of fighters to the next, will be crucial -- because there is no way in hell you can write that sort of pitched battle without scene-switching.

Just remember to do a line break of some kind, such as a centered: * * * between each and every scene switch and POV change. If you're writing online, you need a blank line, a line with * * * centered on the line, then another blank line.

It looks like this:
~~~~~~~~~~~~~~~~~~​
Tanjiro nodded toward their father. "It's in the way he breathes."​
Naoki frowned at his older brother. "Like when you told me to breathe with the drum?"​
"Tanjiro nodded. "Exactly, but that's just the beginning." He grinned. "Don't worry, Tou-san will teach you, just as he's teaching me."​

* * *​

Naoki awoke under the heavily padded robe he used for covers staring up at the ceiling rafters wondering how he even got into bed. He'd slept so hard, he hadn't even dreamed. He sat up slowly, mildly disoriented with the distinct feeling that something was not quite right.​
~~~~~~~~~~~~~~~~~~​

You can use other symbols if you like, but No Names announcing whose POV you're switching to.

Writing the character's Name as a title at a POV switch is Not Done in the publishing industry. It's something that appeared in Fan-Fics written by beginners. No professional publishing house editor will allow it. (Unless you have a clause in your multi-million-dollar contract that says you may skip having an editor check your work.)

One POV per scene!

Having more than one POV (point-of-view) in a battle will make your fight scenes a snarled mess to read. Stick to Only One per battle scene.

More importantly, Never pick the Bad-Guy's POV.
-- It ruins all the surprise and suspense generated by the fight, especially if that Bad-Guy has one more Ace up their sleeve.

As for your Summoner, Do Not use their Summon's POVs.
-- If you have to do a scene with Summon vs Summon, use NO POV at all. In other words, No internal thoughts, feelings, or narration. Write it from an Outside Observer's POV. Just the Facts, Ma'am. Mainly because a summoned beast's thoughts and feelings should never be seen by the Reader, unless the Beast actually Speaks what they feel themselves. The main reason for this is: the Summoner --whose POV you should be using-- should always be worried that their summons will Turn on them. Don't ruin the mystery. Keep out of their Summons' heads.

marysue.jpg

Be Careful with your
Over-Powered Characters!

Make sure that your Magical Fighter doesn't look like a Mary Sue/Marty Stu, over-powered, Wish-Fulfillment character. Add realistic character flaws and internal conflicts to balance out all that power. If you do it right, you'll have an awesome story.


However, your most difficult problem will be coming up with How the summoner summoned their beasts, and what kind of beasts they can summon.

In short: the Magic that makes Summoning happen.


hellseal.jpg

How does your Magic do Summoning?
And What are they Summoning?

If you haven't figured it out yet, THIS is where Research really needs to happen.

Rather than trying to make up a whole new form of magic, it is much easier is to base your Magic on an existing magic or spiritual tradition.


In JuJutsu Kaisen, the author bases their summoning powers on the traditional Onmyoji skill set. In fact, most of the 'powers' in JJK are from traditional Onmyoji myths and stories. So are many of the monsters.



Historic and Mythical Onmyoji: Abe no Seimei

Historic Spirit Summoning
in Japan

Abe no Seimei who lived during Heian period, is the most famous onmyōji (Onmyōdō practitioner) in Japanese history. He summoned his beasts and monsters with Shikigami, meaning: paper spirits.
1741699005303.png

However, first he needed a spirit willing to be summoned. This was done by presenting an offering to get a spirit's attention, then creating a contract with a spirit by promising to do it a favor in compensation for doing him favors. In some stories, the spirit wanted revenge for a wrong done to it. In other stories the spirit just wanted to stay in his company. He then wrote the spirit's name on a small piece of paper, or had the spirit write its own name. Sometimes these papers were folded into origami animal or flower shapes, sometimes they were people-shaped cut-outs, sometimes they were talismen. It depends on the story.

To summon a spirit to him using the papers, he supposedly used a drop of his own blood as a sacrificial offering.

Historically, the spirits summoned were invisible. However, according to his myths, he gave a portion of his own life force (his blood or spit) to bring them into reality.

Abe no Seimei did Not make 'shadow puppets' with his hands. (Ahem...)

Everything Abe no Seimei is recorded to have done to gain his spirits, call his spirits, and fight off other spirits, were basic Shamanistic techniques. Anyone familiar with shamanism would recognize his skill set immediately because contracting and summoning spirits is what every shaman does.

Of course, working with spirits wasn't all that Abe no Seimei did.

Onmyōdō (陰陽道, also In'yōdō, lit. 'The Way of Yin and Yang') covers a heck of a lot more magic than just summoning spirits.

Onmyoji practitioners, especially the ones that worked for the Imperial Court, did a lot of fortune-telling using astronomy, calendars, and the five elements, to divine good fortune in terms of date, time, direction, and general personnel affairs. They also borrowed Feng Shui from China to check if a home or business property's location, direction, and furniture set-up drew in Luck and Prosperity, or Ghosts and Malice​

Beyond the shamanistic spirit work, the rest of the techniques an Onmyoji used came from the philosophy of yin and yang and wuxing; magical traditions that had just been introduced to Japan from China, at that time. Rather than separate the two styles of magic, they just...added them together.

And that's just Japan.​


Don't Limit Yourself!

There are spirit summoning traditions all over the world, in every native culture, contained in every form of shamanism that exists.

However many, many of those traditions summon the spirit into the practitioner's body rather than as an external creature. The old Norse Berserkers summoned Bear spirits and Wolf spirits into themselves before going into battle. Many of the Native American traditions did the same.

Make sure you do your research.​




What Magic or Spiritual Tradition
are you basing your Magic on?

Cultivation novels use Chinese mythology for their monsters and spirits, and Taoist or Buddhist traditions for their magic.

The movie Black Panther uses African traditions for their magic.

The Harry Potter magic system was pretty much made up by the author, but was influenced by Celtic, Wiccan, and Norse traditions mixed with mispronounced Latin incantations.

The movie Serpent and the Rainbow showcased many actual voudun (voodoo) traditions from Haiti.

My magic is based on the Wiccan traditions and borrows heavily from the Celtic fairy stories and myths from the British Isles.

On the flip side, Author Jim Butcher's modern wizard series; the Harry Dresden books, uses a magic system based on the Dungeons and Dragons (D&D), a table-top role playing game created in the 1970's that was based loosely on JRR Tolkien's books. Butcher freely admitted this.

In fact, many, many anime, manga, and manhua use the Dungeons and Dragons magic system.

-- And it's Obvious to all of us that actually play D&D, or one of the other role-playing games, such as Magic the Gathering, Vampire the Masquerade, WarHammer 40k, or Pokemon.




A Few Signs that the Author is using
Dungeons & Dragons
books for their Magic systems:

-- The skill Blink. This is an exclusive D&D ability. It does not exist historically.​
-- A wizard's abilities are magically bestowed by Books, without needing to Read them.​
-- The Orcs look like Pigs and are Green. This whole race comes straight from JRR Tolkien, however Tolkien's Orcs were Not Green, they were the colors of dirt and stones because that's what they were made from. The color change was introduced in the D&D game.​
-- The Goblins are Green. JRR Tolkien's goblins were Not green. They are gray skinned with black hair and glowing yellow eyes. They were originally elves that were corrupted by Morgoth the Evil. The color change was introduced in the D&D game.​
-- Dungeons that aren't in the basements of castle towers.​
-- Adventurer Parties.​
-- Adventurer Guilds. This originally came from RPG video games, but D&D picked it up and ran with it.​
-- The existence of Ents.​

The most obvious sign of all:

-- Stat Lists. While all RPG games use Stat Lists, D&D did it first.​




There is nothing wrong with writing a
Literary RPG (LitRPG) story.

Many, many readers adore them. There are even a few very well written stories that I enjoyed: Kill the Hero, Solo Leveling, That Time I was Reincarnated as a Sword. It's just not something I would write.

However...! If it's your genre of choice, have at it!

Just please be aware that there will be actual D&D players in your reading audience. We Know when someone is using Dungeons and Dragons, or any other RPG, as a base for their magical system, and we will definitely notice when you get something wrong. After all, we love Fantasy stories too. If we didn't, we wouldn't be playing D&D in the first place.


In Conclusion...

If you're determined to create your own Magic, your best place to start is with looking up the History of Magic that already exists for whatever culture you happen to be writing in, even if you're just using the D&D books. Use it as a jumping off point, or a framework that explains why your magic works the way it does. Simply adjust the facts to fit the story you want to write. Add things, or subtract things as needed.

Also, please, please try to make it Not look like you copied it off of a turn-based table-top game you played last weekend.

Most of all, for all of your Readers' sakes, Do Your Research. Far too many of your reading audience will Know when you get something wrong, even if it's just the math on your stat sheets.


☕
~~~~~~~~~~~~
Want to read my other Writing tutorials?
 
Last edited:

CharlesEBrown

Well-known member
Joined
Jul 23, 2024
Messages
4,661
Points
158
The thing about magical battles is that they either are the comic-book SFX fests with flashy lights and fireballs and air vortices ... or they're all in the mind of the combatants, taking place on some astral realm.
Or they're a weird hybrid of these - E. E. "Doc" Smith did some good "hybrid" type stuff in the science fiction series "The Lensmen" (and some good psionic combat in the Skylark series).
The "psychic duel" type of combat in prose is probably (I say this because, aside from one short story, I have only secondhand accounts of this to go by personally) best shown in Katherine Kurtz's Deryni novels (she is the main reason that D&D included psionics in the first place).
Otherwise, the best bet is to go the way of the pulps - or look up their modern devotees, like the late C. J. Henderson - and have magic be a character, pretty much - another monster or an aspect of the monster that makes the battle mysterious and difficult but rarely flashy. Kind of like having a raging storm behind the battle, rather than as a part of it.
 

OokamiKasumi

Author of Quality Smut
Joined
Mar 20, 2021
Messages
398
Points
133
The thing about magical battles is that they either are the comic-book SFX fests with flashy lights and fireballs and air vortices ... or they're all in the mind of the combatants, taking place on some astral realm.
Or they're a weird hybrid of these - E. E. "Doc" Smith did some good "hybrid" type stuff in the science fiction series "The Lensmen" (and some good psionic combat in the Skylark series).
The "psychic duel" type of combat in prose is probably (I say this because, aside from one short story, I have only secondhand accounts of this to go by personally) best shown in Katherine Kurtz's Deryni novels (she is the main reason that D&D included psionics in the first place).
Otherwise, the best bet is to go the way of the pulps - or look up their modern devotees, like the late C. J. Henderson - and have magic be a character, pretty much - another monster or an aspect of the monster that makes the battle mysterious and difficult but rarely flashy. Kind of like having a raging storm behind the battle, rather than as a part of it.
I agree 100%.

The thing is, all too many new writers want to put comic book/manga/anime scenes in their stories -- and that takes a Lot of work. A lot more work than they probably expect.
 

CharlesEBrown

Well-known member
Joined
Jul 23, 2024
Messages
4,661
Points
158
I agree 100%.

The thing is, all too many new writers want to put comic book/manga/anime scenes in their stories -- and that takes a Lot of work. A lot more work than they probably expect.
That's why the magical fight scenes in Between Worlds start out very small scale - a few clumsy spells and magical creatures and not much else, until the one-on-one MC vs. Arrogant Master fight around CH 25 or so. I realized how tricky it could be to write while doing so. Am about ten chapters away from the first real magical battle now (which is about 30 chapters past what I've posted)...
 

Snake99

Well-known member
Joined
Oct 13, 2021
Messages
131
Points
83
I think Warhammer did the thing about the orcs being green first, then Warcraft ended up popularizing it more.
 

OokamiKasumi

Author of Quality Smut
Joined
Mar 20, 2021
Messages
398
Points
133
I think Warhammer did the thing about the orcs being green first, then Warcraft ended up popularizing it more.
Warhammer picked up the green orcs from D&D.
-- Warcraft came out in 1984.
-- Warhammer came out in 1983.
-- Dungeons & Dragons first came out in 1974.
 

CharlesEBrown

Well-known member
Joined
Jul 23, 2024
Messages
4,661
Points
158
Warhammer picked up the green orcs from D&D.
AD&D had orcs looking like humanoid boars but with less hair originally; don't have the "white box" versions to check and don't recall the D&D Basic description though. 2e adopted "greenskins" quite possibly from Warhammer (also turned kobolds from dog-like to reptilian).
-- Warcraft came out in 1984.
-- Warhammer came out in 1983.
-- Dungeons & Dragons first came out in 1974.
 

OokamiKasumi

Author of Quality Smut
Joined
Mar 20, 2021
Messages
398
Points
133
AD&D had orcs looking like humanoid boars but with less hair originally; don't have the "white box" versions to check and don't recall the D&D Basic description though. 2e adopted "greenskins" quite possibly from Warhammer (also turned kobolds from dog-like to reptilian).
Hmm... I'll have to look in on that, but I was pretty sure D&D was the one who changed the orcs from 'dark skin tones' to green because of certain laws being passed on racial sensitivity in California where Wizards of the Coast based their company. I could be wrong though.
 

CharlesEBrown

Well-known member
Joined
Jul 23, 2024
Messages
4,661
Points
158
Hmm... I'll have to look in on that, but I was pretty sure D&D was the one who changed the orcs from 'dark skin tones' to green because of certain laws being passed on racial sensitivity in California where Wizards of the Coast based their company. I could be wrong though.
WotC bought D&D in the 90s and made that change on their own, to avoid upsetting people already ticked off over an unfortunate piece of art originally developed by SSI for one of the "gold box games" and reused TWICE by TSR that depicted Dark Elves as having African physical traits and coloring. The game was already over 20 years old before they even existed, and it was another four or five before they bought it (and leveraged too much capital in the process, having to themselves sell out to Hasbro to survive).
 

DireBadger

Fanatical Writer
Joined
Nov 22, 2022
Messages
525
Points
133
There's also kind of a tremendous difference between 'magical battles' and 'battles that have magic'.
Dragonball-z style fights with enormously long descriptions of power-ups and psychological build-ups are a great way to get people to skim and fast-forward to the good parts.

But giant skirmishes with firey summons streaking overhead to crash into enemy troops, bodies flying, mighty wizards setting up crackling hexagonal fields to protect their warriors from the enemy mages, 50 foot tall succubi striding through the battlefield to destroy enemy attention and morale, that's the stuff of epic fiction.

Magical duels should be short and sweet, or creative and weird "I turn into a virus!" rather than just building up bigger and bigger effects that only really matter in a visual medium.
 

CharlesEBrown

Well-known member
Joined
Jul 23, 2024
Messages
4,661
Points
158
There's also kind of a tremendous difference between 'magical battles' and 'battles that have magic'.
Dragonball-z style fights with enormously long descriptions of power-ups and psychological build-ups are a great way to get people to skim and fast-forward to the good parts.
Not sure this is true but supposedly, those DBZ fights happened because the guy behind the series needed a vacation. The publisher said "Get us four issues ahead and we can give you a full month off."
So he wrote three issues that were 90% characters powering up to fight, with a little side dialogue and one actual blow of the combat landing. The publisher sighed, said "a deal is a deal" and gave him his time off.
When it came time to animate the stories, they said: "We need you to rewrite these for TV" - and he refused, instead writing the scenes exactly as he had done the comic because "the fans might complain"
 

DireBadger

Fanatical Writer
Joined
Nov 22, 2022
Messages
525
Points
133
Hmm... I'll have to look in on that, but I was pretty sure D&D was the one who changed the orcs from 'dark skin tones' to green because of certain laws being passed on racial sensitivity in California where Wizards of the Coast based their company. I could be wrong though.
D&D orcs.jpg
 
Top