I've built my fair share of magic systems. They're one of the most fun segments of worldbuilding. One of the first things I typically decide, although it's not exactly required, is to choose whether I'm going to build a soft or hard magic system.
Similarly to how there is soft and hard worldbuilding, magic systems can be approached in the same way, but in all reality not either perspective is needed if you already have a good idea for what your plans are, nor does any particular category need to be adhered. A mix could easily suffice.
Hard Magic System
A hard magic system is known for having a rigid set of rules and explanations for how magic works, alongside foundations, laws, and limitations.
Examples
Avatar: The Last Airbender
Mistborn
Fullmetal Alchemist
My Hero Academia
Steven Universe
Soft Magic System
Meanwhile a soft magic system is far more flexible, and contains an air of mystery. Even if there are hard rules, they don't necessarily need to be explained or well known by the characters or reader.
Examples
Alice in Wonderland
Lord of the Rings
Star Wars
The Chronicles of Narnia
Hollow Knight
Mixed
But these categories are really only tools, and were coined by Brandon Anderson, so for a lot of writing we grew up with it wasn't often considered. People simply made their magic.
Examples
Naruto
Fear and Hunger
Darkest Dungeon
Adventure Time
Regular Show
Cookie Run
The Concept
And so.... we all have to start somewhere. It's time to build the bones of your magic system. I'm sure most of you have arrived to this post with an idea already in mind, so let's solidify that.
So tell me
What is magic in your world? What does it look like? What does it sound like? What makes it unique? It is through casting spells that are read off or is it in everybody naturally? Does everyone have magic? Can magic be stored? What makes something magical and something else not?
Once you got your basics down, the hard stuff follows suit
Casting & Fighting Style
What are the principles for magic being casted or used, because even if magic isn't exactly casted, surely it holds some sort of form, whether fluid or not.
I personally take great care in how magic casted, the appearance, the rituals, the style and dance of it all. This is where in my opinion one's magic system can stand out the most. Do people cast magic from their hands? Their focus and minds? Does it require a song and dance? Or an invocation? Or an ancient ritual?
How does the average person capable of magic access it? If magic is in everyone how do people learn to use it? That and many more questions are what I ask myself until eventually I have a magic system formed.
Requirements & Invocations
What is required in order to cast/use magic?
Can everyone do this?
What happens do those who can't?
Is any material, written or spoken word, or concoction needed to see the proper results of magic?
Is an energy, biological, effort, or otherwise required to use magic?
Do people rely on spellcasting focuses/tools to cast through (i.e. wands, tomes, staves)? Can it be anything (suitcase, toy plush, cane)? Can people do it straight from their hands, feet, body?
Is focus required?
You can always mix and match, there's no rule telling anyone their magic system can't be super complex or super simple. I personally prefer to make overly complex ones.
Religious/Spiritual vs Anatomical
Does the magic of a higher power ever affect the magic in your worldbuilding? Such as the ability for paladins and cleric's to call upon their god. Or a demigod being imbued with superhuman strength. Are there realms that were created by divine beings or materials that can be resourced from gods, angels, or demons.
Many of these same brainstorms can apply to the spiritual. Spirits, ancient animals of the forest, kami, youkai, and invoking one's ancestors could all easily be seen as a form of magic itself.
But what if magic is science and technology in a way? What if magic is anatomical? I'm a huge advocate for magic as a science, and for mana to run through one's veins. There's so much you could explore if magic is intertwined into one's health and/or anatomy.
Side Effects
I love when magic comes with side effects. I love angst. I love whump.
What happens if someone uses more magic than they can handle?
Can magic backfire?
Can magic fail?
Does using magic come with any side effects?
Do curses, hexes, vexes, blights exist?
What are the side effects of having magic used on you?
Can magic be used to hurt someone?
Can magic be used to hurt the caster?
Style
What does it look like?
I mean I don't have to ask much or infer much here.
Combat
Honestly, I could make an entire post alone about magic and combat utility, but for this sector I'm just going to say instead where there is an intelligent species and something to be innovated upon somebody will try to use it to kill someone else.
Health
Especially if magic is linked to one's anatomy, it would be intertwined with one's health. Double this if healing magic exist.
What makes things difficult is deciding how much magic affects one's health, and designing healing magic without it completely derailing the story/worldbuilding already at hand. I could make a whole post on healing magic too to be honest
Education & Legacy
Does the magic need to be passed on? How do younger generations learn of this magic? How do people maintain the magical artifacts of their world? Can people rely on mentors/teachers to train them? Etc. Etc.
Resources, Energy, Components
Energy
As they say you cannot create something from nothing, and usually when worldbuilding I apply that logic to magic too. Although you usually hear of energy or lifeforce such as mana, qi, ether, or lifeblood. You aren't technically limited to make life-energy your source (but I personally prefer to do it).
Whether a creature requires electricity, silk, shadow, soul, or blood there's all kinds of ideas for what powers someone's magical abilities.
But the resource to someone's power doesn't always have to be that simple. Maybe magic is more so a trade, you give something in return besides from energy. Maybe magic has a specialized source like a cursed sword or an amulet of power.
I mean there's endless ways one's magic can be sourced, and here's just a few examples I can think of
Soul and Silk in Hollowknight
Visions, Gnosis, and the Abyss from Genshin Impact
Possession & Mediums in Dandadan
Kyubey's wishes and magical girlhood in Madoka Magica
Cosmic Force in Star Wars
Crowns in Cult of the Lamb
Light in Sky: Children of the Light
Elements of Harmony in My Little Pony
Gems in Steven Universe
Religious spirituality in Faith
The Fears in The Magnus Archives
Resources & Components
You don't need to write down the ingredients to every potion and spell, but you do need to decide if ingredients are needed when it comes to magic. The same goes for vocal invocations, rituals, and dances. You can worry about the nitpicking and specialties later, because the easiest choice from here on out is to decide how most people acquire these recipes and resources.
Does the general public know about these requirements to magic? Is it seen as a typical everyday science? Can you go and find a store of magical maladies in every city? Or are people required to venture into the forest and find a witch's hut in order to achieve their wish?
World Standing
Now to tie the magic to the world around it, one of the most important aspects in my opinion. Without this step often times the magic doesn't really feel real to the characters, story, or worldbuilding. It can feel like a last minute McGuffin. In my own opinion, a magic system that feels detached to its characters or world often falls as a writing pet peeve of mine, although it's not really that serious.
Magic is just like technology in this instance.
What do most people think of magic? What do magic users think of magic? What advancements have been made using magic? Are there nonhuman/non-intelligence species that can use or interact with magic?
If magic is super prevalent then how is it integrated into everyday life? What technologies that would've been invented weren't in the stead of magic?
If magic is lesser known or discriminated against how does this affect the life of one that uses magic? Is it discriminated against through government means? Do mobs or organizations hunt/harm people who use magic? How do these groups put themselves on the same level as those who use magic in order to put them down?
If magic is part of some sort of secret society than how is it kept secret? The bigger the society more likely suspension of disbelief will be broken. Take for instance one of the biggest criticisms of Harry Potter (aside from all the blatant bigotry and transphobia of the writer) was how did these international magical organizations that were large to the point of having entire government ministries and terrorist organizations kept secret from normal human society 24/7.
The excuses made in the writing simply don't cut it, and it only gets stranger when you remember that some non-magical families have their kids sent to the big school. How did they find out about the school? Was a letter just sent? How are they convinced? Why would they agree to send their precious child to a random magical organization they've never heard of upon discovering that their kid might have magic powers?
What even decides if a family is magical or not? What even decides if a single person amongst a normal non-magical family is suddenly magical and needs to go to magic school that is also not known by the majority of humankind.
In a worldbuilding where magic is everything it should be everything. Intelligent species like humans are very good at innovation, and they will try to find the perfect use for everything they can get their hands on. How else could we have discovered the utility of drinking cow's milk, curdling milk into cheese, putting cheese between bread, inventing pizza, making ovens specially for pizza... etc. etc.
Everything you use in your daily life was once another human or civilization's innovation, and mankind will often reinvent the same thing over and over and over.
You analyze civilizations of ancient history and easily figure out why every coastline society has religious stories of a great flood. Anywhere with clay was bound to discover pottery. Anybody with brick was bound to place brick by brick together and create walls, then houses, then villages.
The same idea would apply theoretically to magic.
People would instinctively try to use magic in everything to discover its eventual uses, and since people aren't necessarily all saints, that includes weaponization.
If the magic in your worldbuilding is highly versatile it would be used in all kinds of things, from gardening, to warfare, to transportation, to animal husbandry, to agriculture, to family, and many more.
Higher Powers, Souls, & Spirits
Higher Powers
If higher powers do exist in your worldbuilding, does everyone believe in them? And does it really even matter?
Obviously if there is some kind of god running around in your worldbuilding with godly powers, it in someway, would be probably be tied to the magic. Whether if they exist simply as a god, and their magic never needs to be explained, or whether they rule over a specific branch of magic.... gods can be a powerful backbone in worldbuilding.
But focusing on their relationship to magic, what is theirs in your worldbuilding? Does the average magic user even know of their existence? Or do they prayer to a specific god or pantheon in hopes to receive just a smidge of their power?
Can people become gods through magic? Or see or commune with them? Or similar?
Souls & Spirits
And on a similar note... what about the paranormal in your worldbuilding? Do ghosts and spirits have any ties to magic? What about things such as youkai, cryptids, and kami? The undead?
Final Words
I'm sure there's a lot of typos throughout this post, but I'm satisfied with what I had say. There's some stuff here and there that could be it's own post.
You would think that healing would be a power that fall under Creation's domain. We see that miraculous ladybug is a power that can outright fix all injuries and bring people from the dead.
But logically speaking, Creation can only heal some stuff. It would be great in repairing wounds or other physical damage, but most diseases would be beyond its power to fix. For those, you would want Destruction to purge the pathogen.
Although even then, it's not quite as clear cut seperation. Some diseases like scurvy (caused by a deficiency in vitamin C) would be healed by Creation, while some injuries like a bone that set wrong (which would need to be rebroken) would need help from Destruction.
It gets even more complicated when you learn how the body itself deals with those things.
Injury recovery is mainly a process of repairing the damaged tissue, unless inflammation gets involved and then the first priority is to destroy any invaders that come inside through the broken skin.
The first line of defense for our immune system are macrophages and neutrophils which work to destroy intruders. But there's also the complement system with is insane and also definitely falls under Creation's domain. Nevermind how long term immunity is the result of our body having an archive of antibodies for every possible disease ever.
All of which to say is that our body is complicated and magic gets so much more fun to think about when you get into the nitty gritty of our biology.
a pet peeve of mine, usually in sci-fi but sometimes other genres, is what I call the Transmitter-Receiver Problem
Imagine you are trying to send someone a message and you want to send it by radio signals. The good news is that you have a radio transmitter. The bad news is the person you're sending it to doesn't have a receiver. Are they going to get your message?
Sci-fi doesn't usually make this mistake with radio (or other things that actually exist, like phones), but with more speculative or fictional technologies it does come up, especially teleporters
It's one thing if you are the teleporter, like Nightcrawler, but if your teleportation relies on using a machine then the Transmitter-Receiver Problem does apply. If your machine converts matter to energy and then transmits it to a desired location I would like to know what converts it back to matter because otherwise you just killed your entire landing party
Another example is telepaths, and that's actually one I'm usually willing to handwave but I still want to bring it up because Sense8 does a good job of avoiding the Transmitter-Receiver Problem with its telepaths: sensates can communicate telepathically but only with other sensates. And even then there's an additional requirement I'll come back to
Aside from satisfying nitpicky nerds like myself, keeping the Transmitter-Receiver Problem in mind also allows you to impose constraints on your characters, which can create more varied situations and by ruling out certain obvious/direct courses of action can give you and your characters an opportunity to show off how clever and creative you can be
And when I'm talking about constraints I don't just mean there having to be a receiver at the other end - even if there is one, it might not pick up the signal. To use another analogy - if you're trying to call someone and they do have a phone but you don't know their number, you probably won't be very successful (the radio version would be making sure you're using the same frequency)
And that's the other part of how Sense8 handles its telepaths that I said I was going to come back to - sensates can only communicate telepathically with other sensates but this does not mean they can communicate telepathically with all sensates. They have to either be part of the same cluster (short version - other sensates born on the same day as you, your telepath powers usually manifest at the same time and you basically always have a mindlink with them) or form a link by making eye contact
Dealing with Healing and Disability in fantasy: Writing Disability
[ID: An image of the main character from Eragon, a white teenage boy with blond hair in silver armour as he sits, with his hand outstretched. On his hand is a glowing blue mark. He is visibly straining as he attempts to heal a large creature in front of him. /End ID]
I'm a massive fan of the fantasy genre, which is why it's so incredibly frustrating when I see so much resistance to adding disability representation to fantasy works. People's go-to reason for leaving us out is usually something to the effect of "But my setting has magic so disability wouldn't exist, it can just be healed!" so let's talk about magic, specifically healing magic, in these settings, and how you can use it without erasing disability from your story.
Ok, let's start with why you would even want to avoid erasing disability from a setting in the first place. I talked about this in a lot more detail in my post on The Miracle Cure. this line of thinking is another version of this trope, but applied to a whole setting (or at least, to the majority of people in the setting) instead of an individual, so it's going to run into the same issues I discussed there. To summarise the points that are relevant to this particular version of the trope though:
Not every disabled person wants or needs a cure - many of us see our disability as a part of our identity. Do difficulties come with being disabled? absolutely! It's literally part of the definition, but for some people in the disabled community, if you took our disabilities away, we would be entirely different people. While it is far from universal, there is a significant number of us who, if given a magical cure with no strings attached, would not take it. Saying no one in your setting would be disabled because these healing spells exists ignores this part of the community.
It messes with the stakes of your story - Just like how resurrecting characters or showing that this is something that is indeed possible in the setting can leave your audience feeling cheated or like they don't have to worry about a character *actually* ever dying. healing a character's disability, or establishing that disability doesn't exist in your setting because "magic" runs into the same problem. It will leave your readers or viewers feeling like they don't have to worry about your characters getting seriously hurt because it will only be temporary, which means your hero's actions carry significantly less risk, which in turn, lowers the stakes and tension if not handled very, very carefully.
It's an over-used trope - quite plainly and simply, this trope shows up a lot in the fantasy genre, to the point where I'd say it's just overused and kind of boring.
So with the "why should you avoid it" covered, let's look at how you can actually handle the topic.
Limited Access and Expensive Costs
One of the most common ways to deal with healing and disability in a fantasy setting, is to make the healing magic available, but inaccessible to most of the population. The most popular way to do that is by making the services of a magical healer capable of curing a disability really expensive to the point that most people just can't afford it. If this is the approach you're going to use, you also typically have to make that type of magic quite rare. To use D&D terms, if every first level sorcerer, bard, cleric and druid can heal a spinal injury, it's going to result in a lot of people who are able to undercut those massive prices and the expense will drop as demand goes down.
If that last sentence didn't give you a hint, this is really popular method in stories that are critiquing capitalistic mindsets and ideologies, and is most commonly used by authors from the USA and other countries with a similar medical system, since it mirrors a lot of the difficulties faced by disabled Americans. If done right, this approach can be very effective, but it does need to be thought through more carefully than I think people tend to do. Mainly because a lot of fantasy stories end with the main character becoming rich and/or powerful, and so these prohibitively expensive cure become attainable by the story's end, which a lot of authors and writer's just never address.
Of course, another approach is to make the availability of the magic itself the barrier. Maybe there just aren't that many people around who know the magic required for that kind of healing, so even without a prohibitive price tag, it's just not something that's an option for most people. If we're looking at a D&D-type setting, maybe you need to be an exceptionally high level to cast the more powerful healing spell, or maybe the spell requires some rare or lost material component. I'd personally advise people to be careful using this approach, since it often leads to stories centred around finding a miracle cure, which then just falls back into that trope more often than not.
Just outright state that some characters don't want/need it
Another, admittedly more direct approach, is to make it that these "cures" exist and are easily attainable, but to just make it that your character or others they encounter don't want or need it. This approach works best for characters who are born with their disabilities or who already had them for a long time before a cure was made available to them. Even within those groups though, this method works better with some types of characters than others depending on many other traits (personality, cultural beliefs, etc), and isn't really a one-size-fits-all solution, but to be fair, that's kind of the point. Some people will want a cure for their disabilities, others are content with their body's the way they are.
There's a few caveats I have with this kind of approach though:
you want to make sure you, as the author, understand why some people in real life don't want a cure, and not just in a "yeah I know these people exist but I don't really get it" kind of way. I'm not saying you have to have a deep, personal understanding or anything, but some degree of understanding is required unless you want to sound like one of those "inspirational" body positivity posts that used to show up on Instagram back in the day.
Be wary when using cultural beliefs as a reasoning. It can work, but when media uses cultural beliefs as a reason for turning down some kind of cure, it's often intending to critique extreme beliefs about medicine, such as the ones seen in some New Age Spirituality groups and particularly intense Christian churches. As a general rule of thumb, it's probably not a good idea to connect these kinds of beliefs to disabled people just being happy in their bodies. Alternatively, you also need to be mindful of the "stuck in time" trope - a trope about indigenous people who are depicted as primitive or, as the name suggests, stuck in an earlier time, for "spurning the ways of the white man" which usually includes medicine or the setting's equivalent magic. I'm not the best person to advise you on how to avoid this specific trope, but my partner (who's Taino) has informed me of how often it shows up in fantasy specifically and we both thought it was worth including a warning at least so creators who are interested in this method know to do some further research.
Give the "cures" long-lasting side effects
Often in the real world, when a "cure" for a disability does exist, it's not a perfect solution and comes with a lot of side effects. For example, if you loose part of your arm in an accident, but you're able to get to a hospital quickly with said severed arm, it can sometimes be reattached, but doing so comes at a cost. Most people I know who had this done had a lot of issues with nerve damage, reduced strength, reduced fine-motor control and often a great deal of pain with no clear source. Two of the people I know who's limbs were saved ended up having them optionally re-amputated only a few years later. Likewise, I know many people who are paraplegics and quadriplegics via spinal injuries, who were able to regain the use of their arms and/or legs. However, the process was not an easy one, and involved years of intense physiotherapy and strength training. For some of them, they need to continue to do this work permanently just to maintain use of the effected limbs, so much so that it impacts their ability to do things like work a full-time job and engage in their hobbies regularly, and even then, none of them will be able bodied again. Even with all that work, they all still experience reduced strength and reduced control of the limbs. depending on the type, place and severity of the injury, some people are able to get back to "almost able bodied" again - such was the case for my childhood best friend's dad, but they often still have to deal with chronic pain from the injury or chronic fatigue.
Even though we are talking about magic in a fantasy setting, we can still look to real-life examples of "cures" to get ideas. Perhaps the magic used has a similar side effect. Yes, your paraplegic character can be "cured" enough to walk again, but the magic maintaining the spell needs a power source to keep it going, so it draws on the person's innate energy within their body, using the very energy the body needs to function and do things like move their limbs. They are cured, but constantly exhausted unless they're very careful, and if the spell is especially strong, the body might struggle to move at all, resulting in something that looks and functions similar to the nerve damage folks with spinal injuries sometimes deal with that causes that muscle weakness and motor control issues. Your amputee might be able to have their leg regrown, but it will always be slightly off. The regrown leg is weaker and causes them to walk with a limp, maybe even requiring them to use a cane or other mobility aid.
Some characters might decide these trade-offs are worth it, and while this cures their initial disability, it leaves them with another. Others might simply decide the initial disability is less trouble than these side effects, and choose to stay as they are.
Consider if these are actually cures
Speaking of looking to the real world for ideas, you might also want to consider whether these cures are doing what the people peddling them are claiming they do. Let's look at the so-called autism cures that spring up every couple of months as an example.
Without getting into the… hotly debated specifics, there are many therapies that are often labelled as "cures" for autism, but in reality, all they are doing is teaching autistic people how to make their autistic traits less noticeable to others. This is called masking, and it's a skill that often comes at great cost to an autistic person's mental health, especially when it's a behaviour that is forced on them. Many of these therapies give the appearance of being a cure, but the disability is still there, as are the needs and difficulties that come with it, they're just hidden away. From an outside perspective though, it often does look like a success, at least in the short-term.
Then there are the entirely fake cures with no basis in reality, the things you'll find from your classic snake-oil salesmen. Even in a fantasy setting where real magic exists, these kinds of scams and misleading treatments can still exist. In fact, I think it would make them even more common than they are in the real world, since there's less suspension of disbelief required for people to fall for them. "What do you mean this miracle tonic is a scam? Phil next door can conjure flames in his hand and make the plants grow with a snap of his fingers, why is it so hard to believe this tonic could regrow my missing limb?"
I think the only example of this approach I've seen, at least recently, is from The Owl House. The magic in this world can do incredible things, but it works in very specific and defined ways. Eda's curse (which can be viewed as an allegory for many disabilities and chronic illnesses) is seemingly an exception to this, and as such, nothing is able to cure it. Treat it, yes, but not cure it. Eda's mother doesn't accept this though, and seeks out a cure anyway and ends up falling for a scam who's "treatments" just make things worse.
In your own stories, you can either have these scams just not work, or kind of work, but in ways that are harmful and just not worth it, like worse versions of the examples in the previous point. Alternatively, like Eda, it's entirely reasonable that a character who's been the target of these scams before might just not want to bother anymore. Eda is a really good example of this approach handled in a way that doesn't make her sad and depressed about it either. She's tried her mum's methods, they didn't work, and now she's found her own way of dealing with it that she's happy with. She only gets upset when her boundaries are ignored by Luz and her mother.
Think about how the healing magic is actually working
If you have a magic system that leans more on the "hard magic" side of things, a great way to get around the issue of healing magic erasing disability is to stop and think about how your healing magic actually works.
My favourite way of doing this is to make healing magic work by accelerating the natural processes of your body. Your body will, given enough time (assuming it remains infection-free) close a slash from a sword and mend a broken bone, but it will never regrow it's own limbs. It will never heal damage to it's own spinal cord. It will never undo whatever causes autism or fix it's own irregularities. Not without help. Likewise, healing magic alone won't do any of these things either, it's just accelerating the existing process and usually, by extension making it safer, since a wound staying open for an hour before you get to a healer is much less likely to get infected than one that slowly and naturally heals over a few weeks.
In one of my own works, I take this even further by making it that the healing magic is only accelerating cell growth and repair, but the healer has to direct it. In order to actually heal, the healer needs to know the anatomy of what they're fixing to the finest detail. A spell can reconnect a torn muscle to a bone, but if you don't understand the structures that allow that to happen in the first place, you're likely going to make things worse. For this reason, you won't really see people using this kind of magic to, say, regrow limbs, even though it technically is possible. A limb is a complicated thing. The healer needs to be able to perfectly envision all the bones, the cartilage, the tendons and ligaments, the muscles (including the little ones, like those found in your skin that make your hair stand on end and give you goose bumps), the fat and skin tissues, all the nerves, all the blood vessels, all the structures within the bone that create your blood. Everything, and they need to know how it all connects, how it is supposed to move and be able to keep that clearly in their mind simultaneously while casting. Their mental image also has to match with the patient's internal "map" of the body and the lost limb, or they'll continue to experience phantom limb sensation even if the healing is successful. It's technically possible, but the chances they'll mess something up is too high, and so it's just not worth the risk to most people, including my main character.
Put Restrictions on the magic
This is mostly just the same advice as above, but for softer magic systems. put limits and restrictions on your healing magic. These can be innate (so things the magic itself is just incapable of doing) or external (things like laws that put limitations on certain types of magic and spells).
An example of internal restriction can be seen in how some people interpret D&D's higher level healing spells like regenerate (a 7th level spell-something most characters won't have access to for quite some time). The rules as written specify that disabilities like lost limbs can be healed using this spell, but some players take this to mean that if a character was born with the disability in question, say, born without a limb, regenerate would only heal them back to their body's natural state, which for them, is still disabled.
An external restriction would be that your setting has outlawed healing magic, perhaps because healing magic carries a lot of risks for some reason, eithe to the caster or the person being healed, or maybe because the healing magic here works by selectively reviving and altering the function of cells, which makes it a form of necromancy, just on a smaller scale. Of course, you can also use the tried and true, "all magic is outlawed" approach too. In either case, it's something that will prevent some people from being able to access it, despite it being technically possible. Other external restrictions could look like not being illegal, per say, but culturally frowned upon or taboo where your character is from.
But what if I don't want to do any of this?
Well you don't have to. These are just suggestions to get you thinking about how to make a world where healing magic and disability exist, but they aren't the only ways. Just the ones I thought of.
Of course, if you'd still rather make a setting where all disability is cured because magic and you just don't want to think about it any deeper, I can't stop you. I do however, want to ask you to at least consider where you are going to draw the line.
Disability, in essence, is what happens when the body stops (or never started) functioning "normally". Sometimes that happens because of an injury, sometimes it's just bad luck, but the boundary between disabled and not disabled is not as solid as I think a lot of people expect it to be, and we as a society have a lot of weird ideas about what is and isn't a disability that just, quite plainly and simply, aren't consistent. You have to remember, a magic system won't pick and choose the way we humans do, it will apply universally, regardless of our societal hang-ups about disability.
What do I mean about this?
Well, consider for a moment, what causes aging?
it's the result of our body not being able to repair itself as effectively as it used to. It's the body not being able to perform that function "normally". So in a setting where all disability is cured, there would be no aging. No elderly people. No death from old age. If you erase disability, you also erase natural processes like aging. magic won't pick and choose like that, not if you want it to be consistent.
Ok, ok, maybe that's too much of a stretch, so instead, let's look at our stereotypical buff hero covered in scars because he's a badass warrior. but in a world where you can heal anything, why would anything scar? Even if it did, could another healing spell not correct that too? Scars are part of the body's natural healing process, but if no natural healing occurred, why would a scar form? Scars are also considered disabling in and of themselves too, especially large ones, since they aren't as flexible or durable as normal skin and can even restrict growth and movement.
Even common things like needing glasses are, using this definition of disability at least, a disability. glasses are a socially accepted disability aid used to correct your eyes when they do not function "normally".
Now to be fair, in reality, there are several definitions of disability, most of which include something about the impact of society. For example, in Australia (according to the Disability Royal Commission), we define disability as "An evolving concept that results from the interaction between a person with impairment(s) and attitudinal and environmental barriers that hinder their full and effective participation in society on an equal basis with others." - or in laymen's terms, the interaction between a person's impairment and societal barriers like people not making things accessible or holding misinformed beliefs about your impairment (e.g. people in wheelchairs are weaker than people who walk). Under a definition like this, things like scars and needing glasses aren't necessarily disabilities (most of the time) but that's because of how our modern society sees them. The problem with using a definition like this though to guide what your magic system will get rid of, is that something like a magic system won't differentiate between an "impairment" that has social impacts that and one that doesn't. It will still probably get rid of anything that is technically an example of your body functioning imperfectly, which all three of these things are. The society in your setting might apply these criteria indirectly, but really, why would they? Very few people like the side effects of aging on the body (and most people typically don't want to die), the issues that come with scars or glasses are annoying (speaking as someone with both) and I can see a lot of people getting rid of them when possible too. If they don't then it's just using the "not everyone wants it approach" I mentioned earlier. If there's some law or some kind of external pressure to push people away from fixing these more normalised issues, then it's using the "restrictions" method I mentioned earlier too.
Once again, you can do whatever you like with your fantasy setting, but it's something I think that would be worth thinking about at least.
love fiction where magic signatures leave a smell or some other sensory imprint. in thedas, of course, certain ancient entrances to the fade smell faintly of wet dog.
Magic lingers. It sticks to you and to your clothes after it's been used. It hangs in the air after, and you can smell it, feel it against your skin no different from the smell of the rain and the relief of the end of the storm.
Magic is oil in water, unable to be mixed into it, clinging to its surface. You can feel it and taste. It is task on your skin and odd on your tongue.
Magic is an energy that buzzes with the insects and dances in your veins. It can be felt climbing through your nerves. it is electricity unable to be captured by anything.
Magic is not tangible. It is felt, and grasped, it is known and misunderstood, it runs through family lines and through old earth. it can not be measured, not by volume, or distance, not be feelings so intangible they are measured by understanding. Magic can't be captured by net or jar, by hands or bags, by math or words. Magic is. And it is felt.
I think Astruc has said previously that he doesn’t worry about the details, he just writes what he thinks is cool at the time. Which would explain his frequent Twitter retcons, fan bases love word building and his writing and the shows format seems to favor playing fast and loose with continuity so we end up with situations like when we were told Kagami has multiple family rings or maybe it was an animation error depending on which writer/brand ambassador is answering questions today.
He 'doesn't worry about the details' but he also wants to be praised as this cool hard systems worldbuilder.
You can't have it both ways!
Look, I'm a soft systems guy. I *love* playing loose to leave room for wonder and surprise. It also cuts back on people from pointing out all the 'holes' in your world. Does anyone whinge about what 'spells' Gandalf knows? Bro is an angelic being encased in flesh who does 'magic stuff'. The Simarils were light encased in crystal that did ??? But were really important! What was the *exact* list of powers the One Ring had?
And people love Tolkein.
Hard systems trap you, especially in a long running property. Miraculous Ladybug is running into that. I don't really fault them for trying to loosen it up. I fault Thomas for wanting it both ways.