I see Magic coming in so many different forms and methods that I decided to write a guide to it... ~xoxOxox~ 1)Define "Magic" Is magic some sort of obscure arcane energy projection? Or just harnessing the power of the elements? Perhaps you're summoning a God's power to do the actual work. 2)Who can use magic? Everyone? Only magicians, who're trained in the art? Who can be trained in the art anyway? Maybe you have to be descended from the almighty Alchemist, who invented magic. What about magic items? 3)How powerful is magic? Does it grant omnipotence, or allow you to do basically everything, like the Greater Path in Magician? Maybe it only gives you control over certain things, like the witches in Secret circle. The power of magic is also determined by its price. If you can only cast fireballs, but can cast a legion of them with a single thought, you're obviously more powerful than the guy who has omnipotence but must chop off his own limb to use one spell. Take note, too, of whatever energy source magic comes from. Sometimes it comes from the mind(you might have to take special notice of insane people), so you must have great willpower. Perhaps it simply comes from a finite source that you personally have, and must not waste lest your magic run out. Or you have an unlimited amount, but again, only over certain things. Or you might have to spill blood, or something. 4)How are magic users, in general, treated? If your answer to question 2) is "Everyone", you can ignore this. Anyway, how are magicians treated in general? In Magician, wizards were badly treated, as shown in the line "Not so long ago, Kulgan would have been stoned from Crydee as often as not". But then, when the main character, Pug, visits the dimension of Tsurannui, because the magic users are so much more powerful there, they get great power. To put it simply, they don't have to follow any laws and any command of theirs must be respected. If they tell you to give them all your money and commit suicide, you do it. 5)Who knows about magic users? In the book Skulduggery Pleasant, nobody except the magic users know about magic users. They even have two people to go around and modify the memories of non-mages who'd seen magic. In the game Kingdom Hearts, everyone knows about magic(the magicians are usually hermits, but that's a different matter), and respects it to a degree, whether the magic is the shadowy powers of Organisation XIII or the pure offensive strikes of Donald Duck. 6)How many branches of magic are there? In Artemis Fowl, there's only one branch of magic, referred to as Fairy Magic. But in Skulduggery Pleasant, mages could be either an Elemental, who control the four elements, or Adept, which means they specialize in a certain thing, like Tesseract's bone breaking power or Tanith Low's walking on ceiling power. It also breaks off into several sub-branches, including Sanomancers like Professor Grouse, who have the power to heal, or Necromancers like High Priest Tenebrae. You might also want to reconsider the above questions for each branch and sub branch. Or maybe all the sub branches in a branch follow that branch's general rules, and have rules of their own. Like all Elementals live in areas that are both remote and magical, and the Fire sub branch may decide to live only in volcanoes or the sort of cave which releases a very flammable gas. 7)Is the magic, overall, reasonable? Remember the aim here is not to create magic for the sake of it; it's used as a major tool in your storycrafting and wordsmithing. In the complex magical hiearchy structure you've created, it might make sense for the Necromancers to be able to summon an unlimited amount of deadly skeletons and auto-ressurect themselves when they die. In that case, they should be able to take over the world, so unless they have, give a reason why. Maybe the Water specialists keep a close eye on the Necromancers, keeping in mind that skeletons disintegrate in water. Or they're just hermits and peaceable. In that case, don't go writing about mass Necromancer rampages. One or two are okay, but not every Necromancer. As you can see, magic is a tricky thing to juggle. Maybe you want to have John slay the Fire Elemental with his sword, but readers are already informed that those can only come when summoned by a Fire Mage, which were made extinct by a giant meteor so they would not raze the planet to the ground. So you decide to forgo that scene, but that scene was essential! The sword needs to kill something every week, or its owner will die! And John is your main character; you don't want him to die. Aww man, now I have to rewrite the whole thing! Well, you might not have to, but it's troublesome all the same, and your solutions WILL come back to haunt you. Still, the best fantasy stories include magic.