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Dark Magics to avoid

If there's anything true of art in general, it's that any rule beginning with "don't" should be broken on occasion. Art should engage the soul, the conscious soul even, and nothing better for that than the occasional thing that's just that bit out of place, that bit unexpected. Conform to every rule you heard and what you produce can be consumed automatically. It's when the rules fail that consciousness kicks in. So in that spirit, treat the following "don'ts" as guidelines, and even break them-- but make sure you know what you're doing ;) For what follows is a list of magical powers which, if let loose on a plot, stand a good chance to render it hole-y. And the list is by no means exhaustive: feel free to argue for more items to be put on it. To give a flavor of the disruptive nature of magic, let's look at an example that will NOT kill a story ... but which, the character who suggested it argued, would kill society. NaN. Invis