Struggling with the Five Magics in "Sage of the Five Magics

By admin

The "Sage of the Five Magics" is a fantasy novel written by Barbara Hambly. It follows the story of the protagonist, a young man named Alodar, who embarks on a quest to master the five different types of magic in order to save his city from destruction. The book takes place in a world where magic is divided into five distinct disciplines: sorcery, wizardry, thaumaturgy, alchemy, and magic. Each branch of magic has its own set of rules, principles, and limitations. Alodar begins his journey as a novice sorcerer and quickly realizes that he must learn the other four magics in order to become a true master. As Alodar progresses through his quest, he encounters various challenges and obstacles that test his newfound knowledge and skills in each magic discipline.


One of the greatest fantasy novels from the 1980s
I grew up reading fantasy and science fiction, and one of the greatest regrets I have is that I never found more than three books written by Lyndon Hardy, an author I still consider an automatic buy. In a way, this man’s work defined what I expect from fantasy

Lectonil, Xavier, Duncan, Alodar Sorcery Grey Staring Eye Master, Tyro Charm recitation Rule of Three Control of one mind by another, as well as clairvoyant abilities. Saxton, Alodar Magic Blue Circular Ring Master, Acolyte, Initiate, Neophyte Ritual exercise Maxim of Persistence Production of magical objects, which last forever and have various powers.

Sage of the five magics

As Alodar progresses through his quest, he encounters various challenges and obstacles that test his newfound knowledge and skills in each magic discipline. Along the way, he learns valuable lessons about power, responsibility, and the consequences of his actions. One of the main themes in the book is the idea of balance.

Theory by Flatfingers

I’ve addressed elsewhere the question of whether magic in books and games should be presented as a science or as an art. I didn't come to a conclusion, other than that both forms can be fun to experience.

For example, Ursula K. LeGuin's original Earthsea trilogy (definitely not including the brutish fourth book tacked on years later) was in large part so wonderful because it evoked some aspect of what we find so fascinating about "magic." The Earthsea trilogy expressed the "magic as art" position superbly.

For the other approach, I can't think of a better example than Lyndon Hardy's novel Master of the Five Magics. There were two semi-sequels, but MOTFM nailed the premise of magic as a scientific undertaking.

Because it took a somewhat more mechanistic approach to magic (as opposed to LeGuin's naturalistic interpretation), I'm a little surprised not to have seen the concepts of magic as expressed in Hardy's book show up in some MMORPG already. For those who haven't had the pleasure, the five systems used by Hardy and their governing laws are:

  • Thaumaturgy
    • The Principle of Sympathy: like produces like
    • The Principle of Contagion: once together, always together
    • The Doctrine of Signatures: the attributes without mirror the powers within
    • The Rule of Three: thrice spoken, once fulfilled
    • Law of Ubiquity: flame permeates all
    • Law of Dichotomy: dominance or submission

    Hardy's Thaumaturgy is what we usually think of as magic. Using the principles of sympathy and contagion, it's possible to move things, to transform things into other things, and otherwise manipulate one's environment. (These principles were used to great effect by de Camp and Pratt in their very funny "Compleat Enchanter" novels, as when their hero shortens a jailer's nose by forming a model of it in wax and melting it.) However, a strong spell requires a great deal of energy, such a from a fire or a flywheel. And thaumaturgy, while rule-based, is not an exact science -- sometimes changes don't stop when they should.

    Alchemy is mostly as you expect it: by properly blending items with the appropriate attributes you can obtain a final product with superior virtues, such as oils of heat resistance or gold from lead. The only problem is that each step of the blending process has a chance of failure -- for example, four out of ten times a particular step in a process might produce lightning or an explosion instead of the intermediate product you actually want. So you have to start with a much larger quantity of initial substances than you wind up with. and the more complex the changes, the more steps are required (and the lower the chance of success on each step).

    Hardy's Magic is used to create magical objects. By repeatedly performing rituals of great complexity, common objects can be imbued with properties they can confer to their user. Rings can make their wearer invisible, carpets can fly, glass spheres can give light, and so on. The more perfect the ritual, and the more persistently it is applied, the greater the power of the object. Naturally, if you fail to correctly perform any ritual at any point, the object being given power will probably be destroyed.

    Sorcery grants the arts of illusion, of enchantment, of clairvoyance, of fate, and of prophecy. Each of these is activated by speaking a charm three times, which sounds simple enough, but the more complex charms do not want to be said -- each word becomes more difficult to utter. The most complex sorcerous charms are nearly impossible to speak, but must be said without error (and cannot be abandoned once begun). A mistake will produce hallucinations, pain, and even death in the most powerful cases. But even if one succeeds, some amount of one's life force is drained away forever. Cast too great an enchantment with too little life force remaining, and goodbye.

    Finally, Wizardry is about summoning and binding demons to your will. Flame is used as a connection to the demon's realm and the Law of Dichotomy requires that there must always be a contest between the summoner and the summoned. Fail to dominate, and the summoned demon will control the summoner.

    The nice thing about all these powers is that there's a cost to them. None of the five magics are to be taken lightly, even if you succeed. In a story, that's great for setting up dangers to be overcome; in a computer game, it would be excellent for producing a more thoughtful approach to the application of power. No charging in swinging with these abilities!

    Hmm. And maybe right there is the answer why these five styles of magic haven't been used in a new MMORPG.


    I grew up reading fantasy and science fiction, and one of the greatest regrets I have is that I never found more than three books written by Lyndon Hardy, an author I still consider an automatic buy. In a way, this man's work defined what I expect from fantasy -- Amazon customer
    Sage of the five magics

    Each magic discipline represents a different aspect of the world and must be kept in harmony for overall stability. Alodar discovers that using too much of one type of magic can have disastrous consequences, and he must learn to find the right balance between the five magics. The "Sage of the Five Magics" is an engaging and thought-provoking fantasy novel that explores the complexities of magic and the importance of balance. It delves into the various facets of magic and the impact it can have on individuals and society as a whole. Alodar's journey to become a master of all five magics serves as a metaphor for personal growth and the quest for knowledge and enlightenment. Overall, the book emphasizes the idea that true mastery of magic requires not only knowledge and skill in each discipline but also a deep understanding of the interconnectedness and interdependence of the five magics. It is a captivating tale that will appeal to fans of fantasy and magic while also offering deeper philosophical insights into the nature of power and balance..

    Reviews for "The Unique Magic System in "Sage of the Five Magics"

    1. Jane - 2/5
    I found "Sage of the five magics" to be incredibly tedious and convoluted. The world-building was confusing, and the magic system was poorly explained. The protagonist, Alodar, was also a frustrating character. He was constantly making bad decisions, and I had a hard time connecting with him. The pacing was slow, and there wasn't enough action to keep me engaged. Overall, I was disappointed with this book and would not recommend it.
    2. Mike - 1/5
    I couldn't even finish "Sage of the five magics" because I was so bored. The writing was dry and lacked any sense of excitement or emotion. The plot was predictable and uninspired. The characters were one-dimensional, and I couldn't bring myself to care about their fates. This book felt like a chore to read, and I regret wasting my time on it. I would not recommend it to anyone looking for an engaging fantasy novel.
    3. Sarah - 2/5
    "Sage of the five magics" had an interesting premise, but it failed to deliver. The writing was clunky, and the dialogue felt unnatural. The pacing was incredibly slow, and it took forever for the story to get going. The world-building was also lacking, and I never felt fully immersed in the fantasy realm. The characters were forgettable, and I struggled to stay invested in their journeys. Overall, I was left disappointed by this book and wouldn't recommend it to others.
    4. Tom - 3/5
    While "Sage of the five magics" had some interesting concepts, it ultimately fell short for me. The writing was adequate, but the pacing was inconsistent. At times, the story dragged on with excessive details, while other moments felt rushed and underdeveloped. The magic system was intriguing, but it was not explored enough for my liking. The characters were fairly average, and I didn't find myself particularly invested in their struggles. Overall, this book had potential, but it failed to fully capture my attention.

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