Magical Girl Story Ideas

Each idea names what the power costs her and the turn that follows.

Show all 100
  1. A girl's mother is the mayor, who has called the masked guardian a menace.Costs: dinner conversation. Turn: the mayor needs a lift off a roof and is polite about it for one evening.
  2. The item works only while it is the thing she loves most, and she is growing out of it.Costs: pretending a music box still matters. Turn: it changes its tune to keep up with her.
  3. The town pays: every transformation dims the streetlights for a night.Costs: everybody's evening. Turn: the town votes on it, and she has to make her case as an ordinary pupil.

All 100 story ideas

It costs her time 20

  • A girl can transform only between the last school bell and the streetlights, which is when homework gets done. Costs: every afternoon. Turn: her teacher offers her extra time and asks no questions.
  • A girl gets one hour of magic a day and no way to save it up. Costs: the choosing. Turn: on the day she spends it making a friend laugh, the friend helps with the rest.
  • A girl is the only one on her team who can fly, so she does all the fetching. Costs: her lunch hour. Turn: she goes on strike for one lunch, and the others discover the ladder.
  • A girl patrols by night and falls asleep on every bus by day. Costs: her stop. Turn: the driver who keeps waking her did the same job from the same seat, years ago.
  • A girl promised her little brother she would be at his recital, and the sky comes unstitched at six. Costs: one promise. Turn: the team covers for her, badly, and she hears about it for a month.
  • A girl with the only perfect attendance in school has a power that calls her out of class. Costs: the record or the rescue. Turn: her companion, a moth, learns to answer roll call in her voice.
  • A girl's powers arrive in the summer she finally makes the swim team. Costs: the six o'clock practice or the six o'clock patrol. Turn: the trouble turns out to start at the pool.
  • A girl's wand is a wind-up metronome, and each wind of it buys ten minutes of magic. Costs: the minutes come out of her weekend. Turn: by Saturday there are none left, and she has to do it plain.
  • A magical girl has been late to first period forty times, and the school sends a letter home. Costs: her attendance record. Turn: her mother signs the letter and adds a line: she was with me.
  • A magical girl in her exam year is offered a replacement. Costs: her last term in the job. Turn: the replacement is nine and needs a tutor, which takes longer.
  • A team of four must transform together, and they are never free at the same hour. Costs: choir, swim practice, a paper route and a baby brother. Turn: they ask the trouble to keep office hours.
  • Every hour she spends transformed is an hour of extra sleep she owes, and this week she owes six. Costs: sleep, hour for hour. Turn: she starts choosing which troubles are worth a nap.
  • Her companion, a retired alarm clock, wakes her for every trouble in the city. Costs: eight hours, nightly. Turn: she teaches it the word tomorrow.
  • Her power works only at dawn, and she is not a morning person. Costs: the last hour in bed. Turn: the girl who delivers the papers becomes her lookout, being up anyway.
  • Her transformation lasts exactly as long as one song, and she has to sing it herself. Costs: breath. Turn: she picks a longer song and learns to work in waltz time.
  • Her transformation takes eleven seconds, and trouble is always ten seconds away. Costs: the head start. Turn: her companion, a snail, suggests setting out earlier.
  • The magic runs on unspent time, and a girl who never wastes a minute has none to transform with. Costs: an afternoon of nothing, saved up. Turn: she has to learn to laze, to a deadline.
  • Time stops for everyone else while she is transformed, so nobody sees the work and she alone gets older. Costs: by spring she is three weeks ahead of her class. Turn: her sister checks the height marks on the door.
  • The transformation needs a spoken oath, and hers runs to four pages. Costs: two minutes she never has. Turn: she cuts it to six words, and the magic likes it better.
  • The way home from the other side closes at sunset, and her last class ends at ten to. Costs: a run, daily. Turn: the crossing guard starts holding the traffic before she is in sight.

It costs her the truth 20

  • A friend sees her transform, swears to tell no one, and is the worst keeper of secrets in the school. Costs: sleep. Turn: the friend holds out, and it costs the friend more than it costs her.
  • A girl hides her item, a harmonica, in plain sight by joining the school band, and is expected to play it. Costs: forty minutes of practice a day. Turn: the one tune she knows is what settles the trouble.
  • A girl tells her diary everything, and the diary, it turns out, can talk. Costs: privacy. Turn: it agrees to be her companion if she improves her handwriting.
  • A girl who cannot keep a secret is handed the biggest one in town. Costs: every sentence she starts. Turn: she tells it as a made-up story and wins the school writing prize.
  • A girl's excuse for every absence is the dentist, and the school nurse grows concerned. Costs: her good name for teeth. Turn: the dentist's daughter turns out to be on the team.
  • A girl's excuses get so good that the drama teacher gives her the lead. Costs: rehearsals, on top of everything. Turn: the play is about a girl with a secret, and her mother is in row one.
  • A girl's glasses vanish when she transforms, and that is the whole disguise. Costs: nothing, which worries her. Turn: one short-sighted classmate, who goes by voices, has always known.
  • A girl's mother is the mayor, who has called the masked guardian a menace. Costs: dinner conversation. Turn: the mayor needs a lift off a roof and is polite about it for one evening.
  • A magical girl's little sister finds the costume in the laundry. Costs: a secret or an ally. Turn: the sister's price is small and not open to bargaining: one ride.
  • The cook in the school cafeteria was the guardian before her and pretends not to know. Costs: both of them a conversation. Turn: her tray comes with a second helping and a mended glove.
  • Her companion can be seen only by people who already know the secret, and the bus driver says good morning to it. Costs: wondering who else knows. Turn: her little brother has been feeding it for weeks.
  • Her transformed self is taller, braver and well liked, and her classmates like the wrong one. Costs: the credit. Turn: the other girl is invited to her birthday party, and she is not sure she is.
  • Her transformed voice is not her own, and she has to phone home in it to say she will be late. Costs: a straight face. Turn: her father asks the stranger to tell his daughter he is proud of her.
  • The magic blurs her face in every photograph taken while she is transformed. Costs: a picture of her best days. Turn: she pins one blurred print over her desk.
  • The magic fails if she tells a lie while transformed, and a trickster asks her name. Costs: the secret or the power. Turn: she gives her middle name, which is true and no use to anyone.
  • Nobody may know who she is, and her best friend writes the town's guardian a fan letter. Costs: an honest answer. Turn: she replies with her left hand, and the friend knows the spelling mistakes.
  • The school invites the town's guardian to speak at assembly, and she is down to introduce her. Costs: being in two places. Turn: a teammate wears the costume and is better at speeches.
  • She must keep the secret from everyone at home, and her talking companion is a terrible liar. Costs: quick thinking. Turn: the family decides the hedgehog is a ventriloquism hobby.
  • She pulled her rival clear of a falling sign and cannot say so, and the rival thinks she ran away. Costs: looking like a coward. Turn: the rival works it out from a scuffed shoe and says nothing either.
  • Three girls on one team each believe the other two do not know who she is. Costs: three sets of excuses. Turn: they are assigned a group project on honesty.

It costs her a friendship 20

  • A girl cannot tell her friends why she quit the volleyball team, and they decide she thinks she is too good for it. Costs: her seat at the lunch table. Turn: she plays one set in the middle of a rescue.
  • A girl has missed her friend's birthday party three years running. Costs: an invitation to the fourth. Turn: she brings the party to the friend, by air, a day late.
  • A girl has to choose between the class trip and the one night of the year the gate stands open. Costs: every photo of the trip. Turn: her friends bring her back a rock and ask her nothing.
  • A girl who has never had a friend is given a team of four. Costs: being alone, which she was good at. Turn: she learns to transform first and to eat lunch with people second.
  • A magical girl must pass her item on at thirteen, and the next girl is the friend she fell out with. Costs: handing over the best thing she has. Turn: she teaches her through gritted teeth, and the teeth unclench.
  • A magical girl saves the whole school play except her friend's big scene, which she lands on. Costs: an apology with glitter in it. Turn: the school paper calls it the best entrance of the night.
  • The girl who used to pick on her is assigned as her partner. Costs: an old grudge she had been saving. Turn: the partner apologizes badly and works well.
  • Her companion, a sparrow, prefers her best friend. Costs: pride. Turn: the friend gets the sparrow's jokes and she gets its orders, and they settle on sharing.
  • Her friend from summer camp turns out to be on the next town's team. Costs: Saturdays, when both teams claim the same park. Turn: a timetable, drawn up over milkshakes.
  • Her friend guesses, and is hurt and not impressed. Costs: a week of silence. Turn: the friend's condition for forgiving her is the full story, with drawings.
  • Her oldest friend thinks she has been dropped for a new crowd, and the new crowd is the team. Costs: Friday movie night. Turn: the friend follows them and ends up holding the coats, then the map.
  • Her power is stronger when she works alone, and the team is the only friends she has. Costs: one or the other. Turn: she finds out the team was never for the fighting.
  • Her team is made up of girls she would never have spoken to. Costs: her idea of who her friends are. Turn: she sits with them at lunch before anybody dares her to.
  • The magic chose her and passed over her best friend, who wanted it more. Costs: the easy part of the friendship. Turn: the friend does the planning and is better at it than either guessed.
  • Nobody at school believes the five of them even know each other, so the team needs a reason to be seen together. Costs: a cover story. Turn: they found the worst book club in town and have to hold the meetings.
  • The rest of the team moves away over one summer, a family at a time. Costs: a group chat gone quiet. Turn: she recruits from the chess club, and they are alarming.
  • She may not use the power for friends: no flying anyone to school, no mending a test. Costs: looking unhelpful. Turn: a friend asks for something that is not magic at all, and she can do that.
  • The team votes on everything, and she is always the one against. Costs: being liked. Turn: on the day she is right nobody says so, and they make her treasurer.
  • Two friends share one transformation item, a jump rope, and take turns. Costs: every other adventure. Turn: on the day both are needed they each take an end.
  • Two teammates who work perfectly in costume cannot stand each other at school. Costs: lunch in peace. Turn: a trouble that only ever shows up at school.

It costs her something of her own 20

  • After a rescue she can eat only what her companion likes, and her companion is a sparrow. Costs: supper. Turn: she bargains the sparrow up from birdseed to toast.
  • The costume keeps one thing from her pockets each time and gives back something of the last guardian's. Costs: a bus pass, a marble, a friend's note. Turn: what comes back adds up to a message.
  • Each time she transforms, her bedroom rearranges itself, and she can never find her shoes. Costs: knowing where anything is. Turn: the furniture has been arranging itself into a map.
  • Each time, her shadow stays out a little later than she does. Costs: a shadow that keeps its own hours. Turn: it has been patrolling without her, and has a notebook.
  • Each transformation uses up a page of her sketchbook: the drawing on it comes true and is gone. Costs: her best drawings. Turn: she starts drawing what the town needs, not what she is proud of.
  • Each transformation uses up her nickname with one more person, who goes back to her full name. Costs: being called Bee. Turn: the last holdout is her baby brother, who cannot say the long one.
  • Every spell is paid for with a chore the magic picks. Costs: forty lengths of the pool, a neighbor's hedge. Turn: the chores turn out to be the training.
  • Every transformation makes her left-handed until the next morning. Costs: her handwriting and her tennis serve. Turn: the left hand draws better, and she saves it for art class.
  • Her costume is made out of whatever she has on, and the clothes do not come back. Costs: her closet, down to a uniform and one sock. Turn: her grandmother, who sews, starts asking useful questions.
  • Her hair grows an inch with every transformation. Costs: a haircut a week and a curious barber. Turn: the barber starts leaving the back door open on bad nights.
  • Her handwriting turns into the last guardian's whenever she transforms, and is slow to turn back. Costs: her signature. Turn: she finds notes in that hand in a library book, addressed to whoever comes next.
  • Her reflection has to stay home and mind the house while she is out transformed. Costs: every mirror, for the evening. Turn: the reflection has started on her homework, in mirror writing.
  • The item works only while it is the thing she loves most, and she is growing out of it. Costs: pretending a music box still matters. Turn: it changes its tune to keep up with her.
  • The magic borrows her laugh, and for a day afterward she laughs like the last guardian, who snorted. Costs: her own laugh. Turn: her grandmother hears the snort and goes very still.
  • The magic is paid for in luck, and her toast lands butter side down every morning. Costs: the small luck. Turn: she learns to make her own, beginning with a plate held underneath.
  • The more she uses the power, the more opinions her transformed self has. Costs: the last word. Turn: the two of them agree to split the week.
  • On a day she has transformed, the magic takes her seat: she has to stand on the bus, in class and at supper. Costs: sitting down. Turn: her teacher thinks it is for her posture and has the whole class try it.
  • She is braver in costume and has started leaving the bravery there. Costs: her nerve at school. Turn: she raises her hand in class wearing the costume's boots.
  • Transformed she is graceful, and afterward she is clumsy for exactly as long as it lasted. Costs: plates. Turn: the school dance show falls in the clumsy hour, and she puts the stumbles in the dance.
  • Transformed, she understands every language; afterward she cannot read her own for an hour. Costs: an hour of reading. Turn: a spelling test at the wrong moment, and she draws her answers.

It seems to cost nothing 20

  • A girl is told the magic is free, and then the first bill arrives by pigeon, itemized. Costs: sparkle, flight and one cat fetched from a tree. Turn: good deeds are accepted, at a poor rate of exchange.
  • A magical girl who has never paid for anything is audited. Costs: an afternoon with a very small official. Turn: the sums show that the magic owes her.
  • A team splits the cost four ways, and one of them has quietly been paying double. Costs: unknown to three of them. Turn: the three find the tally and even it up without a word.
  • The cost falls on her transformed self, who is getting tired while she feels fine. Costs: the other girl's sleep. Turn: she transforms one evening only to let her rest.
  • Each spell comes out of the weather: when she flies, it rains on her street. Costs: the neighbors' washing. Turn: a gardener works it out and puts in requests.
  • Everything her magic makes is borrowed from somewhere: the sparkle is one jeweler's window, back by morning. Costs: a jeweler's bad night, each time. Turn: she leaves a note, and the jeweler leaves the lights on for her.
  • For every spell she casts, the same spell goes off somewhere else in the world, aimed at nobody. Costs: a stranger's surprise. Turn: she casts only what she would be glad to get.
  • Her magic is drawn from the share of the next girl in line, who has not been chosen yet. Costs: someone else's. Turn: she starts leaving some in the jar.
  • Her powers are on loan from a girl in another town, who gets them back when she is done. Costs: sharing. Turn: the two draw up a schedule and become pen pals.
  • The magic comes from the old oak in the schoolyard, which drops a leaf for every spell, and it is not autumn. Costs: the tree. Turn: the team plants forty acorns and learns to be sparing.
  • The magic costs her whatever she would have been doing instead, and she never learns what that was. Costs: the other afternoon. Turn: one day she is shown one, and chooses the same again.
  • The magic is paid for by a great-aunt she has never met, who would like a thank-you note. Costs: one letter, long overdue. Turn: the reply comes with a page of advice and an invitation.
  • The magic took its payment in advance: she has always been a little unlucky, and now she learns why. Costs: already paid. Turn: she is owed change, and collects.
  • Nobody has told her the price, and the last guardian will say only that it was worth it. Costs: not yet named. Turn: it is the handing on; one day she will say only that, to somebody new.
  • Nothing is asked of her but to keep the companion fed, and it eats only compliments. Costs: three sincere ones a day. Turn: she runs out of easy ones and has to look at people properly.
  • The power costs her nothing; each use costs her companion one day of his nine hundred years. Costs: the hedgehog's time. Turn: she starts solving things without it, to keep him.
  • The power is free for a year, like a trial. Costs: nothing until spring. Turn: the renewal form asks what she would give, and no answer on it is wrong.
  • The price is that she is never thanked: people forget they were helped. Costs: thanks. Turn: one small boy remembers anyway, and draws her.
  • The school vending machine has given no change since her powers arrived; the magic is thrifty. Costs: everybody's quarters. Turn: she pays the school back with a bake sale that goes strangely well.
  • The town pays: every transformation dims the streetlights for a night. Costs: everybody's evening. Turn: the town votes on it, and she has to make her case as an ordinary pupil.

How it works

Each of these 100 magical girl story ideas has an ordinary pupil and a power that is not free. They are sorted by its cost to her: time, the truth, a friendship, something of her own, or nothing yet.

Read the full guide

What the power costs her

The costs are small and close to home. Time: the last school bell, an hour of sleep, a brother's recital. The truth: an excuse a day. A friendship: Friday movie night. Something of her own: a sketchbook page, her laugh, her seat on the bus.

Companions, items and teams

The talking companions include a snail, a moth, a sparrow, a hedgehog and a retired alarm clock. The transformation items include a metronome, a harmonica and a jump rope.

  • Set the cost before the power. A girl who pays in sleep is in another story from one who pays in secrets.
  • Keep the trouble small enough to finish before supper, and let the cost be what lasts.

Questions and answers

What is a magical girl story?

A kind of Japanese fantasy told in anime, manga and other media. Its hero is a young girl with magic, which she usually uses by transforming into an ideal second self.

What makes a good magical girl story idea?

A second life she has to fit around the first. On this list one girl's perfect attendance is at risk, another's mother is the mayor who calls the masked guardian a menace, and two friends share one jump rope.

Are these ideas based on an anime or a manga?

No. No series, character or studio is named or retold. The premises use only the parts the genre shares: a pupil, a companion, a transformation, a team.