
The Laws of
Magic
The Laws of Magic are not
legislative laws, but, like those of physics or musical harmony, are actually
fairly practical observations that have been accumulated over thousands of
years. These laws describe the way magic seems to behave. Most of these laws
will make sense to you (I hope), and even the more obscure ones should make some
sense to you, but if they don't, ignore them, or send me some e-mail, and I will
try to explain.
The LAW OF KNOWLEDGE
This is probably the most
widely used law, and probably encompasses all the others in some way. The basis
of this law is that understanding brings control. The more that is known about a
subject, the easier it is to exercise control over it. Knowledge is power.
The LAW OF SELF-KNOWLEDGE
An obvious derivative of
the LAW OF KNOWLEDGE, this law carries additional connotations, as a mage who
does not have knowledge of himself does not have knowledge (and therefore
control) of his own magic. This law is one of the reason's "evil" mages are very
rare - a dedication to "evil for evil's sake" is usually do to a lack of
introspection and awareness of oneself. It is difficult to do harm to others
when you understand fully what that kind of harm would do to you. Know thyself.
The LAW OF CAUSE AND EFFECT
A simple scientific
understanding - if exactly the same actions are done under exactly the same
conditions, they will be associated with exactly the same results. Magicians
have at least as much belief in cause and effect as modern physicists do, they
just realize that a good ritual, like a good theatrical performance or a good
bread recipe, isn't always predictable. In truth, a spell involves so many
variables, that controlling or even understanding them all is impossible. The
key to magical success is learning which variables are the most important, and
how to keep them constant. Control over the variables is icing on the cake.
The LAW OF SYNCHRONICITY
Two or more events
happening at the same time are likely to have more in common than the merely
temporal. Very few events ever happen in isolation from other events. There is
no such thing as a mere coincidence.
The LAW OF ASSOCIATION
If any two pattern have
elements in common, the patterns interact "through" those common elements, and
control of one pattern facilitates control of the other's) depending (among
other factors) upon the number of common elements involved. This is a very
important law, up there with the LAW OF KNOWLEDGE.
The LAW OF SIMILARITY
Having an accurate physical
or mental representation of something facilitates control over it. This one is
fairly obvious in it's usage - having a model, picture, or other representation
of your target (like a voodoo doll) gives you power to effect the target. Look
alike's are alike.
The LAW OF CONTAGION
Objects or beings in
physical contact with each other continue to interact after separation. Everyone
you have ever touched has a magical link with you, though it is probably pretty
weak unless the contact was intense and/or prolonged or repeated frequently.
Magical power is contagious. Naturally, having a part of someone's body (nails,
hair, spit, etc.) gives the best contagion link.
The LAW OF NAMES
Knowing the complete and
TRUE name of an object, being, or process gives one complete control over it.
This works because a name is a definition (yes, even "Harold", "Marie", "Kunte",
and "Jasmine" were at one time) as well as a contagion link, and an association
(if you call something the same name over and over, that name becomes associated
with the thing). This also works, because knowing the complete and true name of
something or someone means that you have achieved a complete understanding of
it's or their nature. This is why, in most pre-industrial cultures, people are
given "secret names", as well as "public names", and why the sharing of a secret
name is such an act of trust - because the secret name is considered to be very
close to, if not identical with, the person's true name.
The LAW OF WORDS OF POWER
There exist certain words
that are able to alter the internal and external realities of those uttering
them, and the power may rest in the very sounds of the words as much as their
meanings. Many of such words are names, though the meanings may have been lost
or forgotten. Very many magical tools require words to be inscribed upon them
and/or said over them during their construction and/or use.
The LAW OF PERSONIFICATION
Any phenomenon may be
considered to be alive and to have a personality - that is, to "be" an entity or
being. Anything can be a person. Most weather mages personify the winds and the
clouds, for example, and thus find focussing their magic on the atmosphere much
easier to do.
The LAW OF INVOCATION
It is possible to establish
internal communication with entities from either inside or outside oneself, said
entities seeming to be inside of oneself during the communication process.
The LAW OF EVOCATION
It is possible to establish
external communication with entities from either inside or outside oneself, said
entities seeming to be outside oneself during the communication process.
The LAW OF IDENTIFICATION
It is possible through
maximum association between elements of oneself and those of another being to
actually become that being, to the point of sharing it's knowledge and wielding
it's power. This is the law that controls most lengthy or permanent possession
phenomena.
The LAW OF PERSONAL UNIVERSES
Every sentient being lives
in and quite possibly creates a unique universe which can never be 100%
identical to that lived in by another. So called "reality" is in fact a matter
of consensus opinions. This law is nowhere near as obvious as the other laws in
it's applications, but if you can figure some out, you can use it.
The LAW OF INFINITE UNIVERSES
The total number of
universes into which all possible combinations of existing phenomena could be
organized is infinite. Anything is possible, though some things are more
probable than others. You might consider this to refer to the "alternate
probability worlds" of science fiction, but it also has a much wider
application.
The LAW OF PRAGMATISM
If a pattern of belief or
behavior enables a being to survive and to accomplish chosen goals, then that
belief or behavior is "true" or "real" or "sensible". If it works, it's true.
Another rather obscure law, but it does have some very useful applications.
The LAW OF TRUE FALSEHOODS
It is possible for a
concept or act to violate the truth patterns of a given personal universe and
still be "true", provided that it "works" in a specific situation. If it's a
paradox, it's still probably true. This law is basically useless, except to
justify use of the above three laws without screwing things up in your version
of the real world.
The LAW OF SYNTHESIS
The synthesis of two or
more "opposing" patterns of data will produce a new pattern that will be truer
than either of the first two were. That is, it will be applicable to more levels
of reality, and this new pattern may not be a compromise, but may be something
rather new indeed.
The LAW OF POLARITY
Any pattern of data can be
split into (at least) two "opposing" characteristics, and each will contain the
essence of the other within itself.
The LAW OF OPPOSITES
A sub-law of POLARITY. The
"opposite" of a pattern contains information about that pattern, by providing
information on what the pattern is not. Thus, control over a pattern's opposite
(or close to it's opposite) facilitates control over the pattern itself. (Note
that this one I alone take the blame for, as it is my own extension of POLARITY
and SIMILARITY)
The LAW OF DYNAMIC BALANCE
To survive, let alone to
become powerful, one must keep every aspect of one's universe in a state of
dynamic balance with every other aspect. Extremism is dangerous, as the extreme
being becomes so associated with the extreme aspect, that they lose the ability
to avoid that aspect at all. This is another reason "evil" mages are rare, as
continuous association with pain or death will cause a mage pain or death,
ending the mage's ability to continue actively with "evil". This is also why
"good" mages, especially healers, tend to live a long time.
The LAW OF PERVERSITY
Sometimes known as Murphy's
Law. If anything can go wrong, it will, and in the most annoying manner
possible. Magical associations sometimes operate in the reverse of what was
desired, and meaningful coincidences are just as likely to be unpleasant as
pleasant. Even if nothing can go wrong, some element of the universe may change
so that things will go wrong anyway. Whether we like it or not, the gods (or
fates, or what have you) do have a sense of humour. Emotionally healthy mages
have less problems with this law than others do, as the mages own subconscious
mind is probably a major perpetrator of this law.
The LAW OF UNITY
Every phenomena in existence is linked directly or indirectly to every other one, past, present, or future. Perceived separations between phenomena are based on incomplete sensing and/or understanding.
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