22 Laws of Magic
From World of Kralis
Known as the Fundamental Laws of Magic, the 22 known laws of magic, while developed by Jaurus Greystone were laid down by the god of magic Magnara at the very beginning of creation. The laws are divided into a number of statements about the nature of magic as well as the rules by which the formulation of magic, both of which elemental and static magic (not divine magic or jinhu), are based upon. While there are 22 laws, there are only 4 great truths from which all the laws are derived. Each of the 4 truths could be considered themselves laws of magic.
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[edit] Truth One: Unity
The first and greatest truth is unity. The truth of unity holds that every known and unknown phenomenon is linked to every other known or unknown phenomenon in the present, past, or future. It is based on the fact that the elements of magic cannot existence without being linked to one another. It is in and through unity that all the laws and other truths exist. Without unity the magical fold fails.
Law of Cause and Effect
By means of this law if an action is repeated under the same circumstances and conditions the results will tend to be the same. It holds that for every action there is a reasonable chance of equal and opposite reaction (or effect).
Law of Balance
The Law of Balance holds that in order to achieve the greatest effect one must keep their personal level of energy in balance with everything else. To much of one thing or too little of another may cause great harm. The avoidance of extremes is fundamental to balance and balance is key in being able to understand and except new ideas or concepts to improve the going on's of the omniverse.
Law of Attraction
The law of attraction is made up of two parts: Positive and Negative. It holds that like attracts like and that opposites attract each other. Similar energies will more often come together because they are equal to each other fusing into one to be a greater force, where as opposite energies are attracted to each other as each is in need of the other but repel each other at the moment of fusing into one.
Law of Invocation
By means of this law spellcasters are able to use the fabric of magic to cause phenomenon to occur by calling upon deities or other powers through internal prayers, liturgies, mantras or hymns as a means to draw a force into ones body and thus extract favors from spirits or deities.
Law of Evocation
Through the law of evocation spellcasters cause the magical forces of the great weave to conjure and summon forth phenomenon and do the bidding of the spellcaster.
Law of Infinite Universes
By means of this law, if it can exist in one place, it can exist in multiple places, and thus multiple universes. Through this law the number of known or existing universes, which contains all possible combinations of existing phenomena, is infinite. This law shows that all things are possible, but things in your own universe (reality) are more probable.
Law of Belief
Of all the laws and even among the four truths, the law belief is a fundamental law. One must belief in what he does, for without belief there is doubt, failure and chaos. To use, and control, the magical forces of the universe a spellcaster must feel belief. Belief leads to either success or failure.
[edit] Truth Two: Knowledge
As the second most powerful and fundamental truth to magic, the truth of Knowledge helps bring mastery and control over all that magic can hold sway over. It holds that the more a spellcaster knows about a subject the greater the control he has over the subject. Knowledge is power.
Law of Self
The most important law within this truth, the law of self requires the spellcaster to understand his strengths and his weaknesses. This self-knowledge allows the spellcaster to become more confident in his abilities so that the casting and use of magic becomes easier, even with the more powerful spells.
Law of Names
Understanding and knowing the true name of an object, being or process grants the spellcaster the ability to gain complete control over the target or phenomenon.
Law of Words of Power
Like the law of names, words of power grant the spellcaster access to certain words that are able to alter the realities of those using them. The power of this law lies within the very sounds and articulation of the word as much as its real meaning. Understanding this law a spellcaster to inscribe command words onto magical items to control them, as well as speaking words that can cause pain or heal.
Law of Pragmatism
By means of this law, the Truth of Knowledge, is expressed perfectly. It establishes that if a pattern allows a specific phenomenon to exist and accomplish goals, then that pattern is true. If it can exist, its true.
Law of True Falsehoods
This law states that if a concept that normal would not exist in a given instance, and yet exist in a specific context, then it is true as per the Law of Pragmatism. If a paradox is possible with the existence of the concept, then it is true.
Law of Identification
Similar to the law of names, this law holds that if a phenomenon as an association with that of another phenomenon that, that association can become permanent or lengthy granting the spellcaster its knowledge and wielding its power.
Law of Finite Senses
The law of finite senses holds that all normal senses (sight, hearing, touch, taste) have a fixed and measurable duration or length. It states that mortals cannot see everything at the same time in every known or unknown reality or plane of existence. Further, it holds that many real phenomenon exist beyond the normal or common senses of most beings.
Law of Infinite Data
Through this law the total number of phenomenon through out the endless realities and planes of existence is infinite and that magic will always hold an infinite number of combinations.
[edit] Truth Three: Association
This truth of magic states that all things have an association, similar to the greatest truth of unity, it holds that if any two or more phenomenon have common elements that the phenomenons can interact through are associated. This truth states that any two things that are similar and share common characteristics they have the ability to influence one another.
Law of Attraction
Simply stated alike things attract alike things, and opposites attract. This applies to positive and negative attractions of phenomenon. This law is used in a wide variety of spells that cause an attraction or repulsion. Most commonly when used the spellcaster uses the magical attractions or repulsions of individual phenomenon.
Law of Similarity
The law of similarity states that the more something is alike to a phenomenon the more control that the spellcaster has over the specific object they are attempting to summon or control.
Law of Contact (Contagion)
This law holds that phenomenon that have physical or psychic contact with another phenomenon will continue to have a connection after seperation. Law of contact allows the spellcaster to divine information about a phenomenon so long as some part of the phenomenon has some sort of link with whatever the spellcaster is focusing on.
[edit] Truth Four: Polarity
The final truth of magic holds that all things or phenomenon can be split into two separate of opposite but equal parts with each new part having its own unique essence different from the original and from the other. Some of the common associations with this truth, respectively, are: male and female, light and dark, active and passive, motion and stillness. The truth represents one of balance, where two opposites co-exist in harmony and are able to transmute into each other. This truth is more commonly considered a law much more than it is a truth.
Law of Synthesis
The law of Synthesis holds that two or more phenomenon who are opposing in nature can be brought together to create a new phenomenon that will be more true than the original two phenomenons that created the newer one. It states that this newer phenomenon will be accessible and applicable to a greater number of realities.
Law of Perversity
This law represents the fundamental princinple that if magic works that in its working that it ultimately can go very awry. It prescribes that if something can go wrong then it will assuredly will go wrong. Castings of spells are subject to unknowningly operate in the reverse manner of what the spellcaster believes or expects. It states that despite the numerous precautions that a spellcaster takes, there is always some element within the omniverse that may change so minutely that things will go wrong.
Law of Opposition
The law of opposition represents that the ominverse is filled with forces that are always struggling against one another. It is this law that holds that spellcasting requires effort to cause phenomenon to spring into existance and to force phenomenon to blend together. It is this force that a spellcaster must learn to fight against and overcome the things that come against them, and in that way produce the balance of spellcasting.
