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