The
Laws of Magic
[Excerpted from Authentic Thaumaturgy by P.E.I Bonewits]
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 realise 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 patterns 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-a-likes 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 its 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 organised 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 behaviour enables a being to
survive and to accomplish chosen goals, then that belief or behaviour 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.