Laws of Magic

From The Kingdoms MC Wiki

The Laws of Magic constitute a set of fundamental principles that attempt to describe the operation and functions of magic. They profess that magic, like all aspects of the universe, is subject to consistent rules and abides by a system of established mechanics that form the theoretical foundation for magical study and practice. As a result, the Laws of Magic aim to provide structure and predictability to the otherwise incomprehensible realm of the very fabric of the universe. Through the understanding and application of these laws, practitioners of magic can seek to harness and manipulate supernatural forces... But what looks nice on paper doesn't always translate well into reality. Magic is magic, after all.

Law of Source

The Law of Source is one which has a long history of controversy behind it, as some scholars believe it should not be considered a law, while others argue it is the most important of all laws of magic. It is best summarized as “All magic has an origin rooted in the interaction between worlds, with four potential methods of evocation: Arcane, Divine, Archaic, and Genesis". Often times regions of multiplanar interaction are simply referred to as “Leylines”, or if the interaction is sufficiently advanced, “Rifts”.

  • The Arcane: Arcane magic is that which is derived directly from the leylines themselves. While not free, this type of magic is the most readily potent, and often the most unrestricted in its use, held back only by the cost demanded by the world soul upon which the leylines are being tapped. Arcanists often see themselves as the true masters of magic, and often have a great understanding as to the nature of magic itself.
  • The Divine: Divine magic is that which is derived from another magic user, who covers the cost of the spell in their own way. Often times this is in the form of a deity or unholy patron bestowing magic onto their followers, a master empowering a disciple, or a world soul channeling their power through a vessel. Depending on those you speak to, however, this source may also be known as “The Profane”, or “The Unholy”, depending on the observer's perspective and the source from which it's being actively used.
  • The Archaic: Archaic magic is that which is derived from long-stored energy or magic. While complicated and indirect, these derivations may include seemingly non-magical objects taken from a physical world, or even other forms of energy, such as heat or movement. Due to the complicated and even dangerous side effects of utilizing archaic magic, it's one of the least rewarding types of spellcraft for the time investment required to learn it… But it is the only type that functions in the “Place Between The Walls”, or “The Void”.
  • Genesis: While squabbling about the nature of magic is nothing new for scholars, few things get true masters of magic more divisive than the discussion of the existence of Genesis magic. At its core, Genesis magic is the theoretical magic which violates the Law of Source, and creates worlds… Bringing into question the integrity of the Law of Source.

Law of Balance

Just as how in real life the 2nd law of thermodynamics states that the entropy in a closed system can only ever increase, so too is magic's ability to create order limited by the same principle: something cannot come from nothing, and all things come at a price. Magic of all sorts, no matter where it originates from or how powerful its user, can never produce greater effect than the sum of the total input to its evocation. The law of balance is summarized simply as “All magic comes at a cost” even though it is inherently the most complex of the laws of magic.

Law of Resistance

The Law of Resistance can be divided into two different, but equally critical concepts:

  • Magical Resistance: The measure of magical resistance is simply a matter of how easy it is to utilize magic on any given world. On some worlds, the use of magic may be impossible, but on others, anyone at all with the slightest hint of proficiency or magic in their blood may be able to use it.
  • Magical Prevalence: The measure of magical prevalence is a measure of how much of a given population is theoretically capable of using magic, even if they are not powerful enough to overcome the resistance of the world they're on. Some populations will never be blessed with a potential magic user even if the resistance to magic on their world is almost nothing, whereas some may be entirely capable of using magic, though this is distinctly thrown off by worlds inhabited by peoples who are themselves beings of magic, as they are typically of inherent ability, even if they were born on a world where that does not typically occur.

Law of Use

While there are many interpretations or reexaminations of the Law of Use, the common consensus is that it is as follows: “Magic can only be performed by living or once-living things, with sufficient knowledge to understand the cost to be paid, and the will to do so". As such, it is not possible for someone to pay the cost of another's spellcraft unknowingly, and it is not possible to force the cost of one's magic onto another. The cost of utilizing spellcraft will always fall on the one through whom it is derived, unless another willingly assists in such a practice.