• The Laws of Magic

    From Andrew Squires to All on Friday, October 24, 2025 06:42:56
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    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 excercise 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 ccommon
    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 alikes 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 humor. 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 existance is linked directly
    or indirectly to every other one, past, present, or future.
    Perceived seperations between phenomena are based on incomplete
    sensing and/or understanding.

    * * *

    Andy
    telnet://ricksbbs.synchro.net:23
    http://ricksbbs.synchro.net:8080