The Laws of Magic
Over the centries a collection of basic
magical and mystical axioms has surfaced in culture after culture throughout
the world, even in cultures that were totally isolated. These we can, and
will, call the Laws of Magic. ... Not all these laws are consciously known or
understood by those using them, and not all will automatically appear in
every single culture with a tradition of magic.
The following discussion on the Laws of Magic has been drawn from Real
Magic by Bonewits. P.E.I. Bonewits received a Bachelor of Arts in Magic
and Thaumaturgy in 1970 from the University of California. Bonewits is (or
was) a very controversial figure (particularly, as you might imagine, in
academic circles) and his writing style portrays that. Much of his work has
been used by the designers of magic systems for fantasy role-playing games.
- The Law of Knowledge
The most basic of laws. Understanding brings control. If you know all there is to know about something then
you have complete and total control over it.
The key phrase is: knowledge is power.
- The Law of Self-Knowledge
The most important kind of knowledge is knowledge of oneself.
Th key phrase is: Know thyself.
All the other laws depend upon these two;
it is wise to keep that in mind at all times. I don't think these need any
more explanation or defence,...,we can go on to others.
-
The Law of Names
Knowing the complete and total true name of a
phenomenon or entity gives you control over it. Examples include Ursula Le
Guin's Wizard of Earthsea, traditional demonology etc.
The key phrase is: What's in a name? - everything!.
-
The Law of Words of Power
There are certain words that are able to change and influence the
inner and outer reality of those saying them. The power is said to lie in the
sounds that compose the words. Related to mantras, magic spells (in the
typical say those words sense etc.).
The key phrase is: A word to the wise is sufficient.
-
The Law of Association
If two things have something in common then that common thing can be used to
control both. Also, the two things have a mutual influence on each
other, the degree of influence depending upon the "size" of the thing shared
(commonality). Examples are hunters eating the liver heart of their prey to
take their strength; the bread and wine of Christian services as blood and
flesh of christ. Not used very often in its "pure" form. Has two sub-laws
which are heavily used; often by so called "primitive" cultures.
-
The Law of Similarity
The basis of "sympathetic magic"; effects resemble causes. Birds
feathers stuck to your broom might make it fly etc.
Th key phrase is Look-a-likes are alike!
-
The Law of Contagion
Things once in contact continue to interact after separation.
Emphasis is on objects or people that have been in physical contact. An
example of the combination of the above two laws would be a voodoo curse of
someone. Make a doll to resemble them (Law of Similarity), stick bits of
hair, toe nail clippings etc. from the victim to it (Law of Contagion) then
away you go. Association can be used in reverse to render an enemy powerless
(a Black Mass, for example, uses Christian prayer in reverse, inverted
crosses, and so on in order to render powerless the Christian ritual).
Bonewits states that the Laws of Association are the most commonly used.
The key phrase for Law of Contagion is: Power is contagious.
-
The Law of Identification
By maximum association between your created pattern and that of
an entity being imitated you can actually become that
entity and wield its power. Bonewits states that the problem with this is
that you can become lost in the personality being assumed. When it is only a
temporary identification this is termed possession.
-
The Law of Synthesis
The Law of Union of Opposites. The combination of two opposites (the Thesis
and the Antithesis) leads
to a third thing (the Synthesis) that is more powerful and purer
than either of the two originals. The new idea or object is not a compromise
but rather is something brand new.
Key phrase is: Synthesis reconciles.
-
The Law of Polarity
Anything can be split into two opposite parts; and these two opposites
contain the essence (potentiality) of the other. Bonewits makes statements
such as "the blackness of white", "the whiteness of black", "as above so
below" etc. Other parallels are the microcosm through the macrocosm,
macrocosm through the microcosm and so on.
The key phrase is: Everything contains its opposite.
-
The Law of Balance
To survive and become powerful you must keep all aspects of your
world/self balanced. Ideally this should be a dynamic balance.
Extremes (of any kind) are bad.
Key phrase is: Strike a balance.
-
The Law of Infinite Data
It is impossible to know everything. There is an infinite amount of
knowledge/data.
Key phrase is: There's always something new.
-
The Law of Finite Senses
Our senses are only capable of showing part of the total reality.
There is/could be a lot more out there which we can never perceive.
Goes hand-in-hand with the Law of Infinite Data.
Key phrase is: We can't see everything.
-
The Law of Infinite Universes
There's an infinite number of ways to view the universe and therefore by the
Law of Pragmatism an infinite number of universes must exist. Consider the
Hindu and Buddhist perceptions of the universe. Everyone lives in their own
universe (for example blind and deaf people live in different worlds).
Bonewits states that The Incomplete Enchanter series is based on
the premise of altering perceptions and hence realities.
Key phrase is: Infinite universes exist.
-
The Law of Pragmatism
If it works then it is true. Combined with Law of Infinite Universe leads to the statement
"truth can be defined as a function of belief". Thus seeing is believing.
Key-phrase is: If it works - its true.
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The Law of True Falsehoods
Contraditions, paradoxes and techniques that "shouldn't work",
but somehow do, are true/real.
Key phrase is: All paradoxes are true.
-
The Law of Personification
Any phenomenon can be considered to be alive and to have a personality
(and thereby be an entity) and therefore (by Pragmatism) be considered
real (and often quite useful). Elementals, spirits of various phenomenon,
and so on are examples of this. It is the principle of Animist religions.
Key phrase is: Anything can be a person.
-
The Law of Invocation and Evocation
You can summon (conjure) entities from the "inside" or "outside" of
any "pattern" that you have set up. Hence we can summon
entities which are personifications of anything we desire/design etc.
Key phrase is: Beings within, beings without.
The text for this was based on the work of Michael Barlow. Would the person
who borrowed my copies of Real Magic and Authentic Thaumaturgy
please return them (either that or a lock of hair and some blood). Thankyou.