Laws & Limits of Magic
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== Laws of Magic == | == Laws of Magic == | ||
| − | There are six fundamental Laws of Magic. Any spellcaster can try to invoke one or more Laws when casting. If you succeed at invoking a Law, you have advantage or the target has disadvantage (DM's choice). | + | There are six fundamental Laws of Magic. Any spellcaster can try to invoke one or more Laws when casting. If you succeed at invoking a Law, you have advantage or the target has disadvantage (DM's choice). Alternatively, you can avoid some or all of the [[Strain]] (DM's choice). |
The 6 Laws of Magic are: | The 6 Laws of Magic are: | ||
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* '''Displacement''': raising this lowers that | * '''Displacement''': raising this lowers that | ||
* '''Entropy''': things fall apart | * '''Entropy''': things fall apart | ||
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| + | == Invoking a Law == | ||
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| + | Invoking a Law takes role-playing, not rolling dice. Invoking a Law takes more than just riffing on the details of a spell. It takes an appeal to significant evidence of something profound taking place. Just as regular magic is extraordinary compared to mundane phenomena, invoking a Law is extraordinary compared to to regular magic. Invoking a Law usually takes preparation and forethought. The preparation doesn't need to be physical preparation (e.g., meditation may be evidence). The DM decides whether you successfully invoke a Law. | ||
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| + | Experienced magicians learn to fear the potential invocation of Laws against them, and often take great care to avoid being vulnerable to the Laws. When you are the target of a hostile spell, you can debate with the DM about whether the Law can be invoked. | ||
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| + | <blockquote>Example: Isawa is trying to start a fire in the building across the street. Isawa has chiseled out a chip of granite from the cornerstone using tools and a ritual unique to his Order. Isawa also has a page from the original blueprints. He channels the spell through the chip to invoke the Law of Contagion. He uses a candle to burn the page to invoke the Law of Harmony. The DM approves both invocations.</blockquote> | ||
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| + | <blockquote>Example: A Swarmkin cultist is trying to cause Isawa to spontaneously combust. The cultist has a glass vial with a sample of Isawa's blood from last week. He uses a candle to heat up the vial to invoke the Law of Contagion. However, every morning Isawa performs a thorough bodily cleanse in his lab, so the old blood is no longer be strongly connected to Isawa. The invocation of the Law fails.</blockquote> | ||
== Limits of Magic == | == Limits of Magic == | ||
Latest revision as of 03:00, 15 December 2016
[edit] Laws of Magic
There are six fundamental Laws of Magic. Any spellcaster can try to invoke one or more Laws when casting. If you succeed at invoking a Law, you have advantage or the target has disadvantage (DM's choice). Alternatively, you can avoid some or all of the Strain (DM's choice).
The 6 Laws of Magic are:
- Inertia: things continue as they are
- Possibility: anything can happen until something happens
- Harmony: likeness is sameness
- Contagion: once in contact, always in contact
- Displacement: raising this lowers that
- Entropy: things fall apart
[edit] Invoking a Law
Invoking a Law takes role-playing, not rolling dice. Invoking a Law takes more than just riffing on the details of a spell. It takes an appeal to significant evidence of something profound taking place. Just as regular magic is extraordinary compared to mundane phenomena, invoking a Law is extraordinary compared to to regular magic. Invoking a Law usually takes preparation and forethought. The preparation doesn't need to be physical preparation (e.g., meditation may be evidence). The DM decides whether you successfully invoke a Law.
Experienced magicians learn to fear the potential invocation of Laws against them, and often take great care to avoid being vulnerable to the Laws. When you are the target of a hostile spell, you can debate with the DM about whether the Law can be invoked.
Example: Isawa is trying to start a fire in the building across the street. Isawa has chiseled out a chip of granite from the cornerstone using tools and a ritual unique to his Order. Isawa also has a page from the original blueprints. He channels the spell through the chip to invoke the Law of Contagion. He uses a candle to burn the page to invoke the Law of Harmony. The DM approves both invocations.
Example: A Swarmkin cultist is trying to cause Isawa to spontaneously combust. The cultist has a glass vial with a sample of Isawa's blood from last week. He uses a candle to heat up the vial to invoke the Law of Contagion. However, every morning Isawa performs a thorough bodily cleanse in his lab, so the old blood is no longer be strongly connected to Isawa. The invocation of the Law fails.
[edit] Limits of Magic
Magic is very powerful. However, as magic is understood by most spellcasters, it has limits. All spells and most other magic obey these limits.
- Limit of Divinity: There are some beings and forces whose nature, intent, and influence cannot be understood or changed by magic. Some spellcasters see this limit as arising from the cumulative belief of a large number of mortal beings, while others see it as evidence of one or more higher powers.
- Limit of Essential Nature: Each thing has an essential nature. This includes including all beings, matter, energy, and forces. A thing's essential nature is tied the thing's identity, including its origins and composition. Magic can change any or every other aspect of a thing except this essential nature.
- Limit of True Belief: Magic can't create, change, or destroy a being's true belief. Magic can repress a belief or create a false contradictory belief, but the true belief will eventually revert back. Some spellcasters view this limit as a special case of the Limit of Essential Nature. True love and similar pure feelings are true beliefs, so they also can't be fundamentally changed with magic.