Discussion: The Laws of Magic


Pathfinder First Edition General Discussion


Warning: This tread is an exercise that attempts to conceptualize magic how a character would learn it, as opposed to how a player applies it in his game. While this discussion may lead to a house-ruled magic system for some, please refrain from bogging the tread by saying “that’s not how the rules on page ### say it works” if you are not interested in participating in the exercise. Constructive criticism however, as always, is more than welcome.

So starting form the assumption that the possibilities and limitations of magic are dictated by universal Laws (similar to how gravity and electromagnetism rule our own world), what would these Laws be as the wizard learn them from his/her mentor. While this discussion is geared toward the wizard and arcane magic, some of these Laws may (or may not) be applicable to casters of all classes and all realms of magic.

Any Law should support the present Vancian magic system of D&D/Pathfinder RPG. As interesting as a free-form magic system can be, I’d like to keep it ‘Vancian friendly’ for the sake of this discussion. However, don’t be shy to include Laws that may have some implications that are not in the RaW. Try to foresee those consequences when you write a Law and discuss how this implication could be a good/bad thing for the game.

Also, while a Law cannot be broken, some can be bent, some other can be bypassed. The use of Metamagic is usually one of the only ways to circumvent a Law.

have fun!

'findel


For the sake of this discussion, let’s assume that the following are true:

A spellcaster works magic by casting spells. Spells are distinct ‘packaged magical effects’ with a single fixed purpose (unless the description of the spell states otherwise). For example, a fireball spell cannot be "dialled down" to light a cigarette or reshaped into a wall of fire.

A spellcaster must satisfy numerous requirements to cast a spell. First, he must know the spell. Second, he must provide a spell slot of the appropriate level. Third, he must provide every verbal, somatic and material component as stated in the spell’s description.

Spellcasters have a finite capacity of spell slots (which is required to cast a spell) which is the de facto measure of their skill and/or power. Only experienced casters can have access to a large ‘load’ of spells and to more complex spells (read high level spells).

Laws can use the following template:


    [Name of the Law, if any]: Include here a short description of the Law and some fluff about it if you feel like it. Keep it short.

    In-Game Effect: How des the law concretely affect gameplay.

    Metagame Analysis: The Law as stated may have some in-game consequences that may or may not be different from the rules of magic as written. Describe the implications of the stated Law here.



    The Law of Amplitude: While it cannot be ‘dialled down’, an experienced caster may cast a spell with greater results with little more investment of personal resources.

    In-Game Effect: Spells usually include variables that increase with the caster’s level. In gameplay, we usually see the situation as reversed as “a spell may be cast at a lower caster level, down to the minimum level required to cast the spell”. For the spellcaster, improving the spell’s variable is probably a conscious – if trivial – effort.

    Metagame Analysis: This leaves an open door for spells like sleep to be improved in efficiency without relying on a wholly different spell for the same effect.


Trial-and-error is not recommended, especially if you want to prove that you cannot disintegrate yourself by pointing at your head.


First Law of Summoning: If your master decides you aren't ready to summon a denizen of the lower or elemental planes, do not attempt to prove him wrong behind his back.


Law of Quanta: Magic comes in discreet levels of energy that cannot be divided or combined.

In-Game Effect: You don't have half-spell-levels.

Metagame Analysis: I dunno.


Law of spell segregation: Only one spell can be placed in a single slot.

In game effect: You cannot divide a higher magnitude spell amongst lower level slots, nor can you fit multiple lower magnitude spells in a single spell slot.

Metagame analysis: The implication is that each spell slot is (at least for the wizard) akin to a container. as the wizard advances, he acquires more containers which are larger.

Higher Intelligence results in more smaller containers rather than larger ones (and may in their case refer to memory)

Spells cannot be 'mixed', or 'subdivided' Which is an inclination that spell formulae may be reactive and volitile (note that if you cast a spell identical to one already in the process of being cast, you can observe them cancel each other out, like opposing waveforms)

Corrorally supposition: Magic may be anathemic to nature in general. Magic energy usually can be fixed in well crafted objects (as all magic weapons must be masterworked to begin with). Certain Higher magnitude dweomers can be made to last much longer with the support of even higher level dweomers (permanency), but still fold when dispelled.
Certain mgaical realms enhance the duration and effetivness of select spells, indicating that the frailties of magic are, again, the fault of the environment they are cast in.

Batts

The Exchange

The only law of magic is that there is no law.

Magic is pure chaos in my opinion. It has every possibility and no possibility all at the same time. Laws and rules governing magic are just what sentient creatures (men, elves, deities, dragons, ect..) place on something they cannot understand or comprehend. Wizards attempt to regulate magic by studying books and charts. Sorcerers have no idea how or why they channel arcane power. It just sorta happens.
IMHO, these restraints are the restraints that a sentient creature tries to impose on itself so that the cosmos makes sense to it. It is just a way to try and retain some sanity in a universe that does not make sense.

Contributor

[The Law of Authorship]: Each spell has an original author, be it a clever wizard, a willful sorcerer, inspired bard, god or goddess answering the request of a supplicant, or fey or other otherworldly being following their own peculiar etiquette and dictates. The words, gestures and material components of each spell are as they are because that is how their original author conceived and empowered them.

In-Game Effect: This explains the pun and anachronism-laden material components, odd gestures and peculiar words, and explains how faerie charms, infernal invocations, and strange wizardly mumbo jumbo can all cast effective spells.

Metagame Analysis: This fits not just with Vancian magic, but the magic in Bellairs THE FACE IN THE FROST, McKillip's RIDDLEMASTER OF HED, Clarke's JONATHAN STRANGE & MR. NORRILL and many other books.


There was an article once... Dragon Magazine iirc, discussing the Laws of Magic, specifically in reference to D&D / Vancian magic (what else?). I haven't had time to plow through my boxes, the partial indexes or my Dragon Magazine CD Rom. When / if I find time I'll try to post what the article contained. Or if anyone else remembers it, feel free...


Isn't the use of magic really just the act of harnessing the power of midi-chlorians?

(Sorry to the OP for injecting a levity break :)


Balor wrote:

First Law of Summoning: If your master decides you aren't ready to summon a denizen of the lower or elemental planes, do not attempt to prove him wrong behind his back.

This could lead to you being killed, and for a great hero to arise to correct your error, or for you master to be killed by your summon, and you to be the hero. I say go for it :)


Kevin Andrew Murphy wrote:

[The Law of Authorship]: Each spell has an original author, be it a clever wizard, a willful sorcerer, inspired bard, god or goddess answering the request of a supplicant, or fey or other otherworldly being following their own peculiar etiquette and dictates. The words, gestures and material components of each spell are as they are because that is how their original author conceived and empowered them.

In-Game Effect: This explains the pun and anachronism-laden material components, odd gestures and peculiar words, and explains how faerie charms, infernal invocations, and strange wizardly mumbo jumbo can all cast effective spells.

Metagame Analysis: This fits not just with Vancian magic, but the magic in Bellairs THE FACE IN THE FROST, McKillip's RIDDLEMASTER OF HED, Clarke's JONATHAN STRANGE & MR. NORRILL and many other books.

I rather like this one a lot.

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