The Rules of Matrin's Magic
Magic in Matrin
The underpinning of the Matrin stories is magic---the deadly fight
of smaller and weaker opponents against the enormous forces that
wield evil magic in this world. THE SECRET TEXTS must tell the story
of how Kait Galweigh, the inheritor of an old magical curse, becomes
a champion standing against old magic revisited and new magic born.
The nature of magic
I guess the primary concern here is the nature of magic in the
world. The world itself is like all worlds, varied and full of surprises,
but the nature of magic, like the nature of physics, needs to be
known and invariable. Obviously, curses work---and they work for
a long time, and they work well. This indicates the availability
of powerful magic. However, I don't want powerful magic available
to everyone, and I would prefer for most people to have no magic
whatsoever. Therefore, magic needs to either be heavily regulated
or else hard as hell to manage and control. Regulations can be broken.
Physics can't. So magic is regulated by physics.
The rules of magic
Magic is hard work
So let's make our first assumption that magic requires major effort---that
almost everything can be done more easily by mundane means. Let's
also assume that there's a massive kickback effect for magic used,
a sort of karmic boomerang that will slam the user with a force
equal to that which the user applies. This won't eliminate the use
of magic---after all, if you know the punch is coming, you can brace
for it, so magical spells will still hold some temptation as long
as they hold the element of surprise. And magical defenses will
be effective.
Effective magic requires group work
Next, let's assume that magic works better when more people are
involved---the concept of a magic Mafia comes to mind. With a bunch
of people involved, the spells can be more powerful and last longer,
and if the users are real assholes, they can focus the kickback
effect on just one person among their number---a sort of human sacrifice
that will be sacrificed only if the spell works (instead of to make
it work, as in most magical systems).
Magic follows strict laws
Third, let's say that magic must follow specific, unbending, and
unforgiving rules. There will be no 'winging it' in this system.
Working with magic will require the same precautions and the same
effort as working with very old dynamite or a ticking bomb---and
will have much the same mood. This doesn't mean there are going
to be long, complex formulae in mystic languages, or that only the
Runes of Karthor will permit the magic-user to unlock the Seventh
Seal, or bullshit of that sort.
It does mean that the magic user will have to be familiar with
a series of rules like those in physics (the equivalent of the laws
of the conservation of energy and motion and mass, celestial laws
of the movement of planetary bodies, laws of gravitation and relativity
and so on) and that he will ignore them at his own risk, and with
guaranteed repercussions. (See the laws of magic, below)
Magic is universally available to qualified users
Fourth, let's say that magic is not related to place or to planetary
influence or to the gods; that it is simply a condition of the entire
universe, that it is everywhere in equal amounts, and that it will
be equally as accessible to a qualified group of users in Bangkok,
at the bottom of the sea, or on the surface of the sun.
No powerful solo wizards
Fifth, let's eliminate power users as solo artists. No matter how
talented an individual, no matter how clever, he or she will not
be able to deal with the consequences of big magic without a big
group as a buffer and focus. This will not eliminate the village
spellcaster who's working for good, because if good goes out, good
comes back. (It will eliminate the ignorant village spellcaster,
because even casting happy-face spells is going to require an enormous
amount of effort and knowledge and is going to be dangerous.)
It will eliminate solo village spellcasters who have any real
power. It will eliminate a lot of nuisance malfeasance, because
to do an evil spell, you have to find---and deal with---the sort
of organization that's willing to go into that sort of thing. I'm
thinking these spellcasters aren't the sorts of people the average
joe is going to willingly seek out because his neighbor's dog pissed
on his camellia bush every day running for the last month. It will
also, I think, focus the evil into a few well-protected locales,
and entrench it, and cause it to recruit and train new talent, and
to develop a bureaucratic hierarchy.
Effects of the rules of magic
These magical rules will have the following effects:
- Magic will be expensive.
- It will work its way into the lifestyles of the wealthy, because
they will be able to hire the teams who can give them what they
want.
- Because it is so difficult and so dangerous, its practitioners
will aim big---the main goal of evil magic will be the acquisition
of power.
- Because money and power go together, and because magic will
be the sure-fire way to get and hold power (and through power,
more money), the upper structures of most governments and all
big governments will be corrupt, will lean toward evil, and will
be invasive in various ways.
- Magic will be a tool of war. · It will be a tool of perversity.
- It will be some scary shit.
The laws of magic
1. The First Law (or Law of Magical Reaction):
Every action has an equal and opposite, but aligned, reaction.
2. The Second Law (or Law of Magical Inertia):
Inertia holds; spells in force tend to remain in force unless acted
on by an opposite force. Spells in latency tend to remain in latency
unless acted on by an opposite force.
3. The Third Law (or Law of Magical Conservation):
Magic, mass and energy all conserve.
4. The Fourth Law, First Iteration (The Law of
Magical Attraction): Aligned spells attract.
5. The Fourth Law, Second Iteration (The Law of
Magical Repulsion): Unaligned spells repel.
6. The Fifth Law, First Iteration (or Law of Spellcasting):
The force of the spell cast will be equal to the energy used multiplied
by the number of casting magicians, minus conversion energy.
7. The Fifth Law, Second Iteration (or Law of Spellshielding):
The damage done to a tribe by a spell or spell recoil will equal
the energy sent minus the capacity of the buffer (or sacrifice),
divided by the number of casting Wolves.
8. The Sixth Law (or Law of Alignment):
Negative magic begets negative reactions. Positive magic begets
positive reactions.
9. The Seventh Law (or Law of Compulsion):
Every spell used to compel the behavior of any living creature against
its will carries a negative alignment.
10. The Eighth Law (or Law of Harm): Every
spell used to inflict harm, damage, pain, or death, no matter the
nature of the target, carries a negative charge.
11. The Ninth Law (or Law of Souls) : The
mortal representative of an immortal soul carries the charge of
the soul, whether positive, negative, or neutral.
12. The Tenth Law (or Law of Neutrality):
Anything that carries a neutral charge can be affected by and drawn
to either positive or negative charges. Neutrality is a position
of weakness, not strength.
The nature of the magicians
The Wolves
The wizards of the Sabir and Galweigh Families call themselves
Wolves because they must work in packs. They are the most powerful
wizards in Ibera, and they consider those who are not in their wizardly
tribes to be sheep. Some of the sheep they consider their own, (those
numbered among their Families and Family allies) and these they
protect. Some of the sheep they consider prey, and destroy. But
they respect only themselves and other Wolves, and consider only
their rules to have any bearing on their lives. The rules of sheep
they hold in contempt---they hold themselves utterly above all law
but their own.
The rules of the Wolves
- The knowledge of the Wolves is for the Wolves alone, and never
for the sheep.
- The good of the Wolves is first, the good of the Family, second---and
the good of any beyond the Family is a matter of no importance.
- No Wolf, and no Family member, must ever side with anyone against
Wolves or Family.
- Wolves try to stay near their tribe; a lone Wolf is vulnerable.
- Wolves will rescue their own, or if they cannot rescue, they
will exact revenge.
- A traitor Wolf will die at the hands of his tribe.
The Society of Wolves
The Wolves suffer for their power. Because of the working of magic,
especially the First and Fifth Laws, they take some damage with
every negative spell they cast. Old Wolves bear as many scars, both
to the body and the soul, as the most damaged of the Scarred People.
For all their scars, however, they receive some benefits. Some of
the negative spells they cast, (which, even buffered by the funneling
of the rebound energy into the sacrifice, do them damage) also confer
additional power, or talents, skills, and changes that let them
do more, see more, or understand more than they did before.
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