alex_greene
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Legend, like many roleplaying games, does not take into account any kind of laws of magic. Like laws of physics, these are practical principles which have been observed in workings.
These laws can be found here, but the titles are listed below.
The Laws of Magic are not legislative laws but, like those of physics or of musical harmony, are practical observations that have been accumulating over the course of thousands of years, with remarkable similarity in almost every known human culture. Those of you who prefer to remain skeptical as to the reality of psychic phenomena and the systems of magic developed to control them will at least find these Laws an interesting and detailed guide to what psychologists and anthropologists so patronizingly refer to as “magical thinking.”
Those of you who play magicians as characters will find these Laws a remarkably concise guide to the ways in which most magicians, at least on this world, believe magic to work. Most of the technical motivations of magic-using characters, before, during and after using magic, will be based on these laws.-- Authentic Thaumaturgy
The Law of Knowledge
Keywords: “Knowledge is power.”
The Law of Self-Knowledge
Keywords: “Know thyself.”
The Law of Cause & Effect
Keywords: “Control every variable and you control every change — lotsa luck!”
The Law of Synchronicity
Keywords: “Coincidence is seldom mere.”
The Law of Association
Keywords: “Commonality controls.”
The Law of Similarity
Keywords: “Look-alikes are alike.”
The Law of Contagion
Keywords: “Magic is contagious.”
The Law of Positive Attraction
Keywords: “That which is sent, returns.”
The Law of Negative Attraction
Keywords: “Opposites attract.”
The Law of Names
Keywords: “What’s in a name? — Everything!”
The Law of Words of Power
Keywords: “A word to the wise is sufficient.”
The Law of Personification
Keywords: “Anything can be a person.”
The Law of Invocation
Keywords: “Beings within…”
The Law of Evocation
Keywords: “…Beings without.”
The Law of Identification
Keywords: “You can become another.”
The Law of Infinite Data
Keywords: “There’s always something new.”
The Law of Finite Senses
Keywords: “Nobody can see everything,” or “Just cause it’s invisible don’t mean it ain’t there.”
The Law of Personal Universes
Keywords: “You live in your cosmos and I’ll live in mine.”
The Law of Infinite Universes
Keywords: “All things are possible, though some are more probable than others.”
The Law of Pragmatism
Keywords: “If it works, it’s true.”
The Law of True Falsehoods
Keywords: “If it’s a paradox it’s probably true.”
The Law of Synthesis
Keywords: “Synthesis reconciles.”
The Law of Polarity
Keywords: “Everything contains its opposite.”
The Law of Dynamic Balance
Keywords: “Dance to the music.”
The Law of Perversity
Keywords: These can only be, “If anything can go wrong, it will.”
The Law of Unity
Keywords: “All is One.”
The article continues underneath:-
Table 6.1: Effects of the Laws of Magic on PoSS (Possibilities of Spell Success)
1: For every usage of a Law of Magic (except those listed below) in the casting of a spell, add 5% to the PoSS. If the same Law is used more than once, add the appropriate percentage for each usage.
2: For every usage of the Law of Similarity: add 3-8%, depending upon the degree of similarity involved.
Example: attempting to cast a spell on a gnome. Having a crude drawing of a dwarf (another type of small humanoid) is barely worth 3%. Having a coffeetable Book of Gnomes is worth 5%. Having a realistic painting of the gnome in question is worth 8%. If photographs are possible in the game universe involved, one might push the bonus up to 10% for having a photo of the gnome.
3: For every usage of the Law of Contagion: add 5-12%, depending upon the degree of contagion involved.
Example: attempting to heal a damaged comrade from a distance. Having shaken hands with her several times is barely worth 5%. Having an item of her clothing or weapons is worth 7%. Having a lock of her hair is worth 10%. Having kissed her a lot recently, or having had more intense contact, may well be worth 15-25% — depending on just how friendly you got!. Being able to touch the target of a spell during the casting period will usually add 8-10%.
4: For every usage of the Law of Names: add 5% for using the target’s “public name,” add 10% for using the target’s “childhood name” or adult “pet name,” add 15% for using the target’s “secret name,” and add 30% for using the target’s “true name.” Target beings will usually know their own names in the first three categories, but only a supernatural entity is liable to know their own or someone else’s “true name.” Note: an Invocation or Evocation bonus cancels out any connected Names bonus.
5: For every usage of the Law of Invocation or the Law of Evocation: add 1-15%, depending on one’s own Piety; 1% for low Piety, 5% for average Piety, 10% for high Piety, 15% for highest Piety. Some referees may prefer to use the character’s “State of Grace” for this. Note: this bonus is only to the PoSS, not to MPs.
6: For every usage of the Law of Perversity: add 15% if and only if [magical negation / protection] is one of one’s Talents. Otherwise, subtract 15% or “crock” the results of the spell. If the referee or the player determines that a given magician is suffering a “streak of bad luck,” expect the Law of Perversity (at referee’s option) to start making things even worse.
This was written a good few decades back (first printing 1979), yet it seems remarkably useful for Legend. It felt like a good time to bring up the subject. What do you think?
These laws can be found here, but the titles are listed below.
The Laws of Magic are not legislative laws but, like those of physics or of musical harmony, are practical observations that have been accumulating over the course of thousands of years, with remarkable similarity in almost every known human culture. Those of you who prefer to remain skeptical as to the reality of psychic phenomena and the systems of magic developed to control them will at least find these Laws an interesting and detailed guide to what psychologists and anthropologists so patronizingly refer to as “magical thinking.”
Those of you who play magicians as characters will find these Laws a remarkably concise guide to the ways in which most magicians, at least on this world, believe magic to work. Most of the technical motivations of magic-using characters, before, during and after using magic, will be based on these laws.-- Authentic Thaumaturgy
The Law of Knowledge
Keywords: “Knowledge is power.”
The Law of Self-Knowledge
Keywords: “Know thyself.”
The Law of Cause & Effect
Keywords: “Control every variable and you control every change — lotsa luck!”
The Law of Synchronicity
Keywords: “Coincidence is seldom mere.”
The Law of Association
Keywords: “Commonality controls.”
The Law of Similarity
Keywords: “Look-alikes are alike.”
The Law of Contagion
Keywords: “Magic is contagious.”
The Law of Positive Attraction
Keywords: “That which is sent, returns.”
The Law of Negative Attraction
Keywords: “Opposites attract.”
The Law of Names
Keywords: “What’s in a name? — Everything!”
The Law of Words of Power
Keywords: “A word to the wise is sufficient.”
The Law of Personification
Keywords: “Anything can be a person.”
The Law of Invocation
Keywords: “Beings within…”
The Law of Evocation
Keywords: “…Beings without.”
The Law of Identification
Keywords: “You can become another.”
The Law of Infinite Data
Keywords: “There’s always something new.”
The Law of Finite Senses
Keywords: “Nobody can see everything,” or “Just cause it’s invisible don’t mean it ain’t there.”
The Law of Personal Universes
Keywords: “You live in your cosmos and I’ll live in mine.”
The Law of Infinite Universes
Keywords: “All things are possible, though some are more probable than others.”
The Law of Pragmatism
Keywords: “If it works, it’s true.”
The Law of True Falsehoods
Keywords: “If it’s a paradox it’s probably true.”
The Law of Synthesis
Keywords: “Synthesis reconciles.”
The Law of Polarity
Keywords: “Everything contains its opposite.”
The Law of Dynamic Balance
Keywords: “Dance to the music.”
The Law of Perversity
Keywords: These can only be, “If anything can go wrong, it will.”
The Law of Unity
Keywords: “All is One.”

The article continues underneath:-
Table 6.1: Effects of the Laws of Magic on PoSS (Possibilities of Spell Success)
1: For every usage of a Law of Magic (except those listed below) in the casting of a spell, add 5% to the PoSS. If the same Law is used more than once, add the appropriate percentage for each usage.
2: For every usage of the Law of Similarity: add 3-8%, depending upon the degree of similarity involved.
Example: attempting to cast a spell on a gnome. Having a crude drawing of a dwarf (another type of small humanoid) is barely worth 3%. Having a coffeetable Book of Gnomes is worth 5%. Having a realistic painting of the gnome in question is worth 8%. If photographs are possible in the game universe involved, one might push the bonus up to 10% for having a photo of the gnome.
3: For every usage of the Law of Contagion: add 5-12%, depending upon the degree of contagion involved.
Example: attempting to heal a damaged comrade from a distance. Having shaken hands with her several times is barely worth 5%. Having an item of her clothing or weapons is worth 7%. Having a lock of her hair is worth 10%. Having kissed her a lot recently, or having had more intense contact, may well be worth 15-25% — depending on just how friendly you got!. Being able to touch the target of a spell during the casting period will usually add 8-10%.
4: For every usage of the Law of Names: add 5% for using the target’s “public name,” add 10% for using the target’s “childhood name” or adult “pet name,” add 15% for using the target’s “secret name,” and add 30% for using the target’s “true name.” Target beings will usually know their own names in the first three categories, but only a supernatural entity is liable to know their own or someone else’s “true name.” Note: an Invocation or Evocation bonus cancels out any connected Names bonus.
5: For every usage of the Law of Invocation or the Law of Evocation: add 1-15%, depending on one’s own Piety; 1% for low Piety, 5% for average Piety, 10% for high Piety, 15% for highest Piety. Some referees may prefer to use the character’s “State of Grace” for this. Note: this bonus is only to the PoSS, not to MPs.
6: For every usage of the Law of Perversity: add 15% if and only if [magical negation / protection] is one of one’s Talents. Otherwise, subtract 15% or “crock” the results of the spell. If the referee or the player determines that a given magician is suffering a “streak of bad luck,” expect the Law of Perversity (at referee’s option) to start making things even worse.
This was written a good few decades back (first printing 1979), yet it seems remarkably useful for Legend. It felt like a good time to bring up the subject. What do you think?