The Laws of Magic: Part 8 of 8
The Seventh Law
Hi folks! Sorry for the major delay in getting the Sixth Law posted up. We were busy running around as part of Evil Hat Productions at a number of summer conventions—and we even managed to come back with some awards under our belt for Spirit of the Century: the Ogre Cave 2006 Best RPG award, the Indie RPG Awards RPG of the Year 2006, and the Silver Ennie for Best Rules. We’re psyched!
But enough about us, here’s…
So far in the Dresden Files, we’ve seen precious little of this Law in action, in great part because if someone is breaking it, he’s doing so in a way that fits right into Harry Dresden’s non-time-traveling story.
Necromancy has all sorts of applications, from keeping someone from crossing over Death’s door (or pulling them back from just stepping across the threshold), to reanimating a host of corpses as your bodyguards, waking the ghosts of the Civil War for one last assault, or wrapping ectoplasmic flesh around the bones of a dinosaur and taking it for a ride to save the city. It’s all bad news, and most of it clearly breaks the Fifth Law (the dinosaur might not, thanks to the humans-only technicality of things, but Warden Morgan wasn’t wrong when he called such an act an abomination).
Whenever magic is used to kill, some of the positive force of life that mankind is able to bring into the universe is truly destroyed, removed from the universal equation. Kill with magic, and the darker things inside and outside of creation grow just a bit stronger. Whether you’re using magic directly to rip the life out of someone, summoning up force or flame to kill, or even killing someone without magic and then using the energy created by their death to power a spell, you are breaking the First Law of Magic.
This starts part one of an eight-part series as we look at the Laws of Magic and how they affect the game in play. There be spoilers here! Much like anything excerpted from the book!
The White Council’s Wardens are the main law enforcement body of the supernatural world (at least as far as mortals go)—and for the Wardens, the Laws of Magic are sacrosanct. The Laws of Magic are clear, concise, and offer little in the way of “wiggle room” (at least in the views of some Wardens), but are very much written to communicate the spirit of the law—which is the mode in which they are enforced. This stands in contrast to the other major body of supernatural legalese, the Unseelie Accords, where there is no spirit of the law—only the letter.
Here, we’ll discuss what it actually means to break one of the Laws of Magic, looking at each one in depth, finding where the grey areas are in this code that separates black magic from white.
In practice, the Accords and the Laws are polar opposites. The Laws are clearly spelled out, but there are some grey areas where flexible standards of enforcement are seen. The Accords meanwhile are incredibly Byzantine but absolutely iron-clad when enforced—often to a fault.
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