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	<title>The Dresden Files RPG &#187; laws of magic</title>
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		<title>The Laws of Magic: Part 8 of 8</title>
		<link>http://www.dresdenfilesrpg.com/2007/10/09/the-laws-of-magic-part-8-of-8/</link>
		<comments>http://www.dresdenfilesrpg.com/2007/10/09/the-laws-of-magic-part-8-of-8/#comments</comments>
		<pubDate>Tue, 09 Oct 2007 19:49:30 +0000</pubDate>
		<dc:creator>fred</dc:creator>
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		<category><![CDATA[laws of magic]]></category>
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			<content:encoded><![CDATA[<h3>The Seventh Law</h3>
<p> <center><br />
<h4>Never Seek Knowledge and Power from Beyond the Outer Gates.</h4>
<p></center> The universe is infinite, and contains within it multitudes: The world. The Nevernever. Hell, and perhaps even Heaven.  Every being and thing within those bounds has its place, even if that place may be horrible beyond mention.  But there are Things outside of this universe.  To say that they hate the world would be to assume that we can even understand them.  It is more accurate to say that they are antithetical to the world.  They do not want to destroy the universe any more than a ball you drop wants to fall&mdash;it is simply the outcome.</p>
<p><span id="more-80"></span></p>
<p> The Outer Gates are what keeps the world safe from such things, what locks them away and keeps them <i>outside</i>&mdash;and thus, such things are called Outsiders.  They are so alien, so not of this world, that few methods of assault stand a chance of giving them more than a moment&#8217;s pause.  And the intentions the Outside has for us are so dark, so dire, that the Seventh Law is the only one on the books that isn&#8217;t conditioned upon <i>casting a spell</i>.  Even doing research on the Outside is verboten, setting aside actually pulling power from there.
<p> The Gates are never fully closed.  It&#8217;s through the tiniest of cracks that the darkest of things come into our world (like He Who Walks Behind).  And when someone does pull power from there, forging a bond with a malevolent Outsider force, one of those cracks widens, just a touch.  The human race is lucky that few have ever managed such an effort for long, thanks to the efforts of the White Council a particularly zealous enforcement of the Seventh Law.<br />
<blockquote> <b>The Gatekeeper&#8217;s Job Description</b>
<p> As much as the Gatekeeper watches over the flow of time and those who would meddle with it, such actions are really a side-project, related but separate from his main duties (as you might guess from his title).  The Gatekeeper is our first line of defense against the Outsiders, performing perhaps the most important job in all of Creation.   At the least, he maintains the alarm spells that shriek when the Gates budge, spends the lion&#8217;s share of his time walking the Nevernever looking for signs and portents, and may even act as an &#8220;off the books&#8221; emissary for the White Council with the major realms of the Nevernever.  The Merlin may lead the White Council, but to many supernatural creatures, it&#8217;s the Gatekeeper who truly speaks on its behalf and commands the greatest respect.  </p></blockquote>
<p> <i>If anyone knows how the Outer Gates came to be in the first place, they&#8217;re not talking.</i><br />
<h4>In your game</h4>
<p> Actually drawing down power from beyond the Outer Gates, in full intention and knowledge about what that means, is a pretty villainous thing to do.  Even if you aren&#8217;t fully apprised of what you&#8217;re doing, this is the kind of ink-black magic that will stain your soul right quick.
<p> This doesn&#8217;t mean that the Seventh Law can&#8217;t be relevant for players.  The biggest villains of the Dresden Files may well be tapped into some kind of Outsider mojo, so there is, at least, that; and while the Gatekeeper is our cosmic First Responder for matters involving the Outside, he has been known to tap others from inside and outside of the Council when things are particularly bad.
<p> But players can also stumble across the Seventh Law, thanks to the particulars of its wording&mdash;namely, the prohibition against even <i>researching</i> the Outside.  A GM looking to put a particularly nasty choice in front of her players could easily &#8220;hide&#8221; a piece of knowledge within a forbidden tome of Outsider lore.  And if a life is on the line, isn&#8217;t it worth the risk?  (The Outsiders certainly hope so.)<br />
<blockquote> <b>Does Demon Summoning Break the Seventh Law?</b>
<p> The answer is: <i>usually</i> not.  Compared to the Outsiders, most demons a wizard might summon are comparative &#8220;locals&#8221;, though they might have plenty of notions about how it would be a grand thing to hoof it on over to the Outer Gates and kick them open with a big welcoming party.
<p> It&#8217;s still risky.  Many times, Outsiders have masqueraded as standard spirits and demons, so the White Council tends to frown on summoning them unless they are quite confident in your competence and judgment (and how often does <i>that</i> happen, really?).  As a rule of thumb, the Council sees it as a privilege allowed its own members, but off-limits for the rest of the supernatural practitioners out there.   So even though it isn&#8217;t directly in violation of the Seventh Law (or any other), the Wardens get real antsy about amateurs messing around with summoning.  Even non-Outsider demons are dangerous in their own right.
<p> Think of this as licensing on explosive compounds.  If you know what you&#8217;re doing, have a legitimate reason for their use (construction, demolition, mining, etc)&mdash;and you know how to be cautious, you can get them, even if you aren&#8217;t someone military, and you&#8217;ll have official (if occasionally supervised) approval to use them.  If, on the other hand, you&#8217;re just some guy who likes storing a few kilos of plastique in his garage, the authorities are not at all amused to find out about you.  </p></blockquote>
<blockquote><p> <b>The Blackstaff</b>
<p> The Blackstaff is both the name of an artifact of great power and the nigh-secret office filled by an experienced member of the White Council (sometimes, but not always, a member of the Senior Council him or herself).  Alone out of all others, the Blackstaff is given leave to break any and all Laws of Magic in order to take down the Council&#8217;s most dangerous enemies.  No higher position of trust is accorded anyone in the White Council, though the Gatekeeper may be considered a peer in that capacity.  Unknown to many, the current Blackstaff is not uncoincidentally Harry Dresden&#8217;s mentor and surrogate father-figure, Ebenezar McCoy.
<p> But what does the actual Blackstaff&mdash;that dark length of gnarled, spellcrafted wood&mdash;do?  Theories abound.  Perhaps it acts as a &#8220;filter&#8221;, somehow preventing the violation of the Laws from having the usual darkening effect upon the spellcaster.  Or maybe the spellcaster faces those as anyone would&mdash;but the Blackstaff prevents his transgressions from affecting the natural order at large.  More exotic theories can be proposed&mdash;anything from the Blackstaff being a semi-sentient familiar to a bound up Outsider itself&mdash;but in the end, its very existence is a guarded secret, and for anyone other than the Blackstaff, looking into its origins might be taken as a violation of the Seventh Law by itself&#8230;  </p></blockquote>
<p><center><a href="http://www.jim-butcher.com/bb/index.php?topic=4627.0">Join us on the Jim-Butcher.Com Forums to Discuss the Seventh Law</a></center></p>
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		<title>The Laws of Magic: Part 7 of 8</title>
		<link>http://www.dresdenfilesrpg.com/2007/08/31/the-laws-of-magic-part-7-of-8/</link>
		<comments>http://www.dresdenfilesrpg.com/2007/08/31/the-laws-of-magic-part-7-of-8/#comments</comments>
		<pubDate>Fri, 31 Aug 2007 17:55:45 +0000</pubDate>
		<dc:creator>fred</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[laws of magic]]></category>
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			<content:encoded><![CDATA[<p>Hi folks!  Sorry for the major delay in getting the Sixth Law posted up.  We were busy running around as part of <a href="http://www.evilhat.com/">Evil Hat Productions</a> at a number of summer conventions&mdash;and we even managed to come back with some awards under our belt for <a href="http://www.evilhat.com/?spirit">Spirit of the Century</a>: the Ogre Cave 2006 Best RPG award, the Indie RPG Awards RPG of the Year 2006, and the Silver Ennie for Best Rules.  We&#8217;re psyched!</p>
<p>
But enough about us, here&#8217;s&#8230;</p>
<h3>The Sixth Law</h3>
<p><center><b>Never Swim Against the Currents of Time.</b></center></p>
<p>
So far in the <i>Dresden Files</i>, we&#8217;ve seen precious little of this Law in action, in great part because if someone is breaking it, he&#8217;s doing so in a way that fits right into Harry Dresden&#8217;s non-time-traveling story.</p>
<p><span id="more-76"></span></p>
<p>
Still, it&#8217;s clear that mucking about with time is another one of those &#8220;don&#8217;t mess with the natural order&#8221; things.  We just don&#8217;t know what the consequences are likely to be, even though we can speculate.  There are the classics, straight out of science fiction&mdash;paradoxes, traveling back in time to stop someone bad from coming into power, altering the course of human history for better or worse, questions about alternate universes, the &#8220;elasticity&#8221; of time, all of that&mdash;but due to the nature of this sort of magic, it&#8217;s a difficult topic for finding concrete conclusions.</p>
<p>
Similarly, we can reasonably anticipate what breaking this Law would do to the practitioner who broke it.  We know what holding power over life and death can do to a necromancer; imagine the effect it would have on the personality of a <i>chronomancer</i> (for lack of a better term), who can skip right past death and go straight for the &#8220;cause something to wink out of existence&#8221; trump card.</p>
<p>
It&#8217;s bad news, and worse yet it&#8217;s the kind of dark cloud that has an even darker lining.  How do you catch someone in the act of time travel?  How do you enforce the Sixth Law in a way that&#8217;s meaningful?  How do you prove the crime so you can prosecute the criminal?  Are the Wardens even equipped to take on a threat of this kind?  And how much of our present day is already formed by the meddlesome acts of a wizard who thought he knew what he was doing?  We&#8217;ve already talked about how the body and the mind are too complex to alter successfully, without trauma&mdash;now take that up several orders of magnitude to contemplate the complexity of time itself, and what a single, blundering human agent might do if he had the power to change its flow?  What sorts of cracks might form in the universe at such an unnatural strain?</p>
<p>
When it comes down to it, only a very small number of White Council members truly have the authority to do something about the Sixth Law (quite a number more might have the power, but this is explicitly a case of <i>authority</i>).  The Blackstaff, a quasi-secret role filled by a senior wizard of the Council, is empowered to break all seven of the Laws should he see fit, but when it comes right down to it he&#8217;s essentially just a heavy brought in to fix the biggest of problems by any means necessary.  The real guardian of time is the Gatekeeper, the senior member of the White Council entrusted with watching over the Outer Gates (we&#8217;ll talk more about those in the Seventh Law).  While as far as we know he doesn&#8217;t have the blanket authority to break the Laws of Magic that the Blackstaff enjoys, he does peer deep into the flow of time, foreseeing events that are yet to come&mdash;or even receiving communications from his future self.  Such communications are always very indirect and unspecific.  The Gatekeeper can&#8217;t pass much real, factual information back from the future, assumedly because doing so would introduce a paradox, or at least cause events to unfold that <i>shouldn&#8217;t</i>.  All he can really do is subtly <i>nudge</i> people who might be able to do something about those future circumstances in the right direction, and then let things unfold without his guiding hand upon them.  In the end, we have to pray that&#8217;s enough.</p>
<blockquote><p><i>Do these sorts of actions by the Gatekeeper break the Sixth Law, or merely skirt it?  Probably not since he&#8217;s not &#8220;swimming against&#8221; the flow of time so much as observing it and warning about what he sees ahead.  Regardless, it&#8217;s clear he has the authority to do it, even if the rest of us might not.</i></p></blockquote>
<blockquote><p>
<b>Slowing Down, Speeding Up</b></p>
<p>
If a wizard uses magic to speed time up or slow time down, is he swimming against the flow?  <i>Probably</i> not.  Most magic that works this way is achieved by messing around with perceptions rather than actually laying hold on time itself and pressing the fast forward or slow-mo button.  Mages have gotten short bursts of speed in the past by speeding up their own perceptions and then channeling some extra juice into their body to get it to move and react faster than usual.  While that isn&#8217;t a violation of the Sixth Law, it&#8217;s definitely tough of the spellcaster who tries it&mdash;there&#8217;s plenty of risk of fried synapses or physical trauma from pushing the body and brain too hard, too fast.
</p></blockquote>
<h4>In your game</h4>
<p>Right now, drawing solely from the books of <i>The Dresden Files</i>, we don&#8217;t have a lot to go on as far as what it means to try to swim against the flow of time.  This means, for the purposes of your own game, what time travel means and what sorts of problems it introduces are in your hands, to be decided by the folks sitting at your table.</p>
<p>
Of course, the easiest decision is to avoid time travel capers entirely.  And that&#8217;s a pretty good one to make; a lot of games can get completely derailed by time travel if it&#8217;s not a part of the core &#8220;mission&#8221; of the game.  And the Sixth Law at least exists to encourage the players not to attempt it themselves, so you can still bring in a time-meddling wizard from the future (or the past!) as an antagonist.  If this is your comfort zone, try to keep time antics pretty simple.  Even one single incidence of it can be a big spider&#8217;s web&mdash;difficult to get out of, and liable to cause everything to shake about once you start to twitch.</p>
<p>
But for some games it might be fun to move the Sixth Law front and center.  Maybe your game is all about a secret, elite team of Wardens answerable only to the Gatekeeper, acting as his time police, charged with the job of taking on the threats that no one else can&mdash;all while operating under a prohibition against breaking the Sixth Law themselves.  How do you fight fire with fire when you don&#8217;t even have a match?</p>
<p>
If you&#8217;re looking for a grey area to explore, here&#8217;s one: the Sixth Law is a prohibition on swimming <i>against</i> the flow of time.  What about swimming with it?  It might be entirely kosher to jump forward in time (assuming you can figure out how to do it).  But will your local Warden see it that way?  And how badly will you want to head <i>back</i> once you get there?  (Ultimately, <i>Proven Guilty</i> suggests that it&#8217;s not a violation, but how you play it in your game is up to you.)</p>
<p>
Whenever someone in your game wants to break this Law, they should do it with the group&#8217;s consensus.  Time travel has the power to wreck storylines more thoroughly than even a Third Law violation does, especially if you decide to bring in notions of alternate realities that need to be invented often on the fly and in the moment.  If you&#8217;re the one looking to break the Sixth Law, you should be ready to step up and shoulder some of the responsibility to make this work without wrecking anyone else&#8217;s fun.</p>
<p><center><a href="http://www.jim-butcher.com/bb/index.php?topic=4294.0">Come explore the Sixth Law with us over on the Jim-Butcher.Com Forums</a></center></p>
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		<title>The Laws of Magic: Part 6 of 8</title>
		<link>http://www.dresdenfilesrpg.com/2007/07/27/the-laws-of-magic-part-6-of-8/</link>
		<comments>http://www.dresdenfilesrpg.com/2007/07/27/the-laws-of-magic-part-6-of-8/#comments</comments>
		<pubDate>Sat, 28 Jul 2007 01:34:36 +0000</pubDate>
		<dc:creator>fred</dc:creator>
				<category><![CDATA[General]]></category>
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			<content:encoded><![CDATA[<h4>The Fifth Law</h4>
<p><center><b>Never Reach Beyond the Borders of Life.</b></center></p>
<p>
Necromancy has all sorts of applications, from keeping someone from crossing over Death&#8217;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&#8217;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&#8217;t wrong when he called such an act an abomination).</p>
<p><span id="more-74"></span><br />
This is all about preserving the natural order of things.  To everything there is a season, right?  When magic is used to confound Death, the cosmos sits up and takes notice like a doctor noticing a heart murmur in a patient.  Left unchecked, such an event has every chance to make a bad situation worse.  The things out in the world that want the natural order disrupted are sure to come knocking, bringing all the baggage that comes along for that ride; after all, when nature is confounded, the reality mortals call home gets just a bit weaker, and what&#8217;s not to love about that?</p>
<p>
The Fifth Law marks the beginning of the section of the Laws of Magic that address the mortal desire to confound the conditions of his own mortality.  In a word, death sucks, even if it is a part of the natural order, and ironically it&#8217;s only natural to want to do whatever you can to avoid it.  While the first four essentially address the rights of the victim, the Fifth Law and the ones beyond it are basic &#8220;that&#8217;s just wrong&#8221; principles.</p>
<p>
Undeniably, death itself contains an incredible amount of power thanks to the significance of the ending of a life (the bigger the life, the more power it offers&mdash;dead wizards make powerful ghosts).  But ultimately it&#8217;s power that belongs to the dead.  While it&#8217;s true that &#8220;you can&#8217;t take it with you&#8221;, the power of your own death is something you can take with you into the afterlife.  And when some upstart necromancer like Kravos (or worse, an experienced one like Kemmler) comes along to snag some or all of that power for himself, what does that mean for you, the dead guy?  No one really knows for sure, but when it&#8217;s pretty clear that the big nasties of the supernatural world get all excited and positive about mortal spellcasters trying such a thing, it&#8217;s probably a phenomenally bad idea.  Call it a hunch.</p>
<p>
And like any Law of Magic, breaking the Fifth puts a stain on your soul, changing you for the worse.  This could be anything from taking on an exaggerated arrogance about your power over life and death (think of it as a medical doctor&#8217;s God complex with the dial turned up to eleven) to taking on the belief that death is a better state of things than life (with the side benefit that the more death you soak in, the more power you can draw from it).  Necromancers run the gamut here, and have proven to be some of the White Council&#8217;s most dire and tenacious adversaries.</p>
<blockquote><p><b>Dead Brains Part Two</b></p>
<p>
Earlier, we talked about someone reliving the last moments of someone&#8217;s life in order to get an idea of how they were killed.  This begs the question&mdash;was that a violation of the Fifth Law?</p>
<p>
It certainly might be argued that way.  By reaching into the echoes of that final experience, lifting the sensory information out of the victim&#8217;s brain and circumstance, it could certainly be phrased as &#8220;reaching beyond the borders of life.&#8221;</p>
<p>
But for most purposes of the application of the Fifth Law, this is not a violation.  Death itself is not being undone; at the end of the day, the victim in question remains an inanimate, inert corpse.  If the victim&#8217;s last experience was gotten at by making her sit up and have a conversation with the spellcaster, that is a case of violating the Fifth Law, not to mention pretty damn likely to be no use whatsoever.  While you might be able to pull enough information about the victim&#8217;s last experience out in order to relive it yourself, actual reanimated dead brain meat is not very good at making its way back to the whole thinking part of the thing, let alone speaking.
</p></blockquote>
<blockquote><p><b>The Fifth Law and Ghosts</b></p>
<p>
Another area that might seem ripe for Fifth Law violations would be reaching out to talk to the ghosts of the departed.  But in the end that&#8217;s just the appearance of reaching beyond the borders of life in order to contact the dead.  Ghosts aren&#8217;t actually the dead themselves&mdash;they&#8217;re imperfect echoes of a life that once was, creatures of ectoplasm and random spiritual energies that coalesced at the moment of a potent personality&#8217;s passing.  While ghosts may be evidence of the power of death in action, all they are is a side effect of the process, and as such they only touch on matters of true death tangentially.  As a result, the Fifth Law doesn&#8217;t even tread close to this matter&mdash;a potential source of relief for many a nervous ectomancer looking to stay off the Wardens&#8217; radar.
</p></blockquote>
<h4>In Your Game</h4>
<p>Death is serious business, and even if the player characters aren&#8217;t the ones dropping, that doesn&#8217;t mean that they won&#8217;t see loved ones fall victim to the battle with the darkness.  Such moments are ripe for temptation, and if the players are game for the consequences, don&#8217;t fear an effort on their part to bring someone back from the dead.  Even if they don&#8217;t ultimately attempt it, such a plotline can bring up some meaty themes to explore.  But if they do and they succeed, the consequences should come into play in full force.  Necromancy is hard to hide, and there will be plenty of forces both pro- and anti-White Council that will be set in motion by such an act.  Have fun with it, but be ready for the characters involved to have a close encounter with death of a more personal sort in short order.</p>
<p>
There can be plenty of grey-area matters to explore without getting into outright violations of the Fifth Law&mdash;see a few of Harry&#8217;s actions in Dead Beat to get a handle on that.  Staying grey can be a much safer way to touch upon the themes of life and death without calling the Wardens down upon your game.  Conversations with ghosts, peering into the last moments of life of a corpse, and trying to touch upon the influences of the dead upon the Nevernever are all entertaining ways to go for an &#8220;I see dead people&#8221; vibe in your game in a relatively safe and (more importantly) legal  way.</p>
<p>
<center><b><a href="http://www.jim-butcher.com/bb/index.php?topic=3903.0">Join us on the Jim-Butcher.Com Forums to discuss the Fifth Law</a></b></center></p>
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		<title>The Laws of Magic: Part 5 of 8</title>
		<link>http://www.dresdenfilesrpg.com/2007/07/13/the-laws-of-magic-part-5-of-8/</link>
		<comments>http://www.dresdenfilesrpg.com/2007/07/13/the-laws-of-magic-part-5-of-8/#comments</comments>
		<pubDate>Fri, 13 Jul 2007 18:12:05 +0000</pubDate>
		<dc:creator>fred</dc:creator>
				<category><![CDATA[General]]></category>
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			<content:encoded><![CDATA[<h3>The Fourth Law</h3>
<p><center><br />
<h4>Never Enthrall Another.</h4>
<p></center> A close cousin of the Third, the Fourth Law goes beyond the simple invasion of another&#8217;s mind to outright mastery over it.  Here, enthralling is any effort made to change the natural inclinations, choices, and behaviors of another person.  And due to its cousin Law, it&#8217;s pretty easy to see the Fourth as an extension of the concepts there&mdash;a case of more equals worse.</p>
<p><span id="more-73"></span><br />
It&#8217;s easy to see someone who uses mind magic to turn a handful of free-thinking people into their sex slaves as a bad guy, but this is definitely one of those situations where the paving stones of good intentions are particularly slick.  Much like the Third Law, the Fourth is an easy one to want to break for all the best of reasons.  Plenty of people out in the world&mdash;possibly even your friends&mdash;make bad choices.  Magic could give you the power to change those choices.  Know someone who&#8217;s tearing their life apart with drugs?  A simple compulsion to make them afraid of touching the stuff could set them on the straight and narrow.
<p>Of course, the problems here are substantial.  To change someone&#8217;s mind enough to force a different course of behavior, you have to hit them with some pretty vicious psychological trauma.  Worse, you may not even realize you&#8217;re doing it at the time.  It might sound relatively harmless to implant an aversion to, say, fatty foods to help someone lose weight, but the effect is a lot like wrapping someone&#8217;s legs in barbed wire in order to keep them from walking to the fridge.
<p>Why so violent?  A lot of it comes down to the principles of free will.  The thing that makes mortals fundamentally human is free will; when you enthrall someone, overriding their will with your own, you&#8217;ve robbed them of their essential ability to be and act human.
<p>This is where another of the Fourth Law&#8217;s cousins&mdash;the Second&mdash;comes into play.  Changing someone&#8217;s behavior is a lot like changing someone&#8217;s body.  In both cases, the target you&#8217;re changing is a lot more complex than your understanding of it can manage.  And if there&#8217;s one conceptual thread that runs particularly strongly through the first four Laws, it&#8217;s that the mind is more or less equivalent to the body in terms of what should and should not be done with it.  Like the body, the mind is vast and intricately complex.  When you decide to take that complexity on with something as crude and simple as a compulsion, psychological trauma is inevitable.  In the end, it&#8217;s much like trying to fix a computer&#8217;s motherboard with a hammer.  Even if you get it working the way you want, chances are you&#8217;ve messed something else up pretty bad along the way.<br />
<blockquote><b>Non-Spellcasting Enthrallment</b>
<p> As enforced, the Laws of Magic are applied where human victims are involved, but similarly, they&#8217;re primarily applied where human spellcasters are the ones doing the deeds.  This means that a White Court vampire laying her sex mojo on a tasty little morsel is not technically breaking the Fourth Law.  This doesn&#8217;t mean that the White Council has to like it, but usually this is a case where the Accords trump the Laws, at least as far as the politics and legal maneuverings are involved.
<p>For the purposes of game rules, such powers are already assumed to have assessed the costs for holding such sway over another&#8217;s mind.  No Red Court vampire is going to get slapped with a Lawbreaker stunt for addicting someone to his narcotic saliva.  To be frank, with all the other abilities that come along for the ride, he&#8217;s already made himself inhuman enough.  </p></blockquote>
<h4>In your game</h4>
<p> Like the Third Law, the Fourth works nicely as a temptation to do something bad for all the right reasons.  Interestingly, though, the Fourth is more effective as a source of story.  While a violation of the Third Law can &#8220;wreck&#8221; a good mystery by drilling right into the thoughts of the suspects, the Fourth doesn&#8217;t run as much of a risk there.  If anything, it will muddle the situation rather than (literally) magically solve it.
<p> One good way to look at the Fourth Law (among others) in action is to treat it like a wish granted by a particularly mischievous genie.  Compulsions created in violation of the Fourth Law should be kept simple&mdash;remember, this sort of mind magic is brute-force and ham-handed.  And any simple request is ripe for misinterpretation and other &#8220;loopholes&#8221; in terms of how it gets carried out.
<p> If someone&#8217;s operating under a magically induced aversion to drugs, think about what sort of irrationality that might introduce into their lives, especially if they have a hard time finding somewhere away from the drugs entirely.  At every turn, there&#8217;s something to be wordlessly, absurdly terrified of.  Even if the magic was applied with a certain amount of finesse, this victim is on a short trip to some pretty crippling post-traumatic stress disorders.  What sorts of things would such a person be driven to do, to deal with that constant fear?  And what sorts of nasty things might catch a taste of that fear and come looking for a snack?  And even if the surface problem (the drugs) is solved, how does the underlying behavior (addictive personality) surface now?<br />
<center><b><a href="http://www.jim-butcher.com/bb/index.php?topic=3757.0">Discuss the Fourth Law over on the Jim-Butcher.Com Forums!</b></a></center></p>
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		<title>The Laws of Magic: Part 4 of 8</title>
		<link>http://www.dresdenfilesrpg.com/2007/06/27/the-laws-of-magic-part-4-of-8/</link>
		<comments>http://www.dresdenfilesrpg.com/2007/06/27/the-laws-of-magic-part-4-of-8/#comments</comments>
		<pubDate>Thu, 28 Jun 2007 00:53:18 +0000</pubDate>
		<dc:creator>fred</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[laws of magic]]></category>
		<category><![CDATA[setting]]></category>

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			<content:encoded><![CDATA[<h3>The Third Law</h3>
<p><center><br />
<h4>Never Invade the Thoughts of Another.</h4>
<p></center>The Third Law, though it might seem to be about a relatively harmless act, recognizes a single, simple principle: a violation of the mind is as much a crime as violation of the body&mdash;by some lights, it may even be worse.</p>
<p><span id="more-72"></span></p>
<p>To read someone else&#8217;s thoughts, you have to cross one of the most fundamental borders in all of creation&mdash;the line that divides one person from another.  When you break into someone else&#8217;s mind to listen to their thoughts, you&#8217;re disrupting the natural order of things.  Think of the mind as a locked house and you as someone without a key.  Sure, you might need to get in there for the best of reasons, but at the end of the day once you&#8217;ve done it there&#8217;s a broken window or hinge somewhere.  In short, the act is always violent no matter how &#8220;gentle&#8221; you are with it.
<p>But even beyond breaking the sanctity of another&#8217;s thoughts, there are problems with what you find when you invade someone&#8217;s mind.  Knowledge is power, after all, and when you get inside someone&#8217;s head you take a position of profound power over them.  And in this case, we&#8217;re definitely talking the kind of power that corrupts.  Not to mention it&#8217;s sort of the cognitive equivalent of seeing how sausage gets made&mdash;best left as something you don&#8217;t see and don&#8217;t think about too much.
<p>Furthermore, there are plenty of secrets in the world that are meant to be kept.  If there&#8217;s an &#8220;institutional&#8221; reason behind the White Council&#8217;s establishment of the Third Law, it&#8217;s all about the secrets.  Plenty of wizards keep secrets they don&#8217;t want others hearing about, and discovered secrets have a way of getting out.  Destroy enough secrets, and you end up destroying a lot of what keeps the world a civilized place&mdash;and civilization is one of those little innovations that helps keep most of mankind safe from the darkness lurking around the edges.
<p>Finally, reading someone&#8217;s thoughts means you&#8217;ve got to open your mind up to &#8220;receive&#8221; the signal.  The problem here is that you can&#8217;t always be sure what else you&#8217;ll pick up when you do that.  Who knows what sort of nastiness could be &#8220;broadcasting&#8221;, hoping you&#8217;ll pick them up?  And what will happen to you when you do?  (In game terms, reading someone&#8217;s thoughts always makes you a viable target for mental attacks from both your victim and whatever supernatural nastiness might be in the area.)<br />
<blockquote><b>Do Soulgazes Break the Third Law?</b>
<p>On the surface of it, a soulgaze might look a lot like a violation of the Third Law.  You&#8217;ve locked eyes with someone, and suddenly you&#8217;re seeing all of their darkest, deepest thoughts&mdash;right?
<p>Well, no.  A soulgaze shouldn&#8217;t ever work that way.  Remember first that the eyes are the windows to the soul, not to the mind.  There&#8217;s a very distinct difference&mdash;someone&#8217;s soul is more about <i>who they are</i> and <i>who they could be</i> and less about <i>what they&#8217;re thinking.</i>  But even beyond this, you can&#8217;t really control what you find out when you soulgaze someone, and what you do get is distorted by metaphor and strange imagery, and all of it comes at a price&mdash;they get to see you, however dark or uncomfortably revealing that may be.  When it comes down to it, reading someone&#8217;s mind and looking at his soul are vastly different experiences, each with their own perils and risks, certainly, but with only one of them bringing the weight of the Laws down upon your head.</p></blockquote>
<blockquote><p><b>Dead Brains</b>
<p>A few spells exist out there to relive the last few experiences of the recently dead (we get to see one in action early on in White Night, by way of Harry&#8217;s apprentice).  It&#8217;s pretty nasty stuff to live through&mdash;while you don&#8217;t (usually) die from shock or anything by doing it, it&#8217;s an experience that no one enters into lightly (even if they have a shot at living through the last few moments of a White Court vampire&#8217;s recent victim).
<p>Is this a case of violating the Third Law? Not really: the dead person doesn&#8217;t have any active, present thoughts for you to invade, here.  You&#8217;re essentially reading data from a dead drive.  Not to mention, <i>last experience</i> is at least a little different from <i>current thoughts.</i> </p></blockquote>
<h4>In your game</h4>
<p>While it&#8217;s hard to break the Third Law accidentally, it&#8217;s very easy to <i>want</i> to break it.  A &#8220;justified&#8221; violation of the Third Law can short cut plenty of mysteries simply by rummaging around in the minds of the suspects and finding out what they know.
<p>If a player is particularly committed to that kind of a course of action, and they understand what it means to break the Third Law, they should by all means be allowed to do so.  But if that happens, every effort should be made to throw the book at them&mdash;in as entertaining a way as possible.  The moment a player decides to &#8220;break&#8221; a mystery by peeking inside the heads of those involved, the story stops being about that mystery, and starts being instead about that choice and its consequences.  Go nuts with it!  With the secrets now out, others&#8217; reactions to it may be worse than if they had come out naturally; everything starts proceeding towards greater chaos, right on the Lawbreaker&#8217;s doorstep (and as that hits a high point, the Wardens can show up).
<p>Of course, all of this assumes that the character chose the right folks to go thought-peeking with.  It&#8217;s a sad, sad day to discover that you&#8217;ve broken the Third Law to get what you thought would be the final, incriminating piece of evidence from a suspected killer&mdash;only to discover that his worst crime is thinking you&#8217;re being a jerk.<br />
<blockquote><b>Inhuman Thoughts</b>
<p>So, if the Laws of Magic are only supposed to apply to <i>humans</i>, why not run around and peer into the minds of all the <i>nonhuman</i> problems you&#8217;re facing?  Well, aside from a Warden troubled by your &#8220;grey area&#8221; activities, there&#8217;s not much stopping you&mdash;just give us a chance to call the pleasant brawny men with the white vans and straitjackets before you give it a try.
<p>The real problem is this: as a human spellcaster, you only really have the faculties for understanding human thoughts.  Try to tap into the mind of a faerie and you could find yourself a few minutes later rocking in the corner and laughing at how everything is made of rainbows.  It only gets worse the nastier or more powerful your target is.  Try to read the thoughts of a Red Court vampire and it&#8217;s even odds that you&#8217;ll shatter your psyche before you learn anything useful&mdash;assuming you can even understand whatever strange language their internal monologue is using.  Try to read the thoughts of something ancient and you&#8217;ll probably find yourself a mind-wiped puppet in short order.
<p>It&#8217;s kind of a disappointment, in the end, for the would-be mind-reader.  All the minds he might be <i>allowed</i> to read, he can&#8217;t, because he doesn&#8217;t speak the language, and all the minds he <i>isn&#8217;t</i> allowed to read, he could&mdash;at the peril of breaking the Third Law.
</p></blockquote>
<p><center><b><a href="http://www.jim-butcher.com/bb/index.php?topic=3637.0">Discuss the Third Law over on the Jim-Butcher.Com Forums!</a></b></p>
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		<title>The Laws of Magic: Part 3 of 8</title>
		<link>http://www.dresdenfilesrpg.com/2007/06/20/the-laws-of-magic-part-3-of-8/</link>
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		<pubDate>Wed, 20 Jun 2007 21:44:27 +0000</pubDate>
		<dc:creator>fred</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[laws of magic]]></category>
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			<content:encoded><![CDATA[<h3>The Second Law</h3>
<p><center><br />
<h4>Never Transform Another.</h4>
<p></center> The image of a witch turning someone into a newt is a popular and even amusing notion, but in the eyes of the White Council it&#8217;s a deadly serious matter&mdash;emphasis on deadly. The Council views such transformations as tantamount to murder, and they&#8217;re pretty much right on the money for one simple reason&mdash;human minds like to stay at home in familiar human brains. Transform someone into a newt, and you&#8217;ve just tried to cram a human mind into a newt&#8217;s brain; such an effort (if you&#8217;re even bothering to attempt it) usually ends in near-total destruction of the target&#8217;s self. Even if you could manage such a feat, the psychological shock the victim undergoes is bad enough that it would make no actual difference.</p>
<p><span id="more-70"></span><br />
Not to mention a lot of transformations are pretty ham-handed by necessity. Warlocks attempting such a change usually aren&#8217;t well-versed in the ins and outs of human and animal biology, so they have to &#8220;fake it&#8221; with the new body, putting it together based on an intuitive understanding of how it all fits together. As a result, the new body doesn&#8217;t have much of a shelf life once the sustaining magic gives out, as improvised organs rapidly fail.
<p> To take it a step further, let&#8217;s suppose you could manage creating the physiology of a tiger but wanted to keep your target&#8217;s brain intact&mdash;transforming him into a big-brained jungle cat. So how&#8217;s that work, exactly? Know of any successful human brain into tiger body transplantations in modern science? Very simply, it doesn&#8217;t work&mdash;as bad as a spellcaster might be at creating a known different body type out of someone&#8217;s flesh, creating an unknown body is even more trouble.
<p> Suppose, however, that you&#8217;re able to pull it off&mdash;build a designer body, keep the mind intact, and keep the mind from freaking out and ripping itself apart inside its brand-new noggin.  To an extent, you should be congratulated&mdash;you&#8217;ve managed to avoid actually destroying someone in order to accomplish your goal. But you&#8217;ve still stuck this hapless soul inside a new body that they don&#8217;t have an operator&#8217;s manual for. Will they even know how to eat, walk, or do other basic survival tasks? Probably not. In the end, your victim&#8217;s in a bad way however it shakes out&mdash;death in a variety of sudden messy ways, or at best, life imprisonment in a body that is not their own.<br />
<blockquote><b>Fake Flesh</b><i>
<p>Those looking for grey areas and loopholes will be quick to point out that ectoplasm&mdash;real-seeming stuff of the Nevernever given a temporary form and reality by magic&mdash;can be used to build something that works a lot like flesh (after all, the Red Court uses it to make their outer fleshmasks, and some practitioners use nothing but ectoplasm to create constructs to house summoned spirits). You can certainly pull off a number of nifty effects that way, so long as you&#8217;re building on top of an otherwise unmodified human chassis. There are still some &#8220;operator&#8217;s manual&#8221; difficulties that can come from such a change, but there are plenty of ways to get around that. Unfortunately, several of them involve turning over part of the transformed person&#8217;s body functions over to a variety of nasty spirits to take care of autopilot duties.  </i></p></blockquote>
<h4>In your game</h4>
<p> Unless one of the players has a seriously strong desire to turn someone into a newt, the Second Law won&#8217;t make much of an appearance in the game except in the hands of a bad guy. The Second Law isn&#8217;t the sort of thing you can break accidentally, like the First. It takes careful planning and a significant amount of supernatural mojo (not to mention ritual time investment) to pull such a thing off.
<p> As magical murder methods go, however, a Second Law violation is pretty &#8220;clean&#8221;&mdash;the body disappears, and who knows? Maybe that stray cat your victim got turned into will end up put to sleep down at the pound (assuming the body doesn&#8217;t just break down in a few days as it is)&mdash;though it might be even more entertaining for it to end up as some character&#8217;s house pet.  Still, it&#8217;s a great twist to put on the usual &#8220;missing persons&#8221; case&#8230;
<p> GMs should be careful about actually targeting such a spell at the player characters. The threat can certainly hang over their heads, but this is a lot like mind control&mdash;it rips away character ownership in a way that can feel pretty un-fun to a player. It&#8217;s much better to go after someone the player characters care about to bring a Second Law threat palpably home.<br />
<blockquote><b>Shapeshifters</b><i>
<p> So why&#8217;s transforming someone else so tough, when a number of supernatural creatures transform themselves into other forms with no trouble at all? Like many things in The Dresden Files, that question has several answers.
<p> First, a number of the creatures&mdash;ghosts, demons, faeries, and others&mdash;that you&#8217;re thinking about are straight out of the Nevernever. Shapeshifting isn&#8217;t much of a problem for these guys; their physical form is sort of optional to begin with, so reconfiguration is, relatively speaking, a breeze.
<p> By and large that leaves us with humans who are able to take on alternate forms of some sort, and usually some nasty bit of loophole is in effect. The cursed shapeshifters called loup garou change their shape&mdash;involuntarily&mdash;by getting possessed by a ravenous demonic spirit, and others such as the hexenwulf form a pact (usually brokered by someone with real power) with a kind of hunter-spirit that knows how to keep the human mind &#8220;safe&#8221; and to drive their new body according to the host&#8217;s instincts. Sadly, the hunter-spirit&#8217;s nature tends to start bleeding into the human&#8217;s mind, whittling away their sense of self and replacing it by inches. In most of these cases, the transformation these people undergo is the result of someone else making it possible through a violation of the Second Law. Sure, their minds might not be destroyed by it&mdash;initially. But the long-term effects on their minds (not to mention the people around them) remain pretty toxic.
<p> That leaves us with the margin case&mdash;natural talents like the guys and gals in the Alphas and the change-the-mind-not-the-body lycanthropes . These folks have a natural gift for taking on another form without wrecking their own minds in the process. It&#8217;s easy to see these as learned abilities&mdash;some shapeshifters may have the aptitude but still need training to access it&mdash;and perhaps in some cases it&#8217;s merely that.
<p> Regardless of the origin, &#8220;natural&#8221; shapeshifters break down into two kinds. When the body actually changes (as with straight-up werewolves like the Alphas), usually the new form hews close to nature, too&mdash;actual wolves, for example, instead of some super-steroidal mega-wolf. And while there&#8217;s an initial learning curve to overcome with &#8220;piloting&#8221; the new body, it&#8217;s very much a case of practice making perfect. Other natural shifters leave the body out of the equation entirely, connecting their minds with the nature of the beast without taking its form, but still benefiting from some beastly attributes.
<p> However you slice it, such natural talents are never transforming someone other than themselves, so the Second Law doesn&#8217;t enter into it.  </i></p></blockquote>
<p><b><center><a href="http://www.jim-butcher.com/bb/index.php?topic=3593.0">Interested in chatting about the Second Law?  Join us over on the Jim-Butcher.Com Forums!</a></center></b></p>
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		<title>The Laws of Magic: Part 2 of 8</title>
		<link>http://www.dresdenfilesrpg.com/2007/06/15/the-laws-of-magic-part-2-of-8/</link>
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		<pubDate>Fri, 15 Jun 2007 18:16:25 +0000</pubDate>
		<dc:creator>fred</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[laws of magic]]></category>
		<category><![CDATA[setting]]></category>

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			<content:encoded><![CDATA[<h2>The First Law</h2>
<p><center><b>Never Take a Life.</b></center></p>
<p>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&#8217;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.</p>
<p><span id="more-69"></span></p>
<blockquote><p><i>The Faerie Mothers seem to disagree that magic can destroy things and remove them from the universal equation; one of them mentioned Einstein to support this!</i></p></blockquote>
<p>This is one of the Laws where even the grey areas are pretty bad.  If you summon up a gust of wind to knock someone off a building, and even if it&#8217;s the fall that killed them, you definitely broke the First Law.</p>
<p>This is also one of the easiest laws to break by accident, and that&#8217;s why the White Council is vigilant about keeping an eye out for any dangerous magical talents in the making.  They may be an elitist, stodgy, Old World artifact of an organization, but in the end, it&#8217;s often the intervention of the White Council that, say, prevents someone&#8217;s burgeoning pyrokinetic ability from burning down his house (and his family with it).  Accidental or no, such an incident could plant the seeds that could grow into another supernatural threat pointed right at the heart of mankind.</p>
<p>Luckily for the Wardens, this is also one of the easiest Laws when it comes to rooting out its offenders.  Bodies are hard to hide, and when magic is involved, murder can be even messier than usual.  Even if the mortal authorities don&#8217;t know what to make of a mangled body, the Council does, and their ear is to the ground whenever an unusual case shows up down at the morgue.</p>
<blockquote><p><i>Before the Vampire War hit, it was pretty much a standard practice for the Wardens to come poking around whenever someone died strangely or suddenly in the general vicinity of a spellcaster.  These days, with the Wardens stretched thin, that can be a lot rarer.</i></p></blockquote>
<p>All the same, it&#8217;s important to realize here that <i>fighting</i> is not the same as <i>killing.</i>  Magic can be used carefully, indirectly, or subtly to affect a fight.  So while accidents can happen and do count, intent <i>does</i> matter&mdash;at least in the case of carefully making sure you don&#8217;t kill with magic.  It&#8217;s also important to remember the <i>&#8220;with magic&#8221;</i> part of the Law.  This may seem like splitting hairs&mdash;and some people believe that it is&mdash;but the First Law doesn&#8217;t apply if you, say, pull out a gun and shoot someone in the back of the head.  There&#8217;s a reason in the end why the Wardens carry swords.  Killing is part of their job description&mdash;but as defenders of the Laws, the Wardens must never use magic as the means to that end.</p>
<h4>In your game&#8230;</h4>
<p>The GM and players should have a discussion about how important they want the First Law to be in play.  Many role-playing games have a fairly casual attitude towards characters using their special abilities to kill others&mdash;but usually that should not be the case in this game.  This might be unpalatable for some players, and there&#8217;s a way to side-step the issue.  Since the Laws apply primarily to people, not monsters, First Law issues can be bypassed by focusing on bad-guys who aren&#8217;t <i>people.</i>  Bathe a Black Court vampire in disintegrating flame and you&#8217;ll get a pat on the back, not a sword to the neck. To come at it another way, if you&#8217;re playing the sort of game where you don&#8217;t have any spellcasters, you&#8217;re also liable to be free and clear of the Laws.</p>
<p>If you&#8217;re looking to make the First Law a part of your game, you could spend some time playing around in the grey areas here, kicking off a kind of supernatural legal thriller.  For example, consider the Knights of the  Courts of Faerie.  They&#8217;re mortal, but bound to the Courts; are they people, or has their office taken them out of that particular equation?  And what about magical murders committed by them&mdash;do the Accords protect them from, at least, the <i>enforcement</i> of the Laws?</p>
<p>Ultimately the GM needs to be careful and conscious about putting life-and-death <i>human</i> adversaries in front of the players.  We certainly think a better game is had when this is the case, but that&#8217;s because we like giving the First Law a strong and palpable presence in the game.  A number of players might enjoy this as well, and would welcome compels directed at, say, their Wizard of the White Council aspects to remind them that the First Law is an obstacle to their actions when a life is on the line.</p>
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		<title>The Laws of Magic: Part 1 of 8</title>
		<link>http://www.dresdenfilesrpg.com/2007/06/08/the-laws-of-magic-part-1-of-8/</link>
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		<pubDate>Fri, 08 Jun 2007 18:24:02 +0000</pubDate>
		<dc:creator>fred</dc:creator>
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			<content:encoded><![CDATA[<p><i>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. <b style="background: yellow">There be spoilers here! Much like anything excerpted from the book!</b></i></p>
<h2>The Laws of Magic</h2>
<p>The White Council&#8217;s Wardens are the main law enforcement body of the supernatural world (at least as far as mortals go)&mdash;and for the Wardens, the Laws of Magic are sacrosanct.  The Laws of Magic are clear, concise, and offer little in the way of &#8220;wiggle room&#8221; (at least in the views of some Wardens), but are very much written to communicate the spirit of the law&mdash;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&mdash;only the letter.</p>
<p>Here, we&#8217;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.</p>
<p><i>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&mdash;often to a fault.</i></p>
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<h3>Breaking the Laws of Magic</h3>
<p><i>&#8220;The way magic works, whenever you do something with it, it comes from inside of you.  Wizards have to focus on what they&#8217;re trying to do, visualize it, believe in it, to make it work.  You can&#8217;t make something happen that isn&#8217;t a part of you, inside.&#8221;</i>
<div align="right">&mdash; Storm Front</div>
<p>While the Laws of Magic may seem more like a guide for living right as a spellcaster, they are there for a very serious, very palpable reason&#8211;whenever you make use of true black magic, using your skill at spellcraft in a way that breaks one of the Laws, you change yourself, darkening your soul.</p>
<p><i>Does white magic change you back once you&#8217;ve gone over the line?  Maybe&#8211;but we&#8217;ll talk about that more, later.</i></p>
<p>It&#8217;s a very real line that you&#8217;re stepping over whenever you choose to break one of the Laws of Magic.  By taking such an action, you&#8217;ve let the idea into your self-image and your beliefs&#8211;the very basis of you as a spellcaster&#8211;that you are the sort of person who breaks that Law.  And very often, once you do that there&#8217;s no turning back.</p>
<p>Are you the kind of person who reads thoughts, twists minds, and kills with magic?  There are many who believe that once you cross that line, you will be.</p>
<h3>Non-People Don&#8217;t Count&#8230; Or Do They?</h3>
<p>With the Laws laid down by the White Council it has been made pretty clear that they don&#8217;t apply to entities that aren&#8217;t people.  The Laws of Magic are strongly oriented on protecting the life and rights of mortals.  Creatures and folks that the Council might classify as monsters are fair game.</p>
<p>With that said, this is a rule of thumb where it&#8217;s easy to stumble into the grey area, with things open to interpretation by the Warden on the scene&#8211;and given that Wardens have a lot of latitude as regards the whole &#8220;judge, jury, and executioner&#8221; bit, it&#8217;s a grey area that you don&#8217;t want to step into as a spellcaster, if you can help it.</p>
<p>Consider that when Harry captures Toot-Toot, a faerie, in Storm Front, he has to defend his actions to Warden Morgan.  This suggests that the even more than usually hard-assed Morgan was inclined to look at Toot as a person, insofar as violating the Fourth Law goes.  Harry made the case that he wasn&#8217;t enthralling Toot-Toot&#8211;the little faerie still could have said &#8220;no&#8221;, since no compulsion was overriding Toot&#8217;s ability to choose.  Luckily, Harry made it past that encounter with Morgan with his head intact.</p>
<p>When a victim is involved (some of the Laws are &#8220;victimless&#8221;), one standard for judgment is whether or not the victim has a soul.  Most of the laws amount to actions which violate the sanctity of life, breaking the bonds that tether a soul to a mortal being, whether by destroying the body or destroying the mind.  This is certainly the most palpable or most &#8220;valid&#8221; way of looking at things; first and foremost, if a soul is involved, the stakes are high, and the Laws are sitting up and paying attention.</p>
<p>But to go beyond that mostly clear-cut standard, there&#8217;s a fuzzy border dividing people from monsters.  Faeries don&#8217;t have souls, but they might still be seen as people, at least judging by Morgan&#8217;s reaction to Harry and Toot.  In game terms, one way to identify whether or not a creature might count as a person is to look at his or her refresh level.  If it&#8217;s positive&#8211;allowing the creature to exercise at least something like free will through the use of fate points&#8211;then there&#8217;s a decent chance this creature might be seen as a person, even without a soul.  That said, when dealing with a zero-or-less refresh human, they (arguably) still have a soul&#8211;so the Laws still apply, however far gone they might be.</p>
<p>Ultimately this is a decision to be made as suits your own sensibilities for your own game.  The best interpretation is the one you feel will work for you instinctively, one that will generate the kinds of stories you&#8217;re looking to tell.</p>
<blockquote><p><b>Enforcement</b></p>
<p>When it comes to actions taken by the Wardens, the &#8220;humans only&#8221; part of the Laws is the generally understood application of their breadth, but the Laws themselves aren&#8217;t worded that way.  This is deliberate vagueness in action, which gives the Wardens the &#8220;spirit of the law&#8221; latitude to investigate would-be warlocks before they go over the edge.  In the end, the attitude here is based on the same thinking that recognizes that serial killers often start their careers by torturing animals (which isn&#8217;t, say, as illegal as doing the same to a person) before moving on up to humans later.  In practice, this attitude by the Wardens gets mixed results, including the persecution of folks who aren&#8217;t actually breaking any Laws or on a short trip to Warlocktown.  Still, a Warden has never actually executed someone for that kind of pseudo-breaking of the Laws (that we know of), though Wardens are fond of calling for in-depth investigations on the wizards in question.  And such investigations often find out that a Law actually has been broken, once they&#8217;re able to start poking around.</p></blockquote>
<h3>What Happens When You Break the Laws</h3>
<p>In game terms, whenever your character crosses the line for the first time, breaking a Law that he has not broken before, he must immediately take a new lawbreaker stunt.  Like any mortal stunt, a lawbreaker stunt reduces your refresh by one&#8211;which is where you should sit up and take notice.  Remember, if a character&#8217;s refresh ever drops to zero or below, he stops being a viable player-character.  He loses his free will, becoming a creature subservient to his nature, subject to act always in accordance with what he is rather than who he could be.  Break enough of the Laws of Magic, and these stunts will eat you alive.</p>
<p>Every lawbreaker stunt offers the same benefits.  You gain +1 on your skill rolls when using magic to break that Law again.  If you&#8217;re looking to dye your wool darker, the bonus increases by one if you have three or more lawbreaker stunts in total.  Similarly, if you break the same Law on three or more occasions, your bonus on that stunt increases to by one (you can keep track of this with checkmarks next to the stunt), increasing its refresh cost to -2.</p>
<p>Things should go beyond the simple application of these stunts, however.  Once a character has chosen to cross the line and break a Law of Magic, that decision is a part of him however you look at it.  It might be a good time to replace or rephrase one or more of his aspects, to show this.  Even without such an alteration, that choice to step a little bit into the world of black magic becomes an important lens to view the character&#8217;s aspects through, and the GM and player should start pursuing story elements that bring the issue front and center.</p>
<p>Some changes of aspect are mandatory.  Whenever you break a particular Law three times, you must replace one of your aspects with a new version that is twisted by the violation of that Law of Magic.  Keep a running tally of the violations; for every three occasions a Law is broken, another different aspect must be replaced, until all of your character&#8217;s aspects have been subverted by his descent into dark magic.</p>
<blockquote><p><b>So Who&#8217;s to Judge?</b></p>
<p>So who determines that a character has crossed the line?  This is something you should decide on as a policy for your specific game.  Many games will want the GM to be the arbiter of such things, and that&#8217;s fine.  Others might go for a majority consensus of the people at the table.  You&#8217;ve got to choose a method for your game that works well enough to be fair and which leaves everyone at the table comfortable with where the authority lies.</p>
<p>Regardless as to who has that authority, one thing you&#8217;ll want to discuss in advance&#8211;unless you&#8217;re okay with breaking out into a debate in the middle of play&#8211;is whether or not grey area violations of the Laws of Magic count just as much as the black-and-white violations do.  The default assumption of this role-playing game is that grey area violations are just as bad, forcing the acquisition of a lawbreaker stunt.  At the same time, we are happy to recommend a &#8220;getting off with a warning&#8221; stance on such things if you find it more entertaining to have characters skirting the edge.</p>
<p>One thing you may want to consider when thinking about whether or not a Law of Magic has been broken is the question of intent.  Consider the inferno Harry sets off at the masquerade ball in Grave Peril.  He set out to destroy all of the vampires there, expecting to scour nothing but evil from that gathering; but human bodies were found afterwards.  Sure, they were probably already dead at the hands of the Red Court&#8211;but were they, for certain?  And regardless of whether or not the Wardens would call it a violation of the First Law, the question remains whether or not it counts as breaking that Law for the purposes of Harry&#8217;s soul (and thus, whether or not it would affect his stunts and aspects) since Harry did not intend to kill anyone other than a murderous bunch of Red Court vampires.  The answer can, and indeed should, be different from game to game.  As such, we don&#8217;t have an official answer to this question either way.  It comes down to this: how much intent matters is up to you.</p></blockquote>
<blockquote><p><b>Breaking the Laws Prior to Play</b></p>
<p>It&#8217;s certainly possible to come up with a character concept based on someone who broke a Law of Magic prior to the beginning of play&#8211;even Harry Dresden fits this mold.  If you&#8217;re looking to play such a character, it&#8217;s no problem at all&#8211;take the appropriate lawbreaker stunt, and explain why the Wardens haven&#8217;t come along and done their vorpal best to snicker-snack your head from your shoulders.  Any lawbreaker stunt taken during character creation will knock off its usual refresh cost, like any other stunt.  Take care to avoid creating a character who can&#8217;t be played!</p></blockquote>
<blockquote><p><b>The Doom of Damocles</b></p>
<p>The ostentatiously-named Doom of Damocles is the White Council&#8217;s idea of going easy on someone who has broken one of the Laws of Magic and gotten caught in the act.  The Doom, once pronounced upon an errant practitioner, operates as a probationary period without a specified end date and with a &#8220;one screw-up and you&#8217;re dead&#8221; policy.  It can only be granted as a reprieve from a death sentence by a vote of the Senior Council, the White Council&#8217;s ruling body.  A similar vote is required to lift the Doom.</p>
<p>Even if you&#8217;ve argued a good case of extenuating circumstances before the Senior Council, the Doom is rarely exercised as an option.  This is due in great part to the Council&#8217;s attitude that the usual death sentence is a surer, safer, and swifter way to get to the same result that will be happening anyway.</p>
<p>But that&#8217;s not the whole of it.  Even if there are some sympathetic ears on the Council, no one is allowed to stand under the Doom without a sponsor&#8211;and, for that sponsor, his or her fate is linked to that of the Doomed.  If the Doom ends, as it often can, with the death sentence carried out, the sentence applies to the sponsor as well.  Some sponsors have been able to avoid this fate by acting preemptively to stop (i.e. kill) their Doomed apprentices at the first sign of risk, but often it&#8217;s just better to stand back, ditch on the idea of sponsorship, and let the blade fall instead of the Doom.  In recent memory, only Ebenezar McCoy and Harry Dresden (formerly under the Doom himself) have been brave enough to step up to the job.</p>
<p>Characters under the Doom of Damocles (whether as an offender or as a sponsor) should consider taking the Doom as an aspect.  It&#8217;s most certainly going to have a strong, even constant effect on the character&#8217;s story, and it would be a shame not to milk that for every fate point that it&#8217;s worth.</p></blockquote>
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