Spellcraft

Spellcraft is the dominant magic on Miranda. It was originally taught to the human by the elf based upon an agreement between them and the magi.

The source of magic for all users of Spellcraft is the Shadow Realms. The power of the Shadow Realms courses over the world like a river broken into smaller streams when it flows over a rock. In some places these streams merges and become larger, while in others they split into still smaller streams. These streams are called ley lines.

As it names indicates the power of the Shadow Realms casts a shadow over the Mortal Plane creating a nearly infinite spectrum of worlds - each a bit lighter the further away from the mortal world. A magician practiced in spellcraft can draw power from these shadows and reshape them in the mortal plane.

The elves are native creatures of the Shadow Realms, unlike any of the others that have learned to draw upon its power. They can access the power that flows over the world and the shadows it casts with no harm to themselves - others are not so lucky. To overcome this deficiency in the lesser creatures, the elves taught the first humans how to use objects, chants, physical positions, and

Magicians often refer to power of the Shadow Realms (aka magic) as inherently chaotic - kept only under control by the will of the magician. This is mostly true as magic without a binding spirit will typically unravel itself; however, pure chaos cannot exist in the known universe. The Shadow Realms has its own laws that must be adhered to for magic to work.

The Law of Knowledge

Understanding brings Control The more that is known about the subject the easier it is to exercise control over it. It is from this law that the power of True Names is derived. Knowing the True Name of a sentient or sapient being grants power over that being - outsiders more than mortals because a sapient mortal can change so frequently.

The Law of Synchronicity

Events rarely occur in isolation This law is often colloquially called the Law of Coincidence or the Law of Cause and Effect. It states that like events happening at the same time are likely to have more associations that simply temporal. Likewise if exactly the same actions are done under exactly the same conditions the same results will be achieved. However, creating the exact same conditions and actions is incredibly difficult even for the best magicians.

The Law of Contagion

Once together, always together or The part of the thing is the whole of the thing A part of something - like one of someone's possessions or a part of their body - can be used to work magic on it over a distance as though it were physically present. The more intimate the connection the better the link works so a discarded gloves is little use, whilst a favorite shirt or piece of jewelry is better and part of someone is ideal.

The Law of Sympathy

Like attracts like or The image is the thing Where a contagion isn't possible an image of the target may be used instead. The better the replacement, the better the link - and even better if the target has personally been involved with the replacement. Personal creations are really good replacements. Combining sympathy and contagion is the basis of Voodoo Magic.

The Law of Correspondance

Things look like what they are or As above, So below This is the basis of many types of divination magic and often involves mirrors, lenses, echoes, and projections. By changing the inner world you can change the outer world - and vice versa.

The Law of Duality

Opposing Dual natures of all things This law is the dual nature of all things. For each positive there is a negative, for men there are women, as the tides rise so do they fall. The constant flow of the Shadow Realms must achieve balance or everything would have fallen apart when things began. By making a change in one nature of a duality a magician can enact a change in its opposite nature, but in the end balance is maintained. This law opposes the Law of Synchronicity, which is its duality.

Free Will is Paramount Beings possessed of free will have the right and responsibility one's self. A creature like a Demon or Angel does not possess free will. They are simply the physical embodiment of their own power - they are incapable of acting against that power. Beings like a dwarf, hashan, and kithkin possess a soul and thus capable of exercising free will. The power of the Shadow Realms is simply a shadow itself of the free will of spiritual beings - it cannot change a being's free will without permission.

The Law of Equivalency

Everything has a price Magic conserves a given level of value; although one or both “parties” may have different ideas of how something is valued and a given effect must be paid for with something of at least equal worth. This also tends to lead to magic that takes the path of least resistance, moving value is far easier that creating it. A magician can snuff out a campfire or reshape its flames far easier than creating fire from nothing. This law is often used in conjunction with other laws to meet its equivalence.

The Law of Shadows

Unforeseen or Unintended consequences Occasionally also called Murphy's Law, this law accounts for those things that cannot be controlled or foreseen. The Shadow Realms exist because they chaotic in nature, yet bound by the laws of the physical universe. Knowledge is never complete and there always exists the unknowable - it is in those things that are unknown where the chaotic nature of magic lurks. This law fully opposes the law of Knowledge and without both of them - magic would never work.