Rules of Magic

TAUR02 - JACK OCTO

From the Notes of Jack Octo, ~1980-1985

Magic’s got rules, but no real limitations.

Magic can do anything with enough effort, careful planning, and understanding of how it works. But, for magic to do its thing, it’s gotta be accepted by the Universe first. Think of magic as a tweak or an upgrade to the Universe. Some sorta modification, addition, or rewriting. Lucky for us, the Universe is pretty chill about being messed with like that. Messing up a spell won’t get you anywhere, but it won’t get you outright banned from magic either. Most people end up experiencing this… y’know, it’s a kinda like prayer. You pray, and pray, an pray for something to happen but it doesn’t. Usually. Sometimes you find the right words, in the right order, in the right place, and boom—the Universe provides.

Now, if you really screw up—like, majorly—the Universe might hit you with a full-on Magical Removal. That’s basically like the ultimate no-no, where you can’t do magic ever again. It’s the Universe’s way of saying, “You’ve crossed the line, and I don’t want you even trying to cross it again.” So, how would you know if you’re going to cross that line? Well, there are fourteen known rules of magic to keep things in check. And, who knows, there might be more out there, still waiting to be discovered :)

THE RULES OF MAGIC (THAT I GOT FROM SOMEWHERE ELSE)

  1. Nothing can be split into less than it is.
  2. Nothing can be called upon that doesn’t already exist.
  3. Nothing can exist outside of what is.
  4. Nothing can be what it cannot be.
  5. Nothing can fill more space than exists.
  6. Nothing can last forever.
  7. Nothing can draw unlimited energy from the Universe.
  8. Nothing can extend beyond the Universe.
  9. Nothing can be more than it is.
  10. Nothing can depend on another thing.
  11. Nothing can be without what is.
  12. Nothing can be the same.
  13. Nothing else can be.
  14. Nothing else will be.