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=====The Seven Laws of Magic===== The Laws of Magic that the White Council enforces, for damned good reasons. # Thou Shalt not Kill (no murdering... with magic, anyway) # Thou Shalt not Transform Others (no human transmutation) # Thou Shalt not Invade the Mind of Another (no mind reading) # Thou Shalt not Enthrall Another (no mind control) # Thou Shalt not Reach Beyond the Borders of Life (no resurrecting the dead) # Thou Shalt not Swim Against the Currents of Time (no time travel) # Thou Shalt not Open the Outer Gates (no inviting Cthulhu and his buddies over for a beer) It's worth noting that the first five laws are as such because they involve the usage of Black Magic. Black Magic twists and corrupts the user, eroding their self control and making them more likely to use Black Magic in the future. The Sixth and Seventh Laws are there because violating them is a Bad Idea, as mucking with time or summoning outsiders tends to fuck reality to a larger or greater extent. It's theorized that messing with time or summoning the wrong outsider could destroy time and space, but considering that time and space still exist, many beings question this. The laws are also really, ''really'' nebulous sometimes. Does it break the first law to push a rock off a cliff if that rock crushes a person? Does it break the second law to repair a congenital deformity? Does it break the third law to help heal someone whose mind has been damaged? Does it break the fourth law to put someone to sleep to help them avoid being damaged by mental magic? Does it break the fifth law to resuscitate a patient whose heart has stopped? As for the sixth and seventh laws, it's worth pointing out that if you're moving (which literally everyone is '''all the time'''), you're technically altering your own flow of time (for some reason Merlin was capable of using relative positioning in time to create a five-dimensional prison, but somehow didn't write any relativity clauses for his Laws? Come on Merlin, this shit is important). If you slow down your own movement through time relative to Earth, you aren't "swimming against the currents of time," you're just grabbing a rock and holding on for a bit. As if that weren't enough, different places within the Nevernever have time that flows faster or slower than Earth time. If you step off into an area of the Nevernever whose time moves faster than Earth's, for the express purpose of giving yourself more time relative to Earth, does that break the sixth law? The seventh law is the only one that's pretty much black and white, and is also the most important by far. Laws 1-5 only apply when the victim is a human being, so you can do whatever you want to vampires, ghouls, demons, demon-possessed, faeries, etc.
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