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THE LAWS OF MAGIC

THE LAWS OF MAGIC

The Laws of Magic are not legislative laws, but, like those of physics or
musical harmony, are actually fairly practical observations that have been
accumulated over thousands of years. These laws describe the way magic seems to behave.  Most of these laws will make sense to you (I hope), and even the more
obscure ones should make some sense to you, but if they don’t, ignore them, or
send me some e-mail, and I will try to explain.

The LAW OF KNOWLEDGE: This is probably the most widely used law, and probably encompasses all the others in some way.  The basis of this law is that
understanding brings control.  The more that is known about a subject, the
easier it is to exercise control over it.  Knowledge is power.

The LAW OF SELF-KNOWLEDGE: An obvious derivative of the LAW OF KNOWLEDGE, this law carries additional connotations, as a mage who does not have knowledge of himself does not have knowledge (and therefore control) of his own magic.  This law is one of the reason’s “evil” mages are very rare – a dedication to “evil for evil’s sake” is usually do to a lack of introspection and awareness of oneself.  It is difficult to do harm to others when you understand fully what that kind of harm would do to you.  Know thyself.

The LAW OF CAUSE AND EFFECT: A simple scientific understanding – if exactly the same actions are done under exactly the same conditions, they will be associated with exactly the same results. Magicians have at least as much belief in cause and effect as modern physicists do, they just realize that a good ritual, like a good theatrical performance or a good bread recipe, isn’t always predictable. In truth, a spell involves so many variables, that controlling or even
understanding them all is impossible.  The key to magical success is learning
which variables are the most important, and how to keep them constant.  Control
over the variables is icing on the cake.

The LAW OF SYNCHRONICITY: Two or more events happening at the same
time are likely to have more in common than the merely temporal. Very few events ever happen in isolation from other events.  There is no such thing as a mere coincidence.

The LAW OF ASSOCIATION: If any two pattern have elements in common, the patterns interact “through” those common elements, and control of one pattern facilitates control of the other(s) depending (among other factors) upon the number of common elements involved.  This is a very important law, up there with the LAW OF KNOWLEDGE.

The LAW OF SIMILARITY: Having an accurate physical or mental represent-tion of something facilitates control over it.  This one is fairly obvious in it’s usage
– having a model, picture, or other representation of your target (like a voodoo
doll) gives you power to effect the target.  Look alikes are alike.

The LAW OF CONTAGION: Objects or beings in physical contact with each other continue to interact after separation.  Everyone you have ever touched has a magical link with you, though it is probably pretty weak unless the contact was
intense and/or prolonged or repeated frequently.  Magical power is contagious.
Naturally, having a part of someone’s body (nails, hair, spit, etc.) gives the
best contagion link.

The LAW OF NAMES: Knowing the complete and TRUE name of an object, being, or process gives one complete control over it.  This works because a name is a definition (yes, even “Harold”, “Marie”, “Kunte”, and “Jasmine” were at one
time) as well as a contagion link, and an association (if you call something the
same name over and over, that name becomes associated with the thing).  This
also works, because knowing the complete and true name of something or someone means that you have achieved a complete understanding of  it’s or their nature. This is why, in most pre-industrial cultures, people are given “secret names”, as well as “public names”, and why the sharing of a secret name is such an act of  trust – because the secret name is considered to be very close to, if not
identical with, the person’s true name.

The LAW OF WORDS OF POWER: There exist certain words that are able to alter the internal and external realities of those uttering them, and the power may rest in the very sounds of the words as much as their meanings.  Many of such words are names, though the meanings may have been lost or forgotten.  Very many magical tools require words to be inscribed upon them and/or said over them during their construction and/or use.

The LAW OF PERSONIFICATION: Any phenomenon may be considered to be
alive and to have a personality – that is, to “be” an entity or being.  Anything
can be a person.  Most weather mages personify the winds and the clouds, for
example, and thus find focusing their magic on the atmosphere much easier to do.

The LAW OF INVOCATION: It is possible to establish internal communication with entities from either inside or outside oneself, said entities seeming to be
inside of oneself during the communication process.

The LAW OF EVOCATION: It is possible to establish external communication with entities from either inside or outside oneself, said entities seeming to be
outside oneself during the communication process.

The LAW OF IDENTIFICATION: It is possible through maximum association between elements of oneself and those of another being to actually become that being, to the point of sharing it’s knowledge and wielding it’s power.  This is the law that controls most lengthy or permanent possession phenomena.

The LAW OF PERSONAL UNIVERSES: Every sentient being lives in and quite possibly creates a unique universe which can never be 100% identical to that lived in by another.  So called “reality” is in fact a matter of consensus opinions.  This law is nowhere near as obvious as the other laws in it’s applications, but if
you can figure some out, you can use it.

The LAW OF INFINITE UNIVERSES: The total number of universes into which all possible combinations of existing phenomena could be organized is infinite.
Anything is possible, though some things are more probable than others.  You
might consider this to refer to the “alternate probability worlds” of science
fiction, but it also has a much wider application.

The LAW OF PRAGMATISM: If a pattern of belief or behavior enables a being to
survive and to accomplish chosen goals, then that belief or behavior is “true”
or “real” or “sensible”.  If it works, it’s true.  Another rather obscure law,
but it does have some very useful applications.

The LAW OF TRUE FALSEHOODS: It is possible for a concept or act to violate the truth patterns of a given personal universe and still be “true”, provided that
it “works” in a specific situation.  If  it’s a paradox, it’s still probably
true.  This law is basically useless, except to justify use of the above three
laws without screwing things up in your version of the real world.

The LAW OF SYNTHESIS: The synthesis of two or more “opposing” patterns of data will produce a new pattern that will be truer than either of the first two were. That is, it will be applicable to more levels of reality, and this new pattern
may not be a compromise, but may be something rather new indeed.

The LAW OF POLARITY: Any pattern of data can be split into (at least) two
“opposing” characteristics, and each will contain the essence of the other
within itself.

The LAW OF OPPOSITES: A sub-law of POLARITY.  The “opposite” of a pattern
contains information about that pattern, by providing information on what the
pattern is not.  Thus, control over a pattern’s opposite (or close to it’s
opposite) facilitates control over the pattern itself.  (Note that this one I
alone take the blame for, as it is my own extension of POLARITY and SIMILARITY)

The LAW OF DYNAMIC BALANCE: To survive, let alone to become powerful, one must keep every aspect of one’s universe in a state of dynamic balance with every other aspect.  Extremism is dangerous, as the extreme being becomes so
associated with the extreme aspect, that they lose the ability to avoid that
aspect at all.  This is another reason “evil” mages are rare, as continuous
association with pain or death will cause a mage pain or death, ending the
mage’s ability to continue actively with “evil”.  This is also why “good” mages,
especially healers, tend to live a long time.

The LAW OF PERVERSITY: Sometimes known as Murphy’s Law.  If  anything can go wrong, it will, and in the most annoying manner possible.  Magical associations sometimes operate in the reverse of what was desired, and meaningful coincidences are just as likely to be unpleasant as pleasant.  Even if nothing can go wrong, some element of the universe may change so that things will go wrong anyway.  Whether we like it or not, the gods (or fates, or what have you) do have a sense of humor.  Emotionally healthy mages have less problems with this law than others do, as the mages own subconscious mind is probably a major perpetrator of this law.

The LAW OF UNITY: Every phenomena in existence is linked directly or indirectly to every other one, past, present, or future. Perceived separations between  phenomena are based on incomplete sensing and/or understanding.

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Categories: Articles, Daily Posts, Divination, Wicca, Witchcraft | Tags: , , , , , , , | Leave a comment

July 9 could be ‘Internet doomsday’ for some (so check your PC or Mac)

July 9 could be ‘Internet doomsday’ for some (so check your PC or Mac)

Suzanne Choney

July 9 might be “Internet doomsday” for PC and Mac users who haven’t taken steps to make sure their systems are not infected with what’s being called DNSChanger malware.

That’s right: Your Internet connection may not work that day because the safety net now in place from the FBI against the malware will be removed then, and if your computer is infected, you won’t be able to get to the Internet. Read More……

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Calendar of the Sun for Wednesday, April 25

Calendar of the Sun
25 Eostremonath

Walpurgisnacht Day III

Color: Grey
Element: Air
Altar: Upon a grey cloth set three candles, a bowl of dust, the runes Thorn and Haegl, and a battered knapsack.
Offerings: Help those who are homeless.
Daily Meal: Fasting today, from the night before until today’s Hesperis.

Walpurgisnacht Invocation III

Odhinn the wanderer, once Lord of Asgard,
Once Keeper of Valhalla, once All-Father of gods,
Traveled the dusty roads of Midgard,
Dust for his meals and dust in his eyes,
And the folk of Midgard looked upon him
And saw only an old beggar,
And when he asked them for a meal,
Many threw stones, many threw curses,
And a few threw a crust of bread,
And counted themselves generous.
When he asked them for a drink,
Many threw stones, many threw curses,
And a few gave him a dipperful from a horse-trough,
And counted themselves generous.
When he asked them for a place to sleep,
Many threw stones, many threw curses,
And a few showed him to a pile of moldy hay,
And counted themselves generous.
When he asked them for work,
Many threw stones, many threw curses,
And a few set him to cleaning pigsties,
And counted themselves generous.
So was the Lord of Asgard served
By the folk of Midgard who saw him,
Not knowing that it was the Lord of the Aesir
At whom their stones were aimed.
And so Odhinn suffered, and made the first sacrifice:
Understanding what it is to have no home,
And count Midgard’s folk against you.

(Today, those who have no home should be invited in for a meal while the House fasts, or else the meal should be taken to another place for them to eat. Silence for the day while alone.)

[Pagan Book of Hours]

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The Five Stages of Spellcasting: Stage One

The Five Stages of Spellcasting: Stage One

 

Stage 1: Formally defining the purpose of the spell.

Take your symbol that should be made of natural material, natural fabric, crystal, beeswax, dough, clay, flowers, herbs, twigs or metals.

Set the symbol in a dish or flat plate in the center of the altar (you can use a pentacle dish is you wish).

Raising the symbol dish in the center of the altar as you face north, name the purpose of the spell and the time scale, for example, “by the time the leaves are on the trees,” “by the next full moon or “within seven days.”

At the same time, define the person for whom you are casting the spell – this could be yourself.

If you wish, you can now, while you are speaking, pass the symbol on its dish slowly in turn over all four elemental substances, beginning in the north or east.

You may now speaking slowly and confidently, ask for any god or goddess or maybe an angelic power that could be helpful.

Put the symbol back in the center. Touch the symbol with your wand or with a crystal point or the outstretching tip of your index finger to make the connection between the symbol and the energies to be raised. Say:

Be filled with powers and blessings that _________(name) may be/ have/ do__________.

In a ritual you would announce the purpose of the gathering and draw everyone together in a initial chant or action during this first stage.

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I’m a Level 20 Mage Half-Elf. And You Are…?

I’m a Level 20 Mage Half-Elf. And You Are…?

Author: Greymentality

Roll up a character! It’s D and D time! Oh, you prefer Champions? Okay. Or perhaps some Deadlands for some flavor? Yes, I’m talking about gaming, table-top role-playing. If you don’t know what it is, it’s basically pretending to be someone you’re not and imagining a storyline that’s not really happening (save for inside your own mind) . You can fly, fight, and throw fireballs at people. It’s fun, really. But, it’s not reality, or is it?

Depends on what you consider reality. Is imagination reality? Well, who cares about the mind’s eye, hmm? Oh…did you say, we do? Well, this isn’t an article about gaming, but it is about power play.

In gaming though, we have something called the “power gamer” or “munchkin.” They know every tiny detail of every single edition known to man. They brag about it. They pull out the book and quote the paragraph and page number. “No, you can’t be a such-n-such in 2nd ed. It’s in the rules!” Anything to make someone feel down. More importantly, to make them feel superior and get their way.

Why do people do this? People in the magical community do it too.

“I’ve been practicing for 10 years now, how about you?” says the older Witch to the newbie.

I say this because I caught myself saying just this. (I just did it now in the article, but never mind that. It was for the point) I was talking to someone a few weeks ago. We were discussing more in depth about how we worked energy and craftings. I have been somewhat reclusive lately so I was honestly a little overly excited.

I realized I said this exact phrase to someone even though I knew he hadn’t been practicing too long. I wanted him to recognize that I knew what I was saying. I didn’t allow myself to be heard on my own merit, and I really wanted him to listen, so I said it. I knew it’d get his attention. It was pride. It was also manipulation of a sort. It is also a lesson I had to learn.

But, did I say it automatically with no real focus on wanting to feel superior? That’s also possible. Just an innocent comment. What else do you say when you’re trying to explain what you do and how you got to where you are? I seriously don’t know for certain whether I said it just because I wanted to share something I was proud of, whether or not I wanted him to feel on a lower rung, or it could have been just some sort of random bit of information that flew out of my brain onto my hands and into my keyboard where it was sent threw AIM to another person’s attention.

I’ll never know for sure. I can conjecture. I think I wanted attention, and that is a dangerous thing. Pride. Pride and fear. I was afraid that I would be rejected by someone whom I had a chance of being able to Work with. Reaching out is a frightening possibility when you know what it feels like to be discarded by others.

We all know this feeling, have felt it at some point in our lives.

“I’m a 2nd level Gardnerian Wiccan.”

“I’ve been practicing Reiki for 25 years.”

But, I ask you, are you good at it? I say this because what I said to someone made me start thinking. Well, it made me continue thinking on something that I’ve been pondering for a while. Thanks to my friend Jason J., I started contemplating the idea of “Those who know do, and those who can’t, teach.” Or in this case blab.

I’m not a High Priestess of anything. I’m just me. I don’t want to be on a high horse, I don’t like me there. I’ve found that those who know do. So true this. They don’t explain how they do it. They don’t need to. And as Terry Pratchett says, “The natural size of a coven is one.”

I suppose that’s why there are so many solitaries. People want to do what they want to do, just like in everyday society. However, there’s prestige in fancy names. Hence the title of the article. “I’m a Level 20 Half-Elf Mage, And You Are…?” Right smug if I should say so myself.

Now, people in covens aren’t like that. I’m talking about the magical munchkins specifically. Every coven, every Witch, every Practitioner should be rated on themselves. Every Witch is a solitary in the end, because we’re all alone in the end. It’s not sad either. We are social animals. We like being with others, sharing other ideals. That’s why religion is such a big deal. People want to feel supported.

More people to travel with on this journey called life. Or, they want to know that they are right. They want to feel a feeling of “I’m not alone.” Well, it’s nice and all, but it’s not forthright. Not entirely. The reason it’s not a sad thing to be alone is because it is a neutral thing. It is just a fact of life and death. Only you can live your life. Only you can be what you are. If you’re loud and rude about what you’re doing, maybe you’re doing it wrong.

But when to speak up?

Well, that is a question. We’re supposed to keep silent about our ways, even if there are books about it and people eating it up like the next new thing. Still, I think, that you should help those that need help. I’ve said it before, and I’ll say it again. Sometimes it’s good to get out there and dig in the trenches.

I made the mistake of saying what I did, because if he needed help he would have asked. Still, people aren’t smart creatures. You know we aren’t. Individuals are at times. So, take it slow. Don’t be all “I know this because…” It’s just talk.

Lead by example. It’s bound to sink in sometime that you know a little somethin’ when it comes to whatever you’re good at. Despite the fact that people want to be straightforward, it doesn’t work that way. We have to use social cues.

Don’t volunteer information so freely, or you’ll look desperate. People are suspicious of free things. Basically, don’t-give-it-up-on-the-first-date type of mentality. Listen. You learn so much more by listening. But now that’s out of the way and you’re not going to go out of your way to explain how much knowledge you have, lets deal with those who do.

Well, you have options, which is good. The magical munchkin likes attention. Take that away and you take away their power. Your absence is their kryptonite. Well, at least it’s a start. Others might not be so aware that what their saying is just for attention and not helpful in any way. Or is it?

I suppose munchkins have their place in this world. If you do want to know something that you just don’t want to look up, you could ask them and they’d most likely know (if you trust them as a good resource of course) . A property of a rock, astrology sign, Horus’ favorite flower, etc. So long as you expect them to try and reel you in with their oh-so-spiffy image as all-knowing, you can nip it in the bud. Short and sweet is how I’d recommend.

Also, don’t let them drag you down. They may be the loudest of the crowd, but there are others out there like you just looking for someone to hang with, discuss technique with, or perhaps perform rites and spellcraft with. So, just remember, we’re all human…but allow yourself to be picky.

But, what about the munchkin in question? Should we leave them in the wind? Alone? I’ve always figured that we are sponges of a sort a great deal of the time. We mirror others. Would you want to mirror someone that was so smug? If you are by chance friends with one, you can only be yourself and hope that some of you comes off on them. Just keep yourself in check.

Now, in gaming, munchkins are laughed at. In the magical community, it is somewhat the same. People are suspicious of free things, remember? But, remember that not everyone is seasoned. Not everyone in the community knows that a magical munchkin is a pariah of sorts.

Yep, I’m talking about those new to the Craft with more naivety than street smarts. They would most likely go toward a person who seems to know the most. That would either be a) the loquacious munchkin lacking practical knowledge or b) the charismatic mystical leader (that is a munchkin in his or her own right only concerning how to ‘handle’ a coven and look cool) . Either way, this isn’t exactly very good.

I know; who are you to choose friends for them? It’s just good to not let their only options be a power-hungry/drama-filled priest/ess or someone that could drain all of their excitement for learning by force-feeding them superiority-filled gloat. They’re new, they don’t know.

Wouldn’t it be nice if you were the normal friend? The reliable friend? Or maybe just add to your reputation as a good guy? Instead of being larger than life…erm… 20th level whatnot, just say, “Hi, my name is _____.”

Compassion, by far my favorite virtue. What? It’s not on the list? Oh well. Still…

Pride isn’t confidence, and to be good at what you do doesn’t need a title to make it true. And prestige is overrated.


Footnotes:
Terry Pratchet “Witches Abroad”

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