THE ECLIPSE CODEX MAGIC

The Five Laws of Magic

The operating constraints that make magic powerful without making it arbitrary.

Developing loreArchive entry · 12Revised 2026-11-01

01

I. Conservation

Ordinary workings must draw or transform accessible Lumen. Effects are not free merely because the caster wants them.

02

II. Correspondence

A working requires a valid route to identify and affect its target. Location, established Threads, direct perception, and compatible Signatures can provide such routes.

03

III. Resistance

The nature of a target can resist changes. A well-established or self-aware Signature can be especially difficult to rewrite.

04

IV. Equilibrium

A change crossing several aspects is more complex than a local change. Lasting physical transformations are easier to maintain when the Reflection and underlying structure can support them.

05

V. Invariance

Neither Lunor's nor the Sanctum's invariant Signature can be permanently removed through ordinary magic. Physical damage, imprisonment, memory loss, and disruption of available Lumen remain possible.

06

Scope

These are currently working-worldbuilding laws, not a declaration that every exotic mystery is already explained. A future exception should have a defined price, mechanism, or tradeoff, rather than negating all five rules.

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