Now obviously, I've been getting a lot of catgirls* killed for my work, but with the release of Magic of Incarnum and a lot of free time lately, I think I've been able to hammer out some working laws:
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Magic is an inherently powerful force, which is largely unknown and yet extremely commonly used among the talented and wealthy.
Archmage Laurel DeCamphor of Olympia first concocted the Three Laws of Magic and whilst his initial theories and conclusions were sketchy and opaque at first, they were eventually refined and wrought to produce the modern equivalents.
The Three Laws of Magic are as follows:
- Magic is unaffected by the Laws of Physics, but may affect them
- Magic only extends as far as the civilisation’s furthest point
- Any sufficiently advanced magic is indistinguishable from technology as perceived by a subjective viewer
All magical effects, in some way or another, and sometimes in lengthy cycles, apply these laws, which determine the function of the effect on the material world (Material Plane or otherwise).
The Source
Magic needs a source at all times to function for even an instant, however the source of magic has been a subject of much controversy. Early theories pointed to the Gods as the source of magic (Early worship of Boccob and similar deities can be seen from this), later versions pointed to a single, unknown, deity (Faerun's Mystra). Theories also speculated the existence of a ‘magic plane’ from which the effects were drawn directly, a plane that encompassed the entire planar cosmology in a form of weave, as in a wicker basket (The Weave and Shadow Weaves). The most agreed upon and recognised theory of the modern day points to the living soul of a creature as the source, after the discovery of Incarnum magics divulged by the Dead-Nick Squad Black Pearl expeditionary force upon their return from Mizu Omi (Incarnum itself).
Souls are naturally malleable, and are capable of performing and empowering a myriad of effects in their usage, either as source, stopgap, or fuel. As Incarnum is a magical effect based on the user’s soul or soul energy, and as it is notably one of the most ancient of magic sciences yet discovered, the soul is logically the most likely source of magic itself, though not all theorists were swayed by this new science.
The Requirements
It has been documented that, in order for magic to function in an area, there must be a group of creatures or objects possessing souls of at least 200 within 500 miles of the target point. This is the origin of the Second Law of Magic, though exceptions have been noted with particularly powerful magical individuals or objects where fewer and farther numbers have allowed magic’s existence (10 20th level casters, for instance, could amount to 200 HD of souls, as demonstrated by some rulings on Incarnum effects). This collective soul energy that allows magic is a little known phenomenon, and is often believed to mean that larger numbers of united people are inevitably more powerful, the number of souls joining together to produce a more powerful whole, which is embodied in magic.
The partial exception to this rule is divine magic, which is limited only by how far the deity worshipped can perceive the spellcaster. Were such a spellcaster to be in a region outside of their deity's capacity to view and deplete their granted investment of innate magic (An acquisition only possible by deities, who control incarnum in its essence), they would find themselves lacking in magical ability completely. As stated, this particular variation to the requirements for magic is only seen in divine casters, arcane casters need worry only about the nearby population.
Teleportation and Divination - This requirement is regularly not the case for some magic effects, such as the teleportation subschool, which transport a creature to a defined location instantaneously, regardless of the existence of magic at that location (Though antimagic has been found to prevent this access by negating the little amount of magic required). Divination school effects produce their effects in a similar manner, and are also negated by antimagic, suggesting a relation in their function. The small amount of magic needed is sent instantaneously to a region it cannot survive and is then immediately returned to report back to the spellcaster. Left in a single no-magic area, the spell gradually falters until the energy it needs to be self-supporting dissipates.
Undead and Constructs - Undead naturally do not possess souls (Though some are composed of little else, such as Ghosts), and so have great difficulty in utilising magic in otherwise-dead areas, though it is possible for a sentient undead creature to acquire magical talent, and this has led to the naïve belief that sentience is the key to the acquisition of a soul, though Druids regularly refute this claim with evidence that animals, clearly non-sentient creatures, can be revived through resurrection magics. Undead and Golems, to name a single grouping of Constructs, are all charged by magical energy. When this occurs, the energy is initially invested by the spellcaster that creates them, and they are then seen to be self-supporting. Like demiplanes, it seems that the spellcaster maintains a 'thread' or similar link to the creations, which typically necessitates that they remain loyal to the spellcaster, and then the remaining energy that keeps the creatures operational is drawn directly from a massive source of incarnum energy (Similar to the modern way that cellphones get a signal from a tower nearby). Whilst such a phenomenon has never been found, it is therefore probable that Undead and Constructs would cease functioning entirely in a region of no-magic and null-incarnum.
Demiplanes - Demiplanes may be seen to violate these laws, but they do in fact follow them. When a demiplane is first created, it is by a powerful soul through a significant magical effect. Largely, it is this initial ‘boost’ of magical energy that allows the demiplane to then continue growing. However, once it is grown, the demiplane then draws its magical power directly from incarnum, the under current that allows magic itself to exist. This makes them in some ways an exception to the Second Law, however it is incarnum that produces the soul itself, and so the demiplane draws its strength from the pupating souls of billions of creatures, hence applying to the Second Law and existing. It has long been theorised that the personal energy a spellcaster must invest to initially create the demiplane is precisely what ties it to incarnum.
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It's in human nature, follow the stream to the ocean, the smoke to the fire, or blood to the wound. What is the "source" of magic?
Conventional wisdom shows us that any creature with intelligence has access to magic, or any creature with an overt/covert link to something with access can utilise magic to a degree. Therefore, there must be something about the intelligent mind that allows the use of magic (Wizards study books and prepare spells ahead of time, Sorcerers figure spells as they go, Bards learn the tunes, etc.)
In addition, it appears that the earliest form of magic involved the manipulation of soul energy, Incarnum, which has since fallen into disuse and is largely sealed away in monolithic testaments and tombs across the world (Taken from the backstory of Magic of Incarnum, feel free to modify for your own setting). Incarnum is most commonly known in the magical community as the substance that forms most of ectoplasm, infuses Ghost Touch and Ghost Ward items, and perhaps most importantly composes the "soul".
Given that a certain number of creatures with an intelligence of any kind (Be it animalistic or humanoid) must be concentrated in an area for magic to function, we can therefore conclude that souls are important, or else some state of sentience.
Running on with this concoction, we see that soul energy is what causes magic. We assume that Incarnum is either very rare, or entirely unnatural to our known universe. Therefore, its introduction produces a kind of "reaction" with the fabric of reality, be it on the Material Plane, the Positive Energy Plane, or the Outlands, etc. This reaction produces a kind of quasi-energy, stuck half-way between Incarnum and the materials of our own universe. This new energy is extremely covert, and goes unnoticed throughout much of a person's life.
A sentient mind, or one with a connection straight to the source of sentient minds (Incarnum itself, as the sole component of souls) can, with practice and/or study, manipulate this quasi-energy and produce various effects. The effects are often similar due to transplanar teachings and tutelage, but some show a marked ability to display alternative effects to existing "spells" or improve upon them (Aesthetic license, metamagic feats, etc.).
Since this connection was theorised, Incarnum has become the oft-toted source of all magical ability, though by no means is it considered to be fully understood, and many arcanists still strive to be the ones to find the source in its entirety.
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A strange distinction is made between mortal magic and epic magic, a magic so potent it can blacken suns and sunder planets. In order for their to be magic, there must be the equivalent soul energy of 200 people within a 500 mile radius. In order for there to be epic magic, there must be one million sentient creatures in the universe.
Given that the Gods control epic magic to a fine degree, and that it is they that can grant the use of divine magic to their subjects, we can assume that they are responsible for its usage. Logically speaking, there must be some reason, some restriction, to this capacity, or else every God would have his/her own universe to play with.
(Note: What follows is largely something I have yet to base in present D&D canon, so don't be angry if I start going unfounded)
The more worshippers a God acquires, the stronger they become. This has become a well-acknowledged and accepted fact. This is how the leaders of pantheons come to be the most well-renowned members.
Just as there must be the equivalent of 200 mortals to acquire mortal magic, there must be the equivalent of 200 divine ranks for there to be epic magic.
Following surveys of religious followings, it appears that, on a divine scale, each so-called "divine rank" is equivalent to approximately 5000 worshippers. Therefore, whether it is divided between the gods evenly, unevenly, or not at all, there must be approximately one million sentient creatures devoting themselves to some deity or ideal.
This focus of latent psionic energy focuses and re-orders the universe on an almost imperceptible level, turning the "background magical products" into the impetus for epic magic, which manifests itself through the Gods.
(End)
Basically, I think of magic as a kind of inverted-flow fountain. You have lots of people inside the main chamber of the fountain, this puts pressure on the chamber itself, so we'll say that's like magic. Then, you get even more people, until eventually it starts shooting out the top of the fountain in little near-continuous spurts, the Gods. Once there's enough of these little spurts, it makes a plateau above the main chamber, that sprinkles the water down around the chamber and back into the bottom of it: Epic magic.
(A bit of a wonky metaphor, but it works, methinks)
Obviously, a lot of this explanation is tied to my own campaign world, such as the discovery of Incarnum by the Dead-Nick Squad and the first incarnation of the Laws, but the info remains the same. Consciously or otherwise, it seems that all the spells that Wizards puts out seem to comply with at least one of these laws.
So, any thoughts or questions? Have I missed something monumental that needs to be fixed here?
*From the phrase "Every time you try to apply real-world physics to D&D, God kills a catgirl. Please, think of the catgirls"

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