Each character has a personal set of laws called their Laws of Magic.

Based on these laws, characters can say what happens when certain events come about. Let's say that Alyssa is creating her law-set. She wants to make it so that she can attack Identity using physical means (i.e attacking the soul with a physical object, like a sword). So she would say exactly that in her law-set:

When attacking with physical means, able to target Identity.

That sort if thing. Also, all charcters have a sort of law-field. When another immortal enters your field (or vice versa) both players check their Intelligence, whomever's is higher has the dominant law-set [note: this check is a placeholder; we want to avoid flat comparisons of stats --CI'ikal]. So Alyssa has the above law-set and Vanessa has "Not able to target any non-mortal when attacking with physical means" and Vanessa has more Intelligence than Alyssa, and of course Alyssa is in Vanessa's field, Vanessa's law-set becomes dominant. That means temporarily (as long as Alyssa remains inside Vanessa's field, and vice versa) Alyssa's must use Vanessa's lawset. Default size of these fields is 25 feet [Note: the default size should depend on Identity -CI'ikal]. Inside their law-sets, players can icrease or decrease that size. Let's say that Alyssa also has "Law-field is increased to 100 feet." and Vanessa doesn't. Alyssa's Law field is 100 ft. while Vanessa's is 25 ft. So If Vanessa is within 100 ft. of Alyssa, If Alyssa has more Intelligence than Vanessa, Vanessa now has to use Alyssa's law-set (which of course means that the Law-field generating from her is also 100 ft, but that isn't going to help her since she already lost dominance). Or let's say that Vanessa has more Intelligence than Alyssa but a smaller field (like above). When Alyssa fails to force her law-set onto Vanessa, she fails, but Vanessa is not able to try to force hers onto Alyssa's because Alyssa is 50 ft away, not within 25 ft. Useful eh? Of course, but before you can use any of these law-sets they must be approved by the GM, who will then tell you a price in Intelligence that you must pay in order to get these changes.

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Since it's kind of late and I don't have any concrete ideas right now, this is just going to be a short write-up followed by a lojban translation for practice.

Basically, there is one default set of laws for the setting, which has the lowest priority and is only used for wild magic (if that is implemented) and possibly effects that have been divorced from their casters (i.e. been made permanent). The next higher priority level is the mortal magicians' sets of laws, which are usually the same as the setting's. Then comes the immortals' laws. Immortals' laws have full sway in their immediate area if they are the only immortals there (and mortal magicians, for example, cannot violate those laws); when two sets of these laws come into conflict, each side must dedicate concentration toward controlling which set is dominant. This investment is placed into a pool with no particular location; as long as you have not removed points from this pool, you get to keep all laws that don't conflict with the dominant set (and more specific laws in this case can ignore general ones, so "you can't create fire" will be retained even if "you can create matter and energy for one identity point per pound of mass (e = mc^2)"). There might also be another penalty for backing out. This is so you can't just ignore this investment if you lose. ((Or perhaps forcing your opponent to leave more of their Identity in the pool is enough incentive to keep in yours. We'll figure it out later.)) When changing laws of magic, the only thing you cannot change is that a) it has cost every time, and b) every time you change it, you must pay everything you've already spent on it again (actually, probably also c: there is an upper and lower limit for intelligence that is determined by your Identity score beyond which you are incapable of magic). This is to simulate the fact that as your set of laws grows more and more defined, it becomes harder and harder to change.

A sample (and {mutce sampu}) set of laws: Physics spells (kinesis) change an object's position or the derivatives of its position (velocity, acceleration, jerk, rate at which jerk changes, ...). To change the nth derivative by 1 m / s^n, pay 5^n Identity in concentration. To make this permanent, instead expend the Identity. Meta spells (physical; entropic sounds cooler but may or may not be accurate) change physical constants and stuff. Don't mess with things you don't understand: changing the gravitational constant might be worth the hassle, but no one wants to figure out what happens if you make protons three times the size with half the charge. These changes are localized and cost [amount] per cubic meter per alteration (number of alterations in a spell arbitrated by GM); if you invest concentration they are temporary but expending identity makes them permanent. Meta-2 spells (psychic) affect the target's mind. Slaying outright costs [this]. Enslavement costs [this] and is resolved [in this way] when [this conflict emerges]. If the rules contradict themselves, [this takes precedence]. Meta-3 spells (High Sorcery) affects the target's laws of magic. Granting access to Meta-X (which may have odd effects/definitons; again, stick to stuff you understand) costs X^X Identity. Doing [action] costs [amount]. The idea is that rather than having a single magic system, we have a few loosely defined rules by which the strongest immortals set their own system (look up Nomic (noi ta'o simlu lo ka mutce zdile) on Wikipedia; that's the idea); they cannot change these rules because they represent the will of the GM, who in turn represents Dismay and Sevael collectively. This thing should focus on

setting up the baseline rules by which these personal laws of magic interact with and potentially permanently change each other and possibly the ambient setting rules (but again, GM has final say).

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