Make your own free website on Tripod.com
Magick and the Arts

Home
spells and curses
Page Title
Page Title
Page Title
New Page Title

welcome to my site and welcome a new life

Magic is the supposed use of unnatural or superhuman power by a person to try to control human actions or natural events. Magic often seems to achieve results, but the results actually have other causes. For example, a person might cast a magic spell to make an enemy sick. The enemy may learn about the spell, become frightened, and actually feel ill.

People throughout the world have practiced magic from the dawn of history. But beginning in the 1600's, science has provided an increasingly greater understanding of the true causes of natural events. This increased scientific knowledge has reduced people's dependence on magic. But many people in non-industrial societies still believe in magic. Even in industrial societies, many people still trust in such forms of magic as astrology and fortunetelling.

The word magic also refers to entertainment in which the performer does tricks of so-called magic. In such entertainment, neither the magician nor the audience believes that the performer has supernatural powers.

The following convenient chart of Spell descriptions has been divided into sixteen horizontal columns, one for each of Arcanum's famous Colleges of Magic. Each College contains five spells of progressive difficulty and power.
Within any one College these Spells must be learned in the correct order; each Spell is a prerequisite for the next.
Additionally, there is the prerequisite of possessing the minimal Willpower necessary to learn and cast this Spell, with higher level Spells demanding more Willpower from the would-be mage than lower level Spells. No spell may be learned if the Character has an Intelligence with a value lesser than 5.

Please do keep firmly in mind that any Character Points spent on Spells will alter the Magical/Technological Aptitude of the Character, and this, in turn, will have significant effect of the Character’s interaction with all Magical and Technological items.

Remember also that when any Spell is cast, it costs the mage a certain amount of Fatigue. Additionally, some Spells will cause continuous Fatigue for as long as the mage maintains the desired effect. If Fatigue ever drops to 0 or below, all maintained Spells are discontinued, and the caster will faint dead away and remain unconscious until enough Fatigue is regained to reach 1. No caster can maintain more Spells than his Intelligence divided by 4.

A person with an Intelligence of 3 or lower cannot maintain any Spells at all! But a person of such low Intelligence will probably have more than sufficient challenge in life just controlling his or her bodily functions; marshalling mystical energies would only be a burden.

Enter supporting content here

NO ONE IS SAFE