How TTU's Magic Works


Magic is a complex thing. You don't understand it by learning the rules; but if you don't know the rules, you can't understand it.

Here are some of the resources that try to make TTU magic a little more understandable.


Ground Rules


WhatMagicCantDo: The dividing line between "willpower influencing reality" and chaos.
MagicRules: Miscellaneous things to note about spellcasting.

Approaches


Schools: The five fundamental approaches.
Traditions: Large groups within a school, united by shared ideology.
Working Groups: Individual circles, covens, etc., often formed within a tradition.


Power Levels


MagicalSkillCategories: The general range of effects a single mage is capable of.


Magic and Therianthropy


ShapeshiftingInTTU: The magical basis for the shifting effects that theris use.


Index


And, for convenience, all pages in the 'Magic' category:

The following 8 page(s) belong to CategoryMagic

HomePage [Welcome to TTU] MagicalGroups [Magical Working Groups] MagicalSchools [Magical Schools of Thought] MagicalSkillCategories [Categories for Magical Skill]
MagicalTraditions [Magical Traditions in TTU] MagicRules [WhatMagicCantDo] ShapeshiftingInTTU [Shapeshifting In TTU] WhatMagicCantDo [What Magic Can't Do]



CategoryMeta CategoryConcepts
There are no comments on this page.
Valid XHTML :: Valid CSS: :: Powered by WikkaWiki