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.


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.


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
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