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FANGS: Appendix C - Wizards
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==Rationale == For wizards, spells are a way to manipulate reality by using the wizards own life force (PW) and intelligence (IN). In order to change reality, a wizard must be able to see reality in its true form, rather than by the illusion of our human senses. This requires a talent which you must be born with ("Latent Magic"), and considerable training and/or inspiration. The fundamental rule of wizardry is: "All magic has its price." Most minor spells are powered by the wizards personal life fire (Power Points.) However, some spells may require additional PP from apprentices, or even permanent PW or other sacrifice of life force from the wizard. The more powerful spells require more sacrifice (as the effect on reality is more significant) in addition to higher intelligence (because the change to reality is more complicated.) The second rule of wizardry is "Wizardry is Art." This is because all spells are limited by the wizards ability to see the reality he is trying to change, imagine the changes that he wants to make to this reality, then by force of will change reality to match that vision. Thus every spell cast by any wizard is in some ways a personal expression of that wizard just as a painting is a personal expression of an artist. This applies to more than every type of spell. It also applies to every spell. Every spell is likely to be different from every other spell cast. Though most spells are unique to the wizard that cast it, there are some common spell effects that most wizards learn or use to train apprentices. This is similar to the way painters learn charcoal and perspective before picking up the brush. An unwritten rule of Wizardry is "Absolute Power Corrupts Absolutely." The more powerful a wizard is, the stronger the wizard's unconsciousness (or Id) will be, wreaking havoc without the conscious intent of the wizard. Much of the wizards craft is to control the irrational Id and its wild emotions. A Fumble with a spell can be catastrophic.
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