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Journey of the Strange
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==Sorcery limits== The use of magic can be studied, and a certain level of intellectually pursued power can, with the right tools, items, astrologically correct hours, sacrifices and [huge efforts] be gained. However, real power comes from birthright. The withered arm, the offspring of unnatural union, the seventh son of a seventh son - these are the things that mark any true weilder of magic. Magic seems to come naturally only to those marked by fate or oddity or both. The darker path of the intellectual schools, of course, seek to provoke fate or bring oddity upon themselves to gain true access to magic power. The lighter path seeks within to transform themselves into worthy bearers of fate - and such an inner search has occasionally brought out an oddity or two... It should be noted that both these paths rarely see any true success. Some reasonably classical magical 'marks' Fits, withered limb, hunchback, mother was visited by the devil/a demon/a faerie lord/a god/a demi-god/a dragon/you name it. [or reversed]. Born on a special day/hour/moon/conjunction. Parents are wildly divergent 'types'. An unusual combination of features or 'marks'.
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