Magic is the manipulation of primal universal forces through direct applications of knowledge. Its basis is utilization of pandimensional entities known as deva, and the structures and limitations of their behavior. The nature of deva is further discussed in deva.nature. 1)WORDS OF POWER. These are the calling or true names of classes of 1st rank deva. Electricity (electrons) Light (photons) \__ class is specified by range of frequencies. Heat (photons) / Force (neutrons) "Curse of Death" (protons) [produces radiation poisoning] [These are all simple summonings of large numbers of particles. To be precise, the Words force normally pandimensional beings to manifest on our three-dimensional world as non-dimensional points with energy "auras"-- deBroglie waves. There are also the associated banishment words:] Darkness \banishing fixed photon frequencies Cold / Destroy matter (banish electrons, causing matter to implode) Destroy matter (banish neutrons, causing matter to explode) Destroy matter (banish protons, causing matter to ionize and discharge) Please note that Words of Power are not controllable. They summon a quantity of particles to a spot demarked by a talisman of some sort; the particles then behave according to the laws of physics. If particles are being banished, those that remain behind do the same. (IMPORTANT NOTE: THESE ARE EXTREMELY POWERFUL AND UNCONTROLLABLE [and, nmot incidentally, really hard to put into an Assassin game]. NOBODY LEARNS THESE!) 2)SPELLS. These are more subtle. A spell is created by training a 3rd or 4th rank deva to manipulate objects, etc. It requires the calling name of the particular r3 who must be invoked for this spell, and its truename. Thus an invisibility spell, for example, could summon a particular rank 3 deva who has been trained to selectively banish those photons which are reflected from the object to which the deva has been bound. A flight spell could summon a deva trained to summon neutrons and command them to travel unidirectionally by mental command. Limitations exist only on the spell creator's ingenuity of design and his ability to train the deva (and the deva's ability to command the forces involved). Once created, the spell can be utilized by any who know that deva's names. Note that if a spell is begun, but not completed, the r3 deva is not returned to its normal state, and will continue to do what it has been trained for...this can have disasterous consequences. Thus spells are generally taught in their entirety. 3)SORCERY. In essence, it deals with the summoning, commanding, binding and banishing of r5-r6 deva. A sorcerer studies the nature of deva, both generic and specific, and the techniques of binding, summoning and commanding them (the latter is mostly a study of logic and linguistics). He also learns self-control and spells related to deriving information. 4)WITCHCRAFT This is a form of devacraft that deals with rank 7-8 deva(otherwise known as Greater Spirits, Archangels, Demon Princes, and so on). The witch serves the high-rank deva and receives a life-bond with a lower-ranking deva (known as a familiar), which possesses a material being. The familiar grants the witch various abilities and knowledges. (Note: this form of servitude is nearly unknown in the Realm but is popular in the East.) If the witch fails to perform, (s)he may (would?) lose the services of the familiar, depending on the personalities of the deva (s)he deals with. 5)CLERICISM The ultimate abstraction of devacraft, dealing with rank 9 deva (the Elder Gods). The priest/druid, in loose analogical terms, attunes himself to the nature of his or her chosen God, allowing that God's power to manifest through him or her. This is mostly passive from the God's point of view, but not entirely so. The whole process is commonly known as "prayer," and most priests are not aware of the relation this has to magic. All files in the directory /mit/abstract/Archives/Old_castles, and all files in any subdirectories thereof, and any materials in the "abstract" locker pertaining to the game "Castles in the Sky" as run for the MIT Assassin's Guild in the Spring of 1989 are copyright to Andrea Brandford and David Policar and are not available for public use or viewing.