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  1. Ravenhurst Magic or sorcery is the use of rituals, symbols, actions, gestures, and language with the aim of exploiting supernatural forces. The belief and practice of magic has been present since the earliest human cultures and continues to have an important spiritual, religious, and medicinal role in many cultures today. The belief that one can obtain supernatural powers or paranormal influence by prayer, sacrifice, or invocation dates back to prehistoric religions. It can be found in early records such as the Egyptian pyramid texts and the Indian Vedas. Magic and religion are categories of beliefs and systems of knowledge used within societies. Some forms of shamanic contact with the spirit world seem to be nearly universal in the early development of human communities. They appear in various tribal peoples from Aboriginal Australia and Māori people of New Zealand to the Amazon, African savannah, and pagan Europe. Magic is sometimes practiced in isolation and secrecy and often viewed with skepticism and suspicion by the scientific community. In non-scientific societies, a perceived magical attack is sometimes employed to explain personal or societal misfortune. The term "magical thinking" in anthropology, psychology, and cognitive science refers to causal reasoning. This often involves associative thinking, such as the perceived ability of the mind to affect the physical world (see the philosophical problem of mental causation) or correlation mistaken for materialist causation. The concept of magic, considered distinct from religion, was first widely recognized in Judaism. This defined the practices of pagan worship which was designed to appease and receive benefits from gods other than Yahweh as magic. Wouter Hanegraaff argues that magic is in fact "a largely polemical concept that has been used by various religious interest groups either to describe their own religious beliefs and practices or—more frequently—to discredit those of others." Modern Western magicians generally state magic's primary purpose to be personal spiritual growth. (from Wikipedia) And that boys and girls is bullshit, Pure Bullshit, written by people who have no more magical talent than an amoeba. You are here today, the first day of the rest of your magical lives, because magic is real. Magic is all around you. And you, all of you young men and women, sitting here in this auditorium, are Sorcerers. Welcome to Ravenhurst, America's premier Magical Academy. Each of you in recent weeks has discovered that you are special, that you are able to sense the unknown, able to touch the ethereal, able to do things you only read about in fantasy and science fiction books or see on the TV or the movie screen. In short you can make Magic! Socerers: Ravenhurst is a game of teenagers coming into their powers as Sorcerers and navigating the often perilous halls of High School. Ravenhurst is a magical academy in the United States ( 1 of 2) where all kids (age 13 – 18) who display the ability to “Make Magic” go to learn the art of spellcraft. To the outside normal world it is a prestigious and elite boarding school located in central Vermont. Players take on the roles of young students between the ages of 13 and 17 who have recently discovered that they are Sorcerers and have been whisked away to Ravenhurst to receive training in the sorcerous arts. Sorcerers is an original setting which borrows inspiration and in some cases tone heavily from books and tv and movies such as the Harry Potter Series, The Magicians, The Craft, The Circle, The Covenant, everything on the CW network and other Urban Fantasy and Modern Witchcraft stories. As well the Game system is a kludge (most notably White Wolf's Dice Pool system) of several differtn systems with some original content. The emphasis will be on story telling and the game mechanics have been designed with RP in mind. If there is sufficient interest in this small teaser and proposal I will continue development. Please post any questions in this thread
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