About the BookThe story of misfit high-school girl, Carrie White, who gradually discovers that she has telekinetic powers. Repressed by a domineering, ultra-religious mother and tormented by her peers at school, her efforts to fit in lead to a dramatic confrontation during the senior prom.
Carrie was the odd one at school; the one whose reflexes were always off in games, whose clothes never really fit, who never got the point of a joke. And so she became the joke, the brunt of teenaged cruelties that puzzled her as much as they wounded her.
There was hardly any comfort in playing her private game, because like so many things in Carrie's life, it was sinful. Or so her mother said. Carrie could make things move--by concentrating on them, by willing them to move. Small things, like marbles, would start dancing. Or a candle would fall. A door would lock. This was her game, her power, her sin, firmly repressed like everything else about Carrie.
One act of kindness, as spontaneous as the vicious jokes of her classmates, offered Carrie a new look at herself the fateful night of her senior prom. But another act--of furious cruelty--forever changed things and turned her clandestine game in to a weapon of horror and destruction.
She made a lighted candle fall, and she locked the doors...