Amber MAGICK
Introduction
What is Magick? Magick are the arts of magic which work everywhere
in shadow that magic works at all. Indeed, the simple arts of Power
Words work in all Shadows, for they draw their power from within the caster.
Magick is the weakest of the Powers, but probably also the most flexible.
If you can imagine it, magic can do it, but keep in mind that the greater
Powers (Shapeshifting, Logrus, Pattern, Trump, etc) can typically overcome
it in a duel of Powers.
Magick does not require one to possess the blood of Amber or Chaos or
Regis Philbin. Every shadow has its own laws of magic, and who can do it
varies greatly by shadow. In some shadows, everyone is a sorceror, in others,
virtually no one is. Sorcerors who lack another way to mold and study reality,
such as Pattern, Broken Pattern, Logrus, etc, become helpless if they travel
too many shadows away from home, because they can't easily determine how
magic works there. Those who do have power over reality by other means
can quickly adapt to the new laws as they move from shadow to shadow, and
thus have a massive advantage. Still, the wise Amberite does not look down
on Brian the mage because his powers fail in Amber, for they know that
back in Garweeze World, Brian the mage will kick their butt on his home
ground unless they have had time to carefully study how magic works there,
and maybe even then.
There is no particular pattern to Shadow which explains why Magick works
in the shadows it does, although it does tend to become stronger towards
Chaos simply because the Shadows there are flimsier and more malleable.
Yet Chaos Sorcery also becomes less predictable as it grows in strength.
How does one become a Magician?
Magic requires some sort of initiation which awakens one's potential
for magic. There are a million forms of initiation practiced across
Shadow. They have a few aspects in common:
-
Preliminary period of training for the initiation
-
Some sort of quest, often a vision quest in dreams
-
Several tests which must be passed during the quest
-
A near death experience
-
Finally, a confrontation with some being who initates you. It remains
debatable as to whether this is one's higher self, some sort of divine
being, or just a vivid hallucination symbolic of one's rebirth as a Magician.
What are the paths of Magickal Power?
Magic can be subdivided into three paths typically followed by Magicians.
-
Power Words: These are simple one word spells. They
are quick and easy, but don't do much and run off your life force, which
can tire you out quick or kill you if you do too many.
-
Sorcery: This enables you to cast more complex spells.
But they only work in Magick supporting shadows, and sorcery is slow.
-
Conjuration: This enables you to empower items, create things
from nothing, and put mental imperatives into unfortunate people.
These are vulnerable to being dispelled.
Power Words
This revision is based on Dan Root's excellent ideas about Power Words,
and several internet sources I've managed to lose the names of. ;_;
And some ideas of Mike.
What can Power Words
do?
Power Words produce immediate, short-term, usually single-target effects.
They feed off the user's life force, eventually leading to exhaustion.
Power words last only a few seconds, then fade. Advanced levels
of Power Words can produce longer lasting, more intense, or area-effect
magics.
Power Words come in many different forms. The classic form is
spoken words of power, but they also may come in the forms of runes, origami,
special knots in ropes, etc. The beginner must pick a specific form,
but can then learn alternate methods of performing power words by spending
points later (or during character creation, for that matter).
How Do I Learn
Power Words?
As with Conjuration and Sorcery, the first stage of learning power words
is some sort of magical initiation. This varies by style (rune masters
hang from trees, knot-tyers face a night naked with the spirits, word speakers
must practice some virtually impossible to pronounce poem until finally
they get it right, etc). In game terms, Magical Initiation costs
five points and grants the ability to now buy Power Words (or other Magickal
powers). The character can now see magical energies, enabling them
to detect spells in progress, magical items, and enchantments. They
can also tell if the shadow they are in allows magic and with time can
find the sources of magical energy in it.
Basic Power
Word Descriptions:
Some of these are slightly changed from their canonical rules descriptions,
while others are new:
-
Bursts
-
Balance--This briefly increases your coordination and balance.
Useful for things like tightrope walking and not stumbling over the edge
of cliffs.
-
Burst Of Magic--This triggers a small burst of magic. It can
be used to immediately cast a Petty level spell even in a place where magic
normally fails. It will slightly augment an extant spell's power
level. It can also be used to trigger a magical item's functions (A rather
dangerous use).
-
Burst of Psyche--This will briefly augment your psyche. It's
most useful in getting the upper hand in a close psychic combat.
Don't expect it to help you stop Brand, Fiona, Annadil, Lao, Wu-Tang, or
other Mad Psyche Mongers.
-
Burst of Strength: Momentarily boosts the character's strength,
allowing them to land a powerful blow, or lift an object heavier than they
could normally.
-
Burst of Speed: Momentarily speeds the character up. Most useful
when you are trying to escape/outrun someone and a last burst of speed
would really help. Can be a slight benefit in combat by speeding up a swing,
but really designed for running, dodging and diving for cover.
-
Burst of Toughness--This briefly hardens you against a blow, slightly
reducing the damage it causes. Especially useful for when you're
falling; use it right before you hit.
-
Burst of Trump--This creates a surge of trump energy. It will
trigger trump traps (good for studying them without being caught in them),
activate trump devices, and help break through Trump Jamming. Does
mean things to Logrus tendrils.
-
Defensive Luck--Causes a bit of luck which can save your ass from
a poor combat decision, assuming the odds aren't TOO hard against you.
-
Fumble--Causes the target to briefly have a klutz attack and lose
their grip on something. Tightly held objects (like weapons in combat)
become vulnerable to disarming, while loosely held objects (a weapon just
drawn, a bottle you're trying to open, etc) will be dropped entirely.
-
Induce Boredom--You've all known teachers and bosses with this one.
The target briefly becomes bored with life and unalert. It works very poorly
in combat, but rather well against people like security guards you need
to sneak past.
-
Induce Euphoria: The target feels happy and euphoric for a few seconds.
An nonaggressive target will generally stop noticing what is going on around
them for the duration. While not as useful in combat as a Neural Disrupt,
it has the advantage that the target may not realize that the happiness
was caused by someone else.
-
Induce Fear: Fills the target with irrational terror. If the user
of the Power Word has a superior Psyche, the target will lose all concentration
and panic for a second. Animals, or creatures of similarly low intelligence,
will generally bolt and keep running even after the fear fades, not realizing
that the fear was produced by a Power Word.
-
Light Strobe--Light Strobe causes a flash of light. Useful
for sight or blinding people.
-
Lifeforce--A burst of lifeforce will revive sleeping or knocked
out people, help someone escape being on the verge of death, and reduce
the stress of shapeshifting. It also will make very tired people
briefly more alert.
-
Pain Attack--This causes a brief surge of agony in the target
-
Process Surge--This will cause some electrical, chemical or mechanical
reaction to briefly flare up. Delicate equipment may be wrecked by
this, such as electronics.
-
Shade--This causes the surrounding area to briefly get darker.
Mostly useful for scaring the weakminded
-
Spark--This causes a small spray of sparks. It's enough to
ignite a fire, light fireworks or a cigar, or cause some mild pain to a
victim.
-
Thunder--Nothing says 'I am Wizard, Hear me Roar' like a clap of
ominous thunder.
-
Cooking
-
Brown--This will brown about one frying pan worth of meat.
-
Scramble--Scrambles one frying pan worth of eggs.
-
Season--This will season one small cookpot worth of food.
At this level, it will only simulate one spice.
-
Skin--This will strip the skin from about one chicken worth of meat.
It only works on dead things, so no trying to skin the living, bucko.
-
Stir--This will stir up to about 3 gallons worth of liquid, soup,
or stew. Be warned that some liquids are volatile.
-
Tenderize--This will tenderize enough meat for two people.
-
Disrupts and Negations
-
Chaos Negation--This is intended for self-protection against Chaos
attacks (usually Logrus). It works best as an internal defense, but
with sufficient Psyche advantage, you can zap Chaos manifestations in the
world around you.
-
Coordination Disrupt (aka Stumble)--The victim stumbles. Those
whose Strength is substantially lower than your Psyche may outright fall
down. Very nasty to people in situations like edges of cliffs, tightropes,
etc.
-
Item Negation--Item Negation is used to briefly knock out the special
powers of items for a few seconds. If the item is being held or carried
by another sentient being, they can defend it with their psyche in addition
to the resistance the item gains from its creator's psyche (Items resist
Negation with 2/3rds the Psyche of the item's creator). Items which
have been conjured may dissolve away completely if successfully Item Negated
by someone with enough of a Psyche advantage..
-
Magic Negation--Magic Negation knocks out spells in the process
of being cast, or which are hanging around, taking up space. They
resist with the psyche of their creator.
-
Neural Disrupt--This triggers a nervous twitch as you briefly disrupt
the victim's nervous system.
-
Pattern Negation--This is intended for self-protection against Pattern
attacks. It works best as an internal defense, but with sufficient
Psyche advantage, you can zap Pattern manifestations in the world around
you.
-
Process Snuff--This briefly dampens some electrical, chemical or
mechanical reaction in process, such as causing an engine to briefly stall,
or a fire to nearly gutter out. Multiple Process Snuffs in quick
succession will kill the process entirely.
-
Psychic Disrupt--This disrupts the victim's ability to concentrate,
causing them to briefly lose control of any powers they're using which
require concentration (For example, if using the logrus, all the tendrils
they're controlling will flail randomly for a second or two.)
-
Resume True Form--This forces the target to assume their most natural
form. Be warned that for Chaosians, Demon Form is in fact their most
natural form...A victim with Advanced Shapeshifting will have a choice
of their base forms. Someone with Exalted Shapeshift will simply
laugh at your petty little power word, though even he will flicker if you
have a psyche advantage on him.
-
Sound Disrupt--This creates a brief burst of silence around you.
-
Trump Disrupt--Trump Disrupt will knock out an active Trump connection.
If used on a card you're holding, it works automatically, otherwise you
need Psyche advantage.
-
Weaken Structure--This briefly creates a weak spot in something
solid, which can then be exploited to break it if you're quick.
-
Miscellaneous
-
Cheat at Dice--Causes up to five rolled dice to come up the way
you want them to.
-
Freshen Up--This leaves the user clean and sparkly, though it won't
prevent you getting dirty again. Useful for court occassions.
-
Twiddle--This causes a machine to perform one of its functions.
You can target a specific function if you're aware of how it would normally
be triggered.
-
Wizard Mark--At the basic level, this is mostly useful for impressing
people, as the mark fades within minutes to hours, depending on Psyche.
Still, it lets you put a nifty rune on something for a short time.
-
Special Power Words: Special because of prerequisite powers,
which are noted after the point cost.
-
Instant Shift--Only useful for people with Shapeshifting.
Allows you to instantly change to one of your basic forms in a heartbeat.
-
Shift Feature: Changes one feature of a shadow object almost instantly.
Can change coinage into local coinage, one color into another, a hostile
dog into a friendly one, etc. The harder it is to shift shadow in the area,
the more likely the shifting is to fall short of the desired change.
-
Shadow Hop: A quick, uncontrolled shift into an adjacent shadow.
Useful for getting away from an enemy, but you end up lost, and close enough
that a shadow shifter can find you in a few seconds.
How Many Power Words Can
I Do Before I Fall Down and Can't Get Up?
Power Words cause fatigue (1 point for use of a normal power word, 2
for an Advanced power word, and 4 for an Exalted power word). One
moves along the Scale of Exhaustion at a speed dependent on one's Endurance.
The Scale of Exhaustion:
-
Just Fine. You're not tired at all
-
Human Endurance: 0-3 fatigue
-
Chaos Endurance: 0-6 fatigue
-
Amber Endurance:0-12 fatigue
-
Ranked Endurance: Divide your Endurance by 3 and add that to 12.
That's the # of points of power words you have to utter to be shoved up
one step on the table. (For example, if Corwin has End 99, he can
utter 33+12=45 power words before he becomes Tired)
-
Tired. You need rest, but can still move around or fight as needed
-
Human Endurance: 4-6 fatigue
-
Chaos Endurance: 7-12
-
Amber Endurance: 13-24
-
Ranked Endurance:Divide your Endurance by 3 and add that to 12. That's
the # of points of power words you have to utter to be shoved up one step
on the table.
-
Exhausted. You can just barely move, but mostly you lie around exhausted.
-
Human Endurance: 7-9 fatigue
-
Chaos Endurance:13-18
-
Amber Endurance: 25-36
-
Ranked Endurance: Divide your Endurance by 3 and add that to 12.
That's the # of points of power words you have to utter to be shoved up
one step on the table.
-
Unconscious. You collapse and slumber for a long time.
-
Human Endurance: 10-12 fatigue
-
Chaos Endurance: 19-24
-
Amber Endurance: 37-48
-
Ranked Endurance: Divide your Endurance by 3 and add that to 12.
That's the # of points of power words you have to utter to be shoved up
one step on the table.
-
Mortally Wounded: Your lifeforce is ebbing, and you need help fast
-
Human Endurance: 13-15 fatigue
-
Chaos Endurance: 25-30
-
Amber Endurance: 49-60
-
Ranked Endurance: Divide your Endurance by 3 and add that to 12.
That's the # of points of power words you have to utter to be shoved up
one step on the table.
-
You drop quite dead
-
Human Endurance: 16-18 fatigue
-
Chaos Endurance: 31-36
-
Amber Endurance: 61-72
-
Ranked Endurance: Divide your Endurance by 3 and add that to 12.
That's the # of points of power words you have to utter to be shoved up
one step on the table.
-
Explode and fail to have any effect: Any expenditure which goes past the
'drop quite dead' level kills you and the power word doesn't actually go
off because you didn't have enough juice for it. Sorry.
Power Word Options
These options cost points to be able to use; see the Partial Powers
Writeup for Magick
Power Word Boost
One can choose to put more OOMPH into one's power words by expending
additional life force. It costs five times the normal life force, but it
doubles the effectiveness of a power word. This is a good way to
knock yourself out quick, but sometimes worth it.
Advanced Power Word Boost
Double power not enough? Invest 20 times the normal life force
and you can have five times the normal effect. This is very flashy,
but also very life force costly.
Area Effect Power Words
Power words normally only effect one target, although a few basic ones
have some area of effect (Light Strobe, Shade, etc). This enables
you to extend the area of effect to about a 1 yard radius for five times
the energy expenditure, or 3 yards radius for twenty times the energy.
This can be combined with PW Boost or Advanced Power Word Boost if you
really need to, though it will knock you out fast and quite possibly kill
you very dead.
Alternate Power Word Forms
This enables you to learn alternate means of performing Power Words
and convert words you know between the methods you know.
-
Word Magic: This is the standard form, in which words are spoken
to articulate the powers.
-
Meditation: This involves assuming various trance states and meditating
on particular images to activate the power words. Such users tend
to think of themselves as trained in use of 'ki'
-
Rune Magic: Rune mages carve runes into objects and imbue the rune
with power. They have an advantage over many other forms in the creation
of items containing power words for obvious reasons.
-
Paintings: Abstract or realistic. You quickly paint on some
surface to activate the rune. Easily combinable with Trump to produce
Trumps that trigger Power Words when activated.
-
Knot-tying: You tie various ornate knots into ropes.
-
Origami: Creating unique paper statuary for each power word you know.
Advanced Power
Words
Advanced Power Words cost twice as much to buy, and twice as much life
force to use.
Advanced Power Word Descriptions:
-
Bursts
-
Balance--This briefly increases your coordination and balance substantially.
You could briefly run up a sword blade.
-
Burst Of Magic--This triggers a medium burst of magic. It
can be used to immediately cast a Petty or Minor level spell even
in a place where magic normally fails. It will somewhat augment an
extant spell's power level. It can also be used to trigger a magical item's
functions (A rather dangerous use).
-
Burst of Psyche--This will briefly augment your psyche. If
you already have an advantage, you'll gain serious ground. If you're
weaker, but only a little, you'll briefly surge ahead. If you're
a lot weaker, this likely isn't going to be enough.
-
Burst of Strength: You become substantially stronger for a short
period of time. If you already have an advantage, you'll gain serious
ground. If you're weaker, but only a little, you'll briefly surge
ahead. If you're a lot weaker, this likely isn't going to be enough.
-
Burst of Speed: Momentarily speeds the character up. If you already
have an advantage, you'll gain serious ground. If you're weaker,
but only a little, you'll briefly surge ahead. If you're a lot weaker,
this likely isn't going to be enough.
-
Burst of Toughness--This briefly hardens you against a blow, reducing
the damage it causes. Especially useful for when you're falling;
use it right before you hit.
-
Burst of Trump--This creates a surge of trump energy. It will
trigger trump traps (good for studying them without being caught in them),
activate trump devices, and help break through Trump Jamming. Will
likely give a nasty jolt if directed at a Logrus manifestation.
-
Defensive Luck--Causes a substantial bit of luck to save your ass.
-
Fumble--Causes the target to drop what they're holding unless it's
tied to them or they have a lot of Strength.
-
Induce Boredom--The target is so bored, that even in combat, they'll
lose interest for a little while.
-
Induce Euphoria: The target becomes very giddy for a few seconds.
An nonaggressive target will generally stop noticing what is going on around
them for the duration. While not as useful in combat as a Neural Disrupt,
it has the advantage that the target may not realize that the happiness
was caused by someone else.
-
Induce Fear: Fills the target with irrational terror. If the user
of the Power Word has a superior Psyche, the target will lose all concentration
and panic for a second. Animals, or creatures of similarly low intelligence,
will generally bolt and keep running even after the fear fades, not realizing
that the fear was produced by a Power Word.
-
Light Strobe--Light Strobe causes a flash of light so bright that
the people will reminded blinded a bit longer even after the light fades.
-
Lifeforce--A burst of lifeforce at this level will heal petty wounds
and cure minor diseases (like colds). Even people collapsed of exhaustion
snap awake, though grogginess soon sets in. Some bleeding to death
will quickly have all their wounds clot shut.
-
Pain Attack--This causes a brief surge of very intense agony in
the target
-
Process Surge--This will cause some electrical, chemical or mechanical
reaction to briefly flare up tremendously. This may well break anything
not fairly tough.
-
Shade--This causes the surrounding area to plunge into abject darkness
for a few seconds.
-
Spark--This causes a substantial spray of sparks. This will
ignite just about anything flammable.
-
Thunder--Nothing says 'I am Wizard, Hear me Roar' like a clap of
ominous thunder. Anyone who can hear it will suffer some lingering deafness
as well.
-
Disrupts and Negations
-
Chaos Destruction--This is intended for self-protection against
Chaos attacks (usually Logrus). It works best as an internal defense,
but you can also zap Chaos manifestations in the world around you.
Chaos constructs will start to unravel after being hit with this
-
Coordination Destruction (aka Klutz Attack)--The victim loses all
coordination and briefly becomes a total klutz.
-
Item Destruction--Item Negation is used to briefly knock out the
special powers of items for a few seconds. It will do so regardless of
the creator's psyche, though the holder of the item can protect it with
his.
-
Magic Destruction : An extended form of the Magic Negation Power
Word, this word can damage the magic maintaining a conjured item, causing
it to decay rapidly. If the item is not destroyed, the conjurer can generally
repair the damage and prevent further decay by spending a minute per point
in the item. This has no effect on powers and qualities paid for with points,
but permanent conjured items just decay more slowly than normal ones.
It also knocks out spells quite effectively.
-
Neural Destruction--The victim has a brief epileptic fit, leaving
them fairly vulnerable.
-
Pattern Destruction--This is intended for self-protection against
Pattern attacks. It works best as an internal defense, but you can
also zap Pattern manifestations in the world around you. It will
damage or destroy minor Pattern Items.
-
Process Destruction--This will knock out some electrical, chemical
or mechanical reaction in process, unless it is very large (You can't PS
a forest fire, but you could put out all the flames on one tree)
-
Psychic Destruction--This disrupts the victim's ability to concentrate,
causing any powers they're actively using to go crazy for a few seconds.
-
Resume True Form--This forces the target to assume their most natural
form. Be warned that for Chaosians, Demon Form is in fact their most
natural form...A victim with Exalted Shapeshifting will have a choice of
their base forms. If the victim has only Basic Shapeshift, you can
force him into which ever of his basic forms you want, assuming you know
what they are.
-
Sound Destruction--This creates a longer lasting burst of silence.
-
Trump Destruction--Trump Disrupt will knock out an active Trump
connection. If used on a card you're holding, it works automatically, otherwise
you need Psyche advantage. It wsill also damage or destroy minor
Trump items.
-
Weaken Structure (Break Structure)--This shatters something solid
which lacks Damage Resistance.
-
Miscellaneous
-
Cheat at Cards--Draw the Hand you want. This works best if
you're dealing.
-
Twiddle--This allows complete control over a machine's functions
for a few seconds. One could make a vending machine cough up free
candy, for example...
-
Wizard Mark--Put a rune on something. It lasts for hours to days,
depending on how much psyche you have.
-
Special Power Words: Special because of prerequisite powers,
which are noted after the point cost.
-
Grab: This power word grabs the named object with a quickly
summoned Logrus tendril and yanks it into your hands. Your psyche
must beat the target's strength if the object is restrained. It has
a range of 30 + Psyche points feet on the Chaos side of Yig, and 11+ Psyche
feet on the Amber side.
-
Instant Shift--Only useful for people with Shapeshifting.
Perform any basic shapeshifting function instantly.
-
Shadow Step: The expanded form of Shadow Hop, this allows for a
controlled hop. The character can Step out of combat, run a few feet, and
Step back into the original shadow, behind their bewildered opponent.
True Names
Power Words normally require overcoming the target's Psyche if they
are invasive, but if you know the target's true name, any Power Word you
use on them will automatically succeed. Smart Magicians hide their
true names well.
Sorcery
Sorcery requires the most theoretical explanation in non-game terms,
so the bulk of what follows is an in-depth examination of those concepts.
What can Sorcery do?
Sorcery reshapes reality in a very immediate and impressive manner.
It has major disadvantages of scale and speed of preparation, however,
and in the need to adjust one's spells for new conditions before they can
be used. Where an Advanced Pattern Master could turn Shadow Earth
into Care Bear Land fairly easily, a Sorceror would blow himself up doing
the same thing...after spending months to years casting the spell.
On the other hand, Pattern won't let you throw lightning bolts or fly.
Sorcery can do almost anything that isn't the realm of a stronger Power,
and if you possess a stronger Power, you can learn to integrate that Power
with Sorcery. It has the major limitation that it can never reach
out of the shadow it is used in, unless combined with a higher Power.
Things Sorcery does well:
-
Establish psychic contact with people in the same shadow, especially if
they are in line of sight. This contact can then be used to monkey
around with their minds or yank things out of said minds.
-
Shield against psychic contact
-
Find things within the same shadow
-
Divine information about something in the same shadow, including beings
of Reality.
-
Summon, re-direct, destroy, or control energy
-
Mold shadow into new forms
-
Move things within the same shadow
-
Defend against Sorcery and Conjuration and Power Words (ie, against Magic)
-
Dispel other spells.
-
Do ugly things to spells racked in a container or a person's mind
-
Create spells which trigger themselves on a pre-set condition (such spells
will quickly unravel or fade if moved into a different shadow and are usually
used to trap places you want to keep enemies out of)
Things Sorcery can't do by itself:
-
Conjure matter from nothing (the realm of Conjuration). This doesn't
preclude summoning a desired object from elsewhere in the same shadow,
however.
-
Create Trumps
-
Permanently prevent a Shapechanger shifting forms.
-
Move the Pattern or the Logrus
-
Create Logrus tendrils
-
Summon Primal Chaos, Primal Order, or Shadow Storms
-
Affect spells racked on the Logrus or a Broken Pattern.
-
Heal Primal Damage (Unless you have Advanced Power Sorcery)
With basic sorcery (15 points), spells must either be instantaneous (such
spells can have permanent effects, like turning people to stone), suspended
until a trigger condition is met (wards), operate continuously in the same
location until they gradually degrade, or they require that the sorceror
maintain the effect by concentration in order to direct it. Advanced
sorcery enables the sorceror to create self-directing spells which can
be given simple instructions and left to work on their own without requiring
concentration.
Casting Times For Sorcery
For simplicity's sake, magic is here defined according to roughly how
powerful the effect is, which defines how long it takes to cast a spell
and what level of magic the shadow must support in order to sustain it.
-
Petty: 1-3 seconds casting time: Changing your eye color. Lighting
a candle. Picking a simple lock. Turning water into carbonated water. Creating
a flash of light. Make someone look at you.
-
Minor: half a minute: Sending a telepathic message across a room.
Changing your hair color. Lighting a barbeque grill. Turning water into
Coke. Generating a five foot radius sphere of light. Make someone think
about you.
-
Average: Five to ten minutes Sending a telepathic message across
the castle. Generating a taser-like effect with lightning. Changing your
skin color. Lighting a person on fire. Turning water into wine. lighting
the entire courtyard. Make someone like you. Fly at running speed. Teleport
short distances. Create magical shields to repel attacks.
-
Difficult: 1 hour Sending a telepathic message several miles. Blasting
several people with fire or lightning. Impersonating someone. Turning water
into liquid mercury. lighting a small town. Make someone love you. Teleport
long distances. Fly at horse speed.
-
Challenging: 3-6 hours Send a telepathic message anywhere in a shadow.
Teleportation within the same shadow (Those with Trump, Pattern, or Logrus
can also build spells to teleport anywhere they've ever been). Blasting
a small crowd. Turning water into gold. Lighting a large town. Make someone
worship you as a god. Create nigh-invulnerable force fields. Race cars.
-
Hard:1-3 days Reshape Castle Amber to your will. Level the walls
of a city. Blow up small armies with magic. Turn air into gold. Illuminate
an entire nation. Race jet planes.
-
Incredibly hard: 1-4 weeks Mind control dozens of people at once.
Blow up large cities. Turn Kolvir into a Kwiki-Mart. Teleport dozens of
people at once to different destinations. Light up an entire continent.
-
God-like: 1-4 months Do anything you can imagine to any shadow dweller
in whatever shadow you're currently in. Do almost anything to any person
with blood of Reality, if you can overwhelm their psyche backed up by their
Reality Power, which isn't easy.
An
Amberite Grimoire
This is now on its own subpage (Found here).
Racking Spells
Weak spells are quick and easy. But most spells take long enough to
cast that when you're under stress, you'll die before you finish them.
That's what racked spells are for. Sorcerors can rack spells in specially
prepared items, casting them in advance, then storing them until needed.
Mages with Conjuration can summon themselves up a spell rack when they
need one. Mages with Logrus can hang spells on the Logrus. Broken Pattern
Mages can do the same, although the Broken Pattern tends to warp their
magics. Crazy mages with Shapeshifting can rack multiple spells in
their head, although this is dangerous.
Racked spells do have several disadvantages. They decay over time and
you periodically will have to recast them if you don't use them fast enough.
The stronger the spell, the quicker it unravels. This means you can't spend
a few years in a quick time shadow racking spells, then bring them out
to crush your enemies, because most of them will unravel by the time you
finish the last ones.
Secondly, racked spells require a certain amount of fiddling with in
order to actually be released somewhere other than where they were cast.
Crucial components, called 'lynchpins', have to be reconfigured to make
them work. The more powerful the spell, the more tweaking, in general.
Still, this makes releasing them a matter of seconds instead of minutes,
hours, or days.
Finally, don't forget you're still going to need a source of magic for
them to draw on; racked spells won't work in a shadow with no magic or
with magic which is too weak.
Power Sources
Personal Power
Desperate mages can power their magic using their own life force. The
emphasis here is 'desperate'. You are feeding off your own Endurance, which
tends to quickly become dire. Spells powered by personal power can
be cast anywhere, even if the shadow doesn't normally support magic.
Petty:
-
Human Endurance: One makes you tired. Two make you exhausted. Three makes
you fall down.
-
Chaos Endurance: You can manage two spells without significant penalty.
Each two after that moves you from tired to exhausted to unconscious.
-
Amber Endurance or Higher: At Amber, as chaos rank, but by threes. At higher
ranks, you can increasingly use petty magics at will without tiring significantly.
Minor:
-
Human Endurance: A single minor spell makes you exhausted. After two you
pass out.
-
Chaos Endurance: You can manage one spell without significant penalty.
Each one after that moves you from tired to exhausted to unconscious.
-
Amber Endurance or Higher: You can manage two fairly easily. After three,
you are tired, after five you are exhausted, and after seven, you pass
out. At higher ranks, you can increasingly use minor magics without tiring
significantly.
Average:
-
Human Endurance: A single average spell leaves you on the verge of collapse.
A second one without getting proper rest will kill you.
-
Chaos Endurance: Each one cast moves you from tired to exhausted to unconscious.
-
Amber Endurance or Higher: You can manage one fairly easily. After two,
you are tired, after four you are exhausted, and after six, you pass out.
At higher ranks, you can increasingly use large numbers of average magics
before you collapse.
Difficult:
-
Human Endurance: A single difficult spell puts you on the verge of death.
You will need medical help.
-
Chaos Endurance: The first spell leaves you exhausted. The second one would
drive you to the verge of death.
-
Amber Endurance or Higher: A single difficult spell leaves you tired. A
second one leaves you on the verge of collapse. A third one would kill
you. At higher ranks, you can handle more of these, but you'll still drain
quickly.
Challenging:
-
Human Endurance: You drop dead.
-
Chaos Endurance: You pass out and can't even try to cast a second one.
-
Amber Endurance or Higher: You totter about on the verge of collapse after
just one. A second one would kill you. At higher ranks, you can handle
more Challenging magics before passing out or dying, but it's still not
wise.
Hard:
-
Human Endurance: You don't just die, your entire body is consumed and crumbles
to dust. And the spell fails anyway.
-
Chaos Endurance: You sink into a coma, and sleep for weeks to months. When
you awaken, your endurance sinks to human.
-
Amber Endurance or Higher: You pass out and sleep for days. At higher ranks
of Endurance, you don't sleep as long, and at really ludicrous levels (80+),
you only reach the verge of collapse.
Incredibly hard:
-
Human Endurance: You completely evaporate as if you had never been, but
the spell fails regardless.
-
Chaos Endurance: You drop dead.
-
Amber Endurance or Higher: You sink into a coma and drop to Chaos endurance
after about six months nap time. If you have 10 or more points in Endurance,
you simply lose ten of them.
God-like:
-
Human Endurance: You explode within a second of trying to cast it. Out
of control energies explode around you in some much weaker form of the
effect.
-
Chaos Endurance: You burst into flames and burn away to ash. Spell fails.
-
Amber Endurance or Higher: If you have 0-4 points in Endurance, you drop
dead and nothing happens. If you have 5-20 points in Endurance, you spend
two years in a coma and wake up with Chaos Endurance. If you have 21-30
points in Endurance, you wake up in a year at Amber Endurance. If you have
over 30 points, you lose 30, and wake up after six months of coma.
Stored Power
Smart mages carry a magical 'battery' of some kind with them wherever
they go, so that if they're desperate, they can draw on it to perform spells
if necessary. These batteries have the major flaw that other mages can
easily detect them, which can make stealth past a mage tricky. Also, broken
batteries explode, which is never fun.
External Power Sources
The safest, but least reliable source of power is external power sources.
Every shadow where magic works has sources of magical energy. Sometimes
it collects in foci points, and in other shadows, it is evenly spread throughout
the shadow. Depending on the nature of local magic, this power is tapped
in different ways, and learning these ways is the most time consuming aspect
of adapting to different shadows. Many shadows are non-magical and
have no such sources of magic at all.
It takes about a week for a Chaos psyche sorceror to learn how to adapt
his spells to use local power sources. With Amber psyche, a day will
suffice. Every ten points above that halves the time (10--12 hours,
20--6 hours, 30--3 hours, 40--90 minutes, etc). This enables the
sorceror to fill in the needed 'magic of shadow' lynchpin during casting.
This is only possible if the sorceror is a Broken Pattern, Pattern, or
Logrus user (or has some other way to study the nature of Shadow).
This is usually only necessary when one moves a substantial distance across
shadow, or if the shadow in question has been molded to change its laws.
For example, all of the shadows which make up the Golden Circle share the
same laws of magic as Amber, and thus there is no need to tinker with one's
spells within that area. Chaos is the same way, although a fair number
of Houses of Chaos tinker with local magic rules to give them an advantage
on their home ground.
Logrus Conduit
Sorcerors who have bought 'Logrus Sorcery' can use the Logrus as a conduit
to draw power from other shadows to perform magic even in non-magical shadows.
They are vulnerable to having their logrus conduit tendril cut, however.
Spikards
The wet dream of every mage is to have their own Spikard. These powerful
artifacts draw magical energy from a variety of power sources and feed
it to their wearer. This allows you to cast spells just about anywhere,
and to tap ridiculous amounts of energy with ease. They're also said to
contain spell processors which help you to cast spells at a fraction of
the normal time. They're also very rare. Good luck finding one.
What are some defenses against
Magick?
Invasive magics can be resisted with Psyche.
Pattern, Logrus, and Trump can be used defensively to prevent invasive
magics working and to reduce the effects of non-invasive magics.
Sorcerors can also defend against each other's magic by using counterspells.
This comes down to a psyche vs. psyche battle as to which succeeds.
In some shadows, items or behaviors which ward off magic may exist.
Hack the mage to death or keep hitting him so he can't get his spells
off.
Cold Iron helps too.
Conjuration
Conjuration is the art of enchanting things and creating things from
nothing. It enables you to mold shadow into new forms, create things
from nothing, and embue pre-extant items and creatures with new powers
and qualities.
It's main subcategories are:
-
Basic Conjuration: The object takes one minute per point to build,
but it will fade away after a while (several days out in Shadow, less time
near Pattern, more time near Chaos). It also instantly vanishes if moved
across Shadow. Such items can only be created where Shadow is malleable;
this will not work in Amber and is difficult in the Golden Circle. On the
other hand, Chaos Shadow is highly magically charged and easy to manipulate.
An object can be temporarily implanted with magical power. Attunement
takes an hour, and each point of power adds ten minutes. The power lasts
ten times as long as a simple Conjured Shadow Shape would, but it also
fades when moved across Shadow.
-
Conjure Shadow Shape: You can create flimsy items that can't
survive leaving the shadow of their creation very easily--1 minute per
point.
-
Empowerment: You can empower a pre-existing item with Qualities
and Powers. After thirty minutes preparation, the item can be infused
with Qualities (10 minutes per point) and Powers (1 hour per point).
Such items are fairly durable, but will lose their powers permanently if
taken to null-magic shadows, and may suffer problems in some other shadows.
-
High Compelling: This allows one to alter a victim's memories
or implant imperatives in them, if you overcome their Psyche.
-
Complex Conjuration: One hour per point for Qualities and Powers;
the item can survive in any shadow until it is actively dispelled, although
its powers won't function in null-magic areas.
-
True Conjuration: This ability requires one to possess the
ability or potential to mold Shadow, creating conjurations which will never
fade unless they are deliberately dispelled. The effect can either
be an Empowerment or a Complex Conjuration, and it takes ten times as long
to cast.
Conjuration requires familiarity with the Item
Construction Rules. Unless you've bought it up to a high level,
you can only imbue items with Qualities and Powers in the 1-4 point range,
although any given item can have a LOT of qualities and powers.
Conjurations are vulnerable to being dispelled by the use of some Logrus,
Pattern, or Trump powers against them.
Magick: The Power In Game
Terms:
Basic Form of a Power
Advanced Form of a Power
Master Form of a Power (can't be bought at char
creation)
Exalted Form of a Power (Generally possessed
only by really ancient and powerful magic)
Special Abilities (Generally requires possession
of other Powers, doesn't come in any 'standard package' form of the Power)
-
Magickal Initiation: 5 points
-
Power Words:
[1 each] Power Words
[3] Power Word Boost
-
[2 each] Advanced Power Words (Requires 10 Power
Words]
-
[1] Alternate Power Word Forms
-
[3] Advanced Power Word Boost
-
[4 each] Master Power Words [Requires 5 Advanced
Power Words]
-
[5] Area Power Words
-
Sorcery:
[3] Basic Sorcery on one side of Yig
-
[2] Basic Sorcery on both sides of Yig
-
[5 each] "Power" Sorcery
-
Trump Sorcery
-
Logrus Sorcery
-
Broken Pattern Sorcery
-
Pattern Sorcery
-
Shapeshifting Sorcery
-
[5] Advanced "Power" Sorcery (Requires having at
least some of the Advanced form of the Power)
-
[5] Quick Casting
-
[5] Intelligent Spells
-
[7] Contingency Casting
-
[3] Self-Maintaining Spells (Also requires Spell
Maintenance Spells and Intelligent Spells as Pre-requisites)
-
[3] Spell Rack
-
[2] Spell Stealing
-
[2] Bestow Spell
-
[5] Sardine Racking
-
[5] Personal Spell
-
[5] Spell Maintenance Spells
-
Conjuration:
[5] Basic Conjuration
-
[5] Conjure Shadow Shape
-
[5] Item Analysis
-
[5] Improved Item Analysis
-
[5] Empowerment
-
[5] Complex Conjuration
-
[5 each] "Power" Conjuration
-
Racked Conjuration
-
Trump Conjuration
-
Logrus Conjuration
-
Broken Pattern Conjuration
-
Pattern Conjuration
-
Shapeshifting Conjuration
-
[5] Advanced "Power" Conjuration (Requires having
at least some of the Advanced form of the Power)
-
[10] Advanced Powers and Qualities
-
[10] Exalted Powers and Qualities
-
[5] True Conjuration
Magickal Initiation
The character has the potential to develop skills with power words,
sorcery, and conjuration/artificing. The character can now see magical
energies, enabling them to detect spells in progress, magical items, and
enchantments. They can also tell if the shadow they are in allows
magic and with time can find the sources of magical energy in it.
(Power Words)
Invasive Power words generally require a psychic advantage over the
target in order to succeed, however it the targets true name is known they
will be effective regardless of any psychic differential.
New Power Words:
-
Burst of Strength: Momentarily boosts the character's strength,
allowing them to land a powerful blow, or lift an object heavier than they
could normally.
-
Burst of Speed: Momentarily speeds the character up. Most useful
when you are trying to escape/outrun someone and a last burst of speed
would really help. Can be a slight benefit in combat by speeding up a swing,
but really designed for running, dodging and diving for cover.
-
Induce Euphoria: The target feels happy and euphoric for a few seconds.
An nonaggressive target will generally stop noticing what is going on around
them for the duration. While not as useful in combat as a Neural Disrupt,
it has the advantage that the target may not realize that the happiness
was caused by someone else.
-
Induce Fear: Fills the target with irrational terror. If the user
of the Power Word has a superior Psyche, the target will lose all concentration
and panic for a second. Animals, or creatures of similarly low intelligence,
will generally bolt and keep running even after the fear fades, not realizing
that the fear was produced by a Power Word.
Advanced Power Words:
Advanced Words are twice as taxing to Endurance as normal Power
Words.
-
Magic Destruction : An extended form of the Magic Negation Power
Word, this word can damage the magic maintaining a conjured item, causing
it to decay rapidly. If the item is not destroyed, the conjurer can generally
repair the damage and prevent further decay by spending a minute per point
in the item. This has no effect on powers and qualities paid for with points,
but permanent conjured items just decay more slowly than normal ones.
-
Hand of Steel : An extended form of the Burst of Strength Power
Word, this word both boosts the user's strength and momentarily hardens
their skin, conferring both Extra Hard and Resistant to Normal Weapons
to them for a moment.
Special Power Words:
Special because of prerequisite powers, which are noted after the point
cost.
-
Shift Feature: Changes one feature of a shadow object almost instantly.
Can change coinage into local coinage, one color into another, a hostile
dog into a friendly one, etc. The harder it is to shift shadow in the area,
the more likely the shifting is to fall short of the desired change.
-
Shadow Hop: A quick, uncontrolled shift into an adjacent shadow.
Useful for getting away from an enemy, but you end up lost, and close enough
that a shadow shifter can find you in a few seconds.
-
Grab: This power word grabs the named object with a quickly
summoned Logrus tendril and yanks it into your hands. Your psyche
must beat the target's strength if the object is restrained. It has
a range of 30 + Psyche points feet on the Chaos side of Yig, and 11+ Psyche
feet on the Amber side.
-
Shadow Step: The expanded form of Shadow Hop, this allows for a
controlled hop. The character can Step out of combat, run a few feet, and
Step back into the original shadow, behind their bewildered opponent.
(Sorcery)
Basic Spell Components
This is the capacity to create new spells using by combining Sorcery's
basic spell qualities or 'components', and also includes the capacity to
rack and cast one spell. The basic spell components out of which whole
spells are created are:
-
Shadow Opening: The first component spell of the Sorcerer
is that of creating opening or 'gates' from on Shadow to another, or simply
from one point to another within the same Shadow. These gates are usually
temporary, maintaining themselves just with the Psychic energy of the caster,
for only an instant. The most common Shadow Opening if a Teleportation,
used by the caster to travel through Shadow. However, with the addition
of magical energies, either from a Magical Energy component, or from other
tapped energies, the opening can be kept open longer. Given sufficient
energy, a Shadow Opening can be maintained indefinitely.
Sometimes, as with the Pressurized Lava spell, a Shadow Opening spell
is useful as a weapon. Similar gateways can be used to channel in water,
wind, or other natural elements.
The lightning Bolt spell uses a Shadow Opening to gate in the lightning,
but the area must first be prepared with a Shadow Manipulation; otherwise,
the bolt would pass through the nearest object, namely the caster.
-
Shadow Manipulation: A spell to alter or change the stuff
of Shadow can be used by itself. Shadow Manipulation can be used to change
the form of a piece of Shadow stuff, like changing a steel door into one
made of clear glass. In combination with a mind touch component, Shadow
manipulation can be used against a person, induce sleep, pain, or some
kind of change in a victim.
-
Shape Shift Shadow Items
-
Prepare an Item or Area for Magickal Energy.
-
Define Channel for Magickal Energy
Each change counts as a separate use of this component. For example, casting
a single spell that turns a rock into an amulet, and then prepares that
amulet for storing magical energy, would require two uses of this component.
-
Magical Energy: This spell creates raw magickal power. Limits
of the energy that the spell can generate is more a matter of how much
spells and objects can contain, rather than any innate shortage of magic;
shortages in local magickal energy merely make this component take longer
to cast. If a spell is to be maintained without constant concentration,
it must have a 'pool' of magic to work with. Objects are usually limited
to an hour's worth of magic and fields, such as magical walls, wards, and
so on are usually limited to about twelve hours.
-
Mind Touch: Opens a mind to mind link between the caster
and a subject. This link works the same way as touch or a Trump contact,
allowing the two minds to touch. Taken by itself, this spell simple creates
a link. It is also the basic building block of any spell that can directly
affect another creature.
Overcoming the Psyche of the victim is always a consideration (unless
the object of the spell opens their mind and becomes a willing subject).
This means a Psyche superiority, where the caster dominates the victim,
is usually needed.
-
Measure Substance: This is used to perform "detect" and "analyze"
and "locate" spells. The more specific the target being searched for, the
more detail can be produced. ie- A Detect Substance spell could pick out
everyone in a crowd with any Powers or bit of reality to them, but would
not specify between Pattern and Logrus, for example. Detect Magic might
spot racked spells and identify a man as a sorcerer, but would not notice
that he had Pattern Imprint. This component spell can be used to perform
a search for something, but is limited to searching a single shadow, since
the nature of Magic is usually slightly different in other shadows and
the spell will not function there.
-
Counter Magic: This is used to create spells which defend
against Magick or disrupt and destroy it. They can be cast quickly
and simply.
'Power' Sorcery
This is used to invoke a Power as part of a spell. Each form cannot
be learned unless that power is possessed at the basic level.
Trying to invoke incompatible Powers (Like Logrus/Trump or Logrus/Pattern)
in one spell is a very bad idea... As is trying to rack a Pattern, Broken
Pattern, or Trump invoking spell in the Logrus, or a Trump, Logrus, or
Shapeshifting spell in a Broken Pattern. Racking Spells on the Logrus
or Broken Pattern is purchased as a Logrus or Broken Pattern power, and
is distinct from what this ability allows.
One must possess the Power being invoked at the 'basic' level (Trump
Artistry at 25, Trump Tricks at 15, Shapeshifting at 35, Pattern at 50,
etc) in order to have sufficient understanding of the Power to work it
into spells. Basic Power Sorcery lets you incorporate the basic powers
of that Power.
-
Abyss Sorcery: You can incorporate the power of the Abyss
into your spells. This makes them stronger, but has the side-effect
that they tend to have a draining effect on anyone you cast them on who
is not an Abyss master (not so bad if you're zapping foes, crappy if you
are, say, trying to heal people). You can incorporate your Abyss
powers into your spells. Abyss makes for spells especially effective
at draining things.
-
Broken Pattern Sorcery: The spells are backed up by the Broken
Pattern, which helps them to resist being dispelled. They can incorporate
Broken Pattern Powers. However, they suffer from the flaw in the
Broken Pattern, which means they always have some sort of flaw. Broken
Pattern makes for especially effective counterspells.
-
Logrus Sorcery: Logrus-infused spells grow more powerful,
but also become erratic, having unexpected effects. Logrus magics
can incorporate the powers of the Logrus known by the sorceror. Logrus
Defense drops in effectiveness against them.
-
Pattern Sorcery: Spells infused with the Pattern become firmer
and harder to dispel or counter. Pattern magics can incorporate the
powers of Pattern known to the sorceror. For example, a person could
cast spells which manipulate probabilities. Pattern Defense drops
in effectiveness against them.
-
Shapeshifting Sorcery: Powers of Shapeshifting can be worked
into the spell, which can alter the form of even those with the Blood of
Reality. One can also use it to rapidly trigger one's own shapeshifting
abilities by racking spells to induce specific shifts in oneself.
With advanced shapeshifting, you can create Creatures of Blood who can
rack and use spells (or use Sorcery to replenish the lost mass/life force
inherent in creating creatures of blood and thus create them much more
quickly without mangling yourself).
-
Trump Sorcery: Trump sorcerors can use trumps of people as
links to them which greatly enhance their ability to break through the
person's defenses. They can use detection magics to learn things
about a person or place using that person or place's trump without them
being present. They can use Petty Magic to teleport to any place
they have a Trump of. They can also rack spells in trumps which will
trigger when the trump is used. Trump Defense drops in effectiveness
against them.
Advanced 'Power' Sorcery
A potent ability, fusing Magic and the power together at a basic level.
Spells cast with this ability are resisted almost as if they were the power
incorporated into them, and show a jump in power even above normal Power
Sorcery. This is the threshold to some of the unknown, unlisted feats of
grand magic. One must have begun to study the power itself at the
advanced level to buy this. One can now incorporate the abilities
of the Power itself into one's spells.
Some examples:
Abyss Sorcery: An example of an Advanced Abyss Sorcery effect
might be to create intelligent portals to the Abyss capable of chasing
people around, even through shadow. Advanced Abyss Sorcery might
also make an important component of any ritual to free an Abyss Master
from the Abyss.
Broken Pattern Sorcery: Advanced Broken Pattern Sorcery is
a great force for destruction, as you can use it to force the flaw in the
Broken Pattern into things to destroy them.
Logrus Sorcery: With Advanced Logrus Sorcery, you could create
spells that work even in no-magic shadows if Logrus works in the shadow,
by connecting the spell through shadow with a Logrus Tendril to a shadow
that could provide the magical energy needed for the spell. (Though
such spells would take longer to cast and release). They could infuse
beings or items with Logrus energy, hurting those of Pattern.
Pattern Sorcery: An Advanced Pattern sorceror could infuse
things with Pattern to enable them to do Primal Damage, or heal the wounds
caused by Primal Damage. They might be able to create Pattern shields
or build spells that allow flawless teleportation to anywhere reachable
by Magic or Pattern.
Shapeshifting Sorcery: One could transform others into forms
of power, or imbue people with shapeshifting abilities, or turn their blood
into living creatures. .
Trump Sorcery: One example of Advanced Trump Sorcery would
be creating permanent cross-shadow portals between two shadows of which
one possessed Trumps.
Quick Casting:
This allows the caster to reduce the casting time of a spell by one
step on the Casting Time table. They can also fill in lynchpins at
double normal speed.
Intelligent Sorcery:
A spell with this micro-spell will be possessed of a certain degree
of intelligence, and can guide itself without aid from its caster. It can
accept complicated commands, such as a ward whose password or list of authorized
personnel can be updated at will. Spells with this micro-spell and Manipulate
Shadow can be cast across shadow boundaries to any shadow in the immediate
area (where there is no significant difference in the function of magic).
A lightning bolt could be crafted that would turn a corner and aim for
the largest human target, or "the man in red robes," even if the sorcerer
was unsure of the target's position.
Contingency Casting:
You can rack spells to go off or cast themselves under certain, preset
conditions. For example, you can set a racked healing
spell to go off if you fall unconsious, or a shielding spell to go
off if someone swings a sword at you. However, these spells can
only be used as they are set to -- you can't cast the aforementioned
healing spell on a comrade, or even on yourself if you aren't
unconsious! Also keep in mind that the spell tends to be very literal
minded.
Self-Maintaining Spells
The holy grail of the busy wizard. By tacking an extra 10% onto
the casting time, you can create spells which will maintain themselves,
leaving you free to work on other matters. This power requires intelligent
spells and spell maintenance spells as pre-requisites.
Spell Rack:
Twelve Spell Points worth of spells can be stored in a properly prepared
container. You know how to make such containers. One spell
can be racked in one's mind, with a maximum level determined by one's psyche.
Spell Racking Table
| Difficulty Level |
'Spell Point Cost' |
Psyche needed to Rack in Head |
| Petty: |
1 for 8 |
Human |
| Minor: |
1 for 4 |
Chaos |
| Average: |
1 for 2 |
Amber |
| Difficult: |
1 |
11+ |
| Challenging: |
2 |
21+ |
| Hard: |
4 |
51+ |
| Incredibly hard: |
8 |
76+ |
| God-like: |
16 |
126+ |
Spell Stealing (Use Other People's Racked Spells):
The Sorcerer can detect and use spells racked by other people. This
power works as usual for containers; the Sorcerer must be in Psychic contact
with the container in order to access the spells therein. They can spend
a few minutes of study in order to figure out exactly what the spell does
and what Lynchpins must be specified, or they can be brave and try to cast
it without knowing what it does. If the subject resists, the Sorcerer
must have the Psychic advantage to cast the spell.
This can be used, if you successfully invade another Sorceror's mind,
to use them as a living spell rack, including setting off spells they've
racked in their head.
Bestow Spell:
The Sorcerer can rack a spell in another person's mind for that other
person to use. See the Spell Point Table to determine how large a
spell the person can hold. This depends on the recipient's psyche.
Double the time to release the spell if the subject does not have Magic
Initiation and Cast Spells on One Side of Yig.
Bestow Spells:
Rack 12 points of spells in another person for their use.
See the Spell Point Table to determine how large a spell the person can
hold. This depends on the recipient's psyche. Double the time
to release the spell if the subject does not have Magic Initiation and
Cast Spells on One Side of Yig.
Sardine Racking
You can now double the spell point capacity of a spell rack (usually
turning 12 into 24 at this level, but also a rack 1 spell point item into
a rack two spell points item). This is somewhat dangerous, since
the item wasn't really DESIGNED to do that. If you have bad stuff
or low psyche, there is some danger of accidentally releasing multiple
spells whenever you use the crammed rack. If you have both, you're
heading for disaster.
You can rack 2 spells inside your brain; this is somewhat safer than
with an item, as you know your brain well. As with Rack Spells, this
is limited by your psyche.
Horde of Spells
You can now make items which will hold 50 spell points. This is
a 4 point item property. If you wish to risk your instant annhilation,
you can use Sardine Racking to double the capacity, but...
You can rack 4 spells inside your brain; this is somewhat safer than
with an item, as you know your brain well. As with Rack Spells, this
is limited by your psyche.
Personal Spell:
You can hard-wire 1 point worth of spells into your head permanently.
This takes ten times the normal racking time and you're vulnerable as hell
during the process. This involves doing psychic surgery on yourself,
so is not to be undertaken lightly. Be forewarned that if someone
invades your mind successfully, they can then use you as a 'magic item'
to cast said spell (s). You can, if you choose, alter your selection;
see above for the necessary time. Such spells still require the normal
lynchpin release time for a racked spell when cast. Use of this ability
prevents using your head for racking a single spell as per 'Rack Spells'.
Cantrips:
You can now perform petty magics at will with but a thought.
Personal Sorcery:
You can hard-wire 12 points worth of spells into your head permanently.
This takes ten times the normal racking time and you're vulnerable as hell
during the process. This involves doing psychic surgery on yourself,
so is not to be undertaken lightly. Be forewarned that if someone
invades your mind successfully, they can then use you as a 'magic item'
to cast said spell (s). You can, if you choose, alter your selection;
see above for the necessary time. Such spells still require the normal
lynchpin release time for a racked spell when cast. Use of
this ability prevents using your head for racking a single spell as per
'Rack Spells'.
Spell Maintenance Spells
This enables you to create spells which will do the maintenance on your
racked spells for you. Such spells take about five minutes per spell
point of racked spells to cast. This can be combined with Intelligent
spells to create an intelligent spell which will do your spell maintenance
for you over its duration. (If you choose to rack a spell maintenance
spell, determine the 'difficulty' by comparing the casting time of the
spell to the spell casting time table)
(Conjuration)
Basic Conjuration (5 points)
The object takes one minute per point to build, but it will fade away after
a while (several days out in Shadow, less time near Pattern, more time
near Chaos). It also instantly vanishes if moved across Shadow. Such items
can only be created where Shadow is malleable; this will not work in Amber
and is difficult in the Golden Circle. On the other hand, Chaos Shadow
is highly magically charged and easy to manipulate.
An object can be temporarily implanted with magical power. Attunement
takes an hour, and each point of power adds ten minutes. The power lasts
ten times as long as a simple Conjured Shadow Shape would, but it also
fades when moved across Shadow.
Conjure Shadow Shape: Shape a shadow object into what is
desired. The enhancement takes about an hour, but it will fade away
after a while (several days out in Shadow, less time near Pattern, more
time near Chaos). It also instantly vanishes if moved across Shadow.
This is also vulnerable to being dispelled.
Item Analysis: The character can analyze a conjured item
by touch, slowly identifying its various abilities. It is possible to identify
the creator of the item if you have experience with their style of conjuration.
Improved Item Analysis: Analyze conjured items at a distance
of several yards, enabling the examination of other characters' items from
across the room without alerting them (unless your staring at the item
in question is noticed). Takes several minutes by sight, while analysis
by touch is now a matter of brief moments.
Empowerment: An shadow object can be temporarily implanted
with magical power. Attunement takes a half-hour, each point of a
quality adds ten minutes, and each point of power adds an hour. While
vulnerable to dispelling, it is not easily broken by Shadow Travel.
High Compelling: The ability to conjure memories, and emotions
within a target. With enough time the target's memories or personality
may be altered to whatever the user may wish, though a psychic impression
of the new personality is needed. A Geas may also be given, though it's
duration depends largely on how different the new behavior would be from
the targets usual attitude.
Complex Conjuration: A Conjured Shadow Shape can be designed
to be permanent within the Shadow it was created in. This takes one
hour per point. Any attempt to dispel the conjuration must cross
the Psyche of the conjurer.
Power Conjuration: Power Conjuration lets you conjure items
containing those powers, and backs up the item with some extra force, making
it harder to dispel. For example, Trump Conjuration can be used to
conjure items with built in Trump Images.
Racked Conjuration: This name is used instead
of 'Sorcery Conjuration' or 'Power Word Conjuration', which would look
silly. You can now create spells which rack Conjurations (perform
the Conjuration in advance, rack it like a spell, trigger it quickly).
You can also imbue Power Words into objects if you have any. And
you can create items which can cast spells.
Advanced Powers and Qualities: Up to the 8 point level.
Exalted Powers and Qualities: Up to the 16 point level.
True Conjuration: This ability requires one to possess
the ability or potential to mold Shadow, creating conjurations which will
never fade unless they are deliberately dispelled. The effect can
either be an Empowerment or a Complex Conjuration, and it takes ten times
as long to cast.
Quick Conjuration: Changes the time frame. Improves
the unit of time in the rate of Conjuration one step on the following list:
six hours - one hour - ten minutes - one minute - ten seconds - one second
- one-tenth second - etc. Every [5] improves the time per point another
step.
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Last Update February 3, 2002