GM NOTES: More than one person has asked for a clarification on magic. Print the Spell/Power Words Sheet.html to help create your own. You must buy the appropriate Power before you can use the spell. Below are quotes from the Amber DRPG manual on the power of Magic:
"Magical Powers, whether in the form of Power Words, or Sorcery, or Conjuration, are not primal powers. Instead, Magic is a way of manipulating the stuff of Shadow. Since all Shadow is built of the subtle interplay between Pattern and Logrus, Magic works with, and against, both those Powers.
In some Shadows, Magic is a real and potent force, easily manipulated by local Sorcerers. These masters of local magic are commonplace, extremely powerful, but are limited in that their spells only work in that single Shadow. Even in their home Shadow, changing the magical 'mixture', something an Amberite or Logrus Master can do easily, renders them helpless.
Such Sorcerers become much more dangerous when they are exposed to other Shadows. Once they know that they must tinker with their spells, altering them to match the magical environment, then they have the potential to work their Magic anywhere.
There are also places were Magic, by definition, will not work. In such places only Power Words and magical items will function, and most spells will be disabled."
Power Words are a limited form of magic, used mostly in a defensive way. Power words are easy to cast, instantaneous in effect, but have no lasting effect. Because any Power Word involves channeling a burst of Psyche, they are always noticeable, never concealed.
GM NOTES: Your purchase of this Power ability gives you five Power Words. You can buy more for 1 point each, up to the limit of ten Words total. You can use the basics below or create your own.
Sorcery operates differently from Power Words (characters who plan on engaging in magical combat would be well advised to get both). The big difference is time. A careful, well-prepared sorcerer should have a dozen or so spells on hand at any given time. Which means spending about twenty hours a week on nit-picky maintenance. Be prepared. Since it takes anywhere from ten minutes to several days to cast a spell, prepare spells in advance.
1) You can only memorize one spell at a time, and concentrate on the spell constantly or store them (in Amber its called "hanging") in a container. The magical container must be either a living thing, capable of remembering the spell, or a magical artifact containing power that can be forced into the form and structure of the spell.
2) Spells are very specific. No problem, if you happen to know exactly what, where, why, when and how your spell is going to be used. The way around this is to prepare spells that aren't quite complete. Instead of preparing the entire spell, you leave out a few key instructions, which can be filled in when the spell in finally released. These are called lynchpins. The most common lynchpin is Magic of Shadow, which defines the type of Magic present in a given Shadow. Without a specific description of the Magic of the environment where a spell is cast, no spell can work."Spell Storage in Artifacts & Creatures: "Racking" or "Hanging" spells in items requires a special power. Once a spell is stored in a Creature or Artifact it can be cast using the required lynchpins. Spell must be "loaded" by someone with the Power of Sorcery. Each time a spell is used, it is considered gone from the item and must be constructed all over again.
NOTE: Available only to characters with both Sorcery and Conjuration."
GM NOTE: During the creation process ONLY, I will allow those who purchase Sorcery or Conjuration and the requisite Creature/Artifact to "hang" one spell on it. The PC must be able to purchase all parts required.
"Personal Style and Sorcery: Each character brings their own unique signature to spell-casting. On one hand this means that Sorcerers can come to recognize distinctive spells and discover spells created by Sorcerers they know well.
The other aspect of personal style is that characters can create their own special effects. This can be built inot spells, or used as another lynchpin, defining the character's trademark. Sparks, smoke, lights, glitter, radiance, or glow can be complemented by unique color, scent, sound, or whatever. Each Sorcerer should pick a unique mark, such as a green flame, and stick with it. Personal special effects are harmless, but can serve as a good warning to others.
BASIC: Magic Spells (Spell/Power Words Sheet.html)
Invasive Spells
"Spells where the magic is brought forth directly inside of the target or victim. Typical invasive spells are attack oriented, and attempt to alter or change the victim. Note that the 'victim' of any Invasive spell can choose to open themselves to it, negating the need for superior Psyche."Defensive Spells
"All are designed to protect the caster from a variety of threats. Among others, there are those that 'block' attacks using barriers, those that 'absorb' threats, and those that fill the body with defensive energies."Summoning Spells
"Although summoning spells can be used for a variety of things, they are most often used offensively, to draw objects and forces out of Shadow as weapons."Mind Touch
Quell
Cardiac Arrest
Stone Binding
Invisibility
Strength Drain
Bodily Defense
Defensive Shield
Magical Drain
Defensive Psyche Ward
Defensive Material
Lightning Bolt
Pressurized Lava
Replicate Shadow Object
Self-Teleport
Conjuration is the ability to "conjure" up items or creatures. It can also be used to "empower' or "ensorcel' people, places or things. It is really using Magic to shape Shadow and to give that bit of Shadow power. It allows for the combination of magic with other powers. Conjuration doesn't require Sorcery. However, in order to use Magical Spells with conjuring, the character must have Sorcery. The duration and number of Conjured items depends more on Psyche than any other Attribute. It is also good to have sufficient Endurance to engage in the longer Conjurings.
Take a look at the Artifact & Creature Worksheet. You will need this to create conjured items and for creating containers to "hang" spells on.
Revised: February 10, 2001.
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