Magic | ||
Sorcery | ||
Sorcery | 15 | |
Mantic Manipulation | 5 | |
Use Logrus Energy in Spellcasting | 5 | |
Use Pattern Energy in Spellcasting | 5 | |
Use Spikard Energy in Spellcasting | 5 | |
Use Jewel Energy in Spellcasting | 5 | |
Advanced Sorcery | 10 | |
Cross-Shadow Transportation | 5 | |
Cross-Shadow Communication | 5 | |
Exalted Sorcery | 20 | |
Conjuration | ||
Conjuration | 20 | |
Basic Conjuration | 5 | |
Conjure Shadow Shape | 5 | |
Complex Conjuration | 5 | |
Empowerment | 5 | |
Instant Conjuration | 5 | |
High Compellings | 5 | |
Mirror Conjuration | 5-10 | |
Advanced Conjuration | 10 | |
Simple Construct Conjuration | 10 | |
Broken Pattern Conjuration | 5 | |
Pattern Conjuration | 10 | |
Complex Construct Conjuration | 20 | |
Respondences | 5 | |
Trump Conjuration | 10 | |
Entropy | 10 | |
Power Words | ||
Power Word Potential | 5 | |
Individual Power Words | 1 | |
Eidetic Memory | 5 | |
Create Power Words | 5 |
Sorcery (15) - Sorcery is discussed on pages 60-64 of Amber DRPG.
Mantic Manipulation (5) - Based upon the description in Shadow Knight on page 86 (Jara), this is established to give a numerical guideline only. Not available to players save through careful role-playing and discussion with the GM.
Use Logrus Energy in Spellcasting (5) - Based upon the description in Shadow Knight on page 119 (Mandor) where it is called Logrus Sorcery, this is established to give a numerical guideline for the advanced Sorcery abilities.
Use Pattern Energy in Spellcasting (5) - Based upon the description in Shadow Knight on page 172 (Eric) where it is called Pattern Sorcery and includes powers I have detailed elsewhere, this is established to give a numerical guideline for the advanced Sorcery abilities. Note that Pattern-based spells will have deadly effects upon Logrus-wielders, much akin to the effects caused by Greyswandir.
Use Spikard Energy in Spellcasting (5) - Based upon the description in Shadow Knight on page 128 (Merlin) where it is called Spikard Sorcery, this is established to give a numerical guideline for the advanced Sorcery abilities.
Use Jewel Energy in Spellcasting (5) - Still in development.
Advanced Sorcery (10) - Advanced Sorcery gives the sorcerer the ability to make spells function across Shadow. Cross-Shadow Transportation allows the sorcerer to teleport to known places, or to teleport objects/beings to known places. Cross-Shadow Communication grants the ability to use sorcery to communicate with others. Possessing this level of sorcery is also indicative of a great deal of skill on the sorcerer's part, and as such, spell-casting will be much faster than normal.
Exalted Sorcery (20) - Based upon the description in Shadow Knight on page 151 (Suhuy), this is established to give a numerical guideline for the exalted Sorcery abilities. Not available to players save through careful role-playing and discussion with the GM.
Conjuration (20) - Conjuration is discussed on page 65 of Amber DRPG. Partial powers are not generally allowable for Conjuration, though it is possible to take only Empowerment. Conjuration allows characters to create objects of up to 4-point qualities. Casting time is one hour per quality point.
Instant Conjuration (5) - Based upon the description in Shadow Knight on page 117 (Mandor), this is established to give a numerical guideline for advanced Conjuration abilities. In terms of game mechanics, this allows characters to conjure up to 4 quality points per hour, and allows for instant conjuration of objects that possess no quality points, within reason.
High Compellings (5) - High Compellings is discussed on page 16 of Shadow Knight.
Mirror Conjuration (5-10) - Based upon the description in Amber DRPG on page 196 (Llewella), this is established to give a numerical guideline for advanced Conjuration abilities. Lesser Mirror Conjuration (5) is useful only for communication, spying, and limited transportation. Greater Mirror Conjuration (10) allows the conjurer to lay all manner of spells upon anyone who views his or her self in the mirror, provided the magics are in some way based upon the images. Greater Mirror Conjuration works especially well with High Compellings.
Advanced Conjuration (10) - This power enables the character to conjure objects with 8-point qualities.
Simple Construct Conjuration (10) - Based upon the description in Shadow Knight on pages 76-77 (Delwin), this is established to give a numerical guideline for advanced Conjuration abilities. Understand that any magical artifact or creature can be considered a construct.
Broken Pattern Conjuration (5) - This power enables the character to conjure unstable objects with 16-point qualities. These objects can have the same efficacy as Greyswandir, but they don't tend to last very long. Only a character who is an Initiate of the Broken Pattern can take this power.
Pattern Conjuration (10) - Based upon the description in Amber DRPG on pages 146 (Oberon) and 177 (Eric), this is established to give a numerical guideline for exalted Conjuration abilities. In terms of game mechanics, this allows characters to conjure objects with 16-point qualities. Please note that such objects take considerable time to create, and must always be paid for in points.
Complex Construct Conjuration (20) - Based upon the description in Shadow Knight on pages 77 (Delwin), 149 (Sand) and 163 (Bleys), this is established to give a numerical guideline for exalted Conjuration abilities.
Respondences (5) - Based upon the description in Shadow Knight on pages 119-120 (Mandor), 166 (Brand) and 173 (Fiona), this is established to give a numerical guideline for exalted Conjuration abilities. Note that this power can vary from character to character in terms of the exact form it takes.
Trump Conjuration (10) - Based upon the description in Shadow Knight on page 170 (Dworkin), this is established to give a numerical guideline for exalted Conjuration abilities.
Entropy (10) - Essentially, Anti-Conjuration, the power to destroy objects. Entropy is, in truth, an Abyssal power, and when an exalted conjurer first makes use of this power, he or she becomes tainted with the Abyss. Entropy allows the conjurer to release destructive blasts of abyssal energy that can destroy spells, material objects, and even flesh and bone.
Power Word Potential (5) - Power Words are discussed on pages 58-60 of Amber DRPG.
Individual Power Words (1 each) - Power Words are discussed on pages 58-60 of Amber DRPG.
Eidetic Memory (5) - Based upon the description in Shadow Knight on page 151 (Suhuy), this is established to give a numerical guideline for advanced Power Word abilities. This ability allows the character to instantly learn any Power Word he or she has heard.
Create Power Words (5) - Based upon the description in Shadow Knight on page 151 (Suhuy), this is established to give a numerical guideline for advanced Power Word abilities. This ability allows the character to create new Power Words.
All text on this page is © 1997-2000 by Matthew Richardson and Kris Fazzari.
Last modified on August 28, 2000 by Kris Fazzari.