[ amber drpg] john biles partial powers

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[ Amber DRPG] John Biles partial powers Items Page Powers Abyss Page Elemental Mastery Page Logrus Page Magick Page An Amberite Grimoire Pattern Page Trump Artistry and Trump Tricks Shapeshifting Page Items Personal Artifacts and Creatures In 100-150 point games, I allow purchase of items with properties up to the four point level without explanation, and up to the 8 point level with explanations in some cases. In my throne wars, you can buy items with up to 8 point properties freely. The cost of an item in points is simply the sum of all of its properties. If yo u want to buy many of a single kind of object, you can use the quantity multipli ers to calculate the appropriate cost. Examples of Item Construction: Ryo wants a powerful gun. He spends 4 points and buys the 'Deadly Damage' prope rty for it. Hikaru wants a weapon she can take anywhere, which can change shape to match the shadow she's in and the technology of that shadow. She buys the following prop erties for her weapon: Double Damage--2 Limited Shapeshifting--4 Mold Shadow Stuff-1 Her weapon can change shape into many sorts of weapons, and manufacture its own ammunition when it's a gun (mold shadow stuff). It does double damge and only c ost her seven points. Fred spent too many points and can't afford Pattern. He decides he wants a van he can cruise around shadow in. He also wants it to shapeshift so it can take o n an appropriate form in shadows where cars don't work--a horse. That works jus t about everywhere. Seek in Shadow (conveyed on its weilder, since it hasn't got enough mind to use the power itself): 14 Shapeshift--one form, horse: 1 Engine Speed: 4 Amber Stamina: 2 The total cost is 21 points. Fairly hefty, but now he doesn't have to hitch rid

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[ Amber DRPG] John Biles partial powers

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�[ Amber DRPG] John Biles partial powers

Items PagePowers

Abyss Page Elemental Mastery Page Logrus Page Magick Page An Amberite Grimoire Pattern Page Trump Artistry and Trump Tricks Shapeshifting Page

Items

Personal Artifacts and Creatures

In 100-150 point games, I allow purchase of items with properties up to the four point level without explanation, and up to the 8 point level with explanations in some cases.

In my throne wars, you can buy items with up to 8 point properties freely.

The cost of an item in points is simply the sum of all of its properties. If you want to buy many of a single kind of object, you can use the quantity multipliers to calculate the appropriate cost.

Examples of Item Construction:

Ryo wants a powerful gun. He spends 4 points and buys the 'Deadly Damage' property for it.

Hikaru wants a weapon she can take anywhere, which can change shape to match the shadow she's in and the technology of that shadow. She buys the following properties for her weapon:

Double Damage--2 Limited Shapeshifting--4 Mold Shadow Stuff-1

Her weapon can change shape into many sorts of weapons, and manufacture its own ammunition when it's a gun (mold shadow stuff). It does double damge and only cost her seven points.

Fred spent too many points and can't afford Pattern. He decides he wants a van he can cruise around shadow in. He also wants it to shapeshift so it can take on an appropriate form in shadows where cars don't work--a horse. That works just about everywhere.

Seek in Shadow (conveyed on its weilder, since it hasn't got enough mind to use the power itself): 14 Shapeshift--one form, horse: 1 Engine Speed: 4 Amber Stamina: 2

The total cost is 21 points. Fairly hefty, but now he doesn't have to hitch rid

es with people.

Quincy decides to create a squad of 12 guardian golems for his fortress.

Amber Vitality: 4 Tireless Stamina: 4 Minor Flight: 3 Combat Mastery: 4 Resistant to Firearms: 2 Deadly Damage: 4 Self-Healing: 1 Speak and Sing: 2 Psychic Barrier: 4

The total cost is 28. He has 12, so that costs *2 on the quantity multiplier table, which means a total cost of 56. If he wanted a horde of them, he could spend 84 points.

Seeking Items in Shadow:

In addition to buying items with points, you can also seek them in shadow using Pattern or Logrus. It takes about one day per point using the Pattern, and about 4 hours per point using Logrus tendrils.

Conjuring Items:

In addition to buying items with points or seeking them in shadow, you can conjure or empower them if you have the Conjuration power. Conjured items are fragile, however.

Normal conjuration can imbue up to 4 point properties, advanced does 8, and exalted does 16.

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. 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. Too much shadow travel will lead to it disintegrating. True Conjuration: This is a permanent magical effect. If the Conjurer has the potential or ability to mold Shadow, it lasts even through Shadow travel. The effect can either be an Empowerment or a Complex Conjuration, and it takes ten times as long to cast. It is still vulnerable to dispelling.

Qualities

Vitality

[1] Animal Vitality: Gives an object the same strength as a normal animal of the same size. [2] Chaos Vitality: Enables an animal to lift double it's normal weight allowance, when conferred on a human it grants Chaos level strength. [4] Amber Vitality: Grants an animal the ability to lift several times it's own body mass, and confers a human with Amber level strength. [4] Adrenalin Surge: The creature is capable of brief bursts of enhanced strength. While normally only possessing Chaos level strength, the creature can, for a few seconds, scream loudly and boost its strength up into the mid-range of the Strength attribute scale. This isn't sustained enough to be too much use in combat, but is great for breaking things (Up to 1 point armor), lifting heavy things off people, throwing someone you've already grabbed a LONG way, bursting out of bonds, etc. [8] Stupendous Vitality: Confers a strength beyond that of any natural creature. Humans with Stupendous Vitality have their Strength raised to above Amber Rank, to somewhere in the mid to lower ranges of the Strength Attribute scale. You can break things with ease if they have one point of armor, and given enough time, you can bash through 2 point armor as well. [8] Hulk Smash!: The creature is capable of brief bursts of enhanced strength. While normally only possessing slightly above Amber level strength, the creature can, for a few seconds, scream loudly and boost its strength up into the high range of the Strength attribute scale. This isn't sustained enough to be too much use in combat, but is great for breaking things (Up to 4 point armor), lifting heavy things off people, throwing someone you've already grabbed a LONG way, bursting out of bonds, etc. [16] Exalted Vitality: Nearly the level of a Gerard, capable of defeating virtually anyone in a contest of strength. It's strong enough to simply punch through 4 point armor as if it wasn't there. (Something with Exalted Vitality AND enhanced damage may well slice through just about anything...). Given enough time, you can pound a hole in 8 point armor, although probably the target won't be willing to GIVE you that kind of time.

Mobility

[1] Confers Mobility: Allows a normally no-mobile object the ability to move, it will tire quickly unless granted extra stamina. Objects with legs may walk normally, other objects must slither along the ground at a relatively slow pace. Objects with wings can flap them and fly, but not very well or fast. [1] Feather Fall: This is a defensive measure. If the item is free falling, its rate of falling will be slowed when it gets close to the ground, enabling it to drift safely to the ground and land gently. [2] Double Speed: Doubles the normal movement rate of a creature, or allows objects which have no limbs to move as fast as a normal creature. [2] Levitation: Allows an item or creature not normally capable of vertical motion the ability to levitate up and down. Movement rate is about 3 miles per hour up and double that for downward motion. [3] Minor Flight: Brings flight to a non-winged item or creature. Inanimate objects with this power will be able to fly at a rate of about 20 miles per hour. If bestowed to a creature already capable of flight this works to double their normal speed and increase their maneuverability. [4] Engine Speed. Allows a creature to keep up with powered vehicles, roughly increasing their movement rate by a factor of four, or two for a slithering ob

ject. Actual powered vehicles with this power will triple their speed. [8] Racing Speed: Raises the speed to far faster than Engine Speed. A creature with racing speed easily outrun any normal vehicle, reaching speeds of over 200 mph for horses and 150 mph for wolves and dogs. Actual land and sea vehicles will rise to five times normal speed. At least Chaos level Endurance and Strength are required to ride a creature with Racing Speed unless in a vehicle form such as a car. [8] Flight: Increases the level of a non-winged creature or item's flight to the rate of the fastest of birds. This works out to be around 60 miles an hour. For a creature normally able to fly at a good rate, such as falcons, pegasai, griffins, etc. this enables them to keep up with single engine airplanes (around 300-400 miles per hour). Things which fly very quickly, such as jets have their flight speeds increased to triple their normal speed. [16] Warp Speed Now, Mr. Sulu! :)

Stamina

[1] Double Stamina: Grants a creature the same stamina as that bestowed by Chaos endurance, this does not grant any of the other endurance related abilities, i.e.: no healing or regeneration. [2] Amber Stamina: Grants the stamina equivalent to someone of Amber rank endurance. [4] Tireless Stamina: The creature or object will simply never get tired. This does not imply an unlimited source of energy, i.e.: a running horse will never tire but will eventually collapse due to having nothing left to give, up until then however the horse will suffer no ill effects. A perfect example of keeping going until you drop dead in your tracks. [4] Enhanced Energy Reserves: The creature or object has stamina equivalent to someone placed low in the Endurance Auction. [8] Outstanding Stamina: Not only will the creature never grow tired, they are no longer hindered by wounds. Only injuries that physically dismember the creature can impair its efficiency. [8] Superior Energy Reserves: The creature or object has stamina equivalent to someone placed mid-ranked in the Endurance Auction. [16] Awe-Inspiring Stamina: The item has as much endurance as the most tireless person in creation, and will keep going until obliterated.

Combat/Martial Arts

[1] White Belt: Grants the unarmed combat abilities of someone with Human Strength. Mainly useful for things like ropes which normally couldn't attack under their own power. [2] Brown Belt: Grants the unarmed combat abilities of someone with Chaos Strength. May have up to Amber in some specialty. [4] Black Belt: Grants the unarmed combat abilities of someone of Amber Strength, and may have specialties which place them in the lower ranks of the Strength scale in that specialty. [8] Combat Supremacy: Items or creatures with this level of Martial Arts will be on par with someone in the lower ranks of the Strength Attribute scale, whereas if they specialize in a particular type of combat (punches, kicks, locks, throws) they will be equal to someone in the mid ranks of the Attribute scale. [16] Iron Fist: Items or creatures with this level of Martial Arts will be on a par with someone in the middle ranks of the Strength Attribute scale, if they specialize in a particular type of combat they may be able to force Gerard to exert himself.

Combat/Tactical Skills

[1] Combat Training: This grants the tactical skills of Human level warfare, and is generally only useful for enabling things which normally have no combat skills (such as toasters) to have some sense of tactics, and thus be able to cooperate at least marginally with other beings in combat. [2] Noncom: The creature is now qualified to lead small units, and has the tactical skills of someone with Chaos Warfare. They may possess specialties where they reach Amber rank. [4]Officer: The creature or item can now match the tactical skill of Joe Amberite. It may possess specialties where it operates at a par with those low-ranked in Warfare. [8] General: Items or creatures with this level of Tactical Skills will be on par with someone in the lower ranks of the Warfare Attribute scale, whereas if they specialize in a particular type of tactics, they will be equal to someone in the mid ranks of the Attribute scale. [16] Marshal: Items or creatures with this level of Tactical Skills will be on a par with someone in the middle ranks of the Warfare Attribute scale, if they specialize in a particular type of combat they may be able to force Benedict to exert himself.

Combat/Weapon Skills

[1] Combat Training: Grants the same combat skill in all weapons as someone of Human warfare, generally only used on items that would normally not have any combat skill, specializing in a particular weapon may enable the creature to exceed the abilities of Human rank. [2] Combat Reflexes: Grants the same combat skill in all weapons as someone of Chaos warfare, specializing in a particular weapon may enable the creature to exceed the abilities of Chaos rank. [4] Combat Mastery: Grants the same combat skill in all weapons as someone of Amber warfare, specializing in a particular weapon may enable the creature to exceed the abilities of Amber rank. [8] Combat Supremacy: Items or creatures with this level of Combat will be on par with someone in the lower ranks of the Warfare Attribute scale, whereas if they specialize in a particular type of combat (2-handed sword, claws, etc.) they will be equal to someone in the mid ranks of the Attribute scale. [16] Exalted Combat Mastery: Items or creatures with this level of Combat will be on a par with someone in the middle ranks of the Warfare Attribute scale, if they specialize in a particular type of combat they may be able to force Benedict to exert himself.

Resistance To Damage

These are, it should be noted, enhancement qualities. One can get perfectly mundane, 0 point armor, which will stop non-enhanced weapons, and even slow down 1 and 2 point enhanced damage weapons. Weapon and armor qualities are roughly equivalent, a four point weapon will nullify most to all of the benefit of four point armor...at the same time, the armor is effectively knocking down the amount of damage the four point weapon inflicts to that of a more normal weapon of that type. A weapon one step weaker than the armor it faces will require a serious warfare advantage, a weapon two steps weaker will take a severe one to get through, and if it's three steps weaker, you'll probably never hurt them. [For example, trying to use a mundane, 0 point weapon to get through 4 point armor, you can probably forget about it. Or a 1 point weapon vs 8 point armor.] Weapons higher ranked than armor will simply slice through armor as if it wasn't there.

Offensive magic (fireballs, lightning, etc) will be reduced or stopped entirely

by armor, dependent on the psyche of the user and the nature of the attack vs. the nature of the armor (Metal armor won't stop lightning very well, for example)

[1] Resistant To Weapons: Makes the material more resistant to weapons than it would normally be, i.e.: A T-shirt can be made to give some protection vs. knives but little against a sword. Usually applied to armor, making penetration by normal weapons very difficult. [2] Resistant To Guns: Confers the item with a degree of 'bulletproof-ness', mundane firearms will have a difficult time piercing the armor, unless the opponent has a significant warfare advantage. [4] Invulnerable To Conventional Weapons: Resistant to all mundane weapons, a high warfare advantage will be needed to penetrate the armor with anything less than a 'deadly damage' weapon, which can penetrate this armor relatively quickly. [8] Impervious To Damage: Mundane weaponry short of artillery bounces off. So do 1 point weapons. Even two point weapons are unlikely to hurt you, unless Benedict is using them. Four point weapons are seriously slowed down. [16] Impenetrable: This can ONLY be applied to an item and cannot be transferred. Such an item contains either the Pattern or some other major Power which makes it almost immune to damage by any lesser Power. Two point weapons bounce off. Four point and eight point weapons can't hurt you much. Known Powers, in order of least to greatest are Trump, Logrus, Pattern.

Weapon Damage

[1] Extra Hard: The material of the weapon is hardened to a degree that it will suffer no ill effects on striking hard surfaces, i.e.: Armor. This hardening also allows greater armor penetration. [2] Double Damage: Capable of inflicting wounds of a significance greater than initially apparent, these types of weapons are also capable of cutting through almost any mundane armor without difficulty. [4] Deadly Damage: A wound that would be minor when inflicted by a normal weapon, will be much more dangerous when inflicted by a weapon of deadly damage. A simple thrust will has a tendency to tear flesh, causing blood loss and tissue damage mush more significant that would seem appropriate. [8] Destructive Damage: Rips through opponents, causing massive damage. Ignores all armor less than "Invulnerable To Conventional Weapons" which it will penetrate fairly quickly, and can break through "Impervious To Damage" given sufficient skill behind the weapon. [16] Primal Damage: This can ONLY be applied to an item and cannot be transferred. Such an item contains either the Pattern or Logrus which makes it the bane of its opposite. Primal Damage weapons literally destroy those they oppose by igniting their blood. Wounds from such a weapon are eventually fatal, unless the victim has some way to shed the flaming blood in time. Against other opponents, it inflicts very hard to heal Destructive Damage. Ignores Armor under Impenetrable. If a Primal Damage weapon strikes an Impenetrable Armor and they are of opposing types then the item with the greater Power will succeed. For example, if someone with a Primal Damage Pattern sword struck someone with Impenetrable Armor of the Logrus, the armor would be destroyed ultimately (since Pattern is a greater Power than Logrus), but the armor would have protected the wearer for that first blow. [16] Apocalyptic Damage: Penetrates virtually any kind of armor with ease, and produces nasty, nasty wounds. Those of Amber or less Endurance probably die from a nick, let alone a serious blow.

Intelligence / Communication

[1] Able To Speak: The creature or object may speak one language, usually Thari, and understand simple orders. It is generally considered to have the intelligence of a well trained dog, it will not act on it's own initiative unless told to do so, and even then will be unpredictable. [1] Notable Skill: The Item contains knowledge of some particular skill; this can be conveyed or implanted. [2] Able To Speak & Sing: May speak one language, and make other noises, i.e.: laughter. Equivalent to the intelligence of a young child, capable of simple problem solving. [4] Speaks In Tongues And Voices: Equivalent to intelligence found in a adult, capable of acting on its own initiative to complete orders to the best of it's abilities. The creature may speak one language initially, though it may be taught more latter, it can also imitate the voices of others. [8] Highly Intelligent: The creature is smarter than most people and has a wide array of skills, speaking many languages. It excels at long-range planning and analytical thought. [16] Super Genius: Brilliant beyond measure.

Psychic Quality

[1] Psychic Sensitivity. The item or creature gains the equivalent of Chaos Psyche for sensory and offensive [2] Amber Sensitivity. The item or creature gains the equivalent of Amber Psyche for sensory and offensive purposes [2] Sensitivity To Danger. The item has the ability to sense when danger is imminent. Creatures shielded by Psychic Neutral/Screen/Void may not set off this sense of danger if the item or creature's Psyche is too weak to pierce it. Powers can also be used, with a sufficient Psyche advantage, to avoid setting this off as well. [2] Detect Lies. The item can attempt to tell if someone is lying. The item needs a Psyche advantage to succeed at this. Psychic Resistances and Barriers can screen against this. Psychic Neutral/Screen/Void is of less use, but still resists with its psychic defense level. [3] Linked Remote Psychic Sensitivity: This allows any of a number of items to all be in constant Psychic communication despite distances in Shadow. Only a Psychic Barrier or a Shadow Barrier vs. Psyche will sever the contact. [4] Extraordinary Psychic Sense. In shadows especially attuned to Psychic powers, the item can reach out and contact other minds by pure Psychic force. In other shadows, the item is limited to the normal functioning of Psyche. Still, it possess Psyche equal to someone ranked low in the attribute auction for offensive and sensory purposes. [8] Psychic Might: Such an item possesses mid-ranked psyche for offensive and sensory purposes. [8] Augmented Offensive Psychic Force: This allows a sudden boost to the user's Psyche for purposes of Offense. The main difference between this and the Power Word, Burst Of Psyche, is that the effects are more dramatic and continue for a longer period of time. [16] Immense Psychic Sense: Gives a Psychic equivalent to a very high rank in Psyche. Nearly unbeatable by any Psychic force.

Psychic Defense

Psychic Defense items can be built with a special modifier: Automatic On/Off Switch. This costs 4 extra points, and can be added by anyone who has any level of Conjuration at all. Items with Automatic On/Off Switches click on automatically as soon as a Psychic Attack starts to brush your defenses. However, such ite

ms are vulnerable to being hacked by a Psyche expert if he has time to study the defenses, enabling him to suddenly just turn the item off if he succeeds.

[1] Chaos Resistance: Has the same resistance to attack as a creature of Chaos Psyche. It provides a small boost to anyone who possesses naturally greater Psyche, if Conveyed or Implanted. It does not hamper the use of Psyche at all. [1] Light Psychic Barrier: A light psychic barrier will repel any intrusion by those of Amber Psyche or less, will slow those of slightly higher Psyche down, and will only make those of mid-ranked to high Psyche laugh at you. Any user who does not have above Amber Psyche will find themselves unable to use Psyche-reliant abilities (shadow walking, initiating trump calls, etc), except for those that only affect the self (Calling up Pattern Defense, shapeshifting against self only, etc). Those of Psyche Amber or lower, unless they are themselves Trump Artists, won't even notice that someone is trying to trump them, but the barrier will continue to protect their brain against any forced Trump Contact. Those of higher psyche may find themselves somewhat hampered, depending on Psyche. True-Name backed Power Words will go through it like a hot knife through butter. [2] Amber Resistance: Has the same resistance to attack as a creature of Amber Psyche. It provides a small boost to anyone who possesses naturally greater Psyche, if Conveyed or Implanted. It does not hamper the use of Psyche at all. [2] Medium Psychic Barrier: A medium psychic barrier will repel any intrusion by those of fairly low, but ranked Psyche, will slow those of low to medium Psyche down, will slightly slow down those of medium to high psyche, and will only make those of really high Psyche laugh at you. Any user who has under ten points of Psyche will find themselves unable to use Psyche-reliant abilities (shadow walking, initiating trump calls, etc), except for those that only affect the self (Calling up Pattern Defense, shapeshifting against self only, etc). Those of Psyche below 10, unless they are themselves Trump Artists, won't even notice that someone is trying to trump them, but the barrier will continue to protect their brain against any forced Trump Contact. Those of higher psyche may find themselves somewhat hampered, depending on Psyche. True-Name backed Power Words will go through it like a hot knife through butter. [2] Psychic Neutral: The item's mind is not easily detected, and has the same resistance to attack as a creature of Chaos Psyche. It provides a small boost to anyone who possesses naturally greater Psyche, if Conveyed or Implanted. Any use of Psyche will void this defense for the duration of its use, but it does not hamper such use. [4] Improved Psychic Resistance: Has the same resistance to attack as someone placed low in the Psyche attribute auction. It provides a small boost to anyone who possesses naturally greater Psyche, if Conveyed or Implanted. It does not hamper the use of Psyche at all. [4] Strong Psychic Barrier: A strong psychic barrier will repel any intrusion by those of low to medium Psyche, will slow those of medium to high Psyche down, will slightly slow down those of high psyche, and will only make those of extremely high Psyche laugh at you. Any user who has under thirty points of Psyche will find themselves unable to use Psyche-reliant abilities (shadow walking, initiating trump calls, etc), except for those that only affect the self (Calling up Pattern Defense, shapeshifting against self only, etc). Those of Psyche below 30, unless they are themselves Trump Artists, won't even notice that someone is trying to trump them, but the barrier will continue to protect their brain against any forced Trump Contact. Those of higher psyche find themselves somewhat hampered, depending on Psyche. Even True-Name backed Power Words are hampered; the user must have at least 75% of the Defender's Psyche, or the Power word is repelled anyway. True-Name backed Advanced Power Words go right through it. [4] Psychic Screen: Provides strong defense against your mind being detected, and has the same resistance to attack as a creature of Amber Psyche. It provides a small boost to anyone who possesses naturally greater Psyche, if Conveyed or Implanted. Any use of Psyche will void this defense for the duration of its use, but it does not hamper such use. [8] Advanced Psychic Resistance: It provides defense equivalent to mid-rank

ed Psyche. It provides a small boost to anyone who possesses naturally greater Psyche, if Conveyed or Implanted. It does not hamper the use of Psyche at all. [8] Advanced Psychic Barrier: A advanced psychic barrier will repel any intrusion by those of medium to high Psyche, will slow those of high Psyche down, and will slightly slow down those of very high psyche. Any user who has under fifty-one points of Psyche will find themselves unable to use Psyche-reliant abilities (shadow walking, initiating trump calls, etc), except for those that only affect the self (Calling up Pattern Defense, shapeshifting against self only, etc). Those of Psyche below 51, unless they are themselves Trump Artists, won't even notice that someone is trying to trump them, but the barrier will continue to protect their brain against any forced Trump Contact. Those of higher psyche find themselves somewhat hampered, depending on Psyche. Normal Power Words backed by insufficient Psyche to penetrate the barrier, even if you know the target's True Name, will bounce off. Even Advanced True-Name backed Power Words are hampered; the user must have at least 75% of the Defender's Psyche, or the Power word is repelled anyway. True-Name backed Exalted Power Words go right through it. [8] Psychic Void: Even the use of powers to detect the mind of the target will tend to fail unless the power user has fairly high Psyche . Also confers psychic resistance equal to that of someone placed low in the Psyche attribute auction. It provides a small boost to anyone who possesses naturally greater Psyche, if Conveyed or Implanted. Any use of Psyche will void this defense for the duration of its use, but it does not hamper such use. [8] Augmented Defensive Psychic Force: This allows a sudden boost to the user's Psyche for purposes of Defense. The main difference between this and the Power Word, Burst Of Psyche, is that the effects are more dramatic and continue for a longer period of time. It otherwise functions identically to that Power Word. [16] Exalted Psychic Resistance: The item possesses Psychic Defenses equivalent to those of high ranked Psyche. It provides a small boost to anyone who possesses naturally greater Psyche, if Conveyed or Implanted. It does not hamper the use of Psyche at all.

Senses

[1] Extended Sense--This doubles the 'range' of a single already possessed sense. You can sense things more finely at a further distance. This is most useful for whatever senses the creature or item already specializes in (such as Sight and Hearing for a normal human). [This can be applied to a mechanical sensory device to double its range. For example, X5 binoculars would become X10 binoculars.] [1] Normal Sense--This gives one of the five normal senses to something which lacks them. (A blind man could be made to see, a rock could hear, etc). Inanimate objects with intelligence need either this or Full Suite of Normal Senses or some form of Psychic sensitivity or mechanical sensors to actually percieve their environment. [2] Improved Extended Sense--This quadruples the 'range' of a single already possessed sense. You can sense things more finely at a further distance. This is most useful for whatever senses the creature or item already specializes in (such as Sight and Hearing for a normal human) [This can be applied to a mechanical sensory device to increase its range. For example, X5 binoculars would become X20 binoculars.] [2] Augmented Sense--This heightens some sense already possessed by the object or creature to a great degree (A human, for example, could now use his sense of smell to track people). It does not improve range, but rather allows for finer sensing of detail within that range. [2] Full Suite of Normal Senses--This gives all five senses to something which lacks one or more of them. [4] Greatly Extended Sense--This multiplies the 'range' of a single already

possessed sense by a factor of 16. You can sense things more finely at a further distance. This is most useful for whatever senses the creature or item already specializes in (such as Sight and Hearing for a normal human) [This can be applied to a mechanical sensory device to increase its range. For example, X5 binoculars would become X80 binoculars.] [4] Extraordinary Sense--This enables the recipient to sense something beyond the normal capacities of living beings. You might be able to sense motion, or have infrared sight, or see gamma rays, or have x-ray vision. What is sensed must be some sort of object or physical property. [4] Full Suite of Augmented Senses--This can only be applied to something which already possesses all five normal senses, augmenting them all to superhuman levels. [8] Extremely Extended Sense--This multiplies the 'range' of a single already possessed sense to the point where the sense could be used from orbit to observe things on the ground. This is most useful for whatever senses the creature or item already specializes in (such as Sight and Hearing for a normal human) [This can be applied to a mechanical sensory device.] [16] Exalted Extended Sense--This multiplies the 'range' of a single already possessed sense to the point where the sense could be used to cross interstellar distances if you so desired. This is most useful for whatever senses the creature or item already specializes in (such as Sight and Hearing for a normal human) [This can be applied to a mechanical sensory device.]

Recording Capabilities:

[1] Short Term Memory: The item can store up to an hour of sensory data and recall it perfectly as desired. This presumes the item already has some form of senses suitable to the task. [2] Recorder: The item can perfectly record and store up to a day of sensory data and recall it perfectly as desired. This presumes the item already has some form of senses suitable to the task. [4] Improved Recorder: The item can perfectly record and store up to a week of sensory data and recall it perfectly as desired. This presumes the item already has some form of senses suitable to the task. [8] Advanced Recorder: The item can perfectly record and store up to a year of sensory data and recall it perfectly as desired. This presumes the item already has some form of senses suitable to the task. [16] Exalted Recorder: The item can perfectly record and store almost any amount of sensory data and recall it perfectly as desired. This presumes the item already has some form of senses suitable to the task.

Powers

Item Movement Through Shadow

[1] Sense Shadow Trail--The item is able to identify Unicorn Tracks and Black Roads, and it can sense the trails left through Shadow by shadowtravellers, enabling its bearer to follow those trails if they are fairly fresh (The higher the item's psyche, the older the trails can be). Such beings are also harder to lose if they're following someone through shadow, since they can quickly get onto the trail you left behind. Beings with this level of power can also walk through shadow to their master if seperated from him. [2] Seek Visited Locations: The item can shadowwalk to any location it's been taken to before, or which its creator has visited and programmed into it. [4] Seek In Shadow: The item can travel in Shadow towards a specific person, location, or item. Note that this is not the same as being able to move freely through shadow, because the item can only move in the direction of the subject.

The item need not have encountered its target before, though obviously it somehow needs to know the thing exists. [8] Seek Desires in Shadow: The item can now seek abstractions in shadow, such as 'A shadow where I can get a really good curry'. [8] Forge Shadow Highway: While this property does not of itself convey shadow travelling ability, if this property is used while walking through shadow (this doubles travel time), the item forges a highway through shadow which can be used by anyone to walk through shadow, even complete Human Psyche shadow schmucks. The path allows transit at normal shadow walking speeds. [16] Shadow Teleportation: With several minutes preparatory time, the item can teleport to any location in shadow it has visited before. [16] Create Shadow Expressway: While this property does not of itself convey shadow travelling ability, if this property is used while walking through shadow (this doubles travel time), the item forges a highway through shadow which can be used by anyone to walk through shadow, even complete Human Psyche shadow schmucks. The expressway allows transit at hellriding speeds. [+0] Slow Shadow Movement: The item is slower than a Primal Power User, moving at about 2/3rds the speed of someone with equivalent Psyche. [+2] Matches Use of Primal Powers for Speed [+4] Matches Hellriding Speeds [+8] Matches Shadow Shortcut Speeds

Item Shadow Senses

[1] SPS--Shadow Position Sense: The item always knows where it is in Shadow relative to some fixed point chosen at item creation or when the property is imbued. [1] Sense Reality--The item is able to detect if someone encountered is Real or a Shadow [2] Assess Reality--The item is able to tell if someone encountered possesses Pattern or Logrus [2] Analyze Local Reality--The object is able to examine a shadow and assess what the local laws are, what the local laws of reality are, any flaws in the shadow, Veils if near the Courts, etc. [4] Reality Search Local Shadow--The object can, given enough time, scan an entire shadow (if it is not a Primal Plane) and eventually locate all beings and objects of Reality in it. This takes hours to days depending on the psyche backing the item up. [8] Identify Shadow Owner--The object can determine who, if anyone, controls a shadow and how much control they have over it. [16] Search Shadow--The object can slowly search all of shadow and find where anything you desire is. This takes about 1.5 times as long as Advanced Pattern use by someone of equivalent Psyche.

Item Control Over Shadow

[1] 'Mold' Shadow Stuff: Can alter the stuff of shadow, adjusting clothing, or the face on a coin etc. [2] 'Mold' Shadow Folk: Can Alter the behavior of shadow folk, emotions or actions can be altered to fit the manipulators whim. [4] 'Mold' Shadow Reality: May alter the nature of the shadow, i.e.: A sorcerer in a no magic shadow may temporarily alter the 'reality' so that magic works. [8] Control Shadow Essence: This gives the equivalent control over a Shadow as someone with Advanced Pattern or Advanced Logrus. [16] Ultimate Shadow Manipulation: Gives ultimate control of many Shadows at once, with the ability to control, shape, and direct Shadow Storms. The Jewel Of Judgement is an example of an item with this great a control over Shadow.

Healing

[1] Self Healing: Allows an inanimate object to heal itself at the same rate as a normal creature, and doubles the healing rate of living creatures. [2] Quick Healing: Items heal as fast as someone with Amber Endurance. Living creatures heal at four times the normal rate. [4] Fast Healing: Items heal as fast as someone low ranked in Endurance. Living creatures heal at eight times the normal rate. [4] Shift Wounds: Items can close up damage to their casing with concentration. Living creatures can concentrate and make their wounds close up fairly quickly. However, this drains your energy reserves proportionally to the number nd size of wounds. [8] Rapid healing: Items heal as fast as someone midranked in Endurance. Living creatures heal at sixteen times the normal rate. [8] Regeneration: Items can eventually heal even completely destroyed components. Living creatures can eventually regrow limbs if they lacked the power to do so before, or can do it twice as fast if they already had this ability. [16] Rapid Regeneration: The item regenerates twice as fast as one with 8 point regeneration. Living creatures regenerate at four times the normal speed. [16] Limb Reattachment: The item or creature can simply pick up any lost components/body parts and pop them back into place, quickly reattaching them within a few minutes.

Shape Shifting

[1] Alternate Form: The Item / Creature has one alternate form. [2] Named & Numbered Forms: The item has named and numbered forms, chosen when the object is created. [4] Limited Shape Shifting: Only knows practiced forms, but can learn new forms. Learning a new form requires 24 hours divided by the number of points spent on the item's intelligence or psyche (48 hours for items with none). [8] Mimic: The item can shape shift into any form it sees or comes in contact with. [16] Shape Shift: Item can shape shift freely. Note that this still does not confer healing abilities or other shape shifting powers beyond simply changing shape.

Item Trump ImagesThese can only be conjured by people possessing both Trump Artistry and Conjuration, although anyone can buy this attribute for an item with character points. Items with Trump images cannot be sought in shadow.

[1] Contains Trump Image: May not be used on a creature or transferred, the object contains / is a trump image. [2] Trump Deck: A deck of trumps made by the Trump artist. [2] Sense Trump: The item can sense the usage of trumps in its vicinity. [2] Trump Caller ID: The item can identify who is trumping it, if it's been trumped before by that person. [4] Trump Powered: The Item draws it's power from Trump, and so may continue to operate in all shadows. [8] Multiple Trump Contact: (Note: you need an Advanced Trump Artist's powers to create an artifact with this power.) The artifact can open and maintain up to twelve trump contacts simultaneously for the user if the contacts are made through the object. These calls can be patched together to allow 'conference' cal

ls. The object can contain up to Named and Numbered Trumps as part of its being. [8] Trump Jammer: The item can attempt to jam the operation of trump in its vicinity. [8] Trump Memory: The item need only think of a place and it is taken there, provided the item has visited that location at least once before. A creature with this ability has the power Exalted Trump Artistry: True Trump Memory. [16] Virtual Trump Ability: Gives the ability of a Virtual Trump, where the item need only think of the place and they are taken there. The center of the Pattern, or the Jewel of Judgement are examples of Virtual Trumps. The power may NOT be transferred.

Power WordsOne must know the Power Words power to create items that contain Power Words with conjuration. One can only put Power Words known by the creator in an item. One can however, seek such items in shadow, or have such an item at char creation, or use such an item without knowing squat about Power Words.

If sentient, the item uses the Power Word backed by its own psyche and endurance. In non-sentient items, the Power Word is backed by the psyche and endurance of the person using the item, unless the item has its own Endurance pool. (Which means that if you have a repeating crossbow that fires power word bolts, you can exhaust yourself eventually)

[1] Contains A Power Word. [2] Contains Named & Numbered Power Words. [4] Contains an Advanced Power Word: Contains a single advanced power word known by the creator. [4] Contains a Horde of Power Words [4] 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. [8] Contains Named & Numbered Advanced Power Words: Contains named and numbered advanced power words known by the creator. Optionally, may also contain named & numbered power words. [8] Contains hundreds of Power Words. [8] 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. [8] 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. [8] Contains Exalted Power Word: Contains a single exalted power word known by the creator. [16] Named and Numbered Exalted Power Words [16] Horde of Advanced Power Words [16] Put as many normal Power Words as you like. We'll make more.

Magic Defense

[1] Resistant to Magic: Items resistant to magic take more effort to alter with magic than normal items. This cannot be turned on and off. [2] Resistant to Magic with Switch: As Resistant to Magic, but with an on/off switch [4] Spell Breaker: This is most commonly used with weapons--it enables the

item to cut through spells as if they weren't there. You can carve holes in magical shields, penetrate magical armor, parry fireballs, etc. Mages with superior Warfare can simply shoot around your item, however. [4] Infused with Reality: The item can be treated as if it had Logrus/Pattern/Trump Defense with regard to resisting invasive magical effects. [8] Magic Sink: You don't just resist magic, your mere touch sucks up magical energy, destroying spells by rendering them unable to function for lack of energy. Magic backed by a real power may still get through, though. Someone holding or carrying a magic sink will find themselves unable to cast spells, and any beneficial spells put on them will tend to be eaten by the Magic Sink. Magic Sinks can be made with on/off switches. Keep in mind that such switches are vulnerable to Psyche hacking. [8] Magic Reflection: Able to reflect magic back on its source. It will always reflect at least part of a spell, but requires a psychic advantage for total reflection. [16] Magic Null: Utterly, completely immune to magic unless it's backed up by a DemiJewel, the JoJ, or similar artifacts.

Magic Sensing

[1] Detect Magic--Detects magical energies within several hundred feet [2] Detect and Identify Magic--Detects magical energies within several hundred feet and can tell what sort of magic it is (fire magic, wards, Logrus sorcery, etc) [4] Magical Analysis--Detects magical energies within visual range, and once within several hundred feet, can tell exactly what they do. Applied to magical wards, it can identify what is needed to pass it (passcodes, a particular spell, etc). This may require a psyche advantage against actively maintained spells. At this level, it also can be used to examine a shadow and determine its laws of magic, enabling a sorceror to adjust his magics to local conditions. This takes minutes to hours, depending on the psyche backing the item up. [8] Magical Sage--As Magical Analysis, but can perform these functions at any range as long as you have some way to extend its senses to the target area (magical scrying, radio telescopes, trump scrying, etc). It also assists in penetrating efforts to hide magical energies. At close range (a hundred feet or less), it can identify who cast a spell, if it has ever been used to sense magic cast by that person. It can also scan an entire shadow in about a half hour or less to locate all available sources of magic. [16] Eye of Agamotto--Can scan a hundred mile radius and return a map of all magical energies in the area, identifying who created them, regardless of whether the item or its owner has ever heard of the beings involved. This takes a few seconds. Given enough time, you can scan an entire shadow, although with some shadows, you'd be spending more time than it's worth. Attempts to hide magic from its all seeing eye is futile, unless the person involved is at the very top of the Psyche food chain. Connected to an item with shadow travelling power, one can direct its gaze between Shadows as well, scanning a shadow for magic from an adjacent one.

Magic UseThese items can only be made by Conjurors who know Sorcery, or who are assisted by a Sorceror. They can, however, be sought in shadow, purchased at character creation, turned into point items if found later, etc.

[1] Rack A Spell: Capable of holding a racked spell, implanted in it by a sorcerer. [2] Rack Named & Numbered Spells. [2] Magical Specialty: Boosts the power of spells cast from this item in some specialized area, such as 'Fire Magic'. [4] Rack & Use Spells: Holds named & numbered spells, and may also use them.

The item does not know how to actually create any new spells to rack in itself. [+4] Maintain Spells: The item can maintain spells, refreshing them periodically. This is a modifier to one of the other properties, such as Rack or Rack and Use. It requires Advanced Conjuration to add this modifier to a property. [+4] Quick Casting: The item, if able to cast spells, casts them at 'Fast Casting Speeds'. It requires Advanced Conjuration to add this modifier to a property. Item creator must know Quick Casting. [8] Power Magics: The item's spells are automatically boosted by some Power that the item is linked to, such as Pattern or Logrus. If the item is capable of creating its own spells, it possesses 'Power Sorcery' of that type. Item creator must possess the power to be linked to, and possess 'Power Sorcery' of appropriate type if the item will be able to cast spells itself. [8] Magic Processor: Capable of racking, creating, and using, given enough time and intelligence, sorcery spells. It creates such spells at normal speeds. Items which create spells need to possess some degree of offensive and defensive Psyche, or else they will produce puny Human Psyche level magics if set to work on their own. (Such an item can be rigged to allow the item's owner to cast spells with the item using his own Psyche, which requires adding the ten point cost to Convey the Power.) [16] High Speed Magical Processor: Blindingly fast, these items can create, rack, and cast spells at Spikard level Speeds. Typically only found IN spikards. (This does not convey any links to shadow sources of power, however, in and of itself). Items which create spells need to possess some degree of offensive and defensive Psyche, or else they will produce puny Human Psyche level magics if set to work on their own. (Such an item can be rigged to allow the item's owner to cast spells with the item using his own Psyche, which requires adding the ten point cost to Convey the Power.)

Quantity Multipliers

Quantity Multipliers can also be applied to shadows if you really desperately need a lot of shadows.

[*1] Unique. There can be only ONE! [*2] Named & Numbered. A Dozen of them [*3] Horde. Fifty or so. [*4] Shadow Wide. In a single shadow, you have a horde of them wherever you go. Useful for things like your invincible robot army that guards your home base shadow. Alternatively, several hundred of an item [*5] Environmental. In a single shadow, they swarm like mad. Across named and numbered shadows, there's a horde of them wherever you go Across a horde of shadows, you have a dozen in each. [*6] Ubiquitous. In one shadow, you can't kick a rock without finding one. Across named and numbered shadows, there's severval hundred of them Across a horde of Shadows, there's a horde of them. [*10] Infinite Quantity. Not an accessible Quantity Multiplier normally, this is a couple of steps up from ubiquitous and represents the infinite number of Shadows connected to a Pattern.

Transferrals and Implants:

Anyone with even the most basic of Conjuration can use these tricks. Conferral grants an item's power to its weilder. Implant is used for items which become part of the owner's BODY.

[5] Confer Quality on Wearer/Owner/User [10] Confer Power on Wearer/Owner/User [10] Implant Quality in Owner [15] Implant Power in Owner

Powers

Abyss Abyss Power(as Developed by Mike Loader)

Abyss Protection (Pit Diving) - 10 PointsThis is a simple power, providing some protection against the entropic effects of the Abyss in the shallower portions of it.

Resist Entropy - The diver gains some protection against the negative energy of the Abyss. Navigate Abyss - The diver can 'swim' to limited extent through the black, instead of spiraling helplessly downward. Pierce Blackness - The diver can see, albeit dimly, through the blackness of the Abyss. Isolate Mind - The Diver can attempt to shield himself from the mental conductivity of the Abyss.

Initiate of Abyss Power - 50 Points OR 40 + Abyss Protection"If you gaze long enough into the Abyss, the Abyss gazes back." Nietzche had it right for once. Those who descend into the Abyss and allow it into themselves gain a certain level of mastery of it, at a price. This price is known as Abyss Lock - The Initiate, once in the Abyss, cannot leave without substancial assistance.

[5] Abyss Resonance - Inside the Abyss, the Initiate can make mental contact with other creatures also inside. He or she must first become aware of them, though. [10] Abyss Opening - The Initiate can punch holes in Shadow, creating temporary openings to the Abyss. [10] Purge Abyss - The initiate can drive the taint of the Abyss from other people, and sense those tainted by it. [10] Invoke Abyss - The initiate can fill his or herself with the negative energy of the Void. They become a featureless, ghostly black form, insubstancial to the touch and filled with enthropic energy. A useful combat form, but subject to manipulation. ( [5] Abyss Sorcery - Those with Sorcery can put the negative power of the Abyss into their spells. This is not included in the standard 40 point cost, as you can't buy it unless you also have sorcery) [5] Abyss Timeflow and Healing - While in the Abyss, the Initiate can speed up or slow down his or her physical functions and recovery ability, or do the same for those under his mental control. This allows recovery from almost any wound, supernaturally fast movement, and several weeks equivalent of pondering in a nanosecond.

Mastery of Abyss Power - 70 points OR 20 + Initiate Of AbyssOnce any of these powers are gained, the Master suffers from Abyss Existance - Once inside, the Master cannot leave the Abyss without a major ritual of power performed from outside, combining both massive energy release and entropic destruction.

[5] Corrupt Minds - The Master can insert the essence of the Abyss into the mind of a victim successfully dominated in psychic combat. The essense shields the victim's mind from tampering by others, allows manipulation of bodily functions, and provides a continual channel for a psychic link to the Master. The essense can be removed by a walk on the Pattern or purged by an Initiate of the Abyss. [5] Create Abyss Artifacts - The Master can construct items and creatures able to channel the negative energy and power of the Abyss, and can manipulate them at a distance. Such creatures take time comparable to Conjuration. [5] Open Dark Well - The Master can create a permanent opening to the Abyss in a Shadow, filling the area with Abyss Power. [5] Remove Soul - The Master can isolate one of his victim's attributes and remove it, embodying it in an object. This can be done remotely via an Abyss Artifact.

Elemental Mastery Elemental Mastery:

Elemental Theory

Elemental Theory argues that the elements can be organized into a sort of wheel of dominance, in which each of the five elements dominates one other element and is dominated by another element. The interaction between adjacent elements create what are known as Para-Elements, which are inferior in power to the five Prime Elements. The interaction between all five of the elements all together creates the stuff of Shadow which stretches from Amber to Chaos.

This system of elements seems to have been inherited from the Pre-Logrus civilization, which is believed to have ordered its understanding of the universe on these principles. The Pattern itself reflects five Elemental Patterns, in accordance with these principles.

Elemental Power is inferior to Pattern and Logrus, but typically somewhat superior to Sorcery, within its ambit.

The Wheel of Elements:

"Water douses Fire forges Metal chops Wood bends in the Wind ripples Water"

In a direct conflict, each element dominates one other element and is dominated by another one. Water dominates Fire. Fire dominates Metal. Metal dominates Wood. Wood dominates Wind. And Wind Dominates Water. In game terms, this means that if, say, Water and Fire Elementalists with equal psyches try to blast each other with Elemental Attack, the person with the Water Imprint will, all other things being equal, beat down the Fire Elementalist and get through their attack with a weakened one of her own.

Wise Amberites, of course, make sure that all other things won't be equal.

The Prime Elements:

Air (Wind)

All that is gaseous is the realm of Air. This ranges from poisonous gases to life-giving and fire-causing oxygen. The element of Air also has power over weather, although you can control weather a lot more effectively if you also have Fire (for lightning and temperature) and Water (for clouds, rain, snow) imprints.

Fire

Fire burns and consumes, creates and destroys, warms gently and sears hideously. It is the most volatile of the elements, for while air moves more freely, Fire is more destructive. You can try to control other forms of energy with fire, although many of them partake of the nature of other elements (lightning of air, for example). It is also useful for controlling temperature, especially for heating things up, and for controlling light, an aspect of fire.

Metal (Earth)

Metal is the realm of the non-living solid. Metals and stone are the main area of influence (dirt is more in the realm of Plant, as it is the matrix in which Plants grow and is made of dead Plants). It is the area of things which have solidity and persistence and form and were never alive.

Plant (Wood)

This is the realm of living and once-living plants. Animals are a complex mix of all five elements and can't be controlled by this, but every plant from fungus to mighty redwoods to endless fields of wheat are part of the sphere of Plants.

Water

Water is the realm of liquids, both poisonous and pure. If it flows, you can control it. At sea, tides and currents are easily commanded. Solidified water, ice, is also controlled by this, unlike most frozen liquids, which fall under Metal. Ice is so tied to the idea of water itself, that it remains under the influence of the Water elementalist.

Para-Elements:

Para-Elements come from the interaction of elements. They are not as powerful as pure elements, and those who control both of the relevant elements can generally beat down someone who practices only a Para-Element. They are more specialized, generally speaking, more easily mastered because they are more focused. But they also tend to be more rare. Air is a common element, smoke is less common. And so on.

Most serious elemental masters ignore them, since they can be controlled via Co-Joint Affects if both of the relevant elements are controlled, and they tend to be weaker.

Air (Wind) + Fire = Smoke

Smoke is, well, control over smoke, from tobacco to burning chemical fumes, to good old fashioned wood smoke.

Fire + Metal (Earth) = Magma

There aren't too many magma experts, because it's hard to get access to your element to master it. But this is the sphere of molten rock and metals.

Metal (Earth) + Plant (Wood) = Oil

Oil and other naturally produced liquids originating from organic materials are the sphere of this para-element. Things produced from such chemicals also falls into the realm of this para-element, such as plastics.

Plant (Wood) + Water = Mud (Ooze)

Mud, slime, and similar substances are the realm of this para-element.

Water + Air = Mist

Mist, fogs, and clouds, ie, water vapor, is the area of control of this para-element. This can include mists of other liquids than water.

Partial Powers:

Elemental Mastery:[requires Chaos Psyche, Chaos Endurance]Basic Imprint: 30Advanced Elemental Mastery: 50Master of Elements: 70 (Cannot be purchased until after game begins)Exalted Elemental Mastery: 90 (Requires centuries of dedication; essentially NPC only)

Elemental Imprint: 5 Sense Element: 5 Elemental Travel: 5 Elemental Hellride: 5 Elemental Teleport: 5 Elemental Gate: 5 Mold Element: 5 Elemental Attack: 5 Summon Element: 5 Summon Elemental Creature: 5 Horde of Elementals: 5 Advanced Mold Element: 5 Master Mold Element: 5 Exalted Element Molding: 5 Resist Element: 5 Elemental Invulnerability: 5 Elemental Form: 5 Transform Others to Elemental Form: 5

Elemental Imprint

Acquiring an Elemental Imprint is not an easy thing. It requires one to seek out someone else knowledgeable in the arts, who can then take you deep into Shadow to a shadow embodying your element in all its purity. They must then invest anywhere from days to decades (depending on your Psyche) in instructing you in the arts of that Element, followed by a very dangerous ritual in which your mind is plugged into the shadow itself, and you must successfully attune youself to the element involved, or you will perish in the attempt.

It requires a minimum of Chaos Psyche and Chaos Endurance to survive the process, assuming one goes into it fully rested and unhurt.

It is possible to acquire multiple Elemental Imprints. This puts more and more strain on you as you acquire them, and requires more and more of those who would master such a thing. See below under Multiple Imprints, Para-Elemental Imprints and Co-Joint Affects.

Possessing an Elemental Imprint tends to influence one's personality. This is no where near the level of impact a Broken Pattern flaw has on a person, but attuning oneself to an element does tend to effect one's personality somewhat in the ways typically connected with that element (Fire Elementalists tend to have bad tempers and be passionate, Air Elementalists are more flighty and free-thinking, and so on). This is pretty much up to you to RP, and is not intended to cause massive personality reshaping.

Sense Element

With this power, you learn how to sense the existence and nature of your chosen element within a range that depends on your Psyche and how free you are to concentrate and time spent concentrating. If none is present, it will give you an impulse of the right way to go to find it. With enough Psyche and time, you can analyze it in detail.

Elemental Travel

This functions like shadow walking for Pattern Users, except that you have to stick to the medium of your element in order to use it. Thus, Plant elementalists would have to move from tree to tree, or stick to grassy fields, Air elementalists need to be up in the air (being in a shadow with breathable oxygen around you isn't enough; you need to get up into the sky itself), water elementalists need to be on or in the water, fire elementalists have to move through places on fire, and metal elementalists have to travel on stone, paved roads, metal bridges, etc. This may make it impossible to get to some locations, or force round about movement; in general, you move at about half to two-thirds the speed of someone with Pattern.

Elemental Hellride

You can now travel through shadow much faster, moving at about half to two-thirds the speed of a Pattern person of your psyche hellriding.

There is no way to do Shadows of Desire with Elemental Control.

Elemental Teleport

You now have enough fine control to move within a single shadow at lightning speed between concentrations of your element. In a few seconds, if left unmolested, you can move anywhere in the same shadow. This will tire you out fast if you do it a lot. If you are attuned to a shadow (ie, you own it with points), you can use this ability to leap to your element in that shadow.

Elemental Gate

You can now open gateways across Shadow between two different locations dominated by your element. This is fairly draining, although the rate depends on the size of the gateway.

Mold Element

This gives you control over your element. You can move it around and reshape it physically. The more of your element you're working with, the more effort it t

akes to achieve what you want. You can use your element for defense, such as forming wind barriers to stop arrows or walls of stone to block incoming bullets. You can also use it as a transport medium (use winds to fly, ride on a wave, etc).

Elemental Attack

You can control your element to launch attacks on people, or summon small quantities of your element in order to fire it at people. These attacks are targetted with Warfare, with Psyche controlling how much punch they have and how big they can be.

Summon Element

Unless the local environment is hostile to your element, you can now summon up large amounts of your element, to then reshape and mold with Mold Element. The more Psyche you have, the more you can call forth. Sustained over long periods of time, you can eventually summon quite a bit of it.

Summon Elemental Creature

You can now summon Elemental Creatures which will obey and serve you. They're not very bright, but they are pretty potent. This takes seconds (for a fire dragonfly) to hours or days (for a giant Earth Elemental).

Summon Horde of Elemental Creatures

You can now summon many elemental creatures at once; the more powerful they are, the longer this takes.

Advanced Mold Element

You can now transform your element between its different forms (such as turning oxygen into freon, roses into potatoes, Pepsi into coca-cola, etc). The more of your element you're working with, the more effort it takes to achieve what you're doing. You can also use Mold Element on much larger amounts of your element.

Master Element Molding

You can now affect huge areas with your element molding, though it takes time to build up your control over the area to work your will on it.

Exalted Element Molding

You can control all of your element within the shadow you dwell in, fundamentally reshaping that aspect of the shadow.

Resist Element

You have a high degree of resistance to your own element if you concentrate. If this concentration is broken, you're in trouble. This also allows you to comfortably operate in your element. For example, you can breathe in water or fire or rock or wood.

Elemental Invulnerability

You can now comfortably function in your element all the time, even when asleep or unconscious. It's very, very hard to damage you with it, though someone with

a massive Psyche advantage could probably still do it.

Elemental Form

You can transform your body into your element, gaining its advantages and disadvantages. This is mildly draining under calm circumstances, and substantially draining when under stress.

Transform Others to Elemental Form

This power lets you transform other people into your element. If voluntary, the transformation is sustained by their Endurance. If involuntary, you must beat down their Psyche and then sustain the transformation with your own life force (your Endurance).

Multiple Imprints, Para-Elemental Imprints and Co-Joint Affects

Multiple Imprints

It is possible to get more than one Elemental Imprint. This puts additional stress and strain on one's body as one does so, however. Plus, one must relearn every power with that particular element. This makes mastering all five elements rather difficult, though a dabbler could get a little of everything. # of Imprints Psyche Needed Endurance Needed1 Chaos Chaos2 Amber Amber3 11 114 21 215 51 51

Para-Elemental Imprints

As seen in the Elemental Theory section, the interaction between Elements creates Para-Elements. It is possible to get a Para-Elemental Imprint. These are cheaper than Elemental Imprints, but they also are inferior, and will tend to lose out to the real Elements.

Para-Elemental Imprints cost 4 points per power instead of 5.

Co-Joint Effects

It is possible to combine elements to produce effects impossible with just one, if you possess Multiple Imprints. Someone with Improved Mold Element in Air and Water could evaporate a lake. Someone who had it in Water and Fire could turn the sea into a bonfire. A combined Water/Fire Elemental Attack might turn water into gasoline and ignite it. With Air and fire, you could turna blazing bonfire into a cool breeze. And so on.

To produce a co-joint effect, you need to have the power to do whatever is necessary for it with all elements involved.

Logrus

Logrus Page

Introduction

While Amberites tend to think of the Logrus as 'The Chaos Pattern', it is not. The Logrus is ancient, and if Chaosians are to be believed, predates the Pattern. Whether or not this is actually true, it certainly wasn't made in the same way the Pattern was. In fact, the way in which it was made remains unknown, though some Chaosians claim it is the shed skin of the ever-changing serpent, continuing to ever change, allowing those who walk through it to be reborn by passing through the holy flesh of the Serpent. Others just say it's a Construct with Delusions of Grandeur.

Whatever its origins, it's now a large maze which twists and bends around, drifting round the Abyss from Shadow to Shadow following some path which is either random or follows a pattern so deep that no one can comprehend it. Whatever house it wanders into becomes the Keepers of the Logrus for as long as it decides to hang out with them.

In my TAMD game, the Logrus is currently under the guardianship of House Gainax, led by Anno, Keeper of the Logrus. The entrance to the Logrus wanders around the House, and has been known at times to suddenly open under people's beds, forcing them to sleep walk the Logrus. This is not the best of ideas...

Still, whoever walks the Logrus and lives gains power over shadow and a vastly extended lifespan, assuming they don't die horribly during the initial fit of madness...

Initiation into the Logrus

Walking the Logrus is fairly easy. All you absolutely need is the Ability to Shapeshift. Of course, it helps if you have the Blood of Chaos, as non-Chaosian Shapeshifters frequently freeze up and die in the process, but you can survive a Logrus walk without the Blood. Of course, Amberites can survive having all their limbs hacked off too...

What the Logrus looks like varies by time of day, time zone, your blood pressure, the price of tea in china, etc, but it's always some variation on a long twisty tunnel which bends around in all dimensions without ever crossing itself, full of constantly changing conditions. This is why you need shapeshifting--you have to let your body automatically adapt to the changes, or you will die. Many people carry items with them, which will then be empowered by the Logrus, assuming the item isn't destroyed...

Once you reach the exit, you are a raving lunatic, but you now have the power of the Logrus. Most people instinctively use it to run off into Shadow to some shadow which matches their current insanities until they calm down. A few fools try to eat the Keeper of the Logrus and have to be smacked down.

Most people eventually recover from this insanity. High Psyche usually helps and lets you recover faster. Once you aren't a raving loon any more, you can begin to master the powers of the Logrus...

The Sign of the Logrus

The absolute first thing everyone has to learn, the prerequisite to every power of the Logrus is learning to summon up the Sign of the Logrus. Like the Logrus, it's always different. There are three basic tricks you can then do with it from which all else follows:

Logrus Sight

The Summoned Sign of the Logrus can be used as a improved sensory organ which one looks through. It provides "sight" in a great many more spectrums than are normally available and can be "fine-tuned" by it's user to meet the demands of the situation. The user can see Magic, Pattern, Logrus, Trump, as well as things which are hidden. He/she can use it to analyze any of the above things to gain greater information regarding them. (This is most insightful if he possesses the power to be analyzed). Things can also be seen to be either of Shadow, of Amber, or of the Courts of Chaos.

Logrus Sight is especially important to Chaos Sorcerors, as they use it to fine tune their spells to obey the local laws of magic in shadows. They can also now hang spells on the Logrus once they get this.

Unlike many Logrus powers, Logrus sight works just fine and dandy near Amber.

Logrus Scry:

The Logrus Master can actually use Logrus Sight through the tips of her Logrus Tendrils. This makes searching through Shadow much more reliable, since the Master can decide if the item that is latched onto is really what she wanted without having to drag it all the way back to herself. She can also engage in combat with the Tendrils at the other end in an effective manner, even being able to form the Logrus Shield around distant objects, for example. Logrus Scrying is mostly chaotic, as it has to follow the natural swirling of the Tendrils, at least until they latch onto something they were sent to find. Then slower continuous extension can be done from that anchor point out in Shadow.

Logrus Scry also works just fine beyond Yig, although once you hit the Golden Circle, continual Pattern emenations will gradually blind it. One cannot Logrus Scry into or beyond Arden, Harad, or Sethfore at all.

Multiple Logrus Scry:

The Logrus Master can now scan several locations at once with the Logrus, which can be very far seperate in shadow. Once a scrying tendril is set in place, if one possesses Tendril Servants, one can instruct it to just keep an eye out on things and alert you when some set of conditions is fulfilled. The more Psyche you have, the more places you can handle scrying at once.

Logrus Defense

With the Sign summoned to mind you can fill your body with the power of the Logrus, making it resistant to the effects of Pattern, Magic, Psyche, or other forces, but providing no physical protection. Alternately, the Sign can be made into a shield of Power, blocking in any one direction, which is effective against physical, energy and most Magical attacks, but doesn't provide protection against Pattern, Logrus, Trump or Psyche. You cannot use both techniques at the same time.

Logrus Defense dwindles in effectiveness beyond Yig to some degree, especially the second version. Within the boundaries of Amber itself, Logrus Defense dwindles to become better than nothing, but not by much.

Extended Logrus Defense

One can now form a small dome or sphere with the Logrus to deflect attacks, keeping in mind that the dome will prevent you attacking out except with Logrus Tendrils as much as it will prevent things getting in.

If the Logrus Initiate also possesses Tendril Conduit, one can use this to extend the sign of the Logrus into other people if they are willing to accept you sticking a logrus tendril into them, so that they can be protected against Pattern, Magic, Psyche, and other invasive effects.

Logrus Mask

The Logrus master now becomes adept at confusing any use of Logrus against himself. He can feed false information to Logrus Sight and Logrus Scrying if he is of superior Psyche. He can make himself or others appear to have as much, little, or none of Blood of Chaos or Logrus Imprint as he desires. He can craft Logrus Tendril Servants (Well, assuming he knows how to make Logrus Tendril Servants at all) which don't radiate any Logrus energy to observors. He can also deflect any use of Logrus to try to travel towards him or his location.

He can also work these arts against Pattern Users, but it requires a fair Psyche advantage.

Summon and Control Tendrils

This Power allows one who has brought the Summoned Sign to mind to manifest Tendrils from the Logrus. To use these Tendrils the character must then "put his/her arms into the Arms Of The Logrus" which takes a minute or so. These extensions of the Logrus operate with a Strength that is equivalent to the Psyche of the Logrus Master who wields them. Combined with Logrus Sight, touching of the subject by Logrus tendrils will reveal whether or not a character is Shape Shifted, if they are charged with Ambient Magic (i.e.. Power Words), and the general level of the subject's Psyche, health, and mental state. The tendrils of the Logrus can also be used to "link" into the delicate web-work of magical spells and deactivate them, or it can be used to send a raw-power feedback along a mental or magical contact. Touching things of Magic with a Logrus tendril usually will tell what type of spell it is, and the exact spell if it is a common one or one known by the character. Logrus tendrils can "pry" open inactive Gates, insinuate themselves into a magical "sending" and backtrack it to its origin, spells can be cast along the tendrils into Shadow.

The higher one's Psyche, the faster one can do this. Also, the closer one is to the Logrus, the faster one can do this. Near Amber, it might take several hours to call up Logrus tendrils, while close to the Courts, even those of Chaos Psyche can do it in seconds. Within several miles of Amber City, it would take days. In Amber Castle, weeks. In the basement...forget it.

Tendril Conduit

You have now refined your control of the Logrus to the point where you can use Logrus tendrils to initiate Psychic contact. If you overcome your foe in psychic combat, you can then use the tendril to remote control them around as your own personal puppet, or go in and rewrite their brain. Depending on your psyche, you may be able to handle doing this to more than one person at a time.

Logrus Tendril Servants

It is possible to separate a tendril of the Logrus, give it a simple instruction, and leave it, unattended, to perform its duty. Logrus servants have Strength and Psyche each equal to Chaos Rank, and a Human Level Warfare. In place of Endurance they have tireless Stamina, but can only heal or regenerate in a place where Logrus is strong. Their ability to take a beating is determined by their creator's Psyche. Logrus Tendril Servants are incapable of Psychic attack, but are effectively protected by Logrus Defense all the time. In practice, this means it takes at least mid-ranked Psyche to burrow into their minds and reprogram them, and high-ranked Psyche to quickly fry their brains. They also resist magic very well. However, they can be unravelled fairly easily by any Logrus user who knows how to make them, unless his Psyche is fairly inferior to that of their creator. The number of Logrus servants on "duty" at any given time depends on the Psyche of their creator.

Logrus Servants can survive beyond Yig for a number of hours equal to their creator's Psyche. Logrus users who have Hostile Environment Exploration/Adaptation, can create Logrus Tendril Servants who can survive past Yig indefinitely, as long as they don't pass the borders of Amber proper, at which point they swiftly dissolve.

At this level of skill, one can also now form the Logrus into interesting shapes, making weapons out of logrus, forming giant shovels to move dirt, and so on. (Such items use the creator's Psyche as Strength if they are directly controlled by the creator of them).

Logrus Puppet

Your control has now increased to the point that you understand how to insert a Logrus Tendril Servant inside someone's brain, once you beat them in Psychic combat. This servant then will control them for you in a very subtle manner. Under normal conditions, they operate under their freewill, but the servant can step in and fuzz their thinking to direct them as you want, or even take total control. If the victim has Pattern or Logrus, the power of their own imprint will tend to fuzz out the presence of the Puppeteer, unless the person scanning them has more psyche than you.

If the Puppeteer tries to make the victim do something suicidal, they have a chance to resist its commands, although usually, they won't succeed because if they had more psyche than you, they wuoldn't have a puppet in their head in the first place. However, the puppet is not quite as strong-willed as its master, and thus might not be able to overcome their survival instincts. The victim may also be able to beg for help before the Puppeteer reasserts control. Those with Pattern or Logrus Defense, if they aren't too hugely weak in comparison to the Puppeteer, might be able to call up Pattern or Logrus Defense before they fall prey again.

A Pattern Walk will purge the Servant. Of course, a smart Logrus master instructs the servant to make sure they never take one.

Enhanced Tendril Servants

You can now create higher quality tendril servants. Your servants begin with Amber Psyche and Warfare (unless their creator has less than that), they possess half their creator's Psyche as Strength, and they can draw on the Logrus for endless stamina. Their ability to take a beating is determined by their creator's Psyche. They are now as intelligent as a stupid human. They are otherwise similar to normal Logrus Tendril Servants.

Lesser Logrus Ghost

You can now make your Logrus Tendril Servants resemble real people. If you've taken a psychic imprint of the real person, you can impress that on the Logrus Tendril Servant, making it into a Logrus-Charged inferior copy of them, programmed to serve you. Lesser Logrus ghosts have Strength and Endurance equal to half their creator's Psyche, and take their Warfare and Psyche from the Psychic Imprint placed upon them (getting half the Psyche and Warfare of the original). (If you aren't copying someone, it gets up to half of your Warfare and Psyche). Strong willed Logrus Ghosts (Psyche of Amber or Higher) will eventually develop their own identity and agendas, so it's not wise to make huge armies of them, unless you like losing control, but...

Tendril Conjuration

He/she can use Tendrils to reach through Shadow, or to reach things at a distance on the current Shadow. When reaching through Shadow, the Logrus tendrils can be made to seek anything desired, locate it, grab it and draw it back to the Logrus Master. Searching in Shadow or Chaos for something with the Logrus has advantages and disadvantages. The advantage to using Logrus is that you can find generic objects fast. Grabbing any defined object, sword, a plate of food, a lantern, anything defined in a general sense comes quickly as the Logrus finds the nearest occurrence in Shadow and snaps to it. Unfortunately, the more specific you get, and the further out in Shadow you are, the longer it takes the Logrus to locate something. If you are in a Medieval-type Shadow, trying to use a Logrus Summoning to get a specific piece of high-tech equipment will take a LONG while. The game mechanic effect is that if the player wishes to define the object in terms of points, it takes a long time (up to a day per point for items that are not anywhere near in Shadow), and the Quantity Multiplier is limited to Named and Numbered. If the player will define the object in general terms it takes much less time, but the GM will have full control over the results...

Tendril Conjuration becomes more tiring the closer one moves to Amber, conversely, it becomes less tiring near the Logrus. This is because shadow becomes flimsier towards the Logrus, and less resistant to things poking into it.

Shadow Travel

He/she can use Tendrils to reach through Shadow, or to reach things at a distance on the current Shadow. When reaching through Shadow, the Logrus tendrils can be made to seek and grab a suitable anchor, and draw him/her to the object. This way is usually the manner in which a Logrus Master traverses Shadow. This is actually easier than Tendril Conjuration, because when the undiscerning Logrus Master starts pulling objects through Shadow, they can often be the type of Shadow object that dissolves when moved across Shadow.

Shadow Travel is swift near the Courts of Chaos, and progressively slower as one moves closer to Amber. A Chaosian can go anywhere in the Courts in a day or less, often in hours or minutes. The Black Zone takes a day to reach (A Pattern User would take a week to travel this distance). A week puts you two-thirds of the way to Yig, and two weeks will bring you to Yig from the Courts. Beyond Yig, you slow down further. Six weeks puts you at the Golden Circle. Nine Weeks puts you at the borders of Arden. Beyond the borders of the kingdom of Amber, it's faster to just walk. Don't count on it as an escape route from Castle Amber.

Rapid Shadow Travel

This is the Logrus equivalent of Hellriding; you can now travel at seven times normal shadow travel speeds. It is somewhat dangerous to do this, as you may pull yourself into something ugly, faster than you can shift to adjust to it.

Hostile Environment Exploration/Adaptation

This power has several applications. First of all, during Shadow Travel, the Logrus protects the Logrus Master from the effects of his environment. This enables passage through hideously deadly environments so long as the Logrus master keeps moving. This can be extended to other people, but will slow down travel as the Logrus Master has to divert his attention.

Secondly, the Logrus Master's gear and that of anyone who travels with him adapts to suit the shadows he is passing through.

Thirdly, the Logrus Master can now travel into environments normally poorly suited for Logrus travel with greater chances of success and survival. This chiefly consists of two situations: the Abyss and the vicinity of the Pattern. By tying a tendril to something near the Abyss, the master can use the tendril as a lifeline to escape the Abyss after diving into it. This is commonly done either to find things which have fallen in/been thrown in or to explore if you're fairly insane, as all sorts of odd flotsam and jetsam can be found there. Secondly, Logrus travel close to the Pattern normally slows to a hideous crawl. With this level of skill, the Logrus master can get from Yig to the Golden Circle in four weeks instead of six, and to Amber itself in two more weeks past that. A careful Logrus wielder could use Logrus tendrils in the Pattern Chamber itself, so long as he was careful not to touch the Pattern or extend them over it.

Finally, this power helps in surviving Primal Chaos if one is exposed to it.

Summon and Bind Creatures of Chaos

As detailed in the Shadow Knight rulebook. This is the only way Demons can be conjured. Takes 1 hour per point to summon the creature, and ten minutes per point to bind the creature to your will. In the Courts proper, this takes only ten minutes per point. Beyond Yig, it takes 1 day per point. Beyond the Golden Circle, you might as well not bother, unless you have a week to blow per point.

Mold Shadow

Using the Logrus, and the Chaos resident in any Shadow, it is possible to manipulate the structure of that Shadow, altering it to fit your wishes. In this way, for example, the physical laws of the Shadow, or the form of its inhabitants, or any simple detail, will be changed. It takes about as long as it takes Pattern initiates to Shift Shadow. Eventually, if not tended, the Shadow will drift back to its original form. The closer to Primal Chaos, the easier a Shadow is to manipulate, and Shadows near Amber are nearly impossible to change. Unlike Amberites, who simply Shadow Walk or Hellride to their perfect Shadow retreat, those of the Courts of Chaos will find a Shadow, and then manipulate it to perfection. Since Shadows modified with Shadow Molding have a tendency to lose their form and start continually changing, which is the normal way of Chaos Shadows, most Logrus Masters settle on a particular domain as home, called a Way (This naming can take one of two forms, either the character's first name is included, i.e. Mandorways, or, more commonly, the family name, such as the Ways Of Sawall). It is then shaped and maintained with a combination of Logrus, Magic, and powerful Chaos creature servants. While the personal realms of Shadow will, with precautions in place, survive a long absence, very few Chaos Lords ever maintain more than one personal realm at a time.

Mold Shadow works better near Chaos, however, molded shadows keep their desired form longer near Amber.

Stabilize/De-stabilize Shadow

The Logrus user can now either stabilize a shadow and prevent it from changing, or induce rapid changes in a shadow, given some time to work. To stabilize a shadow, the Logrus User builds a series of conduits to nearby shadows which bleed off the Chaos energies of the shadow. Those shadows now destabilize and begin to experience a higher rate of changes. This is most commonly done in the Ways. Such a process makes the shadow highly resistant to shadow molding using Logrus unless the Logrus user has higher Psyche than the person stabilizing the shadow.

Alternately, the conduits can be set to pump Chaos into a shadow. The shadow begins to change rapidly, and the use of Pattern becomes very difficult for anyone using Pattern, while Logrus users find their Logrus effects become more powerful. The refinement of this effect eventually leads to the powers relating to Primal Chaos. Shadows on the Chaos side of things can handle this effect fairly well; Shadows on the Order side subjected to this will tend to resist at first, then come apart at the seams.

Create Black Threads

This Power enables the character to "burn" areas of weakness in Shadow to allow for easier travelling. To do this takes a HUGE effort and is usually done by groups, such as the Shadow Masters' Guild, when they need one of their kind to travel quickly through the Shadows of Amber. They would then extend the Logrus together, meshing it's Tendrils together to form a great construct of Power. This is then thrust outward, channelling Chaos and Magical Shadow Manipulation along it's length. The effect is to produce a magical "Express Railway" which Demons, Chaos Lords, and other creatures of Chaos can travel on very rapidly. The speed of this travel is actually faster than Hellriding, and a being travelling along a Black Thread could reach anywhere in Shadow (from Chaos) in less than a day! A single character can produce these Threads but they are far more limited in range and require huge expenditures of Endurance.

Once created, they will remain for 1 day per point of Psyche of the creator. For group created Threads such a construct will remain viable for 1 day per point of the highest Psyche in the group plus one-half day per point of Psyche in the rest of the group. The nearer to Amber the more this duration is reduced, unless the destination is a Broken Pattern, in which case you can thread the Black Thread through the flaw in the Shadow. A Thread, once created, is vulnerable to the effects of Pattern and can become 'broken' by someone bringing the Pattern to mind and influencing it. It can also be cancelled from its point of origin by those who created it OR someone wielding Pattern in this vicinity.

Examples of this include the Black Road (which was one hell, er, Chaos of a Thread!), and the one created in the Courts for the demon Gryll to ride upon when he came and got Merlin for Swayvill's funeral. Note that travel along this pathway is relatively safe and can take the form of walking or flying (though flying is far quicker).

Summon Primal Chaos

Primal Chaos, a force in direct connection with the untamed Chaos at the remote center of the Courts, will bring total destruction to whatever Shadow it occupies. Once summoned it must be dispelled quickly, or it will run amuck, eventually absorbing the entire Shadow back into nothingness. When it is summoned, the ten

drils of the Logrus are used to keep it in check and contain its area to a small, controllable force. While in this condition it can be moved with the Arms Of The Logrus to selected areas, utterly destroying everything of Shadow substance it contacts. This is EXTREMELY taxing on the character's Endurance AND Psyche. Only characters with Amber Rank or better in both can hope to contain the Chaos, once summoned, and even if more highly Ranked this control can only be maintained for a few minutes. After this time, the Logrus Master must either attempt to dispel it (using the Logrus tendrils to snuff it out) or release it. Once released, unless halted by some force (perhaps some disciplines of the Pattern), Primal Chaos will destroy the entire Shadow where it was summoned.

This is difficult to do beyond Yig, taking longer and longer as one draws near Amber. Beyond Arden, forget it.

Control Primal Chaos

The Logrus Master is able to exert fine control over small bits of summoned Primal Chaos. It can be incorporated into Shape Shifting (Fists of Annihilation), Items (Sphere of Annihilation), Conjurations, Spells, etc.

Shadowmastery

This power is useful in areas where Shadow is weak, such as around the Courts of Chaos. People who study this art (very common in the Courts, more so than Logrus mastery), learn to find the weakest points and use them to open Veils between shadows to connect them, to hide such Veils, and to recognize existing Veils without prior knowledge of their existence. Most of the areas of the Courts are strewn with Shadow Veils linking the entirety of the Courts together. It can also be used to warp and bend space in strange ways, given enoguh time.

This power is very nifty near Chaos, but mostly useless around Amber, except...

The holes in Broken Patterns create flaws in Shadow, which can be used to create veils from those shadows to ones nearby.

Revised Logrus: 110 points total

LOGRUS IMPRINT [Chaos Psyche, Chaos Endurance]* Blood of Chaos [4/Free if Logrus is chosen at Character Creation]* Shape Shift: Control Primal Form

Basic Logrus--20Logrus--45Advanced Logrus--75Master Logrus--100 (Cannot start with, but can acquire during play)Exalted Logrus--105+ (This requires centuries of dedication, and is essentially NPC only)

[5] Imprint [5] Logrus Sight [5] Logrus Scry [5] Multiple Logrus Scry [5] Logrus Defense [5] Extended Logrus Defense [5] Logrus Mask [5] Summon and Control Tendrils

[5] Tendril Conduit [5] Logrus Tendril Servants [5] Logrus Puppets [5] Enhanced Tendril Servants [5] Lesser Logrus Ghosts [10] Tendril Conjuration [5] Shadow Travel [5] Rapid Shadow Travel [5] Hostile Environment Exploration/Adaptation [5] Summon and Bind Creatures of Chaos [5] Mold Shadow [5] Stabilize/De-Stabilize Shadow [5] Create Black Threads [5] Summon Primal Chaos [5] Control Primal Chaos

[5] Shadowmastery [Must Join Guild, Amber Psyche] [Shadowmastery can be learned by non-Logrus masters, and many such persons make a good living in the courts with this skill]

Magick

Amber MAGICK

Introduction Power Words What Can Power Words Do? How Do I Learn Power Words? Basic Power Word Descriptions How Many Power Words Can I Do Before I Fall Down and Can't Get Up? Power Word Options Advanced Power Words True Names Sorcery What Can Sorcery Do? Casting Times An Amberite Grimoire (Now on its own subpage) Racking Spells Power Sources Personal Power Stored Power External Power Sources Logrus Conduit Spikards What are some defenses against Magick? Conjuration Partial Powers

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, Patter

n, 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 the

m 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, caus

ing 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 connecti

on. 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 R

eality. 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 significant

ly.

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 PowerAdvanced Form of a PowerMaster 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 [3] Bestow Spells [5] Sardine Racking [5] Horde of Spells [5] Personal Spell [5] Cantrips [5] Personal Sorcery [5] Spell Maintenance Spells Conjuration:

[5] Basic Conjuration [5] Conjure Shadow Shape [5] Item Analysis [5] Improved Item Analysis [5] Empowerment [5] High Compelling [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 [5+] Quick 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 ComponentsThis 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 mainta

ined 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 als

o 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 healingspell to go off if you fall unconsious, or a shielding spell to go off if someone swings a sword at you. However, these spells canonly 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'tunconsious! 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 HeadPetty: 1 for 8 HumanMinor: 1 for 4 ChaosAverage: 1 for 2 AmberDifficult: 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 ch

oose, 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.

An Amberite Grimoire

The Amberite Grimoire

This does not pretend to exhaustively define what spells an Amberite can cast, but simply to give some examples:

Casting Times for Sorery Attack Spells Communications Defensive Spells Healing Spells Information Spells Stealth And Disguise Spells Travel Spells Warding Magic Weather Magic Miscellaneous Spells

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.

Attack Spells

AKIRA!!!!!!!Requires: Basic SorcerySorcery Components Used: Shadow Manipulation, Shadow OpeningLevel of Complexity: Incredibly HardCasting Time: 3 weeks (22 seconds if Hung)

The caster shouts "AKIRA!!!!!" and white hot-light erupts out in all directions from the caster for a radius ranging from hundreds of yards to miles depending on psyche. This does nasty, ugly damage to unfortunates caught in it; anyone with Amber or lower Endurance is definitely toast, and those of greater Endurance will still fry badly and probably pass out. Great for urban renewal.

Anthy's Arboreal OnslaughtRequires: Basic SorcerySorcery Components Used: Magical Energy, Shadow ManipulationLevel of Complexity: HardCasting Time: 2 days (19 seconds if hung)

This causes an entire forest, miles across, to come to life and start attacking unwanted intruders. The trees are not particularly skillful, but they're quite strong and tough. They gain limited mobility; They can't go too far and don't move too fast. But inside a forest, there's little space to run to when everything is alive and coming after you...

Anthy's Focused WindboltRequires: Basic SorcerySorcery Components Used: Shadow Manipulation, Shadow OpeningLevel of Complexity: AverageCasting Time: 8 minutes (9 seconds)

This creates a very focused blast of wind. Depending on one's aim, it can be used to either disarm people, knock over objects, or through careful aiming, knock people down.

Anthy's WindblastRequires: Basic SorcerySorcery Components Used: Shadow Manipulation, Shadow OpeningLevel of Complexity: Difficult:Casting Time: 1 hour (12 seconds if Hung)

Winds rush inward to a central point, tending to tug those caught in them along, then explode back outwards with hurricane force. This tends to slam everyone in the area into things quite painfully, blow out walls, knock over anything that can fall down, and so on.

Anthy's WindboltRequires: Basic SorcerySorcery Components Used: Shadow Manipulation, Shadow OpeningLevel of Complexity: AverageCasting Time: 8 minutes (9 seconds)

This creates a powerful gust of wind which will blow just about anyone off their feet unless their Strength exceeds the caster's Psyche. They will then tumble a fair distance, dependant on caster psyche.

BlindnessRequires: Basic SorcerySorcery Components Used: Shadow ManipulationLevel of Complexity: DifficultCasting Time: 1 hour (12 seconds)

This spell renders the victim blind. It is invasive magic, and requires beating the target's Psyche. Targets with Shapeshifting can easily heal the optic nerve damage involved. Those of sufficient Endurance will eventually heal the damage involved.

Breaking PointRequires: Basic SorcerySorcery Components Used: Detect Substance, Magical Energy, Shadow ManipulationLevel of Complexity: AverageCasting Time: 8 minutes (9 seconds if Hung)

This spell requires a successful combat strike to release; it guides your hands to strike the optimal point for breaking whatever you're hitting. This will automatically shatter any normal object liftable by hand; objects with damage resistance qualities should be treated as one level lower in protection and as if the blow was with a strength equal to the caster's Psyche.

Cardiac ArrestRequires: Basic SorcerySorcery Components Used: Mind Touch, Shadow ManipulationLevel of Complexity: Difficult:Casting Time: 1 hour (12 seconds if Hung)

This spell triggers a heart attack. This kills people of Human endurance, knocks out those of Chaos Endurance, who will need a week of bed rest, and sends those of Amber or higher unconscious for a while dependent on Endurance (Those with enough might not even pass out). It requires you to overcome the target's psyche.

Cobras of WrathRequires: Basic SorcerySorcery Components Used: Magical Energy, Shadow ManipulationLevel of Complexity: Difficult:Casting Time: 1 hour (12 seconds if Hung)

This fires off a barrage of magical bolts that resemble cobras at a small group of targets.

Color SprayRequires: Basic SorcerySorcery Components Used: Shadow Manipulation, Shadow OpeningLevel of Complexity: AverageCasting Time: 8 minutes (9 seconds if Hung)

This produces a spray of colored light in a sixty degree arc from the caster's hands. It will blind and confuse those in the area of effect if you beat their psyche. The confusion lasts seconds to minutes, depending on your psyche advantage.

Death Goes Better with JelloRequires: Advanced SorcerySorcery Components Used: Intelligent spells, Magical Energy, Shadow Manipulation, Shadow OpeningLevel of Complexity: ChallengingCasting Time: 4 hours (15 seconds if hung)

This spell is generally blamed on a strange conversation between Chef Bork and Mitsune and a bottle of wine. It unleashes a flying horde of angry Jello cubes on your foes. The cubes emit paralytic poisons on anything they touch; they strike with a Strength equal to the caster's Psyche, and the paralysis is resisted with Endurance. The cubes fly as fast as a horse can run.

Deep SubmergeRequires: Basic SorcerySorcery Components Used: Shadow Manipulation, Shadow OpeningLevel of Complexity: Difficult:Casting Time: 1 hour (12 seconds if Hung)

This unleashes a great wave of water which batters, knocks down, and engulfs everything in its path until it runs out of force.

Endless AmmoRequires: Basic SorcerySorcery Components Used: Magical Energy, Shadow Manipulation, Shadow OpeningLevel of Complexity: AverageCasting Time: 8 minutes (9 seconds if Hung)

This spell will supply a missile weapon with effectively infinite ammunition. It lasts for minutes to hours, depending on caster psyche.

EntangleRequires: Basic SorcerySorcery Components Used: Magical Energy, Shadow ManipulationLevel of Complexity: DifficultCasting Time: 1 hour (12 seconds if hung)

This causes hyper accelerated plant growth over a small area; the plants will grow fast enough and strong enough to entangle people; those with Strength or Warf

are superior to the caster's Psyche can evade this if they flee the area. Those with superior strength can simply wade through the plants. They also can be burned or chopped.

FireballRequires: Basic SorcerySorcery Components Used: Shadow Manipulation, Shadow OpeningLevel of Complexity: DifficultCasting Time: 1 hour (12 seconds if Hung)

This spell causes an explosion of flame ten feet in diameter, up to Psyche + 30 feet away. It must be aimed with your Warfare.

FlashRequires: Basic SorcerySorcery Components Used: Shadow Manipulation, Shadow OpeningLevel of Complexity: PettyCasting Time: 2 seconds

This spell produces a bright flash of light in a target's face, blinding them for a few seconds.

GreaseRequires: Basic SorcerySorcery Components Used: Shadow Manipulation, Shadow OpeningLevel of Complexity: MinorCasting Time: 45 seconds (6 seconds if Hung)

This creates a large grease slick wherever you point. It's quite flammable. It can also be used to coat people or objects. One can either produce vehicular grease or fatty cooking grease.

Hiko's Living FlameRequires: Basic SorcerySorcery Components Used: Mind TouchLevel of Complexity: DifficultCasting Time: 1 hour (12 seconds if Hung)

The victim believes he is on fire and reacts appropriately. This requires a psyche advantage.

Hiko's Rings of FireRequires: Basic SorcerySorcery Components Used: Shadow Manipulation, Shadow OpeningLevel of Complexity: DifficultCasting Time: 1 hour (12 seconds if Hung)

This spell causes fires off discrete rings of flame about a foot across at various victims, aimed with warfare.

Hiko's Sniper's FlameRequires: Basic SorcerySorcery Components Used: Shadow Manipulation, Shadow OpeningLevel of Complexity: DifficultCasting Time: 1 hour (12 seconds if Hung)

This spell unleashes a stream of flame from the caster's fingertips, aimed with Warfare. It can be directed at one person or spread across an arc to nail multi

ple victims.

Instant WeaponRequires: Basic SorcerySorcery Components Used: Shadow Manipulation, Shadow OpeningLevel of Complexity: MinorCasting Time: 30 seconds (6 seconds if Hung)

This spell grabs you a hand or missile weapon appropriate to the shadow you're in; missile weapons come loaded and with a few extra stones/arrows/rounds/etc.

Keiko's Magnificent Catapult

Requires: Basic SorcerySorcery Components Used: Shadow Manipulation, Shadow OpeningLevel of Complexity: DifficultCasting Time: 1 hour (12 seconds if Hung)

Channels kinetic energy into a scoop-shaped burst of force roughly twenty-five square feet in diameter--enough to throw a single human (or larger than human) sized target roughly a hundred feet straight up at high speed, or a hundred feet in any one direction before gravity starts to slow them down and they begin to transcribe an arc. Often used as a follow-up to Keiko's Patented Anti-Makoto the Mad Ice Spell.

Keiko's Patented Anti-Makoto the Mad Ice Spell

Requires: Basic SorcerySorcery Components Used: Shadow Manipulation, Shadow OpeningLevel of Complexity: DifficultCasting Time: 1 hour (12 seconds if Hung)

This spell flash-freezes the air around a single target, encasing them in a block of solid ice a little bigger than they are.

Keiko's Stunning Mindblast

Requires: Basic SorcerySorcery Components Used: Mind Touch, Magical EnergyLevel of Complexity: ChallengingCasting Time: 4 hours (15 seconds if Hung)

A group version of the basic Mindbolt spell. Up to ten targets within sight range can be hit at once, but the effect is diminished depending on the collective mental power of the targets versus that of the caster.

Keitaro's Flaming DartsRequires: Basic SorcerySorcery Components Used: Shadow Manipulation, Shadow OpeningLevel of Complexity: AverageCasting Time: 10 minutes (9 seconds)

This spell fires one or more flaming darts (dependent on Psyche) at the target. Whether they hit is dependent on the caster's Warfare.

Kozue's Electrical VengeanceRequires: Advanced Sorcery, PatternSorcery Components Used: Magical Energy, Measure Substance, Shadow Manipulation, Shadow Opening, Intelligent Spells, Pattern MagicLevel of Complexity: HardCasting Time: 1 day (18 seconds if hung)

This spell produces a stream of very nasty lightning. The spell has a mind of its own derived from that of the caster and can thus do stunts like chase people around corners, weave through a crowd, etc. It keeps going until it hits the target, something dissipates it, or too much time passes (which varies by the Caster's psyche). Once it hits, it hangs around for a while, continuing to electrocute the victim. And it has the ability to chase people through shadow if they attempt to flee it in that manner. It can match the speed of a hellride if necessary.

Lesser PetrificationRequires: Basic SorcerySorcery Components Used: Shadow ManipulationLevel of Complexity: ChallengingCasting Time: 4 hours (15 seconds if Hung)

This spell turns a Shadow Dweller to stone permanently. It is not strong enough to affect those imbued with reality, and creatures with Shapeshifting can turn themselves back to normal fairly easily.

Lily's Freezing MistRequires: Basic SorcerySorcery Components Used: Countermagic, Magical Energy, Shadow Manipulation, Shadow OpeningLevel of Complexity: ChallengingCasting Time: 4 hours (21 seconds if hung)

This creates a large cloud of freezing mist dozens of feet across. It obstructs vision to only a few feet and then inflicts cold damage on everyone caught in it. Especially bad for fire and heat creatures. It douses all open flame and tries to dispel any fire magics active in the area.

Major PetrificationRequires: Advanced SorcerySorcery Components Used: Shadow Manipulation, Mind Touch, Magical Energy, Shapeshifting SorceryLevel of Complexity: ChallengingCasting Time: 4 hours (15 seconds if Hung)

This spell turns Shadow beings to stone permanently, and will turn beings of Reality into stone if you beat their psyche. If you have a handy magical energy source, you can link them to it and keep them stone forever, otherwise, it lasts a period of time proportional to your psyche, from a few hours at Chaos Rank, to years or decades at 75+. Shapechangers can break loose in half the time, and you have to beat their psyche by at least 20 points, or you only partially calcify them.

Michelle's Inspirational MusicRequires: Basic SorcerySorcery Components Used: Magical Energy, Mind Touch, Shadow ManipulationLevel of Complexity: Average

Casting Time: 6 minutes (9 seconds if Hung)

This spell summons forth inspirational music for battle or some other dangerous activitity, fortififying the will of the caster's allies to do battle. This helps them to resist both natural and magically induced fear, and if the caster's warfare is greater than that of his allies, it will slightly increase their fighting skills as they go to it with renewed vigor and cooperation.

Michelle's Irresistable Dance Dance RevolutionRequires: Basic SorcerySorcery Components Used: Mind TouchLevel of Complexity: DifficultCasting Time: 1 hour (12 seconds if Hung)

If you beat the victim's Psyche, he will find himself dancing uncontrollably until some period of time dependant on the differences between your psyches passes (If the caster chooses to keep concentrating on you, the wearing off clock doesn't start ticking until they stop concentrating).

Michelle likes to say Shizumaru inspired her to create this, but won't say how...

MindboltRequires: Basic SorcerySorcery Components Used: Mind Touch, Magical EnergyLevel of Complexity: AverageCasting Time: 7 minutes (9 seconds if Hung)

This spell fires a mental blast at the victim's mind, stunning or possibly killing them if you can overcome their psyche.

Mitsune's Boxing FistRequires: Basic SorcerySorcery Components Used: Magical Energy, Shadow ManipulationLevel of Complexity: AverageCasting Time: 6 minutes (9 seconds if hung)

This creates a fist the size of a human torso which the caster can control at a distance. It flies along at the speed of a galloping horse, and strikes with Strength equal to the caster's Psyche. It must be actively controlled by the caster or it just floats, waiting for attention. It's easy to go around, but that just lets it strike you from behind. It is vulnerable to being chopped apart.

Mitsune's Crushing HandRequires: Advanced SorcerySorcery Components Used: Intelligent Spells, Magical Energy, Shadow ManipulationLevel of Complexity: ChallengingCasting Time: 3 hours (15 seconds if hung)

This creates a hand the size of a human being which attempts to grab the target and crush him. It has a strength equal to the caster's Psyche. Being intelligent, it can fight on even if its creator dies or passes out and need not be actively controlled. It flies at the speed of a galloping horse. It can lift a grappled target off the ground so it can't run, and restrain things with flight powers if they can't fly faster than it can. A grappled subject cannot effectively cast spells. Once it begins to crush the target, any victim whose Strength is less than the Hand's, will eventually be crushed either unconscious or dead, though the time needed varies by the difference between the strengths and the Endurance of the victim. The caster can redirect the hand to a new foe at any time.

The hand can also be directed to act as a Shoving Hand, should you so desire, or to merely hold and not crush.

Mitsune's Fencing HandRequires: Advanced SorcerySorcery Components Used: Intelligent Spells, Magical Energy, Shadow ManipulationLevel of Complexity: AverageCasting Time: 12 minutes (9 seconds)

This creates a magical flying hand the size of a normal human hand, armed with a sabre. The caster designates a target and the hand keeps trying to chop them to pieces until it succeeds or the spell wears off or the hand is chopped to bits. The hand fights with the caster's warfare; the sabre does normal sabre damage.

Mitsune's Fencing Genius HandRequires: Shapeshifting Sorcery, Persona Shift, Creatures of BloodSorcery Components Used: Intelligent Spells, Magical Energy, Shadow Manipulation, Shapeshifting MagicLevel of Complexity: DifficultCasting Time: 1 hour (12 seconds)

The caster pricks herself, transforming her own blood into a magical flying hand the size of a normal human hand, armed with a sabre. The caster designates a target and the hand keeps trying to chop them to pieces until it succeeds or the spell wears off or the hand is chopped to bits. The hand uses Persona Shift to become the hand of someone with high Warfare. There is some danger that if the persona of the person whose hand is being imitated is too strong, the hand may take on their behavior and priorities.

Mitsune's Flaming Fists of FuryRequires: Shapeshifting SorcerySorcery Components Used: Magical Energy, Shadow Manipulation, Shapeshifting MagicLevel of Complexity: DifficultCasting Time: 1 hour (12 seconds if hung)

The caster's fists shapeshift into coherent flame, and now inflict nasty fire damage on every blow in addition to the usual punch damage. The caster still has to use Strength to hit, though.

Mitsune's Grappling HandRequires: Advanced SorcerySorcery Components Used: Intelligent Spells, Magical Energy, Shadow ManipulationLevel of Complexity: DifficultCasting Time: 1 hour (12 seconds if hung)

This creates a hand the size of a human being which attempts to grab the target and immobilize him. It has a strength equal to the caster's Psyche. Being intelligent, it can fight on even if its creator dies or passes out and need not be actively controlled. It flies at the speed of a galloping horse. It can lift a grappled target off the ground so it can't run, and restrain things with flight powers if they can't fly faster than it can. A grappled subject cannot effectively cast spells.

Mitsune's Hail of PimpslapsRequires: Basic SorcerySorcery Components Used: Magical Energy, Shadow ManipulationLevel of Complexity: DifficultCasting Time: 1 hour (12 seconds if hung)

This spell enables the caster to slap a group of people across the face at a distance. The blow will knock out and probably break some bones against Human Endurance, knock out someone of Chaos Endurance, stun someone of Amber Endurance, and do progressively less against higher Endurances. It also tends to make the victim fall down if his Strength is less than the caster's Psyche. Applied against a target's hand, it will disarm those whose Strength is less than the caster's Psyche. You must beat the target's Strength with yours to hit them.

Mitsune's Intelligent Boxing FistRequires: Advanced SorcerySorcery Components Used: Intelligent Spells, Magical Energy, Shadow ManipulationLevel of Complexity: DifficultCasting Time: 1 hour (12 seconds if hung)

This creates a fist the size of a human torso which the caster can control at a distance. It flies along at the speed of a running human, and strikes with Strength equal to the caster's Psyche. The hand will pursue its chosen target until the spell expires or it recieves new orders from its creator. It's easy to go around, but that just lets it strike you from behind. It is vulnerable to being chopped apart, although it is fairly tough.

Mitsune's Intelligent Shoving HandRequires: Advanced SorcerySorcery Components Used: Intelligent Spells, Magical Energy, Shadow Manipulation, Shadow OpeningLevel of Complexity: DifficultCasting Time: 1 Hour (12 seconds if hung)

This spell summons up a large hand, about twice the size of a normal human, which begins to shove that target in whatever direction the caster desires until the spell wears off or the hand is chopped to bits. The hand has a Strength equal to the caster's Psyche; if the target has more strength than the hand, they can shove the hand out of the way or back towards the caster. Targets whose Warfare exceeds the Hand's Strength can simply evade the hand and get past it. The hand is capable of intelligent decisions and can use the caster's Warfare (and its own Strength) to evade blows and move about to herd the victim in the desired direction.

Mitsune's Paralyzing PunchRequires: Shapeshifting SorcerySorcery Components Used: Magical Energy, Mind Touch, Shadow Manipulation, Shapeshifting MagicLevel of Complexity: DifficultCasting Time: 1 hour (12 seconds if hung)

When the caster strikes a blow, the surface of her fist shifts into an interface with the target's nervous system. This then instantly overrides their nervous system, frying it out, and leaving the target unable to move due to a lack of nerves. This requires a Psyche advantage, and the more advantage, the longer the Paralysis lasts. Targets with Shapeshifting or whose Endurance exceeds the caster's Psyche will either laugh this off or heal the effects very quickly.

Mitsune's PimpslapRequires: Basic SorcerySorcery Components Used: Magical Energy, Shadow ManipulationLevel of Complexity: Average

Casting Time: 6 minutes (9 seconds if hung)

This spell enables the caster to slap someone across the face at a distance. The blow will knock out and probably break some bones against Human Endurance, knock out someone of Chaos Endurance, stun someone of Amber Endurance, and do progressively less against higher Endurances. It also tends to make the victim fall down if his Strength is less than the caster's Psyche. Applied against a target's hand, it will disarm those whose Strength is less than the caster's Psyche. You must beat the target's Strength with yours to hit them.

Mitsune's Rain of BlowsRequires: Advanced SorcerySorcery Components Used: Intelligent Spells, Magical Energy, Shadow ManipulationLevel of Complexity: ChallengingCasting Time: 3 hours (15 seconds if hung)

Thus unleashes a storm of flying fists upon dozens of unfortunates. The fists begin chasing the targets everywhere until the spell wears off or they are destroyed, pummeling them with the caster's own strength. The fists can fly as fast as a galloping horse.

Mitsune's Shattering PunchRequires: Basic SorcerySorcery Components Used: Magical Energy, Shadow ManipulationLevel of Complexity: ChallengingCasting Time: 4 hours (15 seconds if hung)

This focuses ridiculous amounts of kinetic energy into your fist, at the same time, shielding it from impact. The first time you punch something, it unleashes this energy into the target with the force of your Psyche plus more energy.. Most inanimate objects, even with augmented damage resistance, will shatter from the force of the blow. Living creatures get to feel their bones shatter. Those of Human Strength probably die, too.

Mitsune's Shoving HandRequires: Basic SorcerySorcery Components Used: Magical Energy, Shadow Manipulation, Shadow OpeningLevel of Complexity: AverageCasting Time: 6 minutes (9 seconds if hung)

This spell summons up a large hand, about twice the size of a normal human, which begins to shove that target back until the spell wears off or the hand is chopped to bits. The hand has a Strength equal to the caster's Psyche; if the target has more strength than the hand, they can shove the hand out of the way or back towards the caster. Targets whose Warfare exceeds the Hand's Strength can simply evade the hand and get past it. The caster must concentrate on the spell.

Mitsune's Thunder DragonRequires: Basic SorcerySorcery Components Used: Magical Energy, Shadow Manipulation, Shadow OpeningLevel of Complexity: ChallengingCasting Time: 3 hours (15 seconds if hung)

This spell unleashes a huge dragon made of electrical energy which rushes forward in the direction the caster points, then detonates in an explosion of thunder and lightning. The lightning does electrical damage, while the thunder deafens and stuns low endurance victims.

Mitsune's Ugly StickRequires: Shapeshifting Sorcery

Sorcery Components Used: Magical Energy, Shadow Manipulation, Shapeshifting SorceryLevel of Complexity: DifficultCasting Time: 1 Hour (12 seconds if hung)

This spell conjures up a short, ugly rod. The first time you successfully whack someone with it, the spell goes off and causes them to become hideously ugly, assuming you have a Psyche advantage over them. Shapeshifters can just shift back to normal. Other people are screwed, unless they can walk the Pattern. This is invasive magic, so Pattern Defense will repel most or all of the effect with ease.

Real ShrapnelRequires: Pattern SorcerySorcery Components Used: Magical Energy, Pattern Sorcery, Shadow ManipulationLevel of Complexity: DifficultCasting Time: 1 hour (12 seconds if Hung)

This spell imbues an object with reality, then makes it explode violently, hurling real shrapnel into everyone nearby with brutal force. Such shrapnel must then be carefully removed before any wounds caused by it can be healed. The object must be within dozens to hundreds of feet of the caster, depending on his psyche. The size of the object doesn't influence the size of the explosion, but the size of object that can be exploded is dependent on caster Psyche.

Rochester Rain of GlassRequires: Basic SorcerySorcery Components Used: Magical Energy, Shadow Manipulation, Shadow OpeningLevel of Complexity: Incredibly HardCasting Time: 3 weeks (21 seconds if hung)

The heavens rip open and razor sharp glass rains down from the sky for a number of minutes equal to your Psyche + 15. The shards do Deadly Damage (4) every minute to everyone caught in them. (If you have Advanced Conjuration, you can make the glass do Force Damage (8)). The shards rain down over a hundred foot diameter circle at Chaos Psyche, increasing by 100 feet for every 3 points of psyche above that.

Shadow BoxingRequires: Basic SorcerySorcery Components Used: Magical Energy, Shadow ManipulationLevel of Complexity: DifficultCasting Time: 1 hour (12 seconds if Hung)

This spell brings the victim's shadow to life and imbues it with strength equal to the caster's Psyche. It then tries to beat the snot out of the person it's attached to. This spell only works under conditions where shadows can exist; the person can eventually punch out his shadow, also.

SleepRequires: Basic SorcerySorcery Components Used: Mind TouchLevel of Complexity: Average or higherCasting Time: 10 minutes (10 seconds if hung)

This spell induces magical sleep in the target. They can only be roused by a dispellation of the magic or by someone with higher psyche than yours, until the spell wears off naturally. The higher your psyche and the lower theirs is, the longer it lasts, from a few minutes for Chaos Psyche, to years for someone with 75+. This spell requires a fair psyche advantage to succeed, otherwise it just p

roduces drowsiness. The higher the complexity, the more targets you can effect.

Smart LightningRequires: Advanced SorcerySorcery Components Used: Magical Energy, Measure Substance, Shadow Manipulation, Shadow Opening, Intelligent SpellsLevel of Complexity: AverageCasting Time: 10 minutes (10 seconds if hung)

This spell produces a lightning bolt with about the strength of a taser. It will badly hurt anyone of Human Endurance, knock out anyone with Chaos, stun those of Amber Endurance for quite a while, and have progressively less effect as the target's Endurance rises. The spell has a mind of its own derived from that of the caster and can thus do stunts like chase people around corners, weave through a crowd, etc. It keeps going until it hits the target, something dissipates it, or too much time passes (which varies by the Caster's psyche).

Steal SightRequires: Shapechanging SorcerySorcery Components Used: Shadow Manipulation, Shapechanging SorceryLevel of Complexity: DifficultCasting Time: 1 hour (12 seconds)

This shapeshifts the victim to have no eyes. This effect requires a Psyche advantage to pull off. Those with Shapeshifting can, with some effort, shift their eyes back into existence.

TaserRequires: Basic SorcerySorcery Components Used: Shadow Manipulation, Shadow OpeningLevel of Complexity: AverageCasting Time: 5 minutes (9 seconds if hung)

This spell produces a lightning bolt with about the strength of a taser. It will badly hurt anyone of Human Endurance, knock out anyone with Chaos, stun those of Amber Endurance for quite a while, and have progressively less effect as the target's Endurance rises. It requires aiming with Warfare.

TauntRequires: Basic SorcerySorcery Components Used: Detect SubstanceLevel of Complexity: MinorCasting Time: 30 seconds (6 seconds if hung)

This spell determines the best way to insult someone and shouts it out. If the target has any pushable psychological buttons, it will find them and shove. This will tend to enrage the target. Whether you can survive enraging them is another question.

ThreadfallRequires: Advanced SorcerySorcery Components Used: Detect Substance, Intelligent Spells, Magical Energy, Shadow Manipulation, Shadow OpeningLevel of Complexity: HardCasting Time: 2 days (18 seconds if hung)

A nasty black cloud arises over an area of one or more miles in diameter. This takes some ten minutes. Then, three foot long, thread thin organisms rain down from the sky and begin seeking to attack and destroy all animal life in the area

(and they munch happily on plant life too). The organisms survive for minutes to hours depending on the caster's psyche, and do damage by extruding acid mixed with anti-life energy. An area devasted by Thread will take years to recover. For the true rampaging maniac, this can be combined with Conjuration to make the Thread continue to live until killed or dispelled, which can get messy. Fortunately, they're not hugely fast and attack as if they had the caster's Warfare and Strength.

Travis' Precision GreaseRequires: Basic SorcerySorcery Components Used: Shadow Manipulation, Shadow OpeningLevel of Complexity: AverageCasting Time: 5 minutes (9 seconds if Hung)

This spell injects copious lubricants into the interior of some mechanism, generally causing it to move too freely. Machines will start to run wild or come apart, things latched shut (like say pieces of a suit of armor) will come loose from each other, and so on.

Travis' SlingshotRequires: Basic SorcerySorcery Components Used: Shadow Manipulation, Shadow OpeningLevel of Complexity: MinorCasting Time: 30 seconds (6 seconds if Hung)

This spell fires a small object at high speed towards some target. It requires warfare to hit successfully. It will do damage equivalent to a crossbow bolt if the object is sufficiently hard; it can also be used to hurl things like flasks of oil, grenades, etc.

Travis' Tornadic SlingshotRequires: Basic SorcerySorcery Components Used: Shadow Manipulation, Shadow OpeningLevel of Complexity: DifficultCasting Time: 1 hour (12 seconds if Hung)

This spell creates a small whirlwind which grabs all available rubble, bits of straw, debris, etc, and flings it at incredibly high speed at everyone around it; the more Psyche you have, the bigger and stronger the whirlwind. Truly evil people cast this spell on things like a pile of flasks of nitroglycerine.

Venus' BowRequires: Basic SorcerySorcery Components Used: Magical Energy, Mind Touch, Shadow ManipulationLevel of Complexity: ChallengingCasting Time: 3 hours (15 seconds if Hung)

This spell calls up a bow that fires love arrows. They never miss, and if you beat the Target's Psyche, you can make them fall in love with or hate someone.

VoodooRequires: Advanced SorcerySorcery Components Used: Magical Energy, Shadow Manipulation, Trump SorceryLevel of Complexity: DifficultCasting Time: 1 hour (12 seconds if hung)

This trump sorcery trick lets one use a person's trump as a sympathetic link to do nasty things to them from far across shadow. The classic manuever is to cause them to sicken and die slowly, so it's not even recognized as sorcery. However, Trump/Logrus/Pattern Defense will block this trick.

WeaknessRequires: Basic SorcerySorcery Components Used: Mind Touch, Shadow ManipulationLevel of Complexity: Difficult:Casting Time: 1 hour (12 seconds if Hung)

This spell drains the victim's strength. It requires a psyche advantage. The victim's strength begins to drain away as the mage maintains concentration; the higher the mage's psyche, the faster it goes. Eventually, the victim loses an amount of strength equal to the Mage's psyche + 25. If this drops the target below Human, they're too weak to move. If they drop below -45, they pass out. They recover at a speed determined by Endurance.

Yumi's Love Me ChainRequires: Basic SorcerySorcery Components Used: Mind-Touch, Shadow Manipulation, Shadow OpeningLevel of Complexity: Difficult:Casting Time: 1 hour (12 seconds if Hung)

This spell creates a whip made out of interlinked hearts. On a successful strike against a foe, it wraps round them, entangling and holding them in place, while trying to invade their mind and make them fall in love with you. The chain has a strength equal to the caster's Psyche, so long as the caster concentrates on it. You need a Psyche advantage to get the love magic to work; the bigger the advantage, the faster it takes effect. Once the whip hits a specific target, it can't be used to strike someone else; it evaporates once they fall for you.

Communications

Cross-Shadow MailRequires: Pattern or Logrus SorcerySorcery Components Used: Intelligent Spells, Magical Energy, Pattern or Logrus Sorcery, Shadow Manipulation, Shadow OpeningLevel of Complexity: DifficultCasting Time: 1 hour (12 seconds if hung)

Go to a mailbox. Drop a letter or parcel in the box. Said letter or parcel will begin shifting shadow, mailbox to mailbox, until it reaches the right shadow to be delivered to the target by regular mail. It moves at the same speed you shadow walk at.

1-800-MagicalRequires: Basic SorcerySorcery Components Used: Detect Substance, Magical Energy, Shadow ManipulationLevel of Complexity: AverageCasting Time: 15 minutes (9 seconds)

This spell lets you use any object as a cellular phone. It works like a real phone, including needing to know the actual number you want to call. Pushing the difficulty up to difficult lets you call someone without knowing their phone number. The spell lasts as long as you concentrate, so you can make multiple phone calls. You cannot actually recieve calls, however, as the phone network has no recorded number for you; you have to initiate all calls yourself.

Programmed MessageRequires: Advanced SorcerySorcery Components Used: Detect Substance, Intelligent Spells, Magical Energy, Shadow Manipulation

Level of Complexity: AverageCasting Time: 15 minutes (9 seconds)

This simple spell delivers a spoken message when some condition is met. At this level of difficulty, it lasts for minutes to hours, depending on Psyche. Higher difficulty versions may last days, months, or years.

Psychic Friends' NetworkRequires: Basic Sorcery (Advanced Sorcery)Sorcery Components Used: Detect Substance, (Intelligent Spells), Magical Energy, Mind TouchLevel of Complexity: Challenging/HardCasting Time: 3 hours (15 seconds)/ 1 day (18 seconds)

Psychic Friends' Network links together multiple minds (numbers are dependent on the Caster's Psyche) voluntarily into a communications' network allowing instantaneous psychic communication across any distance within the same shadow. Any member may dump the link at any time and anyone in the network must join voluntarily. One person must act as the central hub of the network (usually the caster); they can sense any psychic intrusions into the other people if that intrusion is not so subtle as to fool them too, and dump people out of the network as necessary. The spell lasts minutes to days depending on caster Psyche.

The Intelligent spells version adds several features

If the network is not full (ie, not as big as the caster could make it), new people can join it if the Hub invites them in. The hub can use the caster's Psyche to detect intrusions if the hub is not the Caster himself (naturally, the caster would already be using his own Psyche if he's the hub) Members of the network can voluntarily allow another member to use them as a psychic terminal through which to conduct psychic actions

Dispelling the enchantment on a member of the network only kicks them out of the network; Dispelling the magic on the hub destroys the network completely. In either case, the spell resists with the Caster's Psyche, not that of the individual network members.

TelepathyRequires: Basic SorcerySorcery Components Used: Detect Substance, Mind TouchLevel of Complexity: See BelowCasting Time: Variable by difficulty

This allows telepathic contact with someone for as long as you maintain some minimal level of concentration. It is two-way contact and flows through any physical barrier that isn't magic-resistant. This contact is not suitable for invading the target's mind. Difficulty is determined by range. You need not know the subject's true name or see them, but you need some suitable way to identify who they are. The subject can choose to throw off the spell if their psyche beats yours.

Range:

Minor: Sending a telepathic message across a room. Average: Sending a telepathic message across the castle. Difficult: Sending a telepathic message several miles. Challenging: Send a telepathic message anywhere in a shadow. This requires use of Trump/Pattern/or Logrus sorcery

WhisperRequires: Basic SorcerySorcery Components Used: Magical Energy, Shadow ManipulationLevel of Complexity: VariableCasting Time: Variable by Complexity

This spell conveys a message to one or more people (the more psyche you have, the more people you can whisper to at once) which won't be overheard by others in the area of effect. The message is sonic, not psychic, so silence spells and deafness will block it. Range is psyche dependent. Increasing the difficulty up one level lets one also disguise one's voice to whisper unrecognizably.

Petty: A single word Minor: A sentence Average: A paragraph Difficult: A few minutes of speech Challenging: An hour or so of speech Hard: Whisper all day long Very Hard: Whisper at them for a few months God-Like: Keep whispering for years.

Defensive

Anthy's Protective WhirlwindRequires: Basic SorcerySorcery Components Used: Magical Energy, Shadow Manipulation, Shadow OpeningLevel of Complexity: DifficultCasting Time: 1 hour (12 seconds if hung)

This creates a small, intensely powerful whirlwind around the caster. It will turn aside almost any missile attack, and anyone trying to physically attack through it must have Strength superior to the caster's Psyche or be blown aside. It hampers or entirely blocks most physical magical attacks (fireballs, lightning, etc). It lasts for minutes to hours depending on Psyche, and just protects the caster.

Armored ClothingRequires: Basic SorcerySorcery Components Used: Shadow ManipulationLevel of Complexity: Average (1 point armor), Difficult (2 point armor), Challenging (4 point armor)Casting Time: 5 minutes (9 seconds if hung) or 30 minutes (12 seconds if hung) or 4 hours (15 seconds if hung)

This spell toughens clothing to become like armor, able to resist assault. It has the disadvantage that it instantly breaks if you move to a shadow where the laws of magic are different. Any weapon imbued with Logrus, Pattern, Trump, or Broken Pattern will slice right through it and break the spell as well.

AT-FieldRequires: Basic SorcerySorcery Components Used: Magical Energy, Shadow ManipulationLevel of Complexity: DifficultCasting Time: 1 hour (12 seconds if hung)

This creates a glowing field around you which intercepts, and hopefully repels physical and magically-generated physical assaults. It lasts for minutes to hours depending on Psyche, and just protects the caster.

BlinkRequires: Basic SorcerySorcery Components Used: Shadow Manipulation, Shadow Opening, Magical EnergyLevel of Complexity: DifficultCasting Time: 30 minutes (12 seconds if hung)

Every few seconds, the caster teleports five to fifteen feet away from his current position, although he remains oriented in the same direction. This makes striking him with missiles very difficult, and melee combat equally frustrating for his foes. This spell requires practice on the part of the caster, or he will disorient himself as much as his foes.

Gaze ReflectionRequires: Basic SorcerySorcery Components Used: Countermagic, Mind TouchLevel of Complexity: DifficultCasting Time: 1 hour (12 seconds if Hung)

This spell is designed to counteract psychic attacks, especially the classic 'lock gazes' trick. It transforms incoming psychic force into a reflected psychic attack with a strength equal to the caster's Psyche. Meanwhile, the victim's defense against the reflected attack is lowered by the caster's Psyche. However, an attack by someone with twice the Psyche or more of the caster shatters the spell. Also, a cunning, subtle foe can pick the spell apart and slip through it...of course, they have to know it's there and what it is to DO that... (Example: Gherman has Psyche 30. Julia has Psyche 50. Fiona has Psyche 130. Gherman casts Gaze Reflection. Julia tries to lock gazes and mind-fry him. The spell reflects 30 points back, leaving Julia with 20 points for defense. She gets mindfried by her own attack. Fiona steps up and locks gazes. The spell reflects 30 points back, leaving Fiona with a hundred points of attack...the spell blows out from the feedback and she then spanks Gherman hard.)

Invisibility PurgeRequires: Basic SorcerySorcery Components Used: Detect Substance, Magical Energy, Shadow ManipulationLevel of Complexity: ChallengingCasting Time: 4 hours (15 seconds if hung)

This spell renders hidden things visible within the area of effect (Hard or higher magics will resist this unless you have a fair Psyche advantage on their caster).

Keiko's Impregnable Shield

Requires: Basic SorcerySorcery Components Used: Shadow Manipulation, Magical EnergyLevel of Complexity: DifficultCasting Time: 1 hour (12 seconds if Hung)

Forms a barrier of solid magical energy, glowing faintly green, which serves to keep out physical forces. Repeated attacks can break through it, in time, and someone with a Strength higher than the caster's Psyche can push through it if they're determined. Cast on open ground, it forms a square barrier ten feet high by ten feet wide; cast in a more confined space such as a corridor, it fills the space.

Lily's Obscuring MistRequires: Basic SorcerySorcery Components Used: Magical Energy, Shadow Manipulation, Shadow OpeningLevel of Complexity: AverageCasting Time: 5 minutes (9 seconds if hung)

This creates a cloud of mist about the size of a fair sized room. Only the creator can see more than a few feet in it. Useful for escapes or giving oneself an edge in combat.

Mitsune's Bloody VengeanceRequires: Shapeshifting SorcerySorcery Components Used: Creatures of Blood, Intelligent Spells, Magical Energy, Shadow ManipulationLevel of Complexity: DifficultCasting Time: 1 hour (12 seconds if hung)

This spell is cast upon the caster or a friend. Whenever the target is struck and blood is drawn, the blood comes to life and transforms into a highly acidic creature which can fly. It then goes after the person who drew the blood and doesn't stop until that person dies or it is destroyed.

Mitsune's Defensive HandRequires: Basic SorcerySorcery Components Used: Magical Energy, Shadow Manipulation, Shadow OpeningLevel of Complexity: AverageCasting Time: 6 minutes (9 seconds if hung)

This spell calls up a large magical hand about twice as broad as a human being which then moves to interpose itself between the caster and some designated target. If the target's Warfare beats the caster's Psyche, he can manage to slip past it, if his Strength beats the caster's Psyche he can just shove through it, or if he has a sufficiently powerful weapon or enough time, he can hack it to bits. The hand's target must be specified when the spell is cast.

Mitsune's Doppleganger HordeRequires: Basic SorcerySorcery Components Used: Magical Energy, Shadow Manipulation, Shadow OpeningLevel of Complexity: DifficultCasting Time: 1 hour (12 seconds if hung)

Illusionary doubles of the caster appear and the caster is shunted a slight distance away from her original position with one double taking her place in her original position. The caster is rimmed with the same magical aura as the doubles, so that detecting magic will not reveal which one is real. These doubles all imitate what the caster is doing and mill about close to the caster. Any attack is likely to strike a double instead of the real caster. Those with superior Psyche to the caster can fairly quickly figure out which one is real. The higher the caster's psyche, the more doubles appear.

Mitsune's Electrical AuraRequires: Shapeshifting SorcerySorcery Components Used: Magical Energy, Shadow Manipulation, Shapeshifting MagicLevel of Complexity: DifficultCasting Time: 1 hour (12 seconds if hung)

The caster is suffused with a powerful electrical field. This does nothing to stop attacks, but anyone who strikes the caster, or anyone the caster strikes, wi

ll suffer a powerful electrical discharge on the lines of the Taser spell. The caster is transformed to become immune to electrical assaults herself, and highly conductive.

Mitsune's Improved Doppleganger ArmyRequires: Advanced SorcerySorcery Components Used: Intelligent Spells, Magical Energy, Shadow Manipulation, Shadow OpeningLevel of Complexity: ChallengingCasting Time: 4 hours (15 seconds if hung)

As Mitsune's Doppleganger Army, but now the doubles can be made to do whatever the caster desires. Also, the caster becomes invisible, and is thus free to leave the doubles to run about attracting fire while she either runs for it or casts spells from hiding. Or whatever.

Nanami's Magical SinkholeRequires: Basic SorcerySorcery Components Used: Counter Magic, Magical EnergyLevel of Complexity: HardCasting Time: 2 days (18 seconds if Hung)

This spell creates an up to two mile across zone where magic doesn't work. The sinkhole lasts a few hours normally (varies by caster Psyche), but efforts are made to use magic, it eats the magic and sustains itself with it. Trying to dispel it with magic is futile, as it eats the counterspell. Pattern/Logrus/etc, on the other hand, will work just fine.

Protection From MissilesRequires: Basic SorcerySorcery Components Used: Magical Energy, Shadow ManipulationLevel of Complexity: AverageCasting Time: 5 minutes (9 seconds if hung)

This spell creates a glowing field around the caster which will deflect any incoming missile attack fired by someone whose Warfare is lower than the caster's Psyche. It won't stop area affect explosions, acidic clouds, etc. The spell lasts only a few minutes; pushed up to Difficult, it will last for hours.

Ring of FireRequires: Basic SorcerySorcery Components Used: Magical Energy, Shadow Manipulation, Shadow OpeningLevel of Complexity: DifficultCasting Time: 1 hour (12 seconds if hung)

This summons up a wall of fire around you.. The higher your psyche, the bigger you can make it. Various variations of this spell exist (Wall of Iron, Wall of Force, Wall of Ice, etc).

Wakaba's Puissant Defense vs. SorceryRequires: Basic SorcerySorcery Components Used: Counter MagicLevel of Complexity: DifficultCasting Time: 1 hour (12 seconds if Hung)

This spell creates a ten foot diameter circular shield against spells. It is immobile, and attempts to dispel any magic which passes through it, using its caster's Psyche. Repeated assaults will cause it to degrade, and spells greater than Difficult in level of complexity will only be weakened by it, unless the PD's

caster has a severe Psyche advantage.

Healing

HealRequires: Basic SorcerySorcery Components Used: Detect Substance, Magical Energy, Shadow Manipulation, Shadow OpeningLevel of Complexity: Variable by level of injury.Casting Time: Variable

This spell is most effective on Shadow Dwellers, who can quickly be put back together from just about any state of injury. An Average difficulty healing spell will heal almost any injury to a human-sized Shadow Dweller. Beings who are Real, however, are harder to heal. In their case, the spell works by accelerating natural healing processes. An Average spell is enough to prevent death and stabilize such beings in the case of any but the most grevious of injuries, and a Difficult healing can save any Amberite or Chaosian from death. Spells to accelerate healing will increase in difficulty by the decree of injury--a small cut would need Petty magic, a moderate wound would probably be Average, multiple non-life threatening wounds would require a Difficult spell, and life-threatening wounds would require a Challenging or stronger spell. A spell could heal multiple targets by going above the complexity needed for a single person. By sacrificing one level of effectiveness, the mage can heal up to a dozen targets at once, provided they are close together (a Challenging-level spell may thus do Difficult-level healing to up to a dozen nearby subjects). This spell is, unfortunately, not very effective at dealing with Primal or Apocalyptic damage.

Pattern HealingRequires: Advanced SorcerySorcery Components Used: Detect Substance, Magical Energy, Intelligent Spells, Advanced Pattern SorceryLevel of Complexity: Variable by level of injury.Casting Time: Variable

By incorporating the more advanced uses of Pattern Sorcery into one's healing spells, it becomes possible to repair even the damage inflicted by Primal weapons such as Patternblades or Logrusfoils.

An Average-level Pattern healing will restore perfect health to any human-sized Shadow Dweller it is used upon, curing diseases and purging toxins as well as repairing more obvious wounds. When used on Real beings, the spell both accelerates natural healing processes and uses the power of Order to restore the wounded body to a more intact state--because of this, it leaves the subject less tired than an equivalent healing spell would. The spell also snuffs the flames caused by Primal damage, either by countering the Chaos-induced flames with Order, or by simply damping the Order-induced flames (even both at once, if you're unlucky enough to be burning from both a Patternblade hit and a Logrusfoil hit).

A Petty spell will heal minor cuts and bruises, such as those from a rough sparring session. An Average spell will fix a single moderate wound or multiple minor wounds. A Difficult spell heals multiple moderate wounds or one-life threatening wound, while even multiple-life threatening wounds will be healed by the Challenging version. By sacrificing one level of effectiveness, the mage can heal up to a dozen targets at once, provided they are close together (a Challenging-level spell may thus do Difficult-level healing to up to a dozen nearby subjects).

Pattern RegenerationRequires: Advanced SorcerySorcery Components Used: Detect Substance, Magical Energy, Intelligent Sorcery, Advanced Pattern SorceryLevel of Complexity: Variable by level of injury.Casting Time: Variable

The usefulness of this spell over the typical Regeneration spells is that, like Pattern Healing, it is effective against Primal damage in a way that regular spells are not.

Used on a Shadow Dweller (though Shadow Dwellers rarely survive damage from Primal weapons) it will regrow lost body parts in minutes to hours, depending on complexity. Used on a Chaosian, it both speeds normal regeneration and removes the "barrier" that Primal damage normally provides to shapeshifting regeneration.

It is most useful for people with a Pattern Imprint, such as Amberites. Used on them, it begins to reconstitute all lost bodyparts at an extremely rapid rate, drawing the necessary mass from other parts of the body (which can leave you quite emaciated) or (as is more hopefully the case) from a great deal of consumed food.

RegenerationRequires: Basic or Advanced SorcerySorcery Components Used: Detect Substance, Magical Manipulation, Shadow Manipulation or Shapechanging MagicLevel of Complexity: Variable by level of injury.Casting Time: Variable

Lost body parts can be regrown by use of this spell. The basic version can regrow any lost body part for a shadow dweller in minutes to hours, as they are more malleable. It also speeds the rate at which someone of Chaos or higher endurance regenerates, thus enabling Amberites to recover lost body parts in weeks and months instead of months and years. The Advanced Version sends the target into a feeding frenzy, and uses the digested food to grow them the needed body parts. It can grow anyone new limbs, eyes, organs, etc in days, depending on availability of food and the size of the missing part. This spell is, unfortunately, not very effective at dealing with Primal or Apocalyptic damage.

Information

Detect LieRequires: Basic SorcerySorcery Components Used: Mind TouchLevel of Complexity: DifficultCasting Time: 90 minutes (13 seconds if Hung)

This spell lets you tell if people are lying to you. It lasts for about an hour, depending on your psyche. You need a psyche advantage over the target or they can lie freely.

Detect MagicRequires: Basic SorcerySorcery Components Used: Measure SubstanceLevel of Complexity: Minor or AverageCasting Time: 30 seconds (6 seconds if Hung) or 5 minutes (9 seconds if Hung)

The more complex the spell, the larger the area of effect. The minor version af

fects a fifteen foot radius, while the Average version is a hundred foot radius.

Detect MindsRequires: Basic SorcerySorcery Components Used: Measure Substance, Mind TouchLevel of Complexity: MinorCasting Time: 30 seconds (6 seconds if Hung)

This simple spell can be used to detect all sentiences within a few dozen feet of the caster, depending on caster Psyche. Especially useful for sensing invisible people, people disguised as inanimate objects, sentient items, and the like.

Gauge StrengthRequires: Basic SorcerySorcery Components Used: Measure Substance, Mind TouchLevel of Complexity: AverageCasting Time: 5 minutes (9 seconds if Hung)

This spell lets you gauge the psychic strength and sorcerous skills of the target, who must be within 150 feet. If you have a psyche advantage, the information is very accurate; if you do not, the information will be fuzzy at best.

Heighten SenseRequires: Basic SorcerySorcery Components Used: Measure SubstanceLevel of Complexity: Minor or AverageCasting Time: 30 seconds (6 seconds if Hung) or 5 minutes (9 seconds if Hung)

This augments one of your senses to a superhuman level--seeing as far and keenly as an eagle, tracking like a dog, reading newspapers with your fingertips, and so on. The minor version lasts a few minutes, the average version lasts minutes to hours depending on Psyche.

Keiko's Lens of Detection

Requires: Basic SorcerySorcery Components Used: Measure Substance, Magical EnergyLevel of Complexity: AverageCasting Time: 5 minutes (9 seconds if Hung)

This spell creates a nearly-transparent green "visor" in front of the caster's eyes, which maintains itself for about an hour on a pool of magical energy. Looking through it, the caster can detect various hidden things. The lynchpins for the specific thing to be detected are generally left out. Common settings include:

General Scan: this will pick out Powers, identify Real things from Shadow things, and generally see things that are out of the ordinary without specifically identifying what's out of the ordinary about them. Power Scan: specified to read for Pattern, Logrus, Trump or Magic, the lens will pick out and allow analysis of that specific power. Criminology Scan: finds fingerprints, reveals if locks have been recently picked, makes it easier to find hidden clues, and generally aids in casing a crime scene. Past Scan: identifies and generally detects the nature of strong psychic impressions around objects, or recent strongly emotional events (violent combat, passionate lovemaking, a heated argument) in the location surveyed. Often used in combination with Keiko's Mirror of Temporal Scrying.

Keiko's Mirror of Temporal Scrying

Requires: Basic SorcerySorcery Components Used: Measure Substance, Magical EnergyLevel of Complexity: Petty to Godlike (see below)Casting Time: From a single second to four months (see below)

Temporarily enchants any object with at least some reflecive capacity as a device that can be used to look into the past events of an area. The reflector is positioned so that the area to be scryed is reflected in it, and the spell is then cast. For an hour after that, the reflector can be used to rewind and observe through time in the area reflected, revealing past events. It currently lacks the ability to pick up sound and is purely a visual device, but Keiko's been working on that (and she can read lips anyway). The complexity varies depending on just how far back in time you want to be able to look.

Petty: observe past events up to five minutes ago. Minor: observe past events up to an hour ago. Average: observe past events up to a day ago. Difficult: observe past events up to a month ago. Challenging: observe past events up to a year ago. Hard: observe past events up to a decade ago. Incredibly Hard: observe past events up to a century ago. God-like: observe past events up to a millenium ago.

Searching for a desired event is something of a hit-and-miss process, rather like looking through a very long videotape for the one episode of a show you want to watch.

Keiko's Improved Mirror of Temporal Scrying

Requires: Advanced SorcerySorcery Components Used: Measure Substance, Magical Energy, Intelligent SpellsLevel of Complexity: Petty to Godlike (see below)Casting Time: From a single second to four months (see below)

Having experienced the wonders of the DVD player since getting married to Ramon, Keiko has worked on improving her Temporal Scrying spell to make it work along similar lines. The added self-direction allows the spell to skip back and forth through time instantly as commanded, search for specific events and display them with far more speed than a human observer "rewinding" could, etc... basically, it makes investigations using the spell quicker and easier.

And one day, one day, she'll figure out how to get a soundtrack as well.

Lily's Magically Assisted Research

Requires: Advanced SorcerySorcery Components Used: Intelligent Spells, Measure Substance, Magical Energy, Shadow Manipulation, Shadow OpeningLevel of Complexity: Variable by library sizeCasting Time: by Difficulty

This spell will magically search through a library or archive for all appearances of a set of words listed by the caster at the time of the actual release of the spell. The spell can then be configured to take any or all of several options with regard to the results of its search:

Produce a book which lists all the books in the library which contain said keywords with a list of the frequency of appearance of said words Yank all books containing the keywords and stack them neatly at a designated location within the library Produce copies of all such texts (This option requires the use of conjuration in conjunction with the spell if you want said books to be reasonably permanent)

This spell can be cast multiple times, using the results of a previous search as the initial starting conditions if so desired. Depending on the size of the library and the frequency of the keywords, this search may take hours to days to weeks; it is only as fast as the person who casts the spell; its main benefit is that the caster can work on other things while the spell does the most tedious searching for him.

Complexities:

Minor: A single shelf worth of books, the papers on someone's desk Average: A few bookcases worth, a few filing cabinets Difficult: A small library, such as an average noble's collection; the records of a noble house Challenging: A medium-sized library, such as that of a fair-sized town on Shadow Earth; the records of such a town Hard: A very large library, such as that of Amber or the Library of Congress; the records of the Amber government

Locate Object

Requires: Basic SorcerySorcery Components Used: Measure SubstanceLevel of Complexity: Average or DifficultCasting Time: 10 minutes (9 seconds) or 1 hour (12 seconds)

This simple spell will guide you to any lost object within its range in the same shadow. It provides a directional sense which leads you in the right direction to find it. The average version is good enough for most buildings; the difficult version will lead you to if it's within about ten miles.

Mirror, Mirror on the WallRequires: Advanced SorcerySorcery Components Used: Intelligent Spells, Magical Energy, Measure SubstanceLevel of Complexity: Challenging or higherCasting Time: 2 Hours (15 seconds if Hung) or higher

Mirror, Mirror on the Wall enchantes a mirror to become intelligent and conduct scrying searches for you. It will search for things you designate within the same shadow, then display them and the area around them. Such a search takes anywhere from a few seconds (for an adjacent room) to a few days (for searching the billions of galaxies of shadow earth for a planet of solid gold). One can abandon a search and try something else, if the first search takes too long.

The difficulty level of the spell sets the duration of it. At Challenging, the spell lasts about half a day; higher levels last a lot longer. The spell will be detected by anyone of superior Psyche to the caster's, and can penetrate anti-scrying defenses made by anyone of lower Psyche.

Mitsune's Magical Sages

Requires: Advanced Sorcery

Sorcery Components Used: Intelligent Spells, Measure Substance, Magical EnergyLevel of Complexity: AverageCasting Time: 10 minutes (9 seconds)

This summons up the floating heads of Gandalf, Vecna, Merlin, and Morgan le fay. They float around the caster, observing in all directions. If anything magical happens within their line of sight, they analyze what kind of magic is responsible and advise their caster on countermeasures. They last for minutes to hours, depending on the caster's Psyche.

Savoir-FaireRequires: Basic SorcerySorcery Components Used: Measure SubstanceLevel of Complexity: DifficultCasting Time: 70 minutes (12 seconds if Hung)

This spell quickly assesses the local culture and conveys upon you the skills needed to pass as a reasonably cultured individual. You thus become familiar with local etiquette, you know enough local law to avoid having yourself executed, you will be able to perform appropriate dances, rituals, etc. It typically lasts from hours to days, depending on your psyche.

Travis' Instant Translator

Requires: Basic SorcerySorcery Components Used: Measure Substance, Mind TouchLevel of Complexity: AverageCasting Time: 10 minutes (9 seconds)

This spell enables you to communicate in and comprehend just about any spoken language. It lasts minutes to hours, depending on caster Psyche.

Touga's Eye-SpiesRequires: Advanced SorcerySorcery Components Used: Intelligent Spells, Magical Energy, Measure Substance, Shadow Manipulation, Shadow OpeningLevel of Complexity: ChallengingCasting Time: 2 Hours (15 seconds if Hung)

This spell calls up a dozen or so floating invisible eyes which move at about the speed of a horse. They can be sent out by the caster to look at things, then return to him at some preset duration or condition (such as when they see something happen or when 20 minutes pass or whatever). Other spells can be cast on them to give them special senses (to detect magic or whatever). Those whose Psyche exceeds that of the caster will sense they are being watched.

Stealth and Disguise

Contagious Invisibility

Requires: Advanced SorcerySorcery Components Used: Intelligent spells, Shadow Manipulation, Magical EnergyLevel of Complexity: ChallengingCasting Time: 4 hours (15 seconds if Hung)

This renders the caster invisible. Light now passes through her body, so she casts no shadow, either. The spell lasts for minutes to hours, depending on caster Psyche. Those of higher Psyche than the caster will sense her presence, even though they may not be quite sure what they're sensing. Anything being touched o

r carried by the caster (or recipient of the spell) can be turned invisible at his discretion. The flour trick will not work against a person invisible with this sort of spell because the flour will vanish as soon as it touches him, should he desire. However, spells which detect magical energies will still detect the caster.

Hiko's Image InducerRequires: Basic SorcerySorcery Components Used: Magical Energy, Shadow Manipulation, Shadow OpeningLevel of Complexity: ChallengingCasting Time: 3 hours (15 seconds if Hung)

This spell lasts at least a day, maybe longer depending on the caster's psyche. It enables the caster to take on any appearance he or she desires, although this is only a projected physical illusion (ie, it shows up on cameras, mirrors, etc, requires no psyche advantage on the victims) rather than true shapechanging. Those with a psyche advantage over the caster don't automatically detect it, though if they try to detect magic around you, they'll see you're ensorcelled all over and might suspect something. This is more a problem when passing as a beggar than as Thrakmoss the Archlich.

Hiko's Shade of GlamorRequires: Advanced SorcerySorcery Components Used: Detect Substance, Intelligent Spells, Magical Energy, Shadow Manipulation, Shadow OpeningLevel of Complexity: ChallengingCasting Time: 4 hours (15 seconds if Hung)

Hiko's Shade of Glamor gives the caster protective camoflague. You blend into your environment, taking on whatever appearance best fits in. This spell has the big advantage of adjusting itself without you having to think about it. It has the big disadvantage that it has to read surrounding minds to know what to change, and thus it risks alerting anyone around you who beats your psyche.

Invisibility

Requires: Basic SorcerySorcery Components Used: Shadow Manipulation, Magical EnergyLevel of Complexity: DifficultCasting Time: 1 hour (12 seconds if Hung)

This renders the caster invisible. Light now passes through her body, so she casts no shadow, either. The spell lasts for minutes to hours, depending on caster Psyche. Those of higher Psyche than the caster will sense her presence, even though they may not be quite sure what they're sensing. Only things which were carried or touched at the casting are effected, although objects can be rendered invisible by putting them inside something which is itself invisible (for example, if you pick up 20 gold coins and put them in your invisible pouch, they stay invisible). The flour trick will work against a person invisible with this sort of spell. So will spells to detect magic.

Mitsune's Glib AnswersRequires: Basic SorcerySorcery Components Used: Mind TouchLevel of Complexity: Average or DifficultCasting Time: 10 minutes (9 seconds) or 1 hour (12 seconds)

For the duration of this spell, the caster can give the response to any challenge or question which best disarms the suspicions of the person or persons within

a (determined by psyche, starts at 3 feet for Human Psyche, up to dozens of feet for very high Psyches) radius of himself whom he or she is addressing. For example, if challenged by a sentry, you will automatically give the password. There may be situations where nothing you can say will disarm a person's suspicions, however; if you are found plunging a knife into the high priest's eyes, this spell won't save you. It also doesn't work on anyone who is in combat with you. This spell only works if you have a Psyche advantage over those you are addressing. The average version lasts for just a few minutes. The difficult version lasts minutes to hours, depending on Psyche.

Mitsune's Silent RunningRequires: Basic SorcerySorcery Components Used: Shadow ManipulationLevel of Complexity: AverageCasting Time: 10 minutes (9 seconds)

This spell renders the caster utterly silent. It lasts minutes to hours, depending upon Psyche. It can be cast either as total silence for the duration, which requires no concentration, or in a form which allows one to make noise if one wants to, then go silent again. That version requires active concentration. By adding Intelligent Spells and bumping the difficulty up to Difficult, one can create a switchable silence spell which doesn't require concentration.

Shadow CloakRequires: Basic SorcerySorcery Components Used: Magical Energy, Shadow Manipulation, Shadow OpeningLevel of Complexity: AverageCasting Time: 6 minutes (9 seconds if hung)

The caster wraps shadows around herself, becoming very difficult to see. This works well in dark and shadowy places, while in well-lit locations, you will stand out like a sore thumb. This lasts for minutes to hours, depending on Psyche.

Somebody Else's ProblemRequires: Basic SorcerySorcery Components Used: Mind TouchLevel of Complexity: Difficult or ChallengingCasting Time: 1 hour (12 seconds if Hung) or 3 hours (15 seconds if Hung)

This spell causes people to ignore you because you're someone else's problem if your psyche beats theirs and you take no action against them. The difficult version requires constant concentration to maintain, while the Challenging version lasts for hours to days dependent on Psyche.

VacancyRequires: Basic SorcerySorcery Components Used: Magical Energy, Shadow ManipulationLevel of Complexity: DifficultCasting Time: 1 hour (12 seconds if hung)

Vacancy shields an area from outside observation by projecting a fixed illusion chosen at the time of the casting over the area. Those inside the area see everything normally. This will fool magical scrying, the use of Logrus tendrils (without the use of actual Logrus Sight) to spy, trump observation, etc. Patternsight or Logrussight will identify the magical aura everywhere if the caster's Pyche is fairly superior to the Pattern or Logrus user, and other wise breaks through it completely.

Travel

Advanced FlyingRequires: Advanced SorcerySorcery Components Used: Detect Substance, Intelligent Spells, Magical Manipulation, Shadow ManipulationLevel of Complexity: Variable by speedCasting Time: Variable

This enables you to fly for hours to days, depending on psyche. The spell can be programmed to fly without you having to concentrate, freeing you to do other things. Complexity is determined by spell.

Petty: Float a few feet a second. Minor: Walking speed Average: Running speed Difficult: Horse speeds Challenging: Car speeds Hard: Plane speeds Incredibly Hard: Supersonic speeds God-Like: Spacecraft speeds

FlyRequires: Basic SorcerySorcery Components Used: Magical Manipulation, Shadow ManipulationLevel of Complexity: Variable by speedCasting Time: Variable

This enables you to fly for as long as you put some concentration into it; this concentration precludes casting spells from scratch, but racked spells can be used and items as well.

Petty: Float a few feet a second. Minor: Walking speed Average: Running speed Difficult: Horse speeds Challenging: Car speeds Hard: Plane speeds Incredibly Hard: Supersonic speeds God-Like: Spacecraft speeds

Kentaro's Infallible GuideRequires: Pattern SorcerySorcery Components Used: Detect Substance, Intelligent Spells, Pattern Sorcery, Shadow Manipulation, Shadow OpeningLevel of Complexity: Difficult or HardCasting Time: 1 hour (12 seconds) or 2 days (18 seconds)

This spell can be cast in either of two ways. The difficult version creates a guide who is very knowledgeable in getting around a particular shadow, and given enough time, can lead you to just about anything in that shadow while he lasts. This version lasts hours to days, dependent on psyche. The hard version creates a guide who can seek things out in shadow and lead you or some other designated person or persons to those things (This version is usually used to send flunkies across shadow to scout something out). It lasts for weeks to months, depending on caster Psyche.

Michelle's Canal ConveyanceRequires: Basic SorcerySorcery Components Used: Magical Energy, Shadow Manipulation, Shadow OpeningLevel of Complexity: DifficultCasting Time: 1 hour (12 seconds if Hung)

This spell turns a small wooden gondola toy into a full sized gondola and conveys it at the speed of a horse for hours dependent on your Psyche.

Michelle's Magic Carpet RideRequires: Advanced SorcerySorcery Components Used: Detect Substance, Intelligent Spells, Magical Manipulation, Shadow ManipulationLevel of Complexity: Variable by speedCasting Time: Variable

This creates a flying carpet, which will fly for hours to days, depending on psyche. The spell can be programmed to fly without you having to concentrate, freeing you to do other things. Complexity is determined by spell. The carpet will usually carry about six people, but the more psyche you have, the bigger the magic carpet you can make.

Minor: Float a few feet a second. Average: Walking speed Difficult: Running speed Challenging: Horse speeds Hard: Car speeds Incredibly Hard: Plane speeds God-like: Supersonic speeds

Mitsune's Spectacular LeapRequires: Basic SorcerySorcery Components Used: Magical Manipulation, Shadow ManipulationLevel of Complexity: MinorCasting Time: 20 seconds (6 seconds)

This spell enables you to perform a feat of spectacular leaping. The more Psyche you have, the further you can jump, but even the feeblest of Psyches can leap several dozen feet with this.

My Little PonyRequires: Basic SorcerySorcery Components Used: Magical Energy, Shadow Manipulation, Shadow OpeningLevel of Complexity: DifficultCasting Time: 1 hour (12 seconds if Hung)

This calls up a riding horse, pony, or mule, along with appropriate gear. It sticks around for hours to days, depending on one's Psyche. Pushing the spell up to Challenging gives you a winged horse.

Spider ClimbRequires: Basic SorcerySorcery Components Used: Shadow ManipulationLevel of Complexity: AverageCasting Time: 10 minutes (9 seconds if Hung)

This spell lets you cling to surfaces like a spider. You can even walk across ceilings. Depending upon your psyche, you may need to keep all four limbs in con

tact to do this successfully, although with high enough psyche, you could hang from the ceiling by a single fingertip.

Localized TeleportationRequires: Basic SorcerySorcery Components Used: Detect Substance, Magical Energy, Shadow OpeningLevel of Complexity: See BelowCasting Time: Variable by difficulty

This spell allows teleportation within the same shadow. The spell can be racked to either

Transport a victim naked somewhere (requires beating their psyche) Transport a victim somewhere with whatever he is holding Transport the caster naked somewhere (typically used for teleporting out of bonds, etc) Transport the caster with whatever he is holding.

The caster must specify the destination when racking the spell. By upgrading the spell to advanced sorcery and adding the intelligent spells micro-spell, you can create a spell which accepts whatever destination you specify during the actual release of the spell, and which can be adjusted between the four possible outcomes when cast.

Range:

Minor: Teleport across a room Average: Teleport across a building. Difficult: Teleport some number of miles dependent on psyche. Challenging: Teleport anywhere in the same shadow.

Pattern TeleportationRequires: Advanced Sorcery and Advanced PatternSorcery Components Used: Detect Substance, Magical Energy, Pattern Magic, Shadow Opening (And requires the Pattern ability Pattern Teleportation)Level of Complexity: See BelowCasting Time: Variable by difficulty

This spell allows teleportation across shadow boundaries. The spell can be racked to either

Transport a victim naked somewhere (requires beating their psyche) Transport a victim somewhere with whatever he is holding Transport the caster naked somewhere (typically used for teleporting out of bonds, etc) Transport the caster with whatever he is holding.

The caster must specify the destination when racking the spell. By adding the intelligent spells micro-spell, you can create a spell which accepts whatever destination you specify during the actual release of the spell, and which can be adjusted between the four possible outcomes when cast.

One might ask why one would want to cast this when it requires one already be able to Pattern Teleport. The advantage is that a racked Pattern Teleport spell can be used quickly in emergency situations, faster than the use of the actual Power. Also, if one possesses the appropriate sorcerous abilities, one could rack this spell in a minion's head or a spell rack for someone who doesn't possess Mad Pattern Skills.

Range:

Difficult: Pattern Teleport anywhere within a single shadow. Challenging: Pattern teleport up to a week's shadow travelling away Hard: Pattern teleport up to two weeks shadow travelling distance. Incredibly Hard: Pattern teleport from Yig to the Courts or Castle Amber God-Like: Pattern teleport from the Courts of Chaos to Castle Amber

Trump TeleportationRequires: Advanced Sorcery and TrumpSorcery Components Used: Detect Substance, Magical Energy, Trump Magic, Shadow OpeningLevel of Complexity: See BelowCasting Time: Variable by difficulty

Trump Teleportation uses a trump of a person, place, or thing as a focus. The spell can be racked to either

Transport a victim naked somewhere (requires beating their psyche) Transport a victim somewhere with whatever he is holding Transport the caster naked somewhere (typically used for teleporting out of bonds, etc) Transport the caster with whatever he is holding.

The caster must specify the destination, using a specific trump when racking the spell. By adding the intelligent spells micro-spell, you can create a spell which accepts whatever destination you specify during the actual release of the spell, and which can be adjusted between the four possible outcomes when cast. Unwilling teleportees can resist with psyche.

The following table determines the difficulty, based on range.

Petty: Teleport a willing subject or an inanimate object to the exact location a place trump points to. Average: Teleport anyone to the location of a place or object trump. Teleport the subject of an object trump to yourself. Teleport a willing subject to any location within the same shadow as a place or object trump. Difficult: Teleport anyone to the location of a person trump. Challenging: Teleport anyone to a location within the same shadow as a person trump.

Wards

AlarmRequires: Advanced SorcerySorcery Components Used: Detect Substance, Intelligent Spells, Magical Energy, Shadow ManipulationLevel of Complexity: VariableCasting Time: Variable

This spell alerts the caster that someone has entered the area of effect by ringing a bell loudly in his ears. This will rouse the caster from slumber if necessary. The triggering condition can be set as broadly or narrowly as one likes, within the limitations of magic's ability to detect things (With no mind touch component, the spell has to go by appearance and behavior, but can't measure attitude. Identities can be specified if you know the person's biological imprint or have some bit of them, like hair.).

The alarm endures for a duration based on the spell complexity; area of effect r

anges from a few feet at human psyche to hundreds of feet in radius at high ranked psyche.

Minor: A few minutes Average: A few hours Difficult: A day Challenging: A week Hard: A month Very hard: A year God-like: Decades

Contingency DefenseRequires: Advanced SorcerySorcery Components Used: Detect Substance, Intelligent Spells, Magical Energy, Shadow Manipulation, Shadow Opening or Counter Magic, Detect Substance, Intelligent Spells, Magical EnergyLevel of Complexity: ChallengingCasting Time: 5 hours (15 seconds if Hung)

Once cast, this spell hangs around the caster, waiting for a trigger condition to be set off, at which time it activates the pre-chosen defense against that condition. It comes in two major forms: One can set it to detect various kinds of physical attacks and prepare some countermeasure (incoming flame triggers a jet of water, incoming bullet turns your clothing into armor, incoming lightning gets grounded by a sudden lightning rod), or it can be set to detect incoming magic and automatically counterspell it. Contingency Defenses last for hours at Chaos Psyche, and proportionally longer at higher ranks, however, the spell gradually devours the pool of magical energy which it uses to fuel the defense, so smart sorcerors renew their Contingency Defenses every few days.

Explosive RunesRequires: Advanced SorcerySorcery Components Used: Detect Substance, Intelligent Spells, Magical Energy, Shadow Manipulation, Shadow OpeningLevel of Complexity: ChallengingCasting Time: 4 hours (15 seconds if Hung)

This spell enchants written letters to explode if looked at or read or touched. The caster can set the explosion to be anything from a small focused burst of flame or lightning at the person looking at them to a room-annhilating explosion that takes the written material with it. The caster can also set the runes to not go off if certain specified people look at them. The spell lasts for days to months, depending on Psyche.

Nanami's Impenetrable SealRequires: Basic SorcerySorcery Components Used: Magical Energy, Shadow ManipulationLevel of Complexity: VariableCasting Time: Variable

This seals a door or chest or cabinet or other closable thing shut for some period of time dependent on caster psyche and on the difficulty of the spell. It also reinforces the thing to make it harder to break.

Petty: Seconds Minor: Minutes Average: Hours Difficult: Days Challenging: Weeks

Hard: Months Incredibly hard: Years God-Like: Pretty much forever

Nanami's Improved Impenetrable SealRequires: Advanced SorcerySorcery Components Used: Counter Magic, Detect Substance, Intelligent Spells, Magical Energy, Shadow ManipulationLevel of Complexity: VariableCasting Time: Variable

This seals a door or chest or cabinet or other closable thing shut for some period of time dependent on caster psyche and on the difficulty of the spell. It also reinforces the thing to make it harder to break. And the spell will actively resist efforts to dispel it, countermagicking any such efforts with the power of the Caster's Psyche.

Minor: Seconds Average: Minutes Difficult: Hours Challenging: Days Hard: Weeks Incredibly hard: Months God-Like: Years

None Shall PassRequires: Advanced Sorcery, Pattern SorcerySorcery Components Used: Detect Substance, Intelligent Spells, Magical Energy, Pattern Sorcery, Shadow ManipulationLevel of Complexity: ChallengingCasting Time: 4 hours (15 seconds if Hung)

This spell protects a region so that no one who lacks the appropriate password or who lacks some defined quality, can enter it. Anyone who tries simply finds themselves exiting the area at the spot exactly opposite where they entered. Fired missiles, moving vehicles, fireballs, etc, simply bypass that area of space as if it wasn't there. Pattern or Logrus Defense can be used to break into the region so warded. Depending on the environment, the spell's effects may or may not be noticable.

Pattern AlarmRequires: Basic Sorcery, Advanced Sorcery, Pattern SorcerySorcery Components Used: Intelligent Spells, Measure Substance, Pattern SorceryLevel of Complexity: HardCasting Time: 2 days (18 seconds if hung)

Once cast, this spell monitors an entire Shadow, alerting you if someone who possesses Blood of Amber or Pattern or Broken Pattern enters the Shadow, or if they use Pattern or Broken Pattern within the shadow. The spell will run for a number of days equal to your Psyche + 30 before it breaks down and has to be recast.

Teleportation RedirectionRequires: Advanced SorcerySorcery Components Used: Detect Substance, Intelligent Spells, Magical Energy, Shadow OpeningLevel of Complexity: See BelowCasting Time: Variable by difficulty

This spell allows teleportation within the same shadow. The spell has two modes of operation. At any given time, the spell must be set to a specific mode and destination, but until the spell uses up its magical energy supply, those factors can be changed at any time. The spell detects any use of teleportation within a radius of the caster specified at the time of casting, then redirects that teleportation, if the caster's Psyche exceeds that of the Psyche backing up the teleportation. You can:

Transport a victim naked somewhere (requires beating their psyche) Transport a victim somewhere with whatever he is holding

The number of times the spell can redirect teleportation attempts is based on the difficulty of the spell. If you possess Pattern or Logrus, you can shove the victims across Shadow by this means. If you possess Trump Sorcery, you can detect incoming Trumps, and immediately try to teleport the trumpees away.

Range:

Difficult: Redirects one teleportation to anywhere in the same shadow Challenging: Redirects two teleportations to anywhere in the same shadow Hard: Redirects four teleportations to anywhere in the same shadow Very Hard: Redirects eight teleportations to anywhere in the same shadow God-like: Redirects sixteen teleportations to anywhere in the same shadow

Weather Control

Lily's Refreshing BreezeRequires: Basic SorcerySorcery Components Used: Shadow Manipulation, Shadow OpeningLevel of Complexity: MinorCasting Time: 30 seconds (6 seconds if hung)

This generates a refreshing breeze which will cool down the area pleasantly and tend to disperse unpleasant smells and gases.

Summon StormRequires: Basic SorcerySorcery Components Used: Shadow Manipulation, Shadow OpeningLevel of Complexity: ChallengingCasting Time: 4 hours (15 seconds if hung)

This spell rapidly calls up a thunderstorm which will last as long as you concentrate, after which you can either kill it completely, or let it gradually rain itself out. The storm is big enough to cover a fair sized town. Simpler versions make smaller storms. More complex versions can make HUGE storms. .

Thoric's Air ConditioningRequires: Advanced SorcerySorcery Components Used: Detect Substance, Intelligent Spells, Magical Energy, Shadow Manipulation, Shadow OpeningLevel of Complexity: Average or DifficultCasting Time: 15 minutes (9 seconds) or 1 hour (12 seconds)

This spell creates a magical effect which adjusts the local temperature to one's desires for hours to days, depending on Psyche and how severe the change is. The average spell affects one room, the difficult version can chill an entire building. Because the spell is intelligent, the caster can change the temperature level as desired while it lasts and the spell adapts to any changes in surroundi

ng temperatures.

Miscellaneous

Chef Bork's Spectral AssistantsRequires: Basic SorcerySorcery Components Used: Shadow Manipulation, Shadow OpeningLevel of Complexity: DifficultCasting Time: 1 hour (12 seconds)

This spell calls up dozens of spectral assistant cooks who can help you prepare a feast suitable for dozens to hundreds of people. This does not supply the raw materials for said feast.

BorrowingRequires: Basic SorcerySorcery Components Used: Mind TouchLevel of Complexity: AverageCasting Time: 15 minutes (9 seconds)

This spell lets the caster ride along inside the mind of an animal, subtly guiding it and seeing what it sees. This requires beating the animal's psyche, but unless you're a pretty pathetic sorceror or you're trying to borrow the Great Cow of the Atlan Tepes, this probably isn't going to be a problem. The spell lasts as long as you like, although if you spend too much time (hours to days, depending on psyche) riding along, you may have trouble keeping your own sense of identity (unless you're a shapechanger, in which case you can borrow for about as long as you like, since you're more used to shapeshifting).

Business CardRequires: Basic SorcerySorcery Components Used: Shadow ManipulationLevel of Complexity: PettyCasting Time: 2 seconds

This lets you print whatever you like on a blank business card in a second (often the second while you're pulling it out of your pocket, hat, or whatever). It can be combined with Conjuration to create the card itself from nothing. Another variant is used in Tech shadows to instantly create fake IDs of various kinds.

Keitaro's SnapshotRequires: Basic SorcerySorcery Components Used: Detect Substance, Shadow ManipulationLevel of Complexity: MinorCasting Time: 30 seconds (6 seconds if hung)

This prints a visualized, remembered, or currently seen image onto a surface, up to the size of a t-shirt. Useful for making 'photos' in low tech shadows.

Lily's Magical FestivalRequires: Advanced SorcerySorcery Components Used: Intelligent Spells, Magical Energy, Shadow Manipulation, Shadow OpeningLevel of Complexity: HardCasting Time: 2 days (19 seconds if hung)

This spell creates an entire festival, complete with dozens of stands, a staff, music, food, the works. It will remain in existance for some number of hours proportional to the caster's psyche.

Michelle's Amberite BandstandRequires: Advanced SorcerySorcery Components Used: Intelligent Spells, Magical Energy, Shadow Manipulation, Shadow OpeningLevel of Complexity: DifficultCasting Time: 1 hour (12 seconds if hung)

Michelle's Amberite Bandstand creates doubles of any band you've ever seen and sets them to performing whatever music you like. The spell lasts for minutes to hours, depending on psyche. Great for parties. The Raver Elves of Arden paid Michelle a lot to teach them this.

Michelle's Dancing MaidensRequires: Advanced SorcerySorcery Components Used: Intelligent Spells, Magical Energy, Shadow ManipulationLevel of Complexity: DifficultCasting Time: 1 hour (12 seconds if hung)

This creates a number of illusionary dancing maidens (or dancing men, or a mix of dancing men and women) dependent on the caster's psyche. They can be programmed to perform whatever sort of dancing you like. The spell lasts for minutes to hours, depending on psyche. Great for staging your own movie musical number.

Michelle's Magical JukeboxRequires: Advanced SorcerySorcery Components Used: Detect Substance, Intelligent Spells, Magical Energy, Shadow Manipulation, Shadow OpeningLevel of Complexity: DifficultCasting Time: 1 hour (12 seconds if Hung)

This spell creates a magical jukebox which can play whatever songs are requested.

Mitsune's Quick CashRequires: Basic SorcerySorcery Components Used: Shadow ManipulationLevel of Complexity: AverageCasting Time: 10 minutes (9 seconds)

Take a big handful of dirt, stones, sticks, etc, and shove it in a small bag. Shake well, and voila, instant local currency. This works especially well with paper money; precious metals tend to be heavy and require collecting a lot of garbage. But a 1000 dollar bill weighs the same as a 1 dollar bill... Such money will revert back to garbage if touched with cold iron, so best to use this on hapless shadow dwellers...

Mitsune's Skeleton KeysRequires: Basic SorcerySorcery Components Used: Detect Substance, Shadow Manipulation, Shadow OpeningLevel of Complexity: AverageCasting Time: 10 minutes (9 seconds)

This spell quickly conjures up a ring of keys to open all locks within sight. These keys will bypass any mundane traps, but do nothing to prevent magical traps

going off or to bypass magical locks.

Nanami's Quick Freshening UpRequires: Basic SorcerySorcery Components Used: Detect Substance, Shadow ManipulationLevel of Complexity: AverageCasting Time: 6 minutes (9 seconds if hung)

This spell quickly cleans off any blood, neatly starches and presses your clothing as appropriate, and in general, makes you look like you just spent hours cleaning up, even if you just survived the Second Day of Darkness. It won't, unfortunately, stanch wounds and the like, but it will mend clothing torn by a sword.

Plant GrowthRequires: Basic SorcerySorcery Components Used: Magical Energy, Shadow ManipulationLevel of Complexity: DifficultCasting Time: 1 hour (12 seconds if hung)

This spell causes hyper-accelerated plant growth over the area of effect (hundreds of feet to miles). The caster must spend an hour or so concentrating to get the full effect; there is a challenging version which doesn't require concentration.

Spectral ServantRequires: Advanced SorcerySorcery Components Used: Intelligent Spells, Magical Energy, Shadow ManipulationLevel of Complexity: AverageCasting Time: 15 minutes (9 seconds if hung)

The Spectral Servant spell calls forth a glowing, ghostly field of force which will fetch and carry for the caster for minutes to hours, depending on Psyche. It can't fight, but it's smart enough to follow complex orders, and it moves at the same speed as a human.

TelekinesisRequires: Basic SorcerySorcery Components Used: Magical Manipulation, Shadow ManipulationLevel of Complexity: Variable by weight and speedCasting Time: Variable

This spell lets you move an object or objects around. The higher your Psyche, the more weight you can life. The speed at which you move the objects is set by the spell difficulty. At Human Psyche, you can move small objects. At Chaos Psyche, you could move a child's worth of weight. At Amber Psyche, you could move a human. At higher ranks, you can move more.

Petty: Float a few feet a second. Minor: Walking speed Average: Running speed Difficult: Horse speeds Challenging: Car speeds Hard: Plane speeds Incredibly Hard: Supersonic speeds God-Like: Spacecraft speeds

Travis' Optical StenographerRequires: Basic SorcerySorcery Components Used: Mind Touch, Shadow Manipulation

Level of Complexity: AverageCasting Time: 15 minutes (9 seconds if hung)

This spell transcribes images from your mind or things you are reading onto paper as you concentrate. You must be able to see what you're copying. You can, in general, read about one page per minute. The spell can be cast on someone else; the target must be willing.

Touga's Intimate Meal/Touga's Private PartyRequires: Basic SorcerySorcery Components Used: Shadow Manipulation, Shadow OpeningLevel of Complexity: Difficult or ChallengingCasting Time: 1 Hour (12 seconds if hung) or 3 Hours (15 seconds if hung)

This spell produces all the things necessary to have an intimate meal with someone, including exquisitely cooked food and beverages to order, a table, silverware, and something nice to wear. The Challenging version provides food and facilities for up to a dozen people.

Touga's Vintage ImprovementRequires: Basic SorcerySorcery Components Used: Shadow ManipulationLevel of Complexity: AverageCasting Time: 15 minutes (9 seconds if hung)

Touga's Vintage Improvement raises the quality of wine or other alcoholic beverages. The quality of the resulting improvement depends on the Caster's psyche. This level of difficulty affects enough wine for an intimate meal for two; higher levels transmute proportionately more wine.

UnlockRequires: Basic SorcerySorcery Components Used: Measure Substance, Shadow ManipulationLevel of Complexity: MinorCasting Time: 45 seconds (6 seconds if hung)

This spell will unlock any lock, disarming any traps on it, so long as the caster's Psyche beats the maker's Warfare.

Wakaba's Instant TailorRequires: Basic SorcerySorcery Components Used: Detect Substance, Shadow ManipulationLevel of Complexity: AverageCasting Time: 15 minutes (9 seconds if hung)

This simple spell lets you visualize a piece of clothing and then magically transform the appropriate materials to make it into that clothing. Higher complexity versions allow you to make more outfits at once.

Wakaba's Instant GeniusRequires: Basic SorcerySorcery Components Used: Mind Touch, Shadow ManipulationLevel of Complexity: DifficultCasting Time: 1 hour (12 seconds if hung)

This spell raises the intelligence level of the target for some period of time,

enabling faster thought and better analytical skills. It will give animals the intelligence of a young human child, young children the thinking powers of an average adult, an average adult the capacities of a fairly intelligent adult, and turn those already fairly intelligent into geniuses. The spell lasts only a matter of hours, and does not actually convey new knowledge. It's especially useful for puzzle solving.

Wakaba's Magical MicrowaveRequires: Basic SorcerySorcery Components Used: Shadow ManipulationLevel of Complexity: Minor for up to five people, more if you need to nuke more food.Casting Time: 30 seconds (6 seconds if hung)

This spell rapidly cooks food for you; Wakaba isn't a tech lover, but she does like the convenience of microwaves.

Wakaba's Magical PorterRequires: Advanced SorcerySorcery Components Used: Detect Substance, Intelligent Spells, Magical Energy, Shadow ManipulationLevel of Complexity: AverageCasting Time: 15 minutes (9 seconds if hung)

This creates a floating disc about four feet in diameter which follows the caster wherever she goes at walking speeds for minutes to hours, depending on caster psyche. It has a strength equal to the caster's psyche.

Yumi's Bed and BreakfastRequires: Advanced SorcerySorcery Components Used: Detect Substance, Intelligent Spells, Magical Energy, Shadow Manipulation, Shadow OpeningLevel of Complexity: DifficultCasting Time: 1 hour (12 seconds if hung)

This spell conjures up a four poster canopied bed with silk and satin sheets and lots of pillows. It is a king-sized bed, large enough for two easily, and probably three or four in a pinch. (up to eight people if they just want to get out of the sun and are sitting, not trying to sleep). After eight hours, a bell rings loud enough to wake anyone on the bed and a small table appears with enough breakfast (either cereal and fruit, toast and eggs, or sausage and pancakes) for two people. Once someone eats the breakfast, or thirty minutes after the breakfast appears, the bed and breakfast table both vanish. If the bed is destroyed before the eight hours are up, breakfast will not be served. Pattern

Pattern and Broken Pattern

Table of Contents

Introduction Pattern Walking the Pattern Shadow Travel Shadow Molding Wifty Tricks with the Sign of the Pattern Broken Pattern Partial Powers for Pattern and Broken Pattern:

Pattern Broken Pattern

Introduction

The Pattern, a big squiggly spiral carved into rock under Castle Amber is at the very heart of the power of Amber. It is their ability to walk the Pattern and gain power to travel through Shadow which has enabled the Royal Family, and thus Amber, to become a mighty trading center and dominate its neighbors, rising in wealth and strength. That same tie makes them virtually immortal, able to live for centuries or millenia. It is, perhaps, the greatest power in the universe, though certainly Chaos, the Logrus, and the Serpent would dispute that.

This page examines the powers granted by Pattern, and by the Broken Patterns in some detail, hopefully answering some of the most common questions like 'How fast can I shift shadow to get to the Abyss and jump in?'. (Six days if you hellride, six weeks by normal means, about a year if you want to ride to your death in comfort)

Walking the Pattern

Some royal families cannot be certain who is really bears royal blood and who does not. In Amber, that question is easy to answer. If you can survive walking the Pattern, you bear the blood of Oberon. If you die the first time you try it, clearly you don't. Only those who bear Oberon's blood can walk the Pattern, at least so far as is known. All others perish in the attempt.

The Pattern must be walked without stopping until you reach the center. It puts up an ever-increasing resistance as you do so, throwing up sparks. Especially difficult are the three so called 'veils'. In game terms, you need a minimum of Amber Endurance to make it to the end of the Walk unaided, although someone with less Endurance might make it with help from another Amberite. You should never try to walk the Pattern when not fairly well rested, as it seriously exhausts you, and collapsing on your way to the middle is fatal.

The first time you walk the Pattern is your Initiation into its power. The Pattern burns itself into your very being, creating a permanent link that enables you to call upon its power even when you're nowhere near it. Each and every time you walk the Pattern, several things happen:

All enchantments, dominations, magical charms, hypnosis, and other things done to screw with your head are burned away. Any memories lost to amnesia or other Powers are recovered. Shapeshifting Amberites are forced into their true form.

Once you reach the center, you can tell the Pattern to send you anywhere in Shadow that you desire to go to. If this was your first time, you can now learn how to shift Shadow yourself and all the powers of the Pattern are open to you. You may wish to first sit down and rest for a while, though.

Blood Curses

You also gain the ability to deliver a Blood Curse, should you so desire. The rarest used, yet most feared, of all the powers of those of the Blood of Amber is their ability to deliver a Blood Curse. Usually delivered when dying, the curse is an evoking of a character's personal relationship with the Pattern, a directing of their life energies towards some terrible goal.

In game terms a character is trading away ten points (or more) of "Stuff". If,

after the curse, the character's life continues, thismeans they will have lost as many Stuff points, and gained as many Bad Stuff points, as is needed to make up the ten points ofthe curse. Of course, if the character actually dies, well... Then it's not a problem that concerns the character anymore. Thecharacter issuing the curse may use up to 10% of their points in the curse (with a minimum of 10 points. Those below a 100 points simply deliver a 10 point curse).

The subject of the curse, whether person, place, or thing, is then invested with the Bad Stuff, all of which will be directedtoward fulfilling the curse. It is also, theoretically, possible to perform a "Blessing", such as that bestowed by Oberon at the endof the Chronicles of Amber.

Once performed, there is NO KNOWN WAY of removing a Blood Curse. Even the person who delivered it can't retract it. So don't use it casually.

Shadow Shifting

Typically, the first thing an Amberite learns to do with the Pattern is how to shift Shadow in order to travel through it. This seems a simple enough proposition. You walk along, and as you move, you concentrate on altering small details of the environment around you.

Thus, as you ride out of Arden, you might decide that there will be a stump alongside the road, and then another one, and then another, and soon, you're moving through a region of clear cut forest. Then you edit in a small village over the next hill, home to loggers, where boats stop. You stop and get onto a barge there, paying the bargekeeper with gold, and as you ride down the river, you start adding slightly higher technology houses along the river. You add the occassional sound of gunfire. The river widens more and more, and finally, you're moving down the Mississipi river, circa 1850. You stop at a town, leaving the confused and now stranded bargeman to start a new life in a new shadow and go looking for Tom Sawyer because ever since you read the book, you wanted to beat him up for reminding you of your brother. And so it goes.

Normal movement through Shadow is slow. You can't shift shadow at all until you pass the borders of the lands where Amber's King holds sway, movement through the Golden Circle is slow, and even once you get past those, it's not safe to go too quickly.

If you are impatient, you can try Hellriding, but it's dangerous. Where normal shadow shifting changes a single detail, hellriding keeps one detail and changes everything else. It will get you places faster, but you also risk riding into some sort of situation that's highly dangerous. It's mostly useful to simply get away from somewhere you don't want to be, or if you're in a desperate hurry. Hellrides are usually done on horseback, because other methods of transportation will generally fail you at some point in the trip.

If you have plenty of time and want to relax and enjoy yourself, you can 'Ride the Royal Way'. This method is about eight times slower than normal Shadow Travel, but enables you to control every aspect of your trip down to the weather. Cheering crowds hail you everywhere, the weather is perfect, you can control the technology level so you can keep your snazzy car everywhere you go (Unless your endpoint prevents tech working), and you get just the meals you like. It's not like you're in a hurry, anyway, right? You're immortal, take some time, relax and enjoy yourself.

Scales of Travel:

You can go the same distance in:

1 day of Hellriding 1 week of normal Shadow Travel 2 months of Riding the Royal Way

Three weeks normal shadow travel will take you to Yig, beyond which shadow travel seems to become easier, but also more unpredictable.

Leading people through Shadow

Anyone who can see you can try to follow you through Shadow. If you want them to follow you, they can follow you anywhere. If you want to lose them, you have to edit them out, which is generally fairly easy, unless they have an independent way to follow you through Shadow.

Armies can be lead through Shadow, keeping in mind you'll have to ride at the head, and anyone who loses visual contact with the rest of your army will be left behind. It's best, if sometimes dangerous, to keep fairly close ranks while doing this so as to NOT lose them.

Seeking in Shadow and Shadows of Desire

Everything you can imagine exists out there in Shadow somewhere. With time and experience, you can learn to ride through Shadow to find those things. Finding items is easy; it takes about one day for every point of value the item has, unless it has eight point or higher properties. Finding such items tends to turn into a minor quest which may drag on longer than you planned.

Shadows of Desire are more impressive; this enables you to travel to something intangible or to a specific kind of Shadow. You could, for example, seek to find a specific person in Shadow, even if you know them only as a vague idea, such as 'the man who killed my father' (Inigo Montoya would have benefited from that power). You can seek a shadow where 'I can get into a really good non-fatal bar brawl'. You can seek a Shadow of Amber where you're the rightful king. Many Amberites spend a period of time jaunting about Shadow fulfilling their desires in this way.

The Pattern is, unfortunately, not omniscient about everything within its domain. It cannot read minds, and thus cannot send you to 'The shadow where what Caine is planning to do to me is written on the wall'. That shadow IS out there, but the Pattern really has no idea which of the twenty billion shadows with Caine-related scribblings is actually accurate. While it does store the memories of those who walk it, the part of it which is in charge of finding things can't access those memories (The Pattern's creator didn't want anyone using it to know HIS thoughts). Characters CAN use Pattern to find shadows which depict their own memories and their own personal experiences, even if they can't remember such things at the moment, so long as what they're seeking got recorded by the time of their last Patternwalk. The Pattern extremely doesn't know what anyone connected to another Primal Power is thinking or planning, although it can find such people as long as they aren't in a Pattern-barred shadow.

Pattern can read the minds of Shadow beings who lack reality, since they're generated by the Pattern. Thus, if you want to know what Rimmer is planning, you can seek the shadow of Rimmer's plans, if you so desire. Unless Rimmer's secretly been initiated into Broken Pattern anyway...

There is no easy way to compute how long seeking a Shadow of Desire will take, since it varies by starting point and by whether the target sits still or moves themself. (For example, you decide to Seek Touga in Shadow, so he can be told hi

s exile is over. He is a one week ride away at the start of your trip, but on the sixth day, he Trumps to Rebma. DOH!)

Advanced Travel

You have gained greater precision over your shadow-travelling capabilities. You can now shadow travel close to any of the Patterns. This has four major benefits. Firstly, you can begin shadow-walking right out of your bedroom in Castle Amber or even right out of the Pattern Chamber if you so desire. Secondly, you now possess sufficient skills to shadow-walk to the Primal Pattern, or into the Flawed Ambers. Thirdly, any shadow possessions you carry adapt themselves as you shadow walk, changing to fit in. This does not, unfortunately, apply to point items. But your horse will become a motorcycle, your suit of armor will turn into kevlar, and so on, as you travel. Finally, you become more adept at avoiding being followed through Shadow.

In addition, by calling the Pattern to mind as you hellride, you can part shadow like a hot knife through butter. You can now travel so fast that you can move at the speed of a hellride but with the safety level of normal shadow travel. You can also Move at hellride speeds on a Shadow Highway/Unicorn Track/Etc. This is pretty damn exhausting, though, so I hope you have lots of Endurance.

Teleport:

Your mastery of the Pattern has advanced to the point that you can walk the Pattern in your mind and teleport as if you had walked the real Pattern. This is not an easy proposition, as it takes as long and is as draining as a real Patternwalk. You may well kill yourself if you are so hurt or tired that you would not survive the real thing. Still, it can be done anywhere, and doesn't require any real movement, making it an ideal tool for escapes, as well as the normal uses.

Forge Shadow Highway

You now have enough skill that as you shadow walk, you can burn a trail in shadow that anyone can follow, even complete shadow bozos. This slows you down to half the speed of a normal speed shadow walk. Once the trail is burned, anyone can follow it at normal shadow travel speeds.

Your mastery of shadow travel is so complete that you can cruise right through shadow storms without even noticing. You can safely walk a Black Road too.

Re-Arrange/Edit Shadow

You now possess a degree of mastery that lets you begin reshaping the very geography of shadow as you travel. You can enter a shadow and 'drive' it around shadow, moving it to a new location. Be warned that this only works with non-primal shadows. This tends to set off shadow storms and make a big mess. You can also bend the shadows around a shadow, restricting access to a shadow to some route or method of your choice.

Alternately, you can warp shadow around someone travelling, so that they become lost and travel to a point of your own choice. Or you can act to prevent them getting to some specific point. You can even force someone out of the shadow you're in, though this works best against beings who can't just shadow walk back in.

This power can be profitably combined with the Scrying Lens, in order to allow y

ou to effect things without having to be physically present.

Shadow Molding:

Shadow molding is fairly slow, unless one has really ludicrous Psyche, and is thus best done outside combat situations, although you can get away with Manipulate Minor Probabilities in mid-battle. It requires movement .

Manipulate Minor Probabilities

You have gained the ability to play with the laws of chance using the Pattern. You can control small-scale random events, such as the roll of a die, the toss of a coin, the drawing of cards, the finding of change under the couch, a person stumbling, or decisions by shadow dwellers which don't go against their motivations strongly. (Ie, you could make a bored guard fall asleep, or cause a bank teller to make an error and give you too much money, but you couldn't make the guard leave his post or the teller suddenly decide to rob the bank.)

Manipulate Probabilities

You can now play with probabilities on a larger scale. Shadow dwellers can be made to do impulsive things which go out of character (like a guard suddenly shooting his partner). Weather can rapidly shift within the limits of the plausible (ie, no blizzards in July, but you can make clouds rapidly gather and pour down rain). In a tense town, you could trigger rioting. People may discover their gun has run out of ammo, their car is out of gas or something crucial has broken, and so on. Relatively common resources may be found somewhere convenient.

Universal Resources of Desire:

The Pattern Master has progressed to the point where he can dimly percieve the whole of the Pattern's reflection, not just the spot he is in - and order it to his liking.

This power allows the character to do low probability manipulation and things of desire from halfway across the universe. It is limited by the amount of information the character has on the current state of his target.

For example, Rimmer wishes to bear a message to his friend Gherman. Rimmer is in Amber, and Gherman is somewhere in Shadow. Rimmer has a bird of his desire bear a message to Gherman... only instead of calling the bird to him, Rimmer has a bird _near_ Gherman deliver the message.

Another example: Jacqui discovers that her daughter Random has gone off into Shadow without her lunch. Jacqui manipulates probability so that Random will come across a neatly packed lunch, with the sandwiches in it made just the way Jacqui makes them.

There are limits to this. If Gherman is currently slogging through the Elemental Plane of Water, there isn't going to be any birds for Rimmer to summon. If Jacqui is in Dinosaur World, the inhabitants are highly unlikely to have left a packed lunch lying around. And the Pattern Master has no way of knowing if they succeeded or not.

It's possible to use this tactic to harass an enemy, but in general anyone worth harassing won't be very inconvienienced by the sort of manipulation this power

can achieve. While you can call Armed Homicidal Maniacs of Desire, they are likely to be pathetic human-stat things that most Amberites can defeat in their sleep.

Mold Shadow Contents

You can now manipulate probabilities to the point of being able to substantially reshape shadows. You can mold the loyalties and beliefs of the inhabitants of shadows. You can cause upheavals which will reshape the landscape. You can cause alien fleets to invade and blow up the White House. Anything that can work within the laws of nature of the shadow can be brought into existence or wiped out, given enough time to work. Large scale changes can take quite a while.

Mold World Laws

You can now tamper with the very laws of nature of a shadow. This lets you turn powers on and off, reset the amount of technology which works, alter the time flow, and so on. One cannot use this power by itself to bar a shadow to Pattern, though Flawed and Broken Patterns can be barred; this requires the use of Blind the Pattern's Eye.

Probability Chess:

This is a difficult and unreliable, though potentially powerful use of Pattern. The Pattern Master determines an event likely to come to pass, and attempts to manipulate probability around it _before_it_happens_. For example, Brand thinks that in an hour he is going to meet Corwin. He sets into motion the probability that as he makes his dramatic threat, thunder will rumble ominously in the distance.

The main advantage is that the manipulation can be done prior to the event, in another Shadow, in the safety of your quarters, etc, thus saving you the hassle (and potential for being exposed) of having to do it on the spot.

The disadvantage is that if events don't wind up as you predicted, things could get messy. If Brand doesn't meet Corwin, he might find thunder for a time crackling every time he thinks of Corwin, or sees a man who looks like Corwin. Or maybe the universe will break the paradox by causing a Shadow of Corwin to show up and be thundered at. The more powerful and implausible the Probability Manipulation, the greater the backlash from having it not come to pass.

Probability Oracle:

Moving past the mere ordering of future events performed in Probability Chess, the Pattern Master starts to journey into the murky and uncertain realm of predicting and influencing the future.

This power has two main forms: Speaking Prophecy and Initiating Loops.

Speaking Prophecy involves confronting a person and uttering a prophecy, dire or otherwise. This is an uncertain thing to do, as the Master does _not_ have full control over what he says - basically, he is attempting to use the Pattern's superior prediction to see the destiny written for a person, and then using his ability to manipulate probability to coax that destiny along a certain path. The main problems is that most prophecies can be filled in a number of ways, and no man's fate is fixed in stone.

Example: Fiona confronts her brother Caine, and speaks prophecy. She wants to i

nflict an unpleasant surprise on him for playing a joke on her. To her mild horror, she intones "Ere this year is gone, your corpse shall lie upon the grass, and the dead shall bear you to the castle of the fallen, and the sky shall run red above you." Fiona is less than happy, as she wasn't expecting _that_ horrid a fate.

As it turns out, the whole sequence winds out to refer to Caine faking his death, getting the fake body carried home by supposedly dead Corwin to a castle formerly belonging to really dead Eric. What about the sky running red? Well, no prophecy is perfect.

Initiating Loops is sort of like playing chicken with the future, and tends to make people's heads hurt. It involves sending an item or action 'back in time,' although Pattern Masters understand this is not really what happens. Rather, it is the use of the Pattern to foresee the Order of the universe and advance it.

A loop begins when in a situation in which the benefits of the loop are desired. The benefits will occur. Later, however, the Pattern Master must go through the act of 'sending' those benefits back to the situation. As a result, attempts to gain benefits that the Pattern Master is unlikely to have in the future tend to fail.

For example, Rimmer needs a trump deck for some reason, but he can't leave to go get one and he isn't a trump artist. He initiates a loop, and in a few seconds a St. Bernard gambols up to him. Around it's neck is a trump deck.

Later, after his mission is done, Rimmer goes to the library and gets one of the trump decks. Summoning a St. Bernard of his desire, he sends it back to his past self bearing the deck. He puts the deck he had received in the library in its place.

In another example, Makoto the Mad is cornered by angry Chaosians. Makoto giggles scornfully, and initiates a loop to bring Greyswandir to him to fight them off with. Nothing happens - because it is highly unlikely Makoto will be able to lay hands on Greyswandir in the near future.

The most dangerous situation is when the loop goes through, but the Pattern Master then finds himself unable to fulfill one end of it. Paradox begins to build up in him for the longer the loop remains open, expressed in the form of Bad Stuff. While this Bad Stuff vanishes upon the closure of the loop, it still raises the frightening specter of unclosable loops: something almost certain to be the death of the Pattern Master.

For many reasons, sending information back through the loop can be unreliable. The following examples show what is and isn't possible:

Bubba is defusing a bomb, one unlikely to be fatal to him but deadly to his weaker companions. Bubba would like to know which wire to cut, and initiates a loop. A sparrow flies down with a note saying 'green'. Bubba cuts the green wire, the bomb fails to explode, and he sends back a note. Had the bomb been powerful enough to potentially kill Bubba, his loop would not have worked, as it would be likely that he would be killed and thus unable to fufill the loop. But since it is not powerful enough to kill him, he can send back a message either way, success or failure.

Dwayne is confronted with a door that is locked via a coded keypad. He tries to loop back the password to himself. He fails, because Dwayne is unlikely to find out the password in the near future.

After a number of alarming events, Tim tries to loop back the name of the perpe

trator. He does indeed get a name. However, the person later turns out to be innocent - the future Tim had been wrong.

The safest and most reliable use of Loops is to replicate probability manipulation or finding resources in places where Pattern use is not possible, or with things that can't be found in Shadow (like trumps). Ancient, experienced Masters can use this power to do things like the Benedict's Silver Arm trick, but they are more practiced and canny than players will ever be.

Shadow Pockets:

On a small scale, it is possible to create personal "Pocket Shadows" which can be used for various purposes. A Shadow Pocket would then be an artificial Shadow, with just a sliver of Amber's image, brought into existence by a character's minute warping of the Sign of the Pattern brought to mind. The power to do so is gained by Mindwalking the Sign; to attempt such reality manipulation without that power would be so taxing as to be deadly to even medium ranked individuals.

Shadow Pockets can be fixed to a particular location or can be moved around by their creator. The environment inside the Shadow Pocket is also entirely up to it's creator. One drawback to Shadow Pockets is their fragility. As artificial constructs they are easily destroyed by others with the strong touch of either the Pattern or Logrus. There are three main uses of Shadow Pockets; the Hidey Hole, the Portable Hole, and the Personal Retreat.

When used as a Hidey Hole, the character creates an immobile Shadow Pocket in some area, and then stores something there to prevent it's discovery. While immobile, the Shadow Pocket is difficult to locate with the Pattern Lens or with Logrus, and impossible to detect by other means. It is also more stable, and can withstand all but direct confrontation with such Powers.The second usage of the Shadow Pocket as a Portable Hole is similar to the Hidey Hole except it is mobile and travels with the character. He/she need not concentrate on this movement, and the Pocket will travel with him/her even through Shadow. It can be used to store things too large to conveniently carry, or to store things temporarily. Since it is mobile, it is more noticeable to those with sensitivity to Pattern or Logrus, but can be more easily reinforced and protected since it's travelling with it's creator.

The third common usage of the Shadow Pocket is the personal retreat. Since the character can design and alter the Shadow Pocket at will, using the Pattern, it is a perfect area to quickly get away to as a personal sanctuary. While being within such a construct isn't inherently dangerous, if the construct were attacked from outside and was destroyed, that which is contained within would suffer varying consequences. Those things which are real, such as the Pocket's creator, would merely be thrust into an adjacent Shadow, or perhaps thrown several Shadows distant (depending on the Power which destroyed the Pocket), those things which are of Shadow would likely be destroyed, though highly magical items and creatures have a small chance of survival.

Impose Reality

The final, and highest art of Pattern is the ability to 'Impose Reality' upon a location. A Shadow being, item, or even an entire Shadow universe can be imbued with Reality. The Shadow will be infused with the power of the Pattern, made far more difficult for any one to manipulate. Shadow beings find their lifespans greatly enhanced, items become close to indestructible, and Shadow universes be

come barred to the Logrus and resist being molded with the psyche of the person who Imposed Reality on them. Such shadows will begin to cast shadows themselves on a large scale. Shadow shifting to get out of or into that shadow (except for the person who made the Shadow more Real) becomes more difficult.

Wifty Sign of the Pattern Tricks

Once you're ready to do more with the Pattern than just cruise around Shadow, you have to learn how to summon the image of the Pattern into your mind, then use it to do neat things which will impress your friends, if you haven't alienated them all with Bad Stuff, anyway.

Pattern Defense:

Picture the Pattern. Concentrate on this image, and move it into your body. This takes a few moments at best, depending on your Psyche and how well you can concentrate, but it strengthens your mind, and lends strength to your existence. The main use is defensive, so a character with Pattern Defense on is pretty much immune to the Logrus, and other Chaos generated forces. Likewise, it's difficult or impossible to use invasive Magic on a character who has Pattern brought up like this. On the other hand, keeping the Pattern internalized requires real concentration, so the character can't run or fight effectively. (People with seventy five or more points of Warfare can still fight with some degree of skill, but not anywhere even close to peak capacity). If the character's attention is broken, then the Pattern instantly flickers out.

Extended Defense:

You can now extend your Pattern Defense to anyone you touch, or anyone you are in Psychic Contact with (for example, you can reach through a trump and extend Pattern Defense into them. If they consent. (Well, you could try to force it in psychic combat, but...)

Sign of the Pattern:

The character has sufficiently mastered the ability of calling Pattern to Mind that he can now summon the Pattern before him as a shield against the use of powers. The sign is about the size of the caster (possibly less if his Psyche really is weak, or more if he's got a huge brain). The sign requires a few seconds to call up, and uses up some of the concentration of the Pattern Initiate, but not as much as Pattern Defense. (ie, you suffer some drop in your ability to defend yourself against attack, but not so much as with Pattern defense). The sign can also be used to disrupt the use of other powers by hitting the manifestation of such powers with it. (For example, using it to hack a hole in a ward). The distance you can project the sign varies with Psyche, but is never very huge.

The Sign will not do anything to living creatures (This requires the use of Pattern Focus), and solid objects pass right through it.

The use of this power is very obvious to anyone who isn't blind.

Static Pattern Defence:

The character calls up the sign of the Pattern underneath them, and concentrates as per normal Pattern defence. People in contact with the Sign (up to the same size as the real Pattern, depending on Psychic Strength) are also protected by the Pattern defence. They need not concentrate on the defense themself. Depending on the finesse of the Pattern Initiate, he may be able to exclude Depending on the Psyche of the character and the flimsiness of the shadow, you may be able

to extend the Sign of the Pattern over a larger area. However, the Sign is immobile, and if the character maintaining it attempts to leave it it winks out.

Pattern Assertion:

AKA, "I AM REAL!" A penultimate form of Pattern Defence, in which the Pattern is not just brought to mind, but embraced into the self. The character becomes Very Real, almost as real as the Pattern. They stand out so sharply against the fabric of Shadow that it's almost painful to look at them. Shadowdwellers will stare and gape, and people of Reality will instantly notice them first. Things of Shadow become hazy and impotent against the character, incapable of hurting or helping. Magic will fail. So will their Shapeshifting, if they have any. Attempts to mentally influence or change them will face an uphill battle unless backed by the power of Order or Chaos.

Like Pattern Defence, this requires a lot of concentration and is more draining. Unlike Pattern Defence, it is very, very unsubtle. It also has a tendancy to make you the locus of combat, as your foes notice you a lot more vividly than everyone else.

Might of the Pattern:

Sometimes, you just want to break things into tiny bits. This is a variation of Pattern Assertion, which draws in the power of the Pattern, massively boosting the Strength and Endurance of the Pattern Initiate while it lasts (The more Psyche you have, the more oomph you get from this and the longer it lasts). Unlike Pattern Defense, it only slightly hampers your concentration. However, it burns your own innate energy reserves like there is no tomorrow. If you aren't careful, you may well smash all your foes, then pass out or drop dead as soon as you let go of it.

Also importantly, you're full of Pattern energy, which means contact with Logrus stuff is likely to have very icky consequences.

Assume Mantle of Order:

By the time this step has been reached, the Pattern Master has come to cast in his lot with the side of Order, in a symbolic but very real sense. This makes him a being of Order, holding tightly leashed power only to be unbound under certain situations.

When facing the strongest servants of powers opposed to the Pattern (Advanced Logrus Masters, Advanced Abyss Masters, and especially the Great Old Ones), the Pattern Master can reveal themselves as a Servant of Order, a living extension of the Pattern. This gives them power and strength they would not otherwise have, allowing them to go toe-to-toe - however temporarily - with the other side.

The main disadvantage is that the Pattern Master has entered the system, and is now part of the cosmology. There are things he is forbidden to do or interfere in, and those measures effective against beings of Pattern constrain him as well.

Revealing oneself as a Lord of Order is not something done lightly, and most Pattern Masters will only consider doing so if disaster on a massive scale is threatened (A GOO is breaking through, a Logrus Master is about to attack the Pattern, an Abyss Demon of terrifying power threatens to destroy much of reality. Those who overuse their authority are said to find said authority withdrawn.

Pattern Sight:

While the Blood Of Amber of a Pattern Initiate is a substance that's very obvious to anyone with Pattern Sight, non-activated blood is only visible to those with more advanced abilities. Just as someone with Pattern is obvious in Shadow, things connected with the Logrus seem to radiate a jarring aura. Just a peek through the Sign of the Pattern will reveal any nearby Logrus Master, or any activated Logrus artifact. The breaks and distortions in Shadow, caused by those who have the Power to move from one Shadow to another, can also be detected through the use of Pattern Sight. The character looks for tiny disruptions in Shadow, attempting to find their source locations in the Shadow being studied, which other Shadows are involved, and what Power was used in the disruption. How long this takes depends on how old the trail and how major the disruption. If a single Hellrider passed through the Shadow just minutes before, the traces could be detected in just a minute or two. If the passage had taken place the day before, it might take an hour to find the traces. However, if the disturbance was major, as is the case if a vast army was led through, then the traces will be obvious and easy to find even days later.

Pattern Focus:

Patternsight allows the character to use the Pattern as a lens. This technique takes that a step further, allowing the character to infuse Pattern energy into the focus of the lens. Targets with Pattern Imprint will feel a brief surge of wellness, similar in effect to the Lifeforce power word. Targets of Shadow will briefly become Real, although this condition will not last for longer than a few hours. Shapeshifters will find their ability to shift hampered, as the Order imposed on them makes it difficult to change forms. Targets with Logrus imprint will find the experience highly uncomfortable, and targets actually using the Logrus will find themselves at the center of a nasty Pattern/Logrus shock. This shock will disrupt the lens, and the character using it will have a hard time calling the Pattern back to mind that day. This can be used to snuff the primal flames caused by primal weapons.

The amount of energy and degree of focus, and recovery time if a shock occurs, is largely dependant on the Psyche of the user. Most useful for things like providing a Shadow ally with protection prior to a throwdown, or treating someone hit by Primal logrus wounds without burning your hands.

Blind the Pattern's Eye:

The Pattern Initiate now learns how to defend himself against the use of Pattern. Those of inferior Psyche can no longer locate him by trying to shadow walk to him or his location using the Pattern. He can confuse the Pattern Sight of those of lesser Psyche, making it show what he wants it to show. This enables him to mask his own Pattern Imprint if he so desires, or to pass as a Broken Pattern User, or even to make himself show up as having Logrus Imprint. He can hide magical energies from other people's Pattern Sight, and hide someone's Logrus Imprint or Blood of Chaos. He can feed false information to a Scrying Lens as well.

This power provides some limited defense against Logrus in similar fashion, however the Pattern Initiate needs a substantial Psyche advantage.

It can be combined with Mold World Laws to turn off Pattern in a shadow to anyone with less Psyche than the user.

Stealth Pattern:

This discipline allows the character to hide the distortions normally caused by Pattern use. How successful they are largely depends on their psyche, the psyche of the watcher, how slow and careful they are, and the magnitude of the use. For example, slowly changing a dollar bill to a fiver is nearly impossible to spot, but rapidly deciding that electricity will cease to function across the Shadow is a pretty hard stunt to pull without being noticed.

Scrying Lens:

Once you have mastered the art of Pattern Sight, you can now amplify the power of your Pattern Lens to allow you to extend your vision across the shadow in which you dwell beyond your entire visual range. Close to Amber, this is slow because the entire shadow radiates huge amounts of Reality which prevents you using any of the several available short-cuts to speed up a search. Similar problems tend to hamper the use of the Lens in any sort of shadow which contains some amount of Primal Reality, forcing you to spend hours searching, although the Lens is still faster than searching the mundane way.

Out in Shadow, you can:

use Pattern to home in on specific things within a shadow in seconds, using Shadows of Desire scan the entire shadow within a few minutes, locating anything which radiates specific energy templates of your choice: trumps, logrus users, blood of order, pattern users, magical energy, or whatever. scan the entire shadow within a few minutes to determine all local world laws, restricted entrance/exit points, communications barriers, etc. scan the shadow within a few minutes and find the disturbances caused by active use of Trump, Pattern, Logrus, etc

If one possesses shadow short cut, one can then hop across the shadow to the scried location in an instant.

The Pattern Lens cannot be extended across shadow boundaries; you can only scan a shadow you are in. The main exception is that it can also be used from 'one shadow over', in order to analyze a shadow which possesses some degree of defenses to entry, to determine what those defenses are.

The other exception to this is that the Pattern Lens can be extended through an active trump contact, using a location trump, or a person trump with the consent and cooperation of the person on the other end.

Pattern Awareness:

The Pattern Master can choose to extend his consciousness through a swathe of shadow whose size is dependent on his own Psyche. Within that swathe of shadow, he is aware of all manipulations of shadow which take place and of anything which stands out from the background of Shadow (Trump, Logrus, Pattern, etc). He can then apply this knowledge however he desires.

The Pattern Master is also aware of any use of Pattern which is directed at him (people seeking him in shadow, etc) anywhere in Shadow. If he possesses Blind the Pattern's Eye, he can choose either to allow it to work, to blind it using BTPE, or to try to redirect the use of Pattern to suit his own purposes.

This includes a 'Pattern Danger Sense' as well; any attempt to shut off Pattern or anything shadow walking to his current location will set off enough of a feeling of danger to even wake him from deep sleep.

Broken Patterns

Just as Amber is reflected in Shadow, so is the Pattern. These reflections gradually become bent and twisted, and eventually, ones appear with holes in them, holes which allow someone crazy enough to walk through the hole then move to the center between the lines. While this requires a strong will (Chaos or better Psyche), anyone can try to walk a Broken Pattern and gain power over Shadow. Most of those who try belong to various societies of sorcerors who pass on the knowledge and the opportunity of initiation to their disciples over the years.

There are, however, some problems with walking a Broken Pattern. For one thing, you end up with a defective power. That hole you walked through to get into it keeps cropping up in everything you do with it, introducing a flaw.

For example, if you try to walk through Shadow, you end up in all the least pleasant parts of the shadows you go through. Bandits frequently show up, broken glass litters the road, you frequently ride into war zones and nuclear test sites, it alternates between sandstorms, 120 degree heat, snow, hail, and torrential downpours.

This flaw shows up in some way in just about everything you do with the Pattern. Basically, you get fifteen points of Bad Stuff that only applies when using the Broken Pattern. This tends to make your life fairly lousy. It also takes about twice as much movement to perform any power that requires movement as the real Pattern does. (Thus, normal shadow travel is at half the speed)

Finally, the Break in the Pattern will show up as a flaw in the initiates mind, personality, or body as well. This flaw is called the Pattern's Price. The Broken Pattern initiate will have one personality trait or mental aspect (usually an undesirable one) which is magnified several times, or some physical flaw which may never be healed or overcome (because the body will revert back to it's flawed state, in order to conform to the Broken Pattern). Whenever a Broken Pattern initiate fails in the use of a Broken Pattern power, the Pattern's Price will manifest itself more strongly for a time, as the Break in the Pattern gains strength within the initiate.

There is only one way to cure the flaws caused by Broken Pattern Imprint--Walk the real thing. This requires having the blood of Oberon, however, in which case you were likely better off walking the real thing in the first place.

Most of the powers of a Broken Pattern initiate are just like those of regular Pattern, except flawed. A few cases of either new or heavily affected powers are discussed below.

Blood Curses

Broken Pattern adepts are able to utter a blood curse, just like those with the blood of Amber. However, the Broken Pattern adepts curse is more draining than that of an Amberite, costing the Broken Pattern adept her life in all cases. However, this curse is weaker than that of an Amberite, because no matter what the curse, the Break in the Pattern manifests itself in the curse as well, providing some way for the target of the curse to break the curse. There will always be some action which the target of the curse can perform to break the curse. How the target of the curse can find out what action is required is up to the GM, who probably will have a pretty good idea for a quest before the curse is even uttered.

Hellriding and Shadows of Desire:

Broken Pattern initiates tend to hit the worst of Hellriding routes. The Break in the Pattern also prevents initiates of the Broken Pattern from ever being able to find the exact Shadow they want unless they have been to the Shadow before, or they follow someone to the Shadow. They can seek whatever Shadow they desire, but the Break will manifest itself as an imperfection in the Shadow they finally arrive in, where the Shadow does not live up to their desires in some way. All Hellriding to intangibles are affected this way, so seeking someone in Shadow also doesn't work, instead leading to some flawed shadow of the subject.

Hang Spells on the Broken Pattern:

Having learned to call the Sign of the Broken Pattern to mind, the Adept can now hang spells on the Broken Pattern. Be warned that such spells may come out somewhat warped, or may slide into the Break at inopportune times and vanish, though the latter is rare.

Broken Pattern Tendrils:

Non-physical tendrils may be manifested. though they cannot manipulate physical objects they may be used to direct magical effects, or a conduit for a psychic contact. With effort the tendrils can be used to reach into adjacent shadows.

Scrying Tendrils:

The initiate can now extend a Broken Pattern Tendril through shadow to spy into other shadows. It's a slow and clumsy process, especially since you tend to end up passing it through the worst parts of Shadow. The further you extend the tendril, the greater the chance the Break manifests and snaps the tendril.

Broken Pattern Web:

One can now do either of two tricks (You need a LOT of psyche to do both at once). First, you can call up the sign of the Broken Pattern and infuse it into shadow around you. The shadow becomes very resistant to molding via the Primal Powers (though as always, BP ultimately isn't up to snuff with Logrus and Pattern proper). This also grants you a high degree of awareness of what is going on in the area, as you remain linked into the 'web'. You can also choose to make the area either more or less amenable to sorcery.

Alternately, you can call up the Broken Pattern as a glowing shield against Sorcery, Logrus Tendrils, etc. Unlike BP Defense, this will shield everything you can fit behind it; the more Psyche you have, the bigger it gets. Unfortunately, people may be able to exploit the Break...

Broken Pattern Defense: This works much like Pattern Defense for someone with Pattern Imprint, except that the Pattern has a Break in it, making the initiate vulnerable to those who can sense the Break. Anyone who studies the initiate with Logrus Sight or Pattern Lens can see the Break, and attack through the Broken Pattern Defense with no resistance.

Broken Pattern Sight:

The Break in the Pattern manifests itself in a blind spot in the adepts Sight. Certain things will simply not be visible to the Broken Pattern adept through the Broken Pattern. There is usually no rhyme or reason to what is left out, but the blind spot will sometimes manifest to miss things which the adept subconsciously does not wish to see (such as things which would be frightening or which wo

uld conflict with the adept's beliefs). Even worse, Broken Pattern Sight will occasionally show things which are not true, such as showing a card to be a Trump, when it is really just a regular playing card. The Broken Pattern also usually takes longer to employ than the true Pattern, as the adept has to look at things for a few moments before the lens comes fully into focus.

Impose the Break:

Calling the Broken Pattern to mind, you force its image, complete with Breaks, into something of shadow, trying to use the Break to weaken or destroy the thing being imposed upon. The smaller, more fragile, or less real the thing, the more effective this is. Imposing the Break on the San Andreas Fault would cause a minor Earthquake. Imposing the Break on a toolshed would make it collapse at a touch. Imposing it on a weapon could well shatter it. Beings with Pattern or Logrus Defense will generally laugh this off if they call it up.

This can also be used more subtly, but less controllably to 'ruin' a region of a shadow, turning into the sort of hellhole that BP travel tends to land in. With enough Psyche, time, and a small enough shadow, you can trash the whole shadow that way.

Dodge the Break:

Through practice and familiarity with the Break in their Imprint, the adept has learned a bit about how and where it manifests. Shadow travel can now be done at near-normal speeds, and the danger of Hellrides is greatly reduced. The blurriness and inaccuracy of Sight and Scrying is mostly cleared up.

Mend the Break:

The adept has even more control over the Break, and is learning how to compensate for it. The cost is [2] points for every point of Bad Stuff manifested by the Break the adept is able to avoid. The Break can never be completely avoided (minimum 1 Bad stuff), and this power does not do anything to lessen the Price of the Pattern for the adept in any way.

Shatter Shadow:

An improved form of Impose the Break. With a little effort, the break in your Broken Pattern can be used to smite your environment, which tends to cause Earthquake like damage, as the ground cracks open, crucial wall supports shatter or evaporate, and so on. Even solid, strong things will come apart. Be careful in its use, though, or you may well fall into your own chasm or have your head smashed by collapsing ceilings. This power can be used fairly quickly; not before a sword hits you, but if you have a few seconds, that's enough.

Broken Pattern Highway:

You can move through shadow, breaking holes as you go, so as to create a pathway anyone can follow, like Shadow Highway for Pattern. However, this tends to create a rather wretched travel route unless you have learned a lot of Mending the Break...

POWER [stat requirements]* Prerequisites for this power [cost, Total cost if an advanced power]

[cost] Skills.

[cost] Subsequently available skills.

Basic Pattern: 20Pattern Imprint: 50Advanced Pattern: 80Pattern Master: 115 (Not available during character generation, but can be picked up during play)Exalted Pattern: 120+ (These powers require the sort of mad dedication and devotion to the Pattern which is beyond the reach of any fairly young PC, and are basically NPC only)

PATTERN POWERS

PATTERN IMPRINT [Amber Psyche, Amber Endurance]* Blood of Amber (5/Free at Character Creation)

[5] Imprint [5] Shadow Walk [5] Hellride to Artifacts & Creatures/Royal Way [10] Shadows of Desire [5] Advanced Shadow Travel [2] Teleport [5] Forge Shadow Highway [5] Re-arrange/Edit Shadow [5] Manipulate Minor Probabilities [5] Manipulate Probabilities [3] Universal Resources of Desire [3] Mold Shadow Contents [3] Mold World Laws [3] Shadow Pockets [5] Impose Reality [5] Probability Chess [5] Probability Oracle [5] Pattern Defense [5] Extended Pattern Defense [5] Sign of the Pattern [3] Static Pattern Defense [5] Pattern Assertion [5] Might of the Pattern [5] Assume Mantle of Order [5] Pattern Sight [3] Pattern Focus [2] Blind the Pattern's Eye [5] Stealth Pattern [3] Scrying Lens [5] Pattern Awareness

[5+] Double normal speed Shadow Manipulation, Mindwalking, etc. Can be bought more than once to increase speed; each purchase increases speed by one interation (5 points is double, 10 is triple, 15 is quadruple, etc). You must have bought all of the Advanced Powers before you buy this.

BROKEN PATTERN IMPRINT [Chaos Psyche]

Basic Broken Pattern: 3Broken Pattern Imprint: 10Broken Pattern Adept: 25

Broken Pattern Master: 50+ (Not available during character generation, but can be picked up during play)

[0] Imprint [3] Shadow Walk [3] Hellride [3] Shadows of Desire [2] Teleport [3] Broken Pattern Defense [1] Hang Spells on the Broken Pattern [3] Broken Pattern Tendrils [3] Scrying Tendril [3] Broken Pattern Web [3] Broken Pattern Sight [3] Impose the Break [4] Dodge the Break [2+] Mend the Break [5] Shatter Shadow [2] Broken Pattern Highway [2] Shadow Pockets [2] Mold Shadow Contents [3] Mold Shadow Laws

Trump Artistry and Trump Tricks Trumps: Creation and Use

Introduction Using Trumps Trump Tricks Sensing Trump Trump Defense Trump Caller ID Making Trumps Advanced Trump Making Combining Trump with other Powers Partial Powers Breakdown: Trump Trump Tricks

Introduction

What are Trumps?

Trumps are images which possess a link to the being or place depicted. Anyone can attempt to use a Trump, even shadow dwellers. Being cards enable you to open a psychic link across Shadow to the being depicted, if that being consents to the contact. Once such contact is established, you can talk, engage in psychic contact, pull each other through the link to the puller's location, or even try to kill each other. Place cards allow you to instantly transport yourself to that place. Few people can make them, but somewhat more know a variety of simple tricks that can be done with them, from Trump Prediction (using them as Tarot cards) to Trump Caller ID, which is quite useful for avoiding hostile Trump calls.

Trumps are traditionally the size of Tarot cards, but also may take the form of paintings, engravings, charcoal sketchs on the wall, sculptures, or almost anything else which involves imagery. Rumors whisper of VR Trumps for high-tech universes, Trump music, Trump architecture, and other strange forms.

Properly created Trumps are nearly indestructible. Pattern cannot mold or destr

oy them, Logrus users get shocked if they touch one with a Logrus tendril, and Magick simply rolls off them. Shapeshifting will not prevent a Trump of you linking to you, regardless of what form you take on, except perhaps if you attempt a Persona Shapeshift and lose control to the artifical persona. It is possible, however, for a Trump in use to be destroyed if a weapon or other object is currently being extended through the link when the link is cut off.

Trump, as a Power, is stronger than Logrus or Pattern at their weakest, and weaker than they are at their strongest.

Using Trumps

Standard Trump Decks

Most Trump Artists chose a personal sigil which goes on the back of every card they make, although this is not obligatory. Standard Amber Trump Decks typically show the Unicorn. This sigil has no power in and of itself usually; it's more of a sort of 'brand name' on the card.

Chaos has no standard Trump assortment; it varies greatly by house or even by individual artists. Amber on the other hand, has a set of standard cards set out by Dworkin (Fuyutsuki in my Through A Mirror Darkly chronicle). This typically includes all children of Oberon known to the Royal Family, and a trump of Castle Amber itself which links to the castle library. This will often vary greatly by campaign. For Through A Mirror Darkly, the standard Trump deck configuration can be found on the Through A Mirror Darkly Setting Page.

Lost decks are not easy to replace, so try not to drop them all in the Abyss.

Person Trumps

Person Trumps link the user to a specific person, unique in the entire multiverse of Amber, Chaos, and Shadow. Every being has a unique psychic imprint which is implanted in the card by the Trump Artist. Because every being, especially those from Amber and Chaos, has many Shadows of themselves in existence, it is possible that a Person Trump may not connect to the being you're hoping it does. Since every Trump Artist will create a different looking Trump of a person, and even the same Artist could create different looking Trumps of the same person, and since some Trumps show one person but contact a different one, you can only be absolutely sure you contacted the right person if you made the Trump yourself.

Using a person trump simply requires you to hold the card and gaze upon the image on it. Within a few seconds, the other person will feel someone trying to contact them. If they choose not to be contacted, it is very hard to force a connection unless one has an overwhelming Psyche advantage or backup from others. If they choose to be contacted, a link forms between you.

This link allows the passage of items back and forth, physical or mental assaults on each other (opening oneself to Trump gives them a free psychic contact which can only be broken by them chosing to close the link or by some trick which disrupts psychic or trump contacts), or even physical travel--either the caller or the recipient can pull the other person through the link. Several people can be pulled through if they join hands.

When a Person Trump is active, you can see past the person 'on the other end of the line', gaining a somewhat obscured view of what is going on around them, although much of your view is blocked by the person himself.

This has the flip side that when Person Trumps are used, you can't see your own

environment; it is not safe to answer Trump calls under stress or in combat. You won't even hear people talking to you unless they touch you, in which case they're patched into the Trump contact for good or ill.

Place Trumps

Place Trumps when activated, transport the activator to the target location within a few seconds. The user turns rainbow colored and fades out; during the transition they can be effected from both locations.

Some Place Trumps are designed to function as traps, sending you somewhere nasty not shown on the card, or going off the instant you look at them or touch them. These are called 'Trump Traps'.

Non-Standard Types of Trump

Advanced Trump Artists learn how to create a variety of unusual kinds of Trumps, beyond cards and paintings. The most common type is known as Etched Trump, where the image has been carved into metal, bone, stone, ceramics, or some other hard surface. Some also create statues, woven trumps (cloth, tapestries, etc), Virtual Trumps, and other strange forms of the art.

Defense against Trump

In some rare Shadows, Trump either doesn't work or can't reach into other Shadows. Almost all such shadows seem to be the result of deliberate Shadow molding, but some do seem to be natural. There is no apparent pattern to such Shadows.

If the recipient of a Trump call choses to refuse contact, it takes a severe Psyche advantage to force such a contact. If the victim is familiar with the art of Trump Defense, it becomes virtually impossible to force the contact while they concentrate on it. Logrus Defense and Pattern Defense will also make forcing your way into someone's brain nigh-impossible. Items which convey Psychic Barriers and the like are also handy.

Those who have studied the art of Power Words can learn 'Trump Disrupt', a Power Word which will deactivate Trumps and break Trump Contacts.

Trump Tricks

With experience and some help from others, or by experimentation, one can learn to use Trumps in a variety of ways beyond their original purposes. The most commonly known of these is fortune telling, in which one draws the cards in an oracular rite to answer questions or try to predict the future. Whether this actually works remains debated among the royal family of Amber.

The remaining tricks are extrapolations from three basic trump tricks:

Sensing Trump Trump Defense Trump Caller ID

Sensing Trump:

A character with this ability is able to sense the usage of Trumps in his vicinity. Actual range is dependent upon a great many factors and the GM will be the ultimate arbiter as to whether the character can sense the usage or not. Factors affecting this would include the sensing character's Psyche, the proximity to the Trump user, any and all intervening barriers (including other people), magica

l wards and the like, etc. Additionally, the character will be able to sense the power used in making Trumps. When a character is within a few hundred feet of a Trump being created they will immediately notice this great flux of power (unless the artist has taken special precautions using various wards, scry blocks, Psyche dampers, etc.).

Someone who is a Trump Artist is also able to detect the characteristics of a Trump by careful examination. If the creator has an extreme Psychic advantage, any ill effects/traps on the Trump might have a chance to activate. Otherwise, the Artist is informed of the pitfalls.

Trump Spying:

There is another level of concentration where you simply observe the operation of Trump. This allows you to overhear conversations as the Trump is being used. However, you must actually touch the specific Trumps. If you have Trump for only one of the participants in a Trump Contact, you will overhear only what that person says, and will be unable to "hear" the other end of the conversation. Additionally, if the character is in the vicinity of a Trump call, i.e. standing on the other side of a room while another character attempts to make or receive a call, that character's card may be used to "tap" the connection. The character simply takes out the card of the person engaged in the Trump Contact and applies concentration. Note that if the character doesn't have a Psyche advantage it is possible that the nearby character will 'notice' something odd about the call.

Trump Subterfuge:

This Power can be used to cloak Trump conversations from those who might be sensitive to such (a very distinct Psyche advantage by the opposing party would be required to sense such) and make Trump Spying and/or Trump Sensing nearly impossible.

Trump Defense:

Trump defense requires one to have a Trump of oneself. One then concentrates on the Trump, 'trumping oneself'. This fills the user with Trump energy, which will ward off Magick, Pattern, Logrus, and Shapeshifting attacks. It has the disadvantage that one can't do much else while one is doing this.

Trump Jamming:

It's possible, with intense concentration, to jam any one Trump. Concentrate on a single card and the victim will be blocked from sending or receiving Trump calls. Psyche advantage is not 'required' when using this method if the other person simply gives up. However, should someone "push" the contact, then there will be a Psychic battle with the person. You can also cause Trumps of yourself not to show any visual image at all when in use. Thus a caller can hear your voice but not see what you currently look like, where you are, etc. This is referred to as a Trump Blackout.

Trump Blocking:

It's possible, with intense concentration, to block several Trumps. It requires the actual cards of the subject to block. Concentrate on all cards and none of them will be able to receive calls; their cards will appear dead (warm) to everyone else. This requires a clear Psyche advantage over each of the targets.

Trump Pushing:

Can open a contact between any group of Trump images. No Psyche advantage required, unless the contact is held open against someone's will. With the advantage, can also push people contacted through to the location of an activated object Trump.

Trump Caller Identification:

This trick enables a character to become familiar with the style and magical 'mark' of a Trump artist. Unless purposefully obscured the character should be able to recognize a new Trump as either one of several artists with which he/she is familiar or as an unknown. If an unknown artist is encountered any subsequent Trumps rendered by the same person would be obvious to the character as being from this particular 'unknown' artist.

Additionally, this power allows the character to tell the identity of a caller, without opening to the contact. Upon receiving a Trump Contact check through your Trump Deck. The card of whoever is making the call will be psychically active (though if another Trump conversation is taking place, this will only narrow down the possibilities). Obviously, this only works it the character happens to have a Trump of the caller. As the character becomes greater attuned with this Power he/she will be able to merely concentrate upon his/her Trump deck to determine the caller's identity.

Trump Scrying:

Use location Trumps as a tool to scry throughout Shadow, using the subject of the Trump as the base point for scrying.

Trump Location:

Activate person Trumps and get an impression of where in Shadow they are. Gives enough of an imprint to Teleport or Shadow Walk there.

Trump Gate:

Trump Gate is the ability to create an open doorway from any one place to another. It requires the use of a Trump for the destination point. The Trump is then opened normally, but instead of walking through the Trump the user pours Psychic energy into the connection and reinforces the bridge between the two places. Finally, a temporary doorway from one Shadow to another is created. At least Amber Rank Psyche and Endurance is required to create such a Gate, and the character will be totally exhausted from the effort if at that minimum Attribute requirement. Trump Gates only stay open, unattended, for 10 minutes or so, though if the character wishes he/she may continue to pour more energy into it to maintain it, though even a top-ranked individual would be hard pressed to keep one open for more than 30 minutes.

Consume Trump:

Makes a Trump Gate which stays open two days draining the Trump of its Power instead of taking energy from the character. Paintings/Cards are non-rechargeable, but Etched Trumps can be reactivated by a Trump Artist through working them over again.

Learning to make Trumps

Anyone can learn to make Trumps if they have Chaos or better psyche, and Trumps work almost anywhere. There is no Icon for Trump, but it requires months or years of intense study to master even the basic arts of Trump. It also requires artistic talent--Trump stick figures just won't cut it.

Trump Sketches

Trump sketches are the first thing a Trump Artist learns to make. These sketches take only about twenty five minutes to an hour, and can be scribbled on walls, dug in the dirt with a stick, or pencilled onto a napkin. Trump sketches are good for a limited number of uses depending on the creator's Psyche. After this usage is complete the sketch will be un-empowered and no longer viable for communication. If the Trump Sketch is to reach across Shadow, then the creator must have either the ability or the potential to influence shadow (Blood of Chaos or Amber, Broken Pattern, etc.). Otherwise, the Sketch works only within the Shadow it was created in.

Creating Regular Trumps

This involves creating a card representing some particular person, place, thing or object. When the user concentrates on the card there will be a psychic bond between the user and the subject of the card. Creating a Trump takes from 4 hours to two days of concentrated work depending upon the character's Psyche, Endurance, and relative level of experience with making Trumps. As time passes, the character will find that creating such paintings takes less and less time. Suhuy, for example, could probably render a fully functional Trump in 20-30 minutes of work.

The medium used also determines some of the time, i.e. Painting in oils while better for highest quality Trumps takes much longer to dry and become functional whereas acrylics are relatively quick drying albeit not as conducive for that 'ultra-realistic' look which is the hallmark of quality Trumps.

Working from memory, without a live model, will DOUBLE or TRIPLE the amount of time to create a card. Trumps made from descriptions, without the Trump Artist ever having observed the subject, have a HIGH probability of linking to a Shadow, instead of the actual subject.

When the Trump Artist first sits down to create a Trump, he must clear his mind, then think upon the subject of the Trump they wish to create, and finally bring up the Power of Trump. Once in the empowered state, they then begin drawing the lines upon the medium they are using, rendering a life-like representation of the subject, and embedding the Power of Trump into the image. Trumps cannot be drawn if there are things to distract the Artist, they must have total concentration during the entire process, and any interruptions during the Trump creation stage will require them to start over. The Power of Trump makes the Trump indestructible while it is activated and the equivalent of [4] armor otherwise.

Advanced Arts of Trump Construction:

Memorizing Trumps

With time, Trump Artists learn how to memorize the images they create as they draw them, so that even if if they lose the card, they can use the image of the card in their mind to contact the person or place. The greatest Trump Artists eventually can Trump anything they've ever seen and anywhere they've ever been, it's said.

Trump Traps

With time, Trump Artists learn how to create cards which activate faster, or which will activate instantaneously. They also learn how to make Trumps that show a different image than the one actually on the card. These are Trump Traps, which can be quite lethal for the unfortunate victim, depending on what they connect to.

For example, one might find a shadow full of poison gas, then create a Trump of the location which goes off the instant anyone picks it up. It could then be left for some victim to find, thrown at your enemies, or used as an 'unwelcome' mat.

The combination of Trump Traps with Trump Alternate Forms can enable you to make the lives of people you don't like very unhappy.

Trump Alternate Forms:

Also known as Etched Trump. Allows the character to make Trump images in things other than a paint/card-stock medium. They are able to engrave metal, form sculptures, make laser etchings, etc. with Trump power. Essentially any artistic representation which is conducive for concentration and highly vivid in nature (even a written description!) can be used for the creation of Trump at this level (though the artist would require the appropriate skills for such a creation).

One of the advantages to these types of Trumps are that while they easily recognized as such by a Trump Artist they are not necessarily recognized by someone uneducated in the ways of Trump creation. Such Trumps are 'usually' more difficult to 'prime' or initiate contact with but function identically to normal Trumps in most other respects. Another advantage to this type of Trump is that such images/objects are greater storehouses for power and a character can empower them to actually open a Trump Gate when activated. While this will use most of the item's power they may be 're-powered' by a Trump Artist at any time subsequent to such a usage.

It must be noted that Trumps cannot be inscribed on anything alive, unless one possesses sufficient levels of shapeshifting.

Trump Mimicry:

The ability to copy the style of another Trump Artist. Forgeries are obvious to the real artist, Trump Artists with more points invested in the Power, and others with significant Psyche advantages over the counterfeiter.

Combining Trump with other Powers

Trump can be combined with other Powers to perform several tricks not possible with just Trump Artistry. Combined with Conjuration, one can quickly Conjure Trumps one has made before; this is probably the way in which the Royal Family's Trump decks were produced.

Trump Artists who practice Sorcery can learn 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.

A sufficiently skillful Shapeshifter can learn how to tattoo Trumps onto living beings.

There is no known way to combine Trump and Logrus or Trump and Pattern. Trumping onto the Logrus or the Pattern (except for its center) is lethal. Beings walking either cannot be contacted via Trump.

TRUMP POWERS

Basic TrumpAdvanced TrumpMaster Trump (Cannot be taken at character generation)Exalted Trump (Generally only available to wise old ancient masters)

TRUMP ARTISTRY

[10] Trump Sketches [5] Trump Sketch Transportation [10] Create Trump [3] Trump Memory [5] Swift Trump Production [3] Improved Trump Memory [5] True Trump Memory [1] Quick Activation [1] Instant Activation [1] Quick Transport [2]Disguised Trump [5] Trump Alternate Forms [2] Trump Mimicry

Trump Sketches: Trump sketches can be drawn in pencil, marker, charcoal, etc. They are relatively 'quick and dirty' Trumps which are good for a limited number of uses and do not possess the innate indestructibility of real Trumps. They can be made in 30 minutes to an hour, though Dworkin is rumored to be able to create one in under 30 seconds! Trump sketches are good for a limited number of uses depending on the creator's Psyche. After this usage is complete the sketch will be un-empowered and no longer viable for communication. If the Trump Sketch is to reach across Shadow, then the creator must have either the ability or the potential to influence shadow (Blood of Chaos or Amber, Broken Pattern, etc.). Otherwise, the Sketch works only within the Shadow it was created in. These Trump Sketches can only be used for mental, verbal of visual contact / communication.

Trump Sketch Transportation: The sketches may be used to travel (the same restriction apply across shadow as for communication).

Create Trump: This involves creating a card representing some particular person, place, thing or object. When the user concentrates on the card there will be a psychic bond between the user and the subject of the card. Creating a Trump takes from 4 hours to two days of concentrated work depending upon the character's Psyche, Endurance, and relative level of experience with making Trumps. As time passes, the character will find that creating such paintings takes less and less time. Suhuy, for example, could probably render a fully functional Trump in 20-30 minutes of work.

The medium used also determines some of the time, i.e. Painting in oils while better for highest quality Trumps takes much longer to dry and become functional whereas Acrylics are relatively quick drying albeit not as conducive for that 'ultra-realistic' look which is the hallmark of quality Trumps.

Working from memory, without a live model, will DOUBLE or TRIPLE the amount of time to create a card. Trumps made from descriptions, without the Trump Artist ever having observed the subject, have a HIGH probability of linking to a Shadow, instead of the actual subject.

When the Trump Artist first sits down to create a Trump, he must clear his mind, then think upon the subject of the Trump they wish to create, and finally bring up the Power of Trump. Once in the empowered state, they then begin drawing the lines upon the medium they are using, rendering a life-like representation of the subject, and embedding the Power of Trump into the image. Trumps cannot be drawn if there are things to distract the Artist, they must have total concentration during the entire process, and any interruptions during the Trump creation stage will require them to start over. The Power of Trump makes the Trump indestructible while it is activated and the equivalent of [4] armor otherwise.

Trump Memory: In creating a card, either a new one, or redrawing an old one, you memorize the image, so it is permanently imprinted upon your mind. That means you can attempt to contact an image without an actual card being present. This is a great effort on both the Psyche and Endurance of the Trump Artist, but if persistent it can be accomplished. Note that this is ONLY possible with person Trumps not those of places or objects.

Swift Trump Production: You can duplicate any trump you've drawn previously very swiftly, in only a few hours. You can create trump sketches in just a few minutes.

Improved Trump Memory: Your Trump Memory now extends to object and place cards as well.

True Trump Memory: Trump anywhere one can remember and anyone with whom one has had psychic contact.

Quick Activation: A Trump can be designed to take only moments to activate. When it is touched and concentrated on like a normal Trump, it activates almost immediately, popping on without warning.

Instant Activation: A Trump can be created to activate by sight or touch alone. When someone looks and concentrates, or touches the active face, the Trump instantly activates.

Quick Transport: A Trump can be altered or designed so that as soon as contact is made, transportation is automatic. The combination of Quick Transport and Activation make great Trump Traps.

Disguised Trump: The subject or object of the Trump is not the true point of contact. Particularly nasty when combined with Quick Activation and Quick Transport. Combines nicely with Etched Trump.

Trump Alternate Forms: Also known as Etched Trump. Allows the character to make Trump images in things other than a paint/card-stock medium. They are able to engrave metal, form sculptures, make laser etchings, etc. with Trump power. Essentially any artistic representation which is conducive for concentration and highly vivid in nature (even a written description!) can be used for the creation of Trump at this level (though the artist would require the appropriate skills

for such a creation).

One of the advantages to these types of Trumps are that while they easily recognized as such by a Trump Artist they are not necessarily recognized by someone uneducated in the ways of Trump creation. Such Trumps are 'usually' more difficult to 'prime' or initiate contact with but function identically to normal Trumps in most other respects. Another advantage to this type of Trump is that such images/objects are greater storehouses for power and a character can empower them to actually open a Trump Gate when activated. While this will use most of the item's power they may be 're-powered' by a Trump Artist at any time subsequent to such a usage.

Trump Mimicry: The ability to copy the style of another Trump Artist. Forgeries are obvious to the real artist, Trump Artists with more points invested in the Power, and others with significant Psyche advantages over the counterfeiter.

TRUMP TRICKS

[5] Sensing Trump [3] Trump Spying [5] Trump Subterfuge [5] Trump Re-Direction [2] Trump Conference Calls [5] Trump Defense [3] Trump Jamming [5] Trump Blocking [5] Trump Static [5] Trump Shielding [5] Trump Caller Identification [3] Trump Scrying [5] Trump Location [3] Trump Gate [5] Consume Trump

Sensing Trump: A character with this ability is able to sense the usage of Trumps in his vicinity. Actual range is dependent upon a great many factors and the GM will be the ultimate arbiter as to whether the character can sense the usage or not. Factors affecting this would include the sensing character's Psyche, the proximity to the Trump user, any and all intervening barriers (including other people), magical wards and the like, etc. Additionally, the character will be able to sense the power used in making Trumps. When a character is within a few hundred feet of a Trump being created they will immediately notice this great flux of power (unless the artist has taken special precautions using various wards, scry blocks, Psyche dampers, etc.).

Someone who is a Trump Artist is also able to detect the characteristics of a Trump by careful examination. If the creator has an extreme Psychic advantage, any ill effects/traps on the Trump might have a chance to activate. Otherwise, the Artist is informed of the pitfalls.

Trump Spying: There is another level of concentration where you simply observe the operation of Trump. This allows you to overhear conversations as the Trump is being used. However, you must actually touch the specific Trumps. If you have Trump for only one of the participants in a Trump Contact, you will overhear only what that person says, and will be unable to "hear" the other end of the conversation. Additionally, if the character is in the vicinity of a Trump call,

i.e. standing on the other side of a room while another character attempts to make or receive a call, that character's card may be used to "tap" the connection. The character simply takes out the card of the person engaged in the Trump Contact and applies concentration. Note that if the character doesn't have a Psyche advantage it is possible that the nearby character will 'notice' something odd about the call.

Trump Subterfuge: This Power can be used to cloak Trump conversations from those who might be sensitive to such (a very distinct Psyche advantage by the opposing party would be required to sense such) and make Trump Spying and/or Trump Sensing nearly impossible.

Trump Re-Direction: You can redirect calls made to your trump to some other person or location, should you so choose. You can also cut into trump calls being made where you can percieve them, redirecting the card to connect to some location, object, or person on a trump you possess.

Trump Conference Calls: You can patch multiple Trump Calls together to each other, allowing for a group conversation. Any of those involved can pull through anyone else, should they choose to do so.

Trump Defense: as rulebook.

Trump Jamming: It's possible, with intense concentration, to jam any one Trump. Concentrate on a single card and the victim will be blocked from sending or receiving Trump calls. Psyche advantage is not 'required' when using this method if the other person simply gives up. However, should someone "push" the contact, then there will be a Psychic battle with the person. You can also cause Trumps of yourself not to show any visual image at all when in use. Thus a caller can hear your voice but not see what you currently look like, where you are, etc. This is referred to as a Trump Blackout.

Trump Blocking: It's possible, with intense concentration, to block several Trumps. It requires the actual cards of the subject to block. Concentrate on all cards and none of them will be able to receive calls; their cards will appear dead (warm) to everyone else. This requires a clear Psyche advantage over each of the targets.

Trump Static: If he possesses any trumps at all, the Trump Artist can use them to jam all use of Trump in some radius by anyone with less Psyche than himself. The more trumps he has handy, and the higher his psyche, the larger the radius, from a half-mile or so for someone with Amber Psyche and one trump to concievably entire shadows if they aren't too big.

Trump Shielding: It takes at least two dozen cards to conduct this difficult manuever. The trump artist establishes contact with all of the cards simultaneously, and they fly into the air, forming into a moving shield around the Trump Artist, acting to protect him. This requires enough concentration that it is difficult to do anything else, but the activated cards can move to block physical, mental, and magical attacks. Attacks backed by Primal Power will gradually 'ko' all the cards. With enough cards and enough Psyche, a trump artist could protect a small group.

Trump Caller Identification: This Skill/Power enables a character to become familiar with the style and magical 'mark' of a Trump artist. Unless purposefully obscured the character should be able to recognize a new Trump as either one of several artists with which he/she is familiar or as an unknown. If an unknown artist is encountered any subsequent Trumps rendered by the same person would be obvious to the character as being from this particular 'unknown' artist.

Additionally, this power allows the character to tell the identity of a caller, without opening to the contact. Upon receiving a Trump Contact check through your Trump Deck. The card of whoever is making the call will be psychically active (though if another Trump conversation is taking place, this will only narrow down the possibilities). Obviously, this only works it the character happens to have a Trump of the caller. As the character becomes greater attuned with this Power he/she will be able to merely concentrate upon his/her Trump deck to determine the caller's identity.

Trump Scrying: Use location Trumps as a tool to scry throughout Shadow, using the subject of the Trump as the base point for scrying.

Trump Location: Activate person Trumps and get an impression of where in Shadow they are. Gives enough of an imprint to Teleport or Shadow Walk there.

Trump Gate: Trump Gate is the ability to create an open doorway from any one place to another. It requires the use of a Trump for the destination point. The Trump is then opened normally, but instead of walking through the Trump the user pours Psychic energy into the connection and reinforces the bridge between the two places. Finally, a temporary doorway from one Shadow to another is created. At least Amber Rank Psyche and Endurance is required to create such a Gate, and the character will be totally exhausted from the effort if at that minimum Attribute requirement. Trump Gates only stay open, unattended, for 10 minutes or so, though if the character wishes he/she may continue to pour more energy into it to maintain it, though even a top-ranked individual would be hard pressed to keep one open for more than 30 minutes.

Consume Trump: Makes a Trump Gate which stays open two days draining the Trump of its Power instead of taking energy from the character. Paintings/Cards are non-rechargeable, but Etched Trumps can be reactivated by a Trump Artist through working them over again. Shapeshifting

The Little Big Book of Shapechanging

Introduction Learning to Shapeshift Basic Forms Minor Shapeshifting Shift Body Parts Shift Wounds Shift Features Automatic Shapeshift Impersonation Shift Persona Shift Aura Creatures of Blood Shapeshifting Other People Shapeshift Others Imbue with Power Possession Miscellaneous Shifting Tricks Shift to Animal or Plant Shapes Shift Anatomy and Structure, Shift to Animal Abilities Absorb and Eject Mass Creatures of Power Forms of Power Basics

Forms of Power Qualities Forms of Power Powers General Commentary on Forms of Power Shapeshifting Partial Powers Writeup

Introduction

Shapeshifting is the power which enables you to use your body as your canvas, reshaping it into whatever you can imagine...within limits. With time, even those limits can be escaped from, however. It is the specialty of Chaosians, but Amberites and Shadow dwellers can get in on it as well.

Shapeshifting has no prerequisites, although having a good psyche and endurance helps a lot. Even someone with all human atttributes can shapeshift. Not very often or very well, but they could. It doesn't require the blood of anything, either.

Shapeshifting works virtually everywhere, just as well in the Pattern Chamber as inside the Logrus, although there are a handful of shadows where it doesn't work for some strange reason. There are also some where it is limited to powers that entirely affect one's body only (ie, you could use Shift Wounds, but not Shapeshift Others or Absorb Mass).

Learning to Shapeshift

Learning to Shapeshift requires a teacher and the potential to shapeshift. In general, just about any Amberite or Chaosian can learn to do so. Shadow dwellers may require a story reason, although plenty of Shadows exist where everyone can shapeshift.

It takes weeks to months to unlock your basic forms, depending on your Psyche. From there, it takes a few more weeks to months for each of the abilities up to Automatic Shapeshift. Abilities beyond that tend to be highly variable as to learning times.

Basic Forms

When you first learn shapechanging, you pick your basic forms. One of these is your birth form, the form which it is easiest for you to assume, although all three basic forms are very easily assumed by you. For Amberites and Shadow dwellers, this is usually a human form. For Chaosians, it is usually the demon form. Amberites and Chaosians typically have three basic forms: Human, Demon, and Avatar. Shadow Dweller shapeshifters usually only have two of those forms, although some may have all three. [Having three basic forms costs five points, having only two costs three points]. They also can, potentially, have Avatar as their birth form.

Human form is just that. An utterly ordinary human form. It's always the same appearance, though it ages as you age. Higher shapechanging powers can enable you to impersonate other humans, but this form is unique to you.

Demon form (also called Combat Form) is an armored and weaponed form. At its base cost, it gives you armor and weaponry about as good as a suit of chainmail and a couple of swords and axes, although you can invest more points into it to boost its capabilities.

Avatar form varies, dependent on what you are. For Amberites, it's an animal form. For Chaosians, it's some sort of elemental creature. For Shadow Dwellers, it could be just about anything.

You can spend up to five points each on your Demon and Avatar forms, investing them with Item Qualities. You get three points of Item Qualities (not Powers) for those forms per point you spend.

Example:Paul decides he wants to play a Shadow Dweller, a Werewolf. In fact, just to be strange, he wants to be a wolf who turns into a man, instead of vice versa. He goes ahead and pays the full five points for three forms. His human form is just that, a human. His Avatar is a wolf. And his combat form is a wolf-man, half-human, half-wolf, a furry humanoid with claws and sharp pointy teeth. He then buys the following qualities for those forms.

Combat form--Wolfman (Crinos) [8 item quality points costs 3 character points] Deadly Damage Claws: 4 Invulnerable to Firearms: 2 Double Speed: 2 Avatar Form--Wolf (Lupus) [8 item quality points costs 3 character points] Engine Speed: 4 Double Damage Claws: 2 Sensitive to Danger: 2

He has thus spent a total of 11 points on his basic forms.

Minor Shapeshifting

Shift Body Parts

This is the first step, in which you become Mr. Fantastic, able to stretch or compact your existing body structures like play-doh. You can turn your bones into stretchy stuff, then resolidify them to sustain your warped form. This does not enable you to create new body parts, just to compact or elongate what you have and move your body mass around to some degree. Useful for things like slapping someone from eight feet away, escaping manacles, getting a drink from the fridge without leaving your chair, and other such tricks. But rather paltry by the standard of later powers. But it's a prerequisite to just about everything.

Shift Wounds

In a matter of minutes, you can knit any wound back together, which makes you hard to kill. On the downside, this takes time, so it's best done after the fight ends or while you hide somewhere. If you're too cut up, you'll knock yourself out from the exertion this requires if your endurance is low.

Shift Features

At this point, you now have enough fine control to take on the appearance of other people. It's child's play to disguise yourself as just some random person, and fairly easy to take on an appearance of your choice. Imitating specific people requires you to spend time studying them, preferably naked if you want complete authenticity. Even then, you may be spotted by your lack of their mannerisms.

This can be used in one's combat and avatar forms, as well as one's human form. It takes minutes to hours, depending on how different they are in appearance. It does allow one to change one's physical sex if one really wants to.

Automatic Shapeshifting and Primal Form

The next phase of shapeshifting is learning how to adapt to changing environments. This is known as automatic shapeshifting. At this point, the shifter learns how to consciously or subconsciously quickly change to deal with adverse conditions. Throw him in a fire and he gets abestos skin and his lungs automatically filter smoke. Fall in water and you develop gills. Need to cross a burning desert? You'll become heat resistant and your body will become more efficient in its use of water. And so on. The more Psyche and Endurance you have, the faster your body adapts.

Should stress levels become high enough, you'll automatically slide into primal form, which is how shapeshifters refer to the ultimate survival state in which you can adapt to just about anything. Primal Form has the disadvantage, however, that you become survival obsessed and considerations like your friends, your goals, your towel, or your reason for entering the danger in the first place are forgotten. You simply head for safety, regardless of other considerations, even if this means leaving your buddies to die. With experience, you can learn to enter primal form automatically if you want to.

Impersonation Powers

Shift Persona

It's not too hard to imitate someone's body, but to pass as them convincingly, you have to learn to adopt all their little mannerisms, idioms, and tones of speech. Otherwise, everyone will start thinking your imitation subject is acting strangely. You now learn how to do this; this can even be used to take on a measure of their skills. This is a somewhat risky thing, however, because you do it by shapechanging your own mind, and if the target has too much psyche, you may become buried by the persona, and lose your identity until the next time you sleep.

Shift Aura

You now learn how to shapechange your aura, so that you can pass psychically as someone else--a plant, a normal human, Gerard...If someone overcomes your defenses, unless they have a serious psyche advantage, they will find what you want them to find. Like Shift Persona, this is dangerous, as you may become submerged for a substantial amount of time if the other person's psyche is too strong for you.

You can use this ability to hide your Logrus or Pattern or Broken Pattern Imprint to some degree, making it hard to detect, and you can use it to change your 'trump phone number' so that existing Trumps of you will fail to reach you.

Creatures of Blood

Basic Creatures of Blood

Every cell of a shapechanger's body has the potential to become a completely new life form; with this power, you learn how to activate that potential, shaping some of your own body into a small, simple creature. It can have up to Chaos in all stats, and a single power inherent in your blood (such as shadow walking or being able to shift its wounds shut or whatever) At this level, such creatures make good messengers or spies, but little else.

It takes 3-5 minutes to create such a creature, depending on psyche, and the more endurance you possess, the more frequently you can make them.

Advanced Creatures of Blood

You can now create creatures with up to your body mass. This includes duplicates of yourself or others, though they only have up to Amber in stats. However, you can invest them with a number of powers inherent in your blood equal to the # of levels of Creature of Blood you possess.

You can also make blood creatures out of other people's blood.

Master Creatures of Blood

They can possess up to 1/3rd of your stats, and up to 1/3rd your points in your powers. They can resemble real people if you so desire. Over time, they tend to become independent unless you High Compel them, as they respond to their experiences. Should you so desire, you can now create simple creatures of blood from other people's blood if they possess Shapeshifting or Pattern Imprint.

It takes 5 minutes for every point of attributes (imbuing human takes 1 minute, Chaos takes 2, Amber takes 3), and 10 minutes for every point of powers.

The closer such creatures come to your body mass, the less frequently you can make them; this is modified by endurance. If you possess the Absorb/Eject Mass power, you can simply keep eating stuff and cranking out Creatures of Blood as fast as you want.

If you possess Forms of Power, you can create blood creatures with the corresponding abilities.

Exalted Creatures of Blood

At this level, your Creatures of Blood can now possess up to 2/3rds of your stats and up to 2/3rds your points in your powers. Advanced Creatures of Blood tend to become independent of you fairly quickly.

Shapeshifting Other People

Shapeshift Others

At this point, the Shifter learns how to extend his powers to affect other people. This requires you to defeat the victim in psychic combat, which can take quite a while. If they are willing, it is quick and easy, usually taking about as long as it would to perform the effect on yourself.

Imbue with Power

You now can not just use your shapeshifting on others, but you can attempt to fundamentally rewrite their very essence. This works well on Shadow Dwellers, but Amberites and Logrus Initiates will eventually throw off the effects. People can be imbued with any Shapeshifting powers you possess, and also with any Trump or Magical skills you wish to burn into them; similarly, they can be stripped of such powers if you're feeling cruel. You must actually possess the powers to be imbued, but you don't need to possess a power you wish to suppress.

If you possess a suitable template (such as yourself), you can perform a blood transfusion and rewrite the target to effectively gain the Blood of Amber or of Chaos. You can also suppress such blood in a person who possesses one or the other, if they haven't already walked the Logrus or the Pattern (in which case they're beyond your power).

This can be used to create an unstable possession-like effect, melding two or more beings together into one. Sufficient application of Pattern or Logrus, a sufficiently skilled Shapeshifter, walking the Pattern or Logrus, or similar things will undo the effect, splitting the beings apart and probably leaving them with weeks of bad side effects.

Possession

This power lets you infiltrate someone's body and make it your own. You effectively merge your forms together and gain the best of both worlds. This can only be done either by consent (generally not very likely) or by utterly defeating the victim in psychic combat. It takes about a week to do this properly, so you're advised to find somewhere you won't be disturbed.

The resulting form looks like the victim, and has his Strength and Endurance, while retaining your Warfare and Psyche. If the victim possessed the blood of Amber or Chaos, you now possess it. If they had an active Logrus or Pattern Imprint, you now have the basic Imprint if you didn't have it before, but all learned powers are gone and must be relearned by you. (And yes, your new imprint costs you points if you didn't have it). Walking the Pattern will not expel you from the body, as you have fused with it to become a new being.

If the victim had shapeshifting, your basic forms are replaced by his. If he did not, your human form becomes his normal appearance, but you retain your own demon and avatar forms.

Be warned, this process is irreversible. Also, you inherit any blood curses the victim may have suffered, but you don't gain any benefit of any good karma they had.

Miscellaneous Shifting Tricks

Shift to Animal or Plant Shapes

You can shape shift into any animal form of comparable mass that you have studied, i.e. that you have a full Psychic impression of. In this context, 'animal' means an organic non-vegetable form. These are Named and Numbered forms that you practiced in - you will not be clumsy or disoriented, so there is no bad effect on Warfare, Psyche, etc. You can also get the locomotive abilities of the studied animal...flight, swimming, etc. Other abilities such as poison, fire breath, etc. are beyond the scope of this ability and are part of Shift Anatomy and to Animal Abilities.

This power also allows you to become a plant. The definition of what a plant is varies by Shadow, so in this context it means a largely non-mobile form that has the ability to gain sustenance passively. For example, in a hostile Shadow, take the shape of a local tree and you will have food and water enough to heal and rest without doing any work. Plant forms are particularly excellent for meditation and mental rejuvenation. You also discover your Plant Form, an appropriate

vegetation Basic Form.

Shift Anatomy and Structure, Shift to Animal Abilities

Instead of having to shift into animal form to gain the animal's ability, you can simply change your own form to add the ability. For example, you can have your character sprout wings like a bird or a bat, or develop claws or armored scales. In addition, you can move around, change, duplicate, and augment the body's internal organs. Aside from the obvious benefits of generating two hearts, or a sub-brain, you can use this ability to regenerate lost body parts, which takes about a week of total concentration.

Absorb and Eject Mass

Many forms cannot be adequately done with the mass possessed by a Human sized character. It is for this reason that a character with Shape Shift can use his/her power to absorb mundane Shadow Material into him/herself to take on sufficient mass for the desired form. For example, when the Demon Servant, Gryll, came to Merlin to take him back to the Courts he lacked sufficient mass and size to carry Merlin on his back. Gryll then proceeded to absorb some furniture from Merlin's room in order to gain the desired size and mass.

The Shadow Material which the character absorbs cannot be magical (living creatures can be absorbed, but you'll need to catch and eat them instead of just fusing with them). It must be considered generally mundane in the Shadow in which the material exists in order for the Shape Shifter to be able to assimilate it into themselves. This process increases the time required to Shape Shift greatly, adding up to 15 minutes, and if the Shape Shifter wishes to then go to a form with less mass/size he or she will have to expel the absorbed matter first, which will take twice as long as absorbing it. Note that the character may not decrease their mass less than their smallest Basic Form's original starting total.

Creatures of Powerbased on the system developed by Alan Harnum.

BASICS

Each beginning Form of Power (henceforth generally referred to as FoP) is constructed from a pool of points determined by the shapeshifter's Psyche, and by just how powerful the form assumed has the potential to be. This pool represents just how powerful a form can safely be assumed by the shapeshifter without risking loss of self.

_Standard Forms of Power_

Creatures with a fair bit of bite to them, capable of posing a threat to ill-prepared lesser Amberites, but no real danger to Elders or groups. Examples might include lesser dragons, gryphons and manticores (as encountered by Corwin in the Chronicles), and lesser Chaos demons.

The pool of points for creating a Standard FoP is equal to Psyche for all Shape Shifters capable of assuming FoP. Up to four points may be spent in each category of FoP Qualities or Powers. A standard form can have a maximum of 16 points worth of qualities.

_Advanced Forms of Power_

Nastier beasties whose abilities could potentially give a lone Elder trouble. Examples might include greater dragons, tarrasques (from AD&D), and mid-level Chaos demons.

The pool of points for creating an Advanced FoP is equal to 1/2 Psyche for Advanced Shape Shifters, and to Psyche for anyone able to create Master or Exalted Forms of Power. Up to eight points may be spent in each category of FoP Qualities or Powers. You can have a maximum of 32 points in an Advanced Form.

_Master and Exalted Forms of Power_

The big nasties, the kind of things that can crawl out of Shadow and threaten Amber every few centuries or so. Examples might include the most powerful Chaos demons, Great Old Ones, and black dragons the size of continents capable of eating Amber.

The pool of points for creating an Exalted FoP is equivalent to 1/2 Psyche for Shape Shifting Masters, and to Psyche for Exalted Shape Shifters. They are unavailable to Advanced Shape Shifters. Up to sixteen points may be spent in each category of FoP Qualities or Powers. You can have a maximum of 64 points in an Exalted Form.

_Number of Starting Forms_

Determined by a pool equal to Endurance. One point allows you to create a single Standard FoP, two points allows you to create a single Advanced FoP, four points (really only applicable for NPCs or starting characters more powerful than most) allows you to create a single Exalted FoP.

This represents the number of true FoP possible for the shapeshifter to contain without falling risk to nasty things like Primal Chaos Cancer.

_Free Stuff_

The basic physical form and its means of locomotion (at standard animal speeds) is free, as are basic natural armaments, etc.

FORMS OF POWER QUALITIES

Like items granting Transferal, the effects are not additive, in the cases of forms that grant certain attribute levels. However, they don't replace the attribute if it's already better--the shapeshifter can shift selectively enough to choose those aspects of the form that grant advantages, and exclude those that don't.

_Composition_

The basic structure of the creature's body. The further away it gets from a normal physical body, the more difficult it is to assume.

Multiple forms for a FoP may be purchased. Their primary advantage is their speed of transformation: a FoP with a Physical form and an Energy form, for example, may shift quickly into the Energy form to avoid attacks or make rapid movement as a lightning bolt, then return to its Physical form to make attacks. Their primary disadvantage is that the tremendous strain of shapeshifting within a shapeshifted form limits them to those shapeshifters with very powerful minds and bodies: Multiple forms for a FoP costs the number of forms multiplied by the total cost of all the forms; i.e. a form with an Energy form and a Physical form would cost sixteen points for Composition. The total cost of the Composition in the

case of multiple FoP forms _cannot_ exceed the Endurance of the Shapeshifter.

Physical: The body is composed of flesh, skin and blood, or something similar. Unless armoured, it's as vulnerable to physical attacks as a human being. Zero points.

Fluid: The body is composed of water, acid, or some other fluid. In a fluid environment, it can maneuver normally; outside that, it tends to have trouble moving, attacking or otherwise. Difficult to damage physically without powerful magical weapons. One point.

Immaterial: The body is gaseous, composed of living air, or otherwise, but is not an energy form. May have difficulty maneuvering in some environments, or attacking, although it could potentially do damage through poisonous vapous or limbs formed of solidified air. Difficult to damage physically without powerful magical weapons. Two points.

Malleable: The body is fluid, but is capable of holding itself together into defined shapes outside a fluid environment. Examples might include water elementals and the T-1000. Physical damage is again difficult to inflict, as weapons simply tend to pass through the body without doing any damage. Four points.

Energy: The body is living lightning or something like a sentient laser or otherwise. Potentially vulnerable to all kinds of things that wouldn't bother a physical body, but also very difficult to hurt with normal weapons. Can attack through blasts of energy or bolts of lightning, or otherwise. Potentially includes shapeshifting into the form of a living nuclear explosion, but that probably won't win you many friends. Eight points.

Extra-Dimensional: The body is utterly alien, a living mathematical abstraction like Kergma or a free-floating consciousness capable of possessing bodies like a Ty'Iga. Physical attacks? Pshaw. Sixteen points.

_Mass_

The standard rule about not being able to subtract or add to your mass applies for a FoP unless you take this. So, you can transform into a dragon or tarrasque, but you'll be a human-sized one. Size doesn't really matter all that much as far as power goes, but it can have its advantages, and it's kinda fun to be able to stomp Shadow Tokyo in the form of Godzilla. Mass increases and decreases are achieved through some esoteric means involving the manipulation of Chaos that they don't bother to explain to non-shapeshifters.

Small Increase/Decrease: Up to a 100% increase in mass, or a decrease to 50% mass. One point.

Minor Increase/Decrease: Up to a 200% increase in mass, or a decrease to 25% mass. Two points.

Major Increase/Decrease: Up to a 400% increase in mass, or a decrease to 10% mass. Four points.

Exalted Increase/Decrease: Up to a 1000% increase in mass, or a decrease to 1% mass. Eight points.

Godzilla/Atom Ant: Crush cities! Cause tidal waves just by wading! Or become a sentient flu germ or a flea with a Destructive Damage bite. Sixteen points.

_Vitality_

A measure of the raw physical power of the form: how hard it can land blows, how much it can carry, etc.

Double Vitality: Roughly twice as strong as an animal of comparable size. The equivalent of Chaos Strength. One point.

Immense Vitality: Capable of remarkable feats of strength. The equivalent of Amber Strength. Two points.

Incredible Vitality: _Way_ stronger than your average bear. The equivalent of a low-Ranked rating in Strength. Four points.

Epic Vitality: Toss boulders. Topple small buildings. Armwrestle Gerard and lose without having your arm torn off. The equivalent of a mid-Ranked rating in Strength. Eight points.

Exalted Vitality: Armwrestle Gerard and possibly give him a good run. The equivalent of high-Ranked rating in Strength. Sixteen points.

_Speed_

Covers how fast the form can run, fly, swim, etc using its natural means of movement. Energy forms, some of which can move at the speed of light, don't really need this, nor do Extra-Dimensionl forms that skip about from one reality to another in the blink of an eye.

Double Speed: Roughly twice as fast as a comparable animal form. Around 30 MPH. One point.

Engine Speed: Lets the form move fast enough to keep up with standard powered land vehicles like cars. About 75 MPH. Two points.

Racing Speed: The form can match bullet trains and race cars in sheer speed. About 200 MPH. Four points.

Airplane Speed: Can outrun, outfly or outswim a single-engine plane. About 500-600 MPH. Eight points.

Jet Speed: Capable of moving at something approaching the speed of sound. Sixteen points.

Enchancement - Water Walking: Some mechanism allows the creature to move over water, mud, swamp, and other unstable or fluid ground as though over normal terrain. One point.

Enchancement - Wingless Flight: The creature is capable of running upon air or flying through telekinesis or other means not requiring physical wings. Two points.

_Stamina_

How long the form can keep running, fighting, etc before needing rest.

Double Stamina: About twice as much stamina as an equivalent animal. Equal to Chaos Endurance when it comes to stamina. One point.

Amber Stamina: What it sounds like. Two points.

Tireless: The form can exert itself at full potential until it drops dead from exhaustion. Four points.

Needs No Rest: What it sounds like. It keeps going and going and going... Eight points.

Godlike Stamina: Needs no rest. Keeps going at full capacity despite any wound until actually killed. Sixteen points.

_Aggression_

The form's combat ability with its natural weapons, a combination of physical power and speed, and of battle instincts. Grants no tactical or planning ability.

Proficient: Better than an average creature at the use of their natural weapons, rather like a very well-trained guard dog. Grants the equivalent of Chaos Warfare with natural weapons. One point.

Skilled: Extremely good, good enough to kill any "normal" human easily and enough to be a threat to average Amberites. The equivalent of Amber Warfare in its area. Two points.

Master: Better than an Amberite. The equivalent of a low-Rank Warfare in its area. Four points.

Grand Master: Capable of going toe-to-toe with some of the less proficient Elders. The equivalent of mid-Rank Warfare in its area. Eight points.

Exalted: Might actually give Benedict some exercise before he wins. The equivalent of a high-Rank Warfare in its area. Sixteen points.

_Armour_

Purely a measure of resistance to physical damage, either from physical weapons or spells that attack using energy.

Resistant to Normal Weapons: Your average sword, arrow or other non-technological weapon won't even scratch the surface. One point.

Resistant to Firearms: Immune also to standard low-tech and medium-tech weapons like pistols, rifles and powerful crossbows. Also protected from explosions and fire. Two points.

Invulnerable: Immune also to high-tech energy attacks, lasers, very large explosions, and other nasty things. Four points.

Impregnable: Survive without a scratch the physical damage of large nuclear blasts, meteorite strikes, and other very nasty things. Eight points.

True Invulnerability: Cannot be hurt by physical means that do not draw upon one of the Primal Powers. Sixteen points.

_Weaponry_

The damage potential of the creatures natural weaponry. Enhancements to this can roughly cover such things as thefire-breathing abilities of dragons, manticore tail-spikes, etc.

Extra Hard: The natural weaponry can be used against stone, metal, etc without any risk of damage. One point.

Double Damage: Not only resistant to damage, but also inflicting more serious wounds than usual and with extra armour penetration ability. Two points.

Deadly Damage: Severely damaging weaponry, capable of killing a normal human being with a casual swipe or seriously wounding an unarmoured or unwary Amberite. Four points.

Destructive Damage: The natural weaponry may carry deadly poison, or may simply be incredibly powerful. Rips easily through even Invulnerable armour, almost always doing a serious wound. Eight points.

Apocalyptic Damage: Even Impregnable armour falls before this. Single hits can cripple or kill Amberites. Only armour forged somehow with Primal Power has a chance of resisting. Sixteen points.

Enhancement - Secondary Ranged Weapon : The creature has something (tail spikes, an acid spit) that can be used to attack a single opponent at long range. The damage is one rank below that of the primary natural armanents. One point.

Enhancement - Secondary Area Weapon : The creature has an attack (fiery breath, lobbing very large balls of acid spit) that can be used to attack a large number of opponents at long range, provided they're close together. The damage is one rank below that of the primary natural armaments. Two points.

Enhancement - Primary Ranged Weapon : As Secondary Ranged Weapon, except that the damage is equal to the primary natural armaments. Two points.

Enhancement - Primary Area Weapon: As Secondary Area Weapon, except that the damage is equal to the primary natural armaments. Three points.

Enhancement - Secondary Decimator : The creature has an attack (atomic Godzilla breath, the very largest dragon fire attacks) capable of destroying chunks of armies in one go. The damage is one rank below that of the primary natural armaments. Four points.

Enhancement - Primary Decimator : As Secondary Decimator, except that the damage is equal to the primary natural armaments. Six points.

FORMS OF POWER POWERS

_Psychic Abilities_

Some powerful creatures may display abilities such as telepathy, precognition and danger sense that aren't normally part of the standard human mind. The effectiveness of these abilities is generally dependent upon the Psyche of the shapeshifter. Each level includes the abilities of the level below it.

Psychically Sensitive: The form has a "feel" for psychic power. Powerful Psyches will stand out unless shielded, and it will be able to sense generally the use of magic, Trump, etc in the near vincinity. One point.

Danger Sense: The form can sense impending danger in a general way, although not from inanimate traps. Two points.

Minor Psychic Powers: The form is capable of a more focused danger sense, mild precognition and conversational telepathy (not enough to allow a Psyche battle). Four points.

Major Psychic Powers: Danger sense expands further to include sensing traps and other inaminate dangers. Precognitions can be frighteningly accurate. Telepathy can allow mind contact enough for a Psyche battle against any mind that can be sensed, and makes cross-Shadow telepathic contact and conversation possible with some effort. Eight points.

Exalted Psychic Powers: Danger sense and precognition are nearly always accurate and detailed. Can make multiple telepathic contacts in the same Shadow, and can make cross-Shadow contact with known minds with ease, as long as they're initially willing. Sixteen points.

_Psychic Defenses_

Creatures may have inhuman abilities that allow them to defend their minds against psychic attack or detection.

Psychic Neutral: The mind is cloaked and indetectable. Psychic communications are also cloaked. One point.

Psychic Barrier: The mind has a permanent and powerful resistance to Psychic contact, but cannot receive psychic contacts, or communicate psychically. This is thus incompatible with all Psychic Abilities above Psychically Sensitive. Two points.

Improved Psychic Barrier: As Psychic Barrier, but can be turned on or off, thus making it possible to receive or make psychic contact, or use danger-sensing abilities. Four points.

Psychic Void: The mind literally feeds upon and absorbs psychic attacks. It is also almost undetectable by any psychic means. Eight points.

Alien Psyche: The mind of the form is profoundly _different_ from a normal human mind. Its perceptions, thought processes and structure are so incomprehensible that any psychic contact with it risks the sanity and is almost impossible to maintain. No restrictions upon receiving or making psychic contact, but any contact made by the form can drive people of low Psyche into temporary or permanent madness. Sixteen points.

_Movement Through Shadow_

Some forms may be able to make their way through Shadow through some means. Each level includes the abilities of the level below it.

Shadow Trail: The form has the ability to "track" someone or something else through Shadow, sensing and following their trail. One point.

Shadow Path: The form can find its way, eventually, to any Shadow it has visited before. Ranges from Hellride speeds to extremely slow, depending on distance and familiarity with the route. Two points.

Seek In Shadow: The form can sense the route to a person, place or thing, and move through Shadow towards it. Tends to be slow, and often hit and miss. Four points.

Shadow Movement: The form can move more freely and faster in Shadow, finding better routes of movement to reach the intended destination and arriving more quickly. Eight points.

Shadow Walk: An ability to move through Shadow equivalent to that of an intitiate of the Pattern. Sixteen points.

_Control of Shadow_

Forms may be able to manipulate Shadow, the most powerful ones being as capable as a Pattern Intitiate or Logrus Master. Each level includes the abilities of the level below it.

Mold Shadow Stuff: Can change the features of inaminate Shadow objects. One point.

Mold Shadow Creatures: Can affect living creatures of Shadow, changing their attitudes and otherwise. Two points.

Mold Shadow Reality: With time, the creature can do the kinds of tricks a Pattern Initiate can: temporarily changing the "rules" of a Shadow, affecting probability, etc. Four points.

Mold Shadow Essence: An ability to manipulate Shadow equivalent to a Pattern Initiate. Can also do the kinds of tricks an Advanced Pattern Initiate can do, given time. Eight points.

Free Control of Shadow: Create new Shadows. Destroy ones you don't like. Mold Shadow like wet clay. Laugh at the puny Amberites with their mere Advanced Pattern abilities. Sixteen points.

_Healing_

Shapeshifters tend to have pretty astonishing healing abilities by themselves, but some FoP may have an even greater ability.

Rapid Regeneration: Slight wounds heal in seconds, more serious ones in minutes. Severed parts can be reattached in a few minutes, or regenerated from scratch in a few hours. Eight points.

Unkillable: Wounds close almost as soon as they're made. If struck a fatal blow, the wounds continue to heal, and the form is back on its feet as soon as they do. Primal Damage and Raw Chaos will kill it permanently, as will such drastic measures as flinging it into the heart of a star or into a nuclear reactor. Sixteen points.

_Magic Manipulation_

Creatures may have the ability to utilize magical energy to some degree, from merely being able to sense it all the way up to being able to manipulate it into extremely powerful effects. Each level includes the abilities of the level below it unless otherwise specified.

Magical Intuition: The form can see and feel the use of magic, detect magic users, etc. One point.

Magic Manipulation: The form can utilize magical energy for minor effects such as glowing lights for illumination, minor telekinesis, "magic missile"-type attack spells, and other little tricks. Two points.

Advanced Magic Manipulation: A greater ability to wield magical energy, allowing for flashy attacks using bolts or explosive balls of raw magical energy, sleep or confusion spells, and other magical abilities of considerable power. Four points.

Magical Well: The form cannot manipulate magical energy, but it's an expert at dissipating, grounding or negating any spells tossed at it. Does not include the abilities of lower levels. Four points.

Master Magic Manipulation: The form can shape raw magical energy into almost any effect of its choosing, given time. Eight points.

Magic Eater: Cannot manipulate magical energy, but can "eat" any spells aimed it or used in the nearby vincinity, and can also draw power from raw magical energy. Does not include the abilities of lower levels. Eight points.

Magic Domination: Almost absolute control of magic energy. Makes Doctor Strange look like a sissy. Can manipulate magic to the point where the abilities of your average human sorcerer are useless against it. Sixteen points.

GENERAL COMMENTARY ON FORMS OF POWER

Assuming a FoP is one of the most draining things for a shapeshifter. The longer the form is retained, the greater the chance of becoming lost in the persona of it, particularly for an Advanced or Exalted FoP. Thus, shapeshifters learn FoP with the intent of using them selectively and for brief periods: for a single battle, for a quick journey through Shadow, etc. FoP are not chosen as possible permanent states; they're exhausting, both physically and mentally.

When making lengthly journeys through Shadow in a FoP, the shapeshifter generally makes stops to rest in a natural or animal form for safety purposes. If something (pursuit, for example) makes this impossible, the chance exists that too long in a FoP will begin to warp or even permanently change the shapeshifter's mind. Shapeshifters learn to recognize the subtle changes of perception that are the first sign that a FoP has been retained too long.

Forms of Power are generally learned through intensive study of the creature, including Psychic contact, and are not easily come by, particularly the more powerful ones.

SHAPE SHIFTING--Partial Powers Writeup

Basic Forms Shapeshifting: 5Shapeshifting: 35Advanced Shapeshifting: 65Master Shapeshifting:Exalted Shapeshifting: 125

Basic Forms shapeshift Pick one of the following four options [5] Amberite, optional [5] Chaosian, mandatory

[5] Black Zone, mandatory [3 for 2 forms or 5 for 3 forms] Shadow PC [1-5] Enhance Basic Forms [optional--Not a standard part of Basic Shapeshifting, but available if you want to spend the extra points] [3] Additional Basic Forms past the first 3 [optional--Not a standard part of Basic Shapeshifting, but available if you want to spend the extra points] [5] Shift Body Parts [5] Shift Wounds [5] Shape Shift Features [5] Automatic Shape Shift; Involuntary Primal Form Access [5] Primal Form [Need minimum two forms] [3] Shift Persona [2] Shift Aura [5] Basic Creatures of Blood [5] Advanced Creatures of Blood [5] Master Creatures of Blood [5] Exalted Creatures of Blood [5] Shape Shift Others [5] Imbue with Power [5] Possession [5] Shift to Animal or Plant Shapes [5] Shift Anatomy and Structure, Shift to Animal Abilities [5] Absorb and Eject Mass [5] Shift to Standard Creatures of Power [10] Advanced Creatures of Power [10] Master Creatures of Power [10] Exalted Forms of Power

-----http://www.thekeep.org/~wombat/AmberRPG/index.html