Costs & Powers-Jeweled Amber

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High Order Initiations act and react in different ways. They can be accessed and used in different ways. They drain the psyche of the holder in different ways

Precedence of Powers

Precedence of Powers These are the various levels of relative powers.

Powers of the Patterns of Amber and Avalon

  • 50 pips Basic Imprint: Frame can hold 12 spells of any power level with great power.
  • 75 pips Advanced Imprint:Frame can hold 18 spells of any power level with great power.
  • 100 Pips Master's Imprint: Frame can hold 24 spells of any power level with great power.
  • Sigil can defend against direct magical attacks.
  • Holders of a pattern imprint may walk in shadow by force of imaginative willpower.
  • The Sign of the Pattern can be used defensively.
  • The pattern can empower high order sorcery. It also empowers a wide variety of Low Order magical systems through proxies in shadow.
  • The pattern rarely manifests. It has been known to work through pattern ghosts on rare occasion.
  • Assaying the pattern will erase magical damages, derangements, bindings, and other magical effects. It will restore memory lost and cause any wound to stabilize.

Versions of the Amber Pattern

In Order:

  • Primal
  • Dungeon of Castle Amber
  • {Location still secret}
  • Remba
  • Castle of Arden
  • {Location still secret}
  • Tirna no'gath
  • Fantalin Hall of Treasures
  • Diego Raks
  • Throne Room of Diaga
  • Vulsara
  • Rue Katal
  • Veksdale

Versions of the Avalon Pattern

Additional Powers of the Imprint of Amber

Additional Powers of the Imprint of Avalon

Low Order Avalon Imprint

2 Basic Sigil Imprint: Low Order Inscription.High Order Spell Slots (2): Low Order Spells (12); cumulative: Holder and Casting Frame.

    • 12 1st circle or 6 2nd circle or 4 3rd circle or 3 4th circle or 2 6th circle or a mixture equal to no more than 12 cumulative Spell Levels

5 Advanced Sigil: Low Order Inscription

12 Low Order Sigils of Avalon exist on the Fort Garland world.

Broken Pattern

Broken Patterns are shadows of the pattern that are missing significant parts of the inscriptions.

  • 10 pips. Basic Imprint  : Frame holds 8 spells
  • 20 Advanced Broken Pattern Imprint  : Frame holds 12 spells
  • 40 Master Broken Pattern Imprint  : Frame holds 16 spells


Shade Patterns

Shade Patterns are graded by a percentage based on their proximity or correspondence to the true pattern. These percentages to not relate to the similarity of people or circumstance but to the power level of the two patterns in comparison.

York

is a primal pattern in a shade where the pattern of Amber was destroyed.  However it was a 99.9% True shade. 

Ambir

is a 99.5% true shade. Frame can hold 12 spells of any power level with great power but lesser then the Amber Pattern

Amboila

is a 50% True Shade

Agolith

is 90%c True Shade. Its difference is everything is half size.

Plymouth

is a broken Squiggle on the York Shade level

Assaying Plymouth if not called

  • 20 pips Basic Imprint  :1 Major & 2 Minor
  • 40 Pips Advanced Imprint  :2 Major & 4 Minor
  • 80 Pips Master Imprint  :4 Major & 8 Minor

If Called

  • 3 pips Basic Imprint:3 Major & 2 Minor
  • 6 Pips Advanced Imprint:6 Major & 4 Minor
  • 12 Pips Master Imprint:12 Major & 8 Minor

Ambir

  • 40 pips. Basic Imprint  : Frame holds 12 spells
  • 80 Advanced Pattern Imprint  : Frame holds 18 spells
  • 160 Master Pattern Imprint  : Frame holds 24 spells

Amboila

  • 25 pips. Basic Imprint  : Frame holds 8 spells
  • 50 Advanced Broken Pattern Imprint  : Frame holds 12 spells
  • 100 Master Broken Pattern Imprint  : Frame holds 16 spells

Agolith

  • 25 pips. Basic Imprint  : Frame holds 8 spells
  • 40 Advanced Agolith Pattern Imprint  : Frame holds 12 spells
  • 70 Master Agolith Pattern Imprint  : Frame holds 16 spells

Less spells but the power levels are the same as full power..

Power Words

1. Power Word {NOGTZ!}: Magic Negation

This spell allows the disruption of gathering magical energies. As a Sorcerer casts a spell, or releases a stored spell, the Power Word disrupts the elegant structure of a spell and renders it useless. If used fast enough it can also fizzle trap spells or wards before they are unleashed. The more powerful the Psyche of the invoker of the Power Word, relative to that of the source of the Magic, the more effective it will be. It can also be used to neutralize active magic, including shields and wards, and other things charged with magical energies.

2. Power Word {POLRZ!}: Chaos Negation.

Used only against yourself. It works internally, inside your own body, as self protection. Defends against destructive changes to your person that might be rendered by the Logrus, or by other damaging Chaos attacks.

3. Power Word {SHAGSK!): Psychic Defense.

Creates a burst of internal Psyche, enough to disrupt any contact that you are involved in. Also works great against the pressure of others trying to break into your mind. Lasts only for a second but very useful against unexpected attacks during times of psychic contact, or, for example, during a trump call.


4. Power Word {ASKIIR!}: Psychic Disrupt.

Directly affects the creature. Naming the target, especially with its "true name" ("Merlin Askiir!") makes it much more effective. It works to disrupt the concentration of the victim. So, someone with the Logrus or Pattern brought to mind, or someone in a tenuous Trump contact, would lose their focus and have to start over again. Likewise someone casting magic would be interrupted. Against a "named" target it will work no matter what the difference in Psyche. Used without a name, it is possible that the object of the Psychic Disrupt, if superior in Psyche, will be unaffected. Repeated use of the Psychic Disrupt Power Word, against the same opponent, will become less and less effective. Having once felt its effect, the victim can brace for subsequent attacks.


5. Power Word {KROLAK!}: Neural Disrupt.

Directly affects a creature, throwing off their coordination, and causing them to twitch or flinch involuntarily. This is best used in a critical moment of battle, changing the Warfare situation for a moment. Out of combat it works if you need to grab something away from somebody, knock them over, or do something where a momentary break in their coordination comes in handy. Naming the target, like "Oberon Krolak!" makes it effective against that opponent. If the target is unnamed, then the user of the Power Word must have a superior Psyche. After the first time, it's possible for victims to steel their mind against the Power Word, and resist it's effects.


6. Power Word {LIEVZ!}: Lifeforce.

This power word generates a burst of living energy in the target. Doesn't actually have enough time to do any healing, but does break destructive anti-life energies. Also functions well as a "wake up call" for those who are sleeping or unconscious. It's also useful in certain medical emergencies, where the heart, lungs or brain may have "seized" up momentarily. The target will feel "good" briefly, as if they were in the peak of health, regardless of their true condition.


7. Power Word {SCHANG!}: Resume True Form.

This is a command that forces a person or thing to go back to their true form. It is only effective on things that are not currently in their proper shape. It's really useful ir. dir.pelling magical alterations in just about anything. Shape Shifters, and things with the power of Shape Shifting, can resist the effects, but only with effort. If used against an unnamed target the caster will need a Psyche advantage. However, even if the Power Word fails, it is likely that any shape-shifted subject will have reacted in some way. Repeated use against the same opponent will be gradually less and less effective.


8. Power Word {FORTZ!}: Defensive Luck.

Creates an instant of fortunate karma, sort of like a small dose of "Good Stuff." Results will be either fortunate events for the caster, or minor accidents befalling the opposition. It can only be used once in any given combat location. It is best used when some event seems to be dependent on chance. For example, it's timely to use it just as the enemy's foot is about to touch down on a patch of ice.

9. Power Word {LEGANT!}: Pattern Negation.

As with Chaos Negation, it's something you cast against yourself. Works internally as protection against the influence of Pattern.

10. Power Word {VOILE!}: Pain Attack.

Gives a "jolt" of pain to the person or creature at which it is directed. The momentary pain is a distraction, but does no real damage. Named victims are affected, regardless of Psyche. However, if the victim is not named, then resisting is possible for opponents with a superior Psyche. The main effect is one of surprise, so using it more than once against tough opponents is pretty useless. On the other hand, wimpy or cowardly victims can be driven into helpless terror by repeated uses.


11. Power Word {JASK!}: Trump Disrupt.

Can be cast against a Trump card, instantly blocking any active connection. Used either against a card in the caster's hand, or, by pointing, at a nearby card. If the caster is receiving a Trump contact, where the other party is holding the card, it can be cast through the contact. In this latter case, it will succeed only if the caster has Psychic superiority. Only works against a card that is currently in use, not a similar card in another deck.


12. Power Word {MAGIQUE!}: Process Surge.

In any process (fire, magic, pattern, etc.) this adds an extra burst or push. For example, casting it on a working auto engine would give it a quickie burst of extra power. A campfire would briefly flare up. The most it can do is double the energy exchange rate of the normal reaction.


13. Power Word {QU1MK!}: Process Snuff. Momentarily dampens whatever is affected. Throwing it at a car's engine would cause it to slow slightly, or even stall out. A campfire would dim, but a flickering candle flame would likely go out altogether. The effect is to dampen the reaction rate down momentarily.


14. Power Word {OMBRE!}: Shade. Adds to the darkness of all shadows in an area. The effects are spooky, frightening, scary and forbidding, but with no real effect. Basically used to disorient and confuse.


15. Power Word {LUUM!}: Light Strobe. Releases a bright "strobe" or burst of white light. Can emit from the character speaking the Power Word, or from an object that is being touched. Useful in temporarily blinding an opponent (at least the first time), but pretty useless for illumination.


16. Power Word {AFLAK!}: Spark. Creates a single spark, like that generated when a match is first struck. Only lasts a moment, but it's enough to start a fire, ignite something, or, against a living creature, cause a bit of pain. Spark must be generated at a fingertip, or somewhere on the caster's body.


17. Power Word {HURG!}: Burst of Magic. Generates a "pulse" of magical energy, either inside the caster's body, or at some point outside of it (the fingertip, for example). Sometimes useful for activating magical items. Definitely visible as a "flare" of magic for anyone observing with mystic Logrus sight or by other means of detection.


18. Power Word {MARSK!}: Weaken Structure. Temporarily weakens the molecular structure of an object. Works best on rigid objects made of metal, stone, glass, and plastic. It's ineffective against organic material, including flesh, bone, wood, cotton or wool cloth, and most rope. Won't work against magic or mystic items. Timing is important when using this Power Word, as it is best used at the exact moment of impact. For example, so an enemy's weapon or armor might shatter when struck.


19. Power Word {HAGGK!}: Thunder. The Power Word, as spoken, is transformed into the sound of thunder bolt, just as if a stroke of lightning banged right from the caster's mouth. Loud, with a sound that carries, and startling. About the worst damage possible is temporary deafness if shouted directly into the ear of a victim.


20. Power Word {ZZAAQ!}: Burst of Psyche. The caster's Psyche is boosted, just for an instant. This may be enough to assist at a critical moment of an attempted Trump call, or during a Psychic battle. It also serves to brighten the character's Psyche, so that an observer will notice the character.

pw work

Mark of Mandalay

  • 50 (15 granted) pips Basic Imprint: Frame can hold 12 spells of any power level with great power.
  • 80 (30 Granted) pips Advanced Imprint:Frame can hold 18 spells of any power level with great power.
  • 100(60 Granted) Pips Master's Imprint.: Frame can hold 24 spells of any power level with great power.
  • Permission to assay the Mark must be given by Ygg and Adrian. Once permission is given assaying the inscription is effortless.
  • Wearers of the Mark have extensive nature-oriented powers.
    • They may encourage to health any sick plant.
    • They may cause a plant to grow quicker depending on the psyche of the wielder.
    • A wielder may purify water. They may cause water to become a liquid appropriate substance for a specific plant.
    • A wielder may quench a natural fire. May cause fingertip fires.
    • A wielder can cause a seed to germinate regardless of the specific and even usual circumstances required by the plant.
    • A wielder may draw water from a plant.
  • Sign of the Mark can defend against direct magical attacks.
  • Holders of a mark imprint may walk in shadow by force of imaginative willpower.
  • The Sign of the Mark can be used defensively.
  • The Mark can empower high order sorcery. It also empowers a wide variety of Low Order magical systems through proxies in shadow.
  • The Mark rarely manifests. It has been known to work through pattern ghosts on rare occasion.
  • Wearer of the Mark may oder any food the wish from the Hub of Ygg or any of its satellite units.

Squiggle

Sigil of Bursain

  • 10 pip Basic Imprint. Frame can hold 8 Minor Spells and 4 Major Spell
  • 20 pip Advanced Imprint. Frame can hold 12 Minor Spells and 6 Major Spell
  • 40 pip Lord's Imprint. Frame can hold 16 Minor Spells and 9 Major Spell
  • The can direct a fire based attack powered to half its wielder's pysche. 1' wide.
  • It can direct an earth based attack of 4' in diameter equal to the psyche of hte wielder, Available earth matter must be available.
  • It can funnel tornado attacks.
  • It can funnel water based attacks. it can funnel water like a stream.
  • It can create a screen against magical attacks.

Azcala

  • 20 pip Basic Imprint. Frame can hold 8 Minor Spells and 4 Major Spell
  • 40 pip Advanced Imprint. Frame can hold 12 Minor Spells and 6 Major Spell
  • 80 pip Lord's Imprint. Frame can hold 16 Minor Spells and 9 Major Spell

Regor

  • 20 pip Basic Imprint. Frame can hold 8 Minor Spells and 4 Major Spell
  • 40 pip Advanced Imprint. Frame can hold 12 Minor Spells and 6 Major Spell
  • 80 pip Lord's Imprint. Frame can hold 16 Minor Spells and 9 Major Spell
  • Wearer of the Regor imprint are immune to cold damage and effects except flash freezing.

Trasidy

  • 10 pip Basic Imprint Frame can hold 8 Minor Spells and 4 Major Spell
  • 20 pip Advanced Imprint Frame can hold 12 Minor Spells and 6 Major Spell
  • 40 pip Lord's Imprint Frame can hold 16 Minor Spells and 9 Major Spell
  • Holders of the Trasidy Imprint can find Trasidy shadow Rooms, pocket dimensions, and see hidden transport doors.

Alamond

  • 10 pip Basic Imprint Frame can hold 8 Minor Spells and 4 Major Spell
  • 20 pip Advanced Imprint Frame can hold 12 Minor Spells and 6 Major Spell
  • 40 pip Lord's Imprint Frame can hold 16 Minor Spells and 9 Major Spell

Pócaí

  • 5 pips Basic Imprint: 2 Major, 8 minor spells
  • 10 Pips Advanced Imprint'
  • 20 Pips Master Imprint

Atlantis

  • 10 Basic Imprint
  • 20 Advanced Imprint
  • 40 Master Imprint

Imprint of Atlantis donates Limited Shapechange to one who assays it and does not have the power. It adds 15 pips to the Shapechange Power of a walker with the ability to a total of 35.

Adagalasck

  • 30 pip Basic Imprint Frame can hold 8 Minor Spells and 4 Major Spell
  • 60 pip Advanced Imprint Frame can hold 12 Minor Spells and 6 Major Spell
  • 120 pip Lord's Imprint Frame can hold 16 Minor Spells and 9 Major Spell

The imprint of Adagalasck makes one a "Rover" able to enter stairs and lead others onto them.

  • The imprint of Adagalasck does not create Trumps in a normal manner. A ritual is performed to create a holographic image in a glass ball the size of a golf ball. Contact can be made and transfers occur.

Talwas

The squiggle of Talwas is a sentient and active inscription. It will not allow people to assay it against its permission. It choses if someone, access it with Advanced powers. It offers a Lord's Imprint when i chooses.

  • (10) pip Basic Imprint. Frame can hold 4 minor non-offensive spells. 2 Minor Spells and 1 Major Spell.
    • This imprint is only worn by those born in Talwas. It is granted when their parents present the newborn to the Squiggle to regard it.
  • 20 (10 Granted)pip Advanced Imprint. Frame can hold 8 minor non-offensive spells. 4 Minor Spells and 2 Major Spell.
  • 40 (20 Granted)pip Lord's Imprint. Frame can hold 12 minor non-offensive spells. 8 Minor Spells and 4 Major Spell
  • Outside Talwas the Frame of Talwas hold half as many spells as they do in realm.
  • The Talwas imprint can not empower trumps.

Cantrips

Cantrip Costs and Acquisition

  • Human Psyche allows one to memorize 4 cantrips
  • Chaos Psyche allows one to memorize up to 12 cantrips.
  • Amber level allows one to memorize 20 cantrips.
  • Psyche Pips Each 5 Points of Psyche allow 4 more cantrips to be memorized. Learning a new cantrip over ones limits causes the memory of another to erode.

Logrus

  • 45 pips Basic Logrus Imprint: Frame can hold 12 spells of any power level with great power.
  • 90 pips Advanced Logrus Imprint':Frame can hold 18 spells of any power level with great power.
  • 180 Pips Master's Logrus Imprint: Frame can hold 24 spells of any power level with great power.
  • To assay for a 'Basic Imprint one must have have the power of shape-change in order react to the changing nature of the construct. Using an artifact does not work since the artifacts would be disassembled by the experience.
  • To assay for an Advanced Imprint one must have the power of shape-change at an advanced level.
  • To assay for a Master's Imprint one must have shape-change at a Master level.

Holders of a Logrus imprint may walk in shadow by extending tendril along lines of possibility. This differs from Shadow walking in the manner of pattern imprint holders by questing along extremely detailed specific desires and leaves not shadow trail to be followed.

The Sign of the Logrus can be used defensively.

The Logrus is an egotistical creation. It does not interact well with other imprints in a wielder and tries to override them if they are used.

The Logrus can empower high order sorcery. It also empowers a wide variety of Low Order magical systems through proxies in shadow.

The Logrus can manifest anywhere in Chaos and anywhere in Shadow in the presence of an imprint wielder.

Assaying the Logrus will erase magical damages, derangements, bindings, and other magical effects.

Woven Logrus

A Woven Logrus is a vision of the Logrus with significant portions that do not writhe as the images of the Logrus do. They have a portion of Order in their chaos.

  • 25 pips Basic Logrus Imprint: Frame can hold 12 spells of any power level with great power.
  • 40 pips Advanced Woven Logrus Imprint:Frame can hold 18 spells of any power level with great power.
  • 80 Pips Master's Logrus Imprint: Frame can hold 24 spells of any power level with great power.
  • To assay for a 'Basic Imprint one must have have the power of shape-change in order react to the changing nature of the construct. Using an artifact does not work since the artifacts would be disassembled by the experience.
  • To assay for an Advanced Imprint one must have the power of shape-change at an advanced level.
  • To assay for a Master's Imprint one must have shape-change at a Master level.

High Order constructs not created by the Jewel of Judgment

Mal at Reiss

Mal at Reiss Imprint

  • Imprint-10 pips. 2 to 8 spells depending on power level
  • Advanced Imprint 20 pips. 5 to 15 spells depending on power level
  • Master Level Imprint-40 pips. Must assay the Sigil in Cogswell Manor9 to 18 spells depending on power level.
  • Sigil Master-80pips. Must have Master Level Imprint, and create a Mal at Riess construct.

Paragon

Lots of stuff. See the page

  • 5 Pips Basic Imprint of Paragon. 24 Spells Major
  • 10 Pips Advanced Imprint of Paragon.

Arden Stone

Powers of the Arden Stone

  • 5 Basic Imprint: Hang 1 major and 6 minor spells. Communion with local Nature.
  • 10 Advanced Stone Imprint: Hang 2 major and 12 minor spells. Communion with local Nature.
  • 20 Master Stone Imprint: Hang 4 major and 12 minor spells. Communion with local Nature.
  • 40 Primal Stone Imprint: Hang 8 major and 24 minor spells. Communion with local Nature.

Roseque

Powers of Roseque

  • 10 basic: Frame:1 Major, 4 minor.
  • 20 Advanced: Frame:2 Major, 6 Minor.
  • 30 Master. : Frame:3 Major, 8 Minor.

The sigil is a minor one but does include adding the world of Roseque to the Dukes personal shadow.

  • The power of the holders of the Sigil is to detect differences in quality and chemical make up in natural items. Strength, longevity, purity, and other characteristics can be determined. Personal taste may influence these things but mostly the ability reflects the main elements.


  • a server using the Sigil frame is using a seriously underpowered sigil. It is a poor frame for combat or protection spells.
  • Roseque is a poor defensive lens. But it is a good investigative one.

Pattern of York

  • 30 Basic Imprint. 12 slot Frames of any type
  • 60 Advanced imprint
  • 120 Master Imprint

Sigil of Plymouth

Assaying Plymouth if not called

  • 20 pips Basic Imprint  :1 Major & 2 Minor
  • 40 Pips Advanced Imprint  :2 Major & 4 Minor
  • 80 Pips Master Imprint  :4 Major & 8 Minor

If Called

  • 3 pips Basic Imprint:3 Major & 2 Minor
  • 6 Pips Advanced Imprint:6 Major & 4 Minor
  • 12 Pips Master Imprint:12 Major & 8 Minor

The Sigil allows awkward shadowwalking abilities from the York Shade levels and below.

High Order Sorcery and Conjuration can be used with the Plymouth Squiggle though their power level is substantially below those of Amber level constructs.

Plymouth Trump tend to be fragile and de-magic after a few years. They work better if drawn to only be contact trumps though they fade in time as well

Low Order Shadow Magic