Sorcery in Jeweled Amber

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Sorcery is the power to manipulate the forces of the universe using a High Order Construct such as the Pattern. Not all High Order Constructs can empower sorcery.

The effectiveness of spells is based on the High Order Construct they channel such as Patters, Marks, Squiggles, and other High Order Constructs.

Most sorcerers can memorize one spell. Otherwise a spell must be encanted in its entirety to cast. High Order Constructs allow a orceror to raise a Frame to 'Hang' spell on for eaier use/

Sorcerers create a Frame and which they hang elaborate spells, leaving off a few elements calledLynchpinsto cast the spell. Lynchpins are key phrases and gestures that allow a spell taking hours to cast to be cast in second from a saved or "hung" spell.


Costs[edit]

  • Basic Sorcery 15 pips
  • Advanced Sorcery 30 pips
  • Mastery Sorcery 60 Pips
  • Paramount Sorcery 120 Pips.

Spells[edit]

  • Mind Touch
    • Base Casting Time: Thirty Minutes
    • Lynchpins: Additional five minutes casting time each. Name/Description of Subject, Name of Caster's Current Shadow location, Name of Subject's location in Shadow, Duration (Optional), Dispel Word (Optional).
  • Quell
    • Base Casting Time: One Hour
    • Lynchpins: Additional ten minutes casting time each. Name/Description of Subject, Magic of Shadow, Duration (Optional), Dispel Word (Optional). Can be modified to affect any natural bodily function of the victim, either speeding up or slowing natural processes.
    • Variations: Disimpaction: causes sudden and explosive disimpaction and urination.
  • Cardiac Arrest
    • Base Casting Time: One Hour
    • Lynchpins: Additional ten minutes casting time each. Name/Description of Subject, Magic of Shadow, Duration (Optional), Dispel Word (Optional).
  • Stone Binding
    • Base Casting Time: One and a half Hours
    • Lynchpins: Additional fifteen minutes casting time each. Name/Description of Subject, Magic of Shadow, Duration (Optional), Dispel Word (Optional).
  • Invisibility
    • Base Casting Time: One Hour.
    • Lynchpins: Additional ten minutes casting time each. Name/Description of subject, Magic of Shadow, Degree of Invisibility, Duration (Optional), Dispel Word (Optional).
  • Strength Drain
    • Base Casting Time: Two Hours
    • Lynchpins: Additional twenty minutes casting time each. Name of Subject, Magic of Shadow, Duration (Optional), Dispel Word (Optional).
  • Bodily Defense .
    • Base Casting Time: One Hour.
    • Lynchpins: Additional ten minutes casting time each. Name/Description of Subject, Magic of Shadow, Duration (Optional), Dispel Word (Optional), Protection Range (Naming Magic, Pattern, Logrus, Trump, or any combination).
  • Defensive Shield
    • Base Casting Time: One Hour
    • Lynchpins: Additional ten minutes casting time each. Magic of Shadow, Placement of Shield, Dimensions of Shield, Shape of Shield (Optional, will be square unless otherwise defined), Limits of Effectiveness (name the forces it blocks - Optional), Duration (Optional), Dispel Word (Optional).
  • Magical Drain .
    • Casting Time: One Hour
    • Lynchpins: Additional ten minutes casting time each. Magic of Shadow, Placement of Hole, Drain Exit (can be simply into the ground, or dispersed, or off to another Shadow location), Area of Drain Effect (Optional), Duration (Optional), Dispel Word (Optional).
  • Defensive Psyche Ward .
    • Casting Time: One Hour
    • Lynchpins: Additional ten minutes casting time each. Magic of Shadow, Line of Ward (Touch, the caster must actually move a finger or pointer, tracing the line or boundary of the Ward's limits), Unattended (Optional), Linked (Optional), Name of Link (Optional - only if Linked), Duration (Optional), Dispel Word (Optional).
  • Defensive Material .
    • Casting Time: One Hour
    • Lynchpins: Additional ten minutes casting time each. Magic of Shadow, Name of Object, Duration (Optional), Dispel Word (Optional). SUMMONING MAGIC SPELLS Although summoning spells can be used for a variety of things, they are most often used offensively, to draw objects and forces out of Shadow as weapons.
  • .Lightning Bolt
    • Casting Time: One Hour
    • Lynchpins: Additional ten minutes casting time each. Direction of Conductive Channel, Distance of Channel (Optional), Magic of Shadow, Trigger.
    • Variations: Fire bolt, Cold Bolt
  • Pressurized Lava .
    • Casting Time: Thirty Minutes
    • Lynchpins: Additional five minutes casting time each. Magic of Shadow, Hand Motions (gestures are used to specify the location of the opening, and the tilt of the hands show the angle through which the lava will exit), Size of Lava Chunk, Trigger. Variations: Any fluid material under pressure can be substituted for the lava. For example, sea water or fresh water taken from the depths, rain or wind from a Shadow with great air pressure, even liquid sulphur, mercury or white-hot iron.
    • Variations:
      • Malvern Hill: Spell opens to a prearranged collection of Vulcan Cannons, laser designated to fire when the portal opens. This can deliver munition but the firing location must be specially arranged.
  • Replicate Shadow Object .
    • Casting Time: Thirty Minutes
    • Lynchpins: Additional five minutes casting time each. Name of Object, Magic of Shadow, Living or Dead (Optional), Duration (Optional), Dispel Word (Optional). This is a creation spell not a conjuration spell.
  • Self-Teleport.
    • Casting Time: Thirty Minutes
    • Lynchpins: Additional five minutes casting time each. Magic of Shadow, Name of Destination **Variations:
      • Transport with Possessions (Optional, the caster will bring along possessions, and anything loose that is being grasped, up to about a ton, but it won't work if the caster is chained or attached to something really large),
      • Transport without Possessions (Optional, the caster will arrive naked, leaving all possession behind, but escapes bindings, chains, or the grasp of any hostile).
  • Twin Transmission

This is Merlin's improvement over Julia's Special Delivery spell (see Julia’s Book of Spells). As a piece of sorcerer's bravado, Merlin took the original spell and improved upon it, increasing the volume of material summoned, and also doubling the effect, so that it works in two parts.

    • Spell Type: Summoning.
    • Casting Time: Forty-Five Minutes.
    • Lynchpins: Additional five minutes casting time each. Magic of Shadow, Name of Shadow Destination, First Component Type (Optional, unless specified the result will be a mixed bouquet), First Trigger Gesture, Second Component Type (Optional, unless specified the result will be a load of manure), Second Trigger Gesture, Quantity (Optional).
  • Trump Image Enhancement

The simplest form of Trump enhancement merely provides extra energy for making a Trump contact. This is, in effect, a burst of Psyche, like the Power Word of the same name. It can also be useful for breaking a Trump contact, or defending oneself against psychic attack, including one which accompanies an invasive spell.

    • Spell Type: Invasive.
    • Base Casting Time: Thirty Minutes.
    • Lynchpins: Additional five minutes of casting time each. Name/Description of Trump Subject, Magic of Shadow.
  • Light

There are a variety of light spells. These vary from simple, momentary flashes, to floating balls of light that follow the caster wherever he or she may go, anchored with a tether of magical force. Most mages have favorite light spells, often very distinctive. Type: Summoning.

    • Base Casting Time: Thirty Minutes.
    • Lynchpins: Additional five minutes of casting time each. Description of Target Location, Magic of Shadow, Duration, Constant Position Relative to Target Object (Optional), Color (Optional), Dispel Word (Optional).
  • Levitate

An extremely complex and difficult spell. Once the spell is released, the caster concentrates, and rises up into the air. It's possible to fly forward, backward, bank and turn, etc. The only danger is, if the caster’s concentration slips, even for a moment, the spell is lost, and the caster will fall like a rock. This will almost certainly happen if anyone hits the caster, either physically or with a spell. Sometimes, just yelling at the caster will do it; anything that causes startlement. Even the impact of the caster hitting someone else can shatter the spell; it's very hard to fight while levitating, and the use of any powers—even triggering a Trump—is impossible. Levitate can be cast on someone else but it’s unlikely another person will know how to control the levitation. Unless one knows the spell, or has been ‘briefed” with a Psychic contact nothing is likely to happen. However, the one who levitates can carry along anything or anyone he or she is able to lift. People who are carried don’t have to concentrate.

    • Spell Type: Invasive.
    • Base Casting Time: Three Hours.
    • Lynchpins: Additional ten minutes of casting time each. Name description of Target (Optional), Magic of Shadow.
  • Giant’s Slap

The caster claps his or her hands, and a magical force ‘slaps" the impact point. The degree of force can be greater or less, depending on how hard the hands are clapped: it tan be gentle enough to simply knock over a table, or hard enough to bash in a heavy door.

    • Spell Type: Summoning.
    • Base Casting Time: Thirty Minutes
    • Lynchpins: Additional five minutes of casting time each. location of Impact, Magic of Shadow.
  • Visionary Persona

The caster gestures at someone, and visualizes their desired appearance. At once, they appear in that fashion, and this will last for several days, unless canceled. The spell can be cast on oneself, or on another person. It’s only an illusion.

    • Spell Type: Summoning.
    • Base Casting Time: Thirty Minutes
    • Lynchpins: Additional five minutes of casting time each. Name/Description of Target, Name/Description of New Appearance, Magic of Shadow, Duration (Optional), Dispel Word (Optional).
  • Animate Inanimate

This spell allows the caster to grant motion to otherwise immobile objects. Trees, furniture, rocks. if it is not secured to the ground it will attempt to move as if it was a living creature:A chair walks on its legs, chest wobbles on its corners, a tree on it roots if it has been uprooted. a rock rolls. .

    • Base Casting Time: 90 minutes
    • Lynchpins: Additional five minutes of casting time each. Name/Description of Target, Name/Description of New Appearance, Magic of Shadow, Duration (Optional), Dispel Word.
  • Uproot Tree

The caster can uproot trees not held magically in place.

    • Spell Type: Summoning.
    • Base Casting Time: One Hour.
    • Lynchpins: Additional ten minutes of casting time each. Target.
  • Icy Path

The caster points in a line along the ground, and a sheen of slippery ice forms along that path.

    • Spell Type: Summoning
    • Base Casting Rime: Thirty Minutes
    • Lynchpins: Additional five minutes of casting time each. Directional Guide Word, Range Guide Word, Magic of Shadow, Dispel Word (Optional).
  • Gravedigger

Requires actual ground. For example, it will not work on solid rock, or in Tir-na Nog'th. The caster points at the ground, and the earth flies up and forms a mound to one side, leaving a trench about three feet by seven feet, and six feet deep. Designed as a gesture of intimidation.

    • Spell Type: Summoning.
    • Base Casting Time: One Hour
    • Lynchpins: Additional ten minutes of casting time each. location of Target Area, Magic of Shadow.
  • Fourth of July Spell

The caster points at a location, anywhere within sight but usually in midair. Immediately, a whole series of bright, multicolored fireworks flood out from that central point, filling the area with bright flashes of color, accompanied by loud bangs and whistles.

    • Spell Type: Summoning.
    • Base Casting Time: One Hour.
    • Lynchpins: Additional ten minutes of casting time each. Location of Target Area, Magic of Shadow, Directional Guide Word, Range Guide Word, Size of Display, Duration (Optional), Dispel Word (Optional).
  • Fire Fountain

The caster can point, and a literal fountain of burning liquid spurts from the pointing finger. This is rather like a magical flame thrower. The burning liquid continues to jet forth for a maximum of thirty seconds. It will stick to skin, scales, clothing, etc., and continue burning for several minutes.

    • Spell Type: Summoning.
    • Base Casting Time: One Hour.
    • Lynchpins: Additional ten minutes of casting time each. Magic of Shadow, Duration (Optional), Dispel Word (Optional).

Variations: The caster points at the ground, anywhere within sight range, and the fountain will spring up from that point. This version requires an additional Iynchpin—Location of Target Area.

  • Falling Wall

A square area of force forms wherever the caster directs, limited only by the caster's range of sight. The ‘wall’ forms parallel to the ground, and then falls with the same amount of force as if it had been a foot-thick brick wall. Normally, the Falling Wall disappears when it hits the ground. If something prevents it from doing so, it will strain against whatever is holding it up for about thirty seconds, and then disappear.

    • Spell Type: Summoning.
    • Base Casting Time: One Hour.
    • Lynchpins: Additional ten minutes of casting time each. Location of Target Area, Directional Guide Word, Size of Wall, Magic of Shadow.
  • Evict Possessing Entity

Drives away a spirit or disembodied intelligence, forcing it out of the possessed body.

    • Spell Type: Invasive.
    • Base Casting Time: Thirty Minutes.
    • Lynchpins: Additional five minutes of casting time each. Name/Description of Target, Magic of Shadow.
  • Blade Venom

A handy combat spell, used to coat a blade or point with a poisonous substance. While it's usually used in the Courts of Chaos to make weapons effective against Shape Shifters, other kinds of poisons can be specified.

    • Spell Type: Summoning.
    • Base Casting Time: Thirty Minutes.
    • Lynchpins: Additional five minutes of casting time each. Magic of Shadow, Size of Blade (Optional, if not specified it will cover the size of Merlin’s favorite blade style), Type of Poison (Optional, if not specified the poison will be an acid that burns flesh and prevents the rapid healing of a shape shifter or regeneration).
  • Well of Blackness

Blocks off all of the target’s senses, leaving them alone in blackness and utter silence. Targets with Human psyche may be driven insane if this spell is kept on them long enough; targets with higher psyche are merely inconvenienced (and may, in fact, be able to locate their opponents using other "senses’).

    • Spell Type: Summoning.
    • Base Casting Time: One Hour
    • Lynchpins: Additional ten minutes casting time each. Magic of Shadow (Optional for Logrus Sorcery), target (Optional for Logrus Sorcery), Dispel Word (Optional), Duration (Optional).
  • Burn

A variant on the Basic Spell “Quell,“ this spell locks the target’s voluntary muscles into spasm, preventing them from moving, casting spells, etc. (Since the spell doesn’t affect the involuntary muscles, the target continues to breathe, pump blood, or whatever life-sustaining activities are normal for it.)

    • Spell Type: Invasive.
    • Casting Time: One Hour
    • Lynchpins: Additional ten minutes casting time each. Magic of Shadow (Optional for Logrus Sorcery), Target (Optional for Logrus Sorcery), Dispel Word (Optional), Duration (Optional).
  • Sound Capture

Mandor uses this spell to capture a ‘recording" of sound within a precious stone, playing it back later by speaking a command word.

    • Spell Type: Summoning. **Casting Time: One Hour
    • Lynchpins: Additional ten minutes casting time each. Magic of Shadow (Optional for Logrus Sorcery), Trigger, Command to Stop Recording, Play-back Command.
  • Imperatives

This spell produces an overriding desire in the target to follow a specified, simple, course of action, such as “See your brother. See your mother. Get crowned." More complicated courses of action would require a different spelL In Prince of Chaos, such a spell is cast on the spikard Merlin is supposed to get; it is intended to affect the wearer.

    • Spell Type: Invasive.
    • Casting Time: Thirty Minutes
    • Lynchpins: Additional ten minutes casting time each. Magic of Shadow (Optional for Logrus Sorcery), Target (Optional for Logrus Sorcery), Dispel Word (Optional), Specific Imperatives (ten minutes per imperative).
  • Electric Porcupines

This spell summons a mass of floating, spiked metal balls, bristling with lightning, which are all drawn through the air toward the target as if by magnetism. Any that contact the target give an electric shock, numbing the part contacted; if enough hit, the target may be shocked into unconsciousness (Human or Chaos level endurance), incapacitated by muscle spasms (Amber endurance or only a few points), or merely annoyed (good rank in endurance).

    • Spell Type: Summoning.
    • Casting Time: One Hour
    • Lynchpins: Additional ten minutes casting time each. Magic of Shadow (Optional for Logrus Sorcery), Target (Optional for Logrus Sorcery), Number of Porcupines, Trigger.
  • Diamond Bubble

Another entrapment spell, this one surrounds the target with a bubble of the hardest crystal, invulnerable to conventional forces, through which various types of energy (Magic, Trump, Logrus, or Pattern; determined by the caster) cannot pass.

    • Spell Type: Summoning.
    • Casting Time: One and a Half Hours
    • Lynchpins: Additional ten minutes casting time each. Magic of Shadow (Optional for Logrus Sorcery), Target (Optional for Logrus Sorcery), Dispel Word (Optional), Protection Range (naming Magic, Trump, Logrus, or Pattern in any combination), Trigger.
  • Chains of Deliverance

Brings into being a webwork of living, twisting, viciously-hooked chains, which envelop the target and draw him er/it toward the caster, all the while draining the target’s magical energy. Characters with Chaos strength or less will be unable to break the chains; those of Amber strength will have difficulty (obviously, this spell would be nigh-ineffective against Gerard).

    • Spell Type: Summoning

Casting Rime: One and a Half Hours

    • Lynchpins: Additional ten minutes casting time each. Magic of Shadow (Optional for Logrus Sorcery), Target (Optional for Logrus Sorcery), Trigger.
  • Bubble Stream

Bubbles stream from the caster’s hands, and swirl around the target. Each bubble contains a concentration of feelings, captured from some place in Shadow where psyche is broadcast, so that a strong emotion is emitted when a bubble bursts. The closer the burst, the more likely the victim will be affected. One by one, the bubbles will swoop in, strike the target, and burst. The target will then feel whatever emotions he or she would feel, if that event had just happened to him or her. Basically, this is a distraction spell, keeping the victim from concentrating properly on fighting, spell-casting, power-summoning, or quick movement.

    • Spell Type: Summoning.
    • Casting Time: One Hour, plus an additional Fifteen Minutes for each additional emotion beyond the first

Lynchpins: Additional fifteen minutes casting time each. Magic o( Shadow, Hand Motions (Optional), Name of Target (Optional), Type of Emotion (Optional, but one Lynch pin per emotion specified), Trigger (Optional), Dispel Word (Optional), and Quantity of Bubbles (Optional).

  • Confusion Storm

Find a race of strongly Psychic creatures out in Shadow, of the type that broadcast their emotions. Then record their confusion as they are subjected to a number of stresses. Finally, put the resulting recording through a manic blender, sight first, then hearing, then taste, smell, etc., till the pieces are no more than half a second long. Release, so the target is subjected to a barrage of emotions. If successful, the victim will be literally unable to form a whole word, let alone a thought.

    • Spell Type: Summoning. **Casting Time: Two Hours.
    • Lynchpins: Additional five minutes casting time each.

Magic of Shadow, Name of Target (Optional), Duration (Optional), Dispel Word (Optional).

  • Warm & Fuzzy

Why break into somebody’s mind with a battering ram or a pickaxe, if you can coax them into handing you the keys. Under the influence a “Warm Fuzzy” spell, the target will feel safe, willing to trust the caster. If successful, the victim will be easy meat for Imperatives, or any other invasive spell. As with other invasive spells, the victim’s Psyche must be overcome. Also, unless the victim has a relatively inferior Psyche, there must be at least some positive feelings for the caster. It might also be called a Judas spell; it only works if cast by those you like or trust.

    • Spell Type: Invasive.
    • Casting Time: One Hour.
    • Lynchpins: Additional five minutes casting time each. Name Description of Subject, Name of Caster's Current Shadow location, Name of Subject’s location in Shadow, Duration (Optional), Dispel Word (Optional).
  • Astral Club

This spell conjures a shimmering, translucent rod of force, that sails through the air from the caster’s hand. Being insubstantial until contact, it is impossible to parry with conventional weapons. The main advantage of this spell is that it is fast, and that an ignorant target may attempt to parry rather than dodge.

    • Spell Type: Summoning.
    • Casting Time: Thirty Minutes
    • Lynchpins: Additional ten minutes casting time each. Magic of Shadow (Optional (or Logrus Sorcery), Hand Motions, Trigger.