Costs & Powers-Jeweled Amber: Difference between revisions

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*Diego Raks
*Diego Raks
*Throne Room of Diaga
*Throne Room of Diaga
*Vulsara
*Vulsara.  Formally in the Abyss
*Rue Katal
*Rue Katal
*Veksdale
*Ang Ri.  Formerly Veksdale
 
===Versions of the Avalon Pattern===
===Versions of the Avalon Pattern===
********
********
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====[[York]]====
====[[York]]====
is a primal pattern in a shade where the pattern of Amber was destroyed.  However it was a 99.9% True shade.  
York is a primal pattern in a shade where the pattern of Amber was destroyed.  However it was a 99.9% True shade.
 
*'''''50 pips Basic Imprint''''': Frame can hold 10 spells of any power level with great power.
*'''''75 pips Advanced Imprint''''':Frame can hold 15 spells of any power level with great power.
*'''''100 Pips Master's Imprint''''': Frame can hold 20 spells of any power level with great power
 
====[[Ambir]]====
====[[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
  is a 99.5% true shade. Frame can hold 12 spells of any power level with great power but lesser then the Amber Pattern
*'''''50 pips Basic Imprint''''': Frame can hold 10 spells of any power level with great power.
*'''''75 pips Advanced Imprint''''':Frame can hold 15 spells of any power level with great power.
*'''''100 Pips Master's Imprint''''': Frame can hold 20 spells of any power level with great power.
====[[Amboila]]====
====[[Amboila]]====
  is a 50% True Shade
  is a 50% True Shade
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====[[Plymouth]]====
====[[Plymouth]]====
is a broken Squiggle on the York Shade level
Plymouth is a broken Squiggle on the York Shade level
===Assaying Plymouth if not called===
=====Assaying Plymouth if not called=====
*'''''20 pips Basic Imprint'''''    :1 Major & 2 Minor
*'''''20 pips Basic Imprint'''''    :1 Major & 2 Minor
*'''''40 Pips Advanced Imprint'''''  :2 Major & 4 Minor
*'''''40 Pips Advanced Imprint'''''  :2 Major & 4 Minor
*'''''80 Pips Master Imprint '''''  :4 Major & 8 Minor
*'''''80 Pips Master Imprint '''''  :4 Major & 8 Minor
===If Called===
 
=====If Called=====
*'''''3 pips Basic Imprint''''':3 Major & 2 Minor
*'''''3 pips Basic Imprint''''':3 Major & 2 Minor
*'''''6 Pips Advanced Imprint''''':6 Major & 4 Minor
*'''''6 Pips Advanced Imprint''''':6 Major & 4 Minor
*'''''12 Pips Master Imprint''''':12 Major & 8 Minor
*'''''12 Pips Master Imprint''''':12 Major & 8 Minor


===Ambir===
===[[Ambir]]===
*'''''40 pips. Basic Imprint'''''  : Frame holds 12 spells
*'''''40 pips. Basic Imprint'''''  : Frame holds 12 spells
*'''''80 Advanced Pattern Imprint'''''  : Frame holds 18 spells
*'''''80 Advanced Pattern Imprint'''''  : Frame holds 18 spells
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Less spells but the power levels are the same as full power..
Less spells but the power levels are the same as full power..


=='''[[Power Words]]'''==
=='''[[Sorcery in Jeweled Amber]]'''==
 
High Order Sorcery
 
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
=='''[[Conjuration in Jeweled Amber]]'''==
Structure. Temporarily weakens the molecular structure
=='''[[Trump Artist in Jeweled Amber]]'''==
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'''==
=='''Mark of Mandalay'''==
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*The Mark rarely manifests.  It has been known to work through pattern ghosts on rare occasion.
*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.
*Wearer of the Mark may order any food the wish from the Hub of Ygg or any of its satellite units.


==[[Squiggle]]==
==[[Squiggle]]==
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*'''''10 Pips Advanced Imprint''''''
*'''''10 Pips Advanced Imprint''''''
*'''''20 Pips Master Imprint'''''
*'''''20 Pips Master Imprint'''''
Pocai grants a trump like contact ability


===[[Atlantis]]===
===[[Atlantis]]===
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*'''''Amber level allows one to memorize 20 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.
*'''''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.
=='''[[Power Words]]'''==


=='''[[Logrus]]'''==
=='''[[Logrus]]'''==
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===[[Woven Logrus]]===
===[[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.  
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.
*'''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.
*'''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.
*'''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 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.
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*To assay for a ''Master's Imprint'' one must have shape-change at a ''Master'' 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==
 
While the Patterns have ''Broken Patterns'' the Logrus has many multiple Woven Logrus.  A sorcerer can have multiple imprint.  The more they hold the more dangerous they become.  Its a balance between psyche & Endurance and the total percentages of the Woven Logruses..  The higher the psyche and endurance the more Woven Logrus imprints they can wield.
 
The greater the percentage of Logrus the more Spell hooks and the greater power of the spell.  The lower the percentage, the less skilled in Shape Shihting it required
 
===Known Woven Logrus===
 
{| class="wikitable"
! Name & Location
! % of Logrus
! Proximity
! Frame Slots
! Notes
|-
! Slageves
| 99.9% . 
| In the Abyss.
| 12 Majors
| A nearly full Logrus it is a close ally of the Primal Logrus
|-
! Ang Ri
| *99.5%
| Scholar's Tower. Chaos 
| 12 Majors
| A major power source for the Scholar's Tower
|-
! Gutsedvem
| *91.5%
| 12 Majors
| Spells in this frame work twice as effectively if pleasure oriented.
|-
! Tresgala
| 87%
|
| 11 Majors
|
|-
! Cynasure
| 72%
| Castle of Red and Black
| 12 Majors
|
|-
!
|*61.56
|
|
|Avalon Shadow
|-
!
|*55%
|
|
|
|-
!
|*50%
|
|
|
|-
!
| 50%
|
|
|
|-
!
| 32%
|
|
|
|-
!
| 25.5%
|
|
|
|-
!
| 17%
|
|
|
|-
! Fantalin
| 9%: :
| Hall of Treaures
| 1 Major Spell & 3 Minor Spell.
|
|-
! Diaga
| 1% :
| Castle of House Felojin
| 1 Major Spell & 1 Minor Spell.
| While it has little Logrus it is still an important power for research.
|-
!
|
|
|
|
|-
|}
 
=='''Construct Initiations'''==
==='''Dungeon Mark''' Amber ===
*10 pips.  Usually Granted.
This Amber Mark is deep in the Dungeons of Amber.  Assaying it is done by one attuned awakening it and the other placing their hand on it.
 
It gives one the ability to open locked doors.  Drop or raise force fields.  Ring the emergency alarm. As well as other things
==='''Swamp Mark''' Ang Ri===
*5 Pips
*-+15 STR in combat
* Breath Underwater
* immune to swamp poisons
 
==='''Order of the Grestrilik''' Grestrilik===
*50 Pips
* Empowers one to become a Lich at death.
* Grants Psyche & Endurance
* Preserves their life in a Life Stone if slain.  To kill them they must be slain first and the stone destroyed within 3 days
==='''Walak Mark''' Ang Ri 5===
*5 pips
*Adds 5 pips STR & Endurance
*Wounds Heal 50% faster.
*Bruises are 25% less likely to develop & will be 25% smaller
*Lowers the need for water by 25% but gives one a sense of strong cotton mouth if less then normal water intake occurs.
*Increases appetite 50%. 
*Fasting for 48 hours will cause the Walak Mark powers to go inactive till food is taken again. 
 
The Walak Mark is a branding Iron.  A Master Sorcerer can cast the spell "Empower Walak Mark Sigil."
 
[[File:Walak Mark Brand.jpg|200px]]
 
=='''Abyssal Marks'''==
Most Abyssal Marks cost 5 pips and hold between 2 & 8 spell slots on their frames.  Most have powers specific to them.
 
==='''Klydsdale'''===
====''Holder''====
*Siotan-Hellmaiden
*Tinsanax
 
==='''XazDens'''===
*A minor mark common among rodent lycanthropes, ratlings, goblins, kobolds, slave races, and orcind.
*Its holders can control small fires expertly.  Many holders are cooks.
*Holders can start fires within 100 meters.  They can extinguish medium fires within their unaugmented sight.
*Frame can hold 10 cantrips, including druidics.
====''Holders''====
*Fetch
*Bilge
 
==='''Axhesa'''===
*5 Axhesa Abyssal Mark.  Zilla- Shrine of the Waterway. 5 slots
 
====''holder''====
*Furfoot
*Ivory Cress
*Tinsanax
 
==='''Crextra'''===
*(5) Abyssal Mark. 4 slots
====''Holder''====
*Alexandra Mira
*Dire Eye
*Torgan
 
==='''Fire Point''' ''Also Agrom's Fall''===
*2 Basic imprint.
**2 Spell slots for permanent and non-degrading spells
 
====''holder''====
*Agrom
 
 
==='''Draghka'''===
*5 Basic Imprint
** Stone Hands
====''Holder''====
*Akkabai
*Tinsanax
 
=='''High Order constructs not created by the Jewel of Judgment'''==
===[[Mal at Reiss]]===
===[[Mal at Reiss]]===
'''Mal at Reiss Imprint'''
'''Mal at Reiss Imprint'''
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*Sigil Master-80pips.  Must have Master Level Imprint, and create a Mal at Riess construct.
*Sigil Master-80pips.  Must have Master Level Imprint, and create a Mal at Riess construct.


===[[Paragon]]===
===[[Paragon]] ===
Lots of stuff. See the page
Lots of stuff. See the page
*'''5 Pips Basic Imprint''' of Paragon.  24 Spells Major  
*'''5 Pips Basic Imprint''' of Paragon.  24 Spells Major  
*'''10 Pips Advanced Imprint''' of Paragon.
*'''10 Pips Advanced Imprint''' of Paragon.


===[[Arden Stone]]===
===[[Arden Stone]] ''Arden, Amber''===
'''Powers of the Arden Stone'''
*5 Basic Imprint: Hang 1 major and 6 minor spells. Communion with local Nature.
*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.
*10 Advanced Stone Imprint: Hang 2 major and 12 minor spells. Communion with local Nature.
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* a server using the Sigil frame is using a seriously underpowered sigil.  It is a poor frame for combat or protection spells.
*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.
*Roseque is a poor defensive lens. But it is a good investigative one.


==='''Pattern of York'''===
==='''Pattern of York'''===
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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
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
===Misyachn Misto===
The City of the Moon.  This is the Regorian version of Tir-na No'gath in Amber or [[Tir Ma Gala]] in Mandalay. A place of visions, oracles, oddities. 
In Misyachn Misto Regorians can know cold and fear.
====Throne of Misyachan Misto====
*0 First Seating."Seated". Frame holds 15 cantrips, 2 minor spells, and 1 Power Word
*5 Second Seating."Viewer". Frame holds 25 cantrips, 4 minor spells, and 2 Power words
*30 Third Seating."Visionary". Frame holds 30 cantrips, 3 Major Spells, 6 minor spells, 7 Power words,  2 Curses, and 1 yearly vision
*60 Fourth Seating."Seer". Frame holds 50 cantrips, 6 Major Spells, 12 minor spells, 15 Power words,  4 Curses, and 2 yearly visions.
Spells hung on the Throne Frame are permanent and can not be replaced except by a Priest-Sorcerer of Misychn Misto.
Unused yearly visions accumulate.  A  ''Visionary'' might have 10 visions stored after a decade.
=='''Ang Ri Inscriptions'''==
==='''[[Tabrosa]]''' ''Ang Ri''===
*5 Basic Imprint. 
*6 slot Frames of any type
** A raised sigil defends against Low Order magics
** Wielder can create abstract and vivid illusions.  The Sigil remembers each illusion presentation and can replay them.
** Wielders can construct light for venue performances.
** Wielder regenerates slowly, equal to 3 times their normal healing rate.
** 3 pip illusionist or +2 pips if the have pips in illusionist
*15 Advanced imprint.
** 12 slots.
** Wielders can display their illusions
** Wielders can share their illusions with other sigil holders
** Can incorporate music from other sources.
** 6 pip illusionist or +2 pips if they have pips in illusionist
*60 Master Imprint
** Wielder can create pictorial illusions.
** A raised sigil defends against High Order magics
** Can incorporate music from instruments they play
** 13 pip illusionist or +5 pips if the have pips in illusionist
==='''The Hipple Street Sigil''' ''Ang Ri''===
*10 Basic Imprint. 
**12 slot Frames of any type
*30 Advanced imprint
*
No Master Imprints, yet
==='''The Gladiator's Stone''' ''GjYfil, Ang Ri''===
*10 & Consecration as a gladiator: Basic Imprint. 
**12 slot Frames of any type
**Raise Strength by 20, Endurance by 10, Psyche by 5
**
**
*20 & Consecration as a Bond gladiator: Advanced imprint
** 16 Spell slots, undetectable by Arena Magic Detection
**Raise Strength by 20, Endurance by 10, Psyche by 10
** g
** g
** g
** g
*60 & consecration as a Lord of the Games: Master Imprint
** 20 spell slots, undetectable by Arena Magic Detection
**Raise Strength by 20, Endurance by 10, Psyche by 25
** g
** g
** g
** g
==='''The Mark of the Sword-Ang Ri'''===
*5 pips Basic Imprint      :1 Major & 2 Minor. 
**Once spells are emplaced they do not deteriorate and can not be replaced.  This is a "locked" frame.
**Never drop or have a weapon disarmed. 
*15 Pips Advanced Imprint'''''  :2 Major & 4 Minor
**Others can not pick up weapons without the inscribed knowing. 
*60 Pips Master Imprint '''''  :4 Major & 8 Minor
**Forging items and imparting them with magic is substantially easier.  Spells in the locked frame can be added to other weapons very easily
=='''Dufiro Inscriptions or Initiations'''==
===='''Baths of Camera'''====
*5 pips:
===='''The House of Jantas.'''====
*5 pips:
=='''Dufiro Inscriptions and Rites'''==
*5 pips: Baths of Camera
*5 pips: The House of Jantas.


=='''Low Order [[Shadow Magic]]'''==
=='''Low Order [[Shadow Magic]]'''==
Imagery
* Imagery
* Illusionism
* Wizardry
* Ritualism
* Tantrism
* Mystic Tattoo
=='''[[Warlock Thievish Skills]]'''==
=='''Low Order Inscription'''*==
*3 Axeman's Mark. This is an inscription that works on one hard strike.  It was developed by a wizard-forester. If a body is struck it protects against damage but it cause immediate incapacity of the area around the wounded area.  A hand hit means the arm will be nonfunctional for 10 minutes depending on endurance. Its not a good combat power. The owner can incapacitate the Mark for up to 10 minutes.
It is used by lumber men and dock workers.
*1 Identifying Mark.  Used to locate someone.

Latest revision as of 03:00, 20 January 2025

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[edit]

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

Powers of the Patterns of Amber and Avalon[edit]

  • 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[edit]

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. Formally in the Abyss
  • Rue Katal
  • Ang Ri. Formerly Veksdale

Versions of the Avalon Pattern[edit]

Additional Powers of the Imprint of Amber[edit]

Additional Powers of the Imprint of Avalon[edit]

Low Order Avalon Imprint[edit]

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[edit]

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[edit]

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[edit]

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

  • 50 pips Basic Imprint: Frame can hold 10 spells of any power level with great power.
  • 75 pips Advanced Imprint:Frame can hold 15 spells of any power level with great power.
  • 100 Pips Master's Imprint: Frame can hold 20 spells of any power level with great power

Ambir[edit]

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

  • 50 pips Basic Imprint: Frame can hold 10 spells of any power level with great power.
  • 75 pips Advanced Imprint:Frame can hold 15 spells of any power level with great power.
  • 100 Pips Master's Imprint: Frame can hold 20 spells of any power level with great power.

Amboila[edit]

is a 50% True Shade

Agolith[edit]

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

Plymouth[edit]

Plymouth is a broken Squiggle on the York Shade level

Assaying Plymouth if not called[edit]
  • 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[edit]
  • 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[edit]

  • 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[edit]

  • 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[edit]

  • 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..

Sorcery in Jeweled Amber[edit]

High Order Sorcery

Conjuration in Jeweled Amber[edit]

Trump Artist in Jeweled Amber[edit]

Mark of Mandalay[edit]

  • 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 order any food the wish from the Hub of Ygg or any of its satellite units.

Squiggle[edit]

Sigil of Bursain[edit]

  • 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[edit]

  • 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[edit]

  • 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[edit]

  • 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[edit]

  • 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[edit]

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

Pocai grants a trump like contact ability

Atlantis[edit]

  • 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[edit]

  • 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[edit]

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[edit]

Cantrip Costs and Acquisition[edit]

  • 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.

Power Words[edit]

Logrus[edit]

  • 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[edit]

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.


While the Patterns have Broken Patterns the Logrus has many multiple Woven Logrus. A sorcerer can have multiple imprint. The more they hold the more dangerous they become. Its a balance between psyche & Endurance and the total percentages of the Woven Logruses.. The higher the psyche and endurance the more Woven Logrus imprints they can wield.

The greater the percentage of Logrus the more Spell hooks and the greater power of the spell. The lower the percentage, the less skilled in Shape Shihting it required

Known Woven Logrus[edit]

Name & Location % of Logrus Proximity Frame Slots Notes
Slageves 99.9% . In the Abyss. 12 Majors A nearly full Logrus it is a close ally of the Primal Logrus
Ang Ri *99.5% Scholar's Tower. Chaos 12 Majors A major power source for the Scholar's Tower
Gutsedvem *91.5% 12 Majors Spells in this frame work twice as effectively if pleasure oriented.
Tresgala 87% 11 Majors
Cynasure 72% Castle of Red and Black 12 Majors
*61.56 Avalon Shadow
*55%
*50%
50%
32%
25.5%
17%
Fantalin 9%: : Hall of Treaures 1 Major Spell & 3 Minor Spell.
Diaga 1% : Castle of House Felojin 1 Major Spell & 1 Minor Spell. While it has little Logrus it is still an important power for research.

Construct Initiations[edit]

Dungeon Mark Amber[edit]

  • 10 pips. Usually Granted.

This Amber Mark is deep in the Dungeons of Amber. Assaying it is done by one attuned awakening it and the other placing their hand on it.

It gives one the ability to open locked doors. Drop or raise force fields. Ring the emergency alarm. As well as other things

Swamp Mark Ang Ri[edit]

  • 5 Pips
  • -+15 STR in combat
  • Breath Underwater
  • immune to swamp poisons

Order of the Grestrilik Grestrilik[edit]

  • 50 Pips
  • Empowers one to become a Lich at death.
  • Grants Psyche & Endurance
  • Preserves their life in a Life Stone if slain. To kill them they must be slain first and the stone destroyed within 3 days

Walak Mark Ang Ri 5[edit]

  • 5 pips
  • Adds 5 pips STR & Endurance
  • Wounds Heal 50% faster.
  • Bruises are 25% less likely to develop & will be 25% smaller
  • Lowers the need for water by 25% but gives one a sense of strong cotton mouth if less then normal water intake occurs.
  • Increases appetite 50%.
  • Fasting for 48 hours will cause the Walak Mark powers to go inactive till food is taken again.

The Walak Mark is a branding Iron. A Master Sorcerer can cast the spell "Empower Walak Mark Sigil."

Abyssal Marks[edit]

Most Abyssal Marks cost 5 pips and hold between 2 & 8 spell slots on their frames. Most have powers specific to them.

Klydsdale[edit]

Holder[edit]

  • Siotan-Hellmaiden
  • Tinsanax

XazDens[edit]

  • A minor mark common among rodent lycanthropes, ratlings, goblins, kobolds, slave races, and orcind.
  • Its holders can control small fires expertly. Many holders are cooks.
  • Holders can start fires within 100 meters. They can extinguish medium fires within their unaugmented sight.
  • Frame can hold 10 cantrips, including druidics.

Holders[edit]

  • Fetch
  • Bilge

Axhesa[edit]

  • 5 Axhesa Abyssal Mark. Zilla- Shrine of the Waterway. 5 slots

holder[edit]

  • Furfoot
  • Ivory Cress
  • Tinsanax

Crextra[edit]

  • (5) Abyssal Mark. 4 slots

Holder[edit]

  • Alexandra Mira
  • Dire Eye
  • Torgan

Fire Point Also Agrom's Fall[edit]

  • 2 Basic imprint.
    • 2 Spell slots for permanent and non-degrading spells

holder[edit]

  • Agrom


Draghka[edit]

  • 5 Basic Imprint
    • Stone Hands

Holder[edit]

  • Akkabai
  • Tinsanax

High Order constructs not created by the Jewel of Judgment[edit]

Mal at Reiss[edit]

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[edit]

Lots of stuff. See the page

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

Arden Stone Arden, Amber[edit]

  • 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[edit]

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[edit]

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

Sigil of Plymouth[edit]

Assaying Plymouth if not called[edit]

  • 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[edit]

  • 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

Misyachn Misto[edit]

The City of the Moon. This is the Regorian version of Tir-na No'gath in Amber or Tir Ma Gala in Mandalay. A place of visions, oracles, oddities.

In Misyachn Misto Regorians can know cold and fear.

Throne of Misyachan Misto[edit]

  • 0 First Seating."Seated". Frame holds 15 cantrips, 2 minor spells, and 1 Power Word
  • 5 Second Seating."Viewer". Frame holds 25 cantrips, 4 minor spells, and 2 Power words
  • 30 Third Seating."Visionary". Frame holds 30 cantrips, 3 Major Spells, 6 minor spells, 7 Power words, 2 Curses, and 1 yearly vision
  • 60 Fourth Seating."Seer". Frame holds 50 cantrips, 6 Major Spells, 12 minor spells, 15 Power words, 4 Curses, and 2 yearly visions.

Spells hung on the Throne Frame are permanent and can not be replaced except by a Priest-Sorcerer of Misychn Misto.

Unused yearly visions accumulate. A Visionary might have 10 visions stored after a decade.

Ang Ri Inscriptions[edit]

Tabrosa Ang Ri[edit]

  • 5 Basic Imprint.
  • 6 slot Frames of any type
    • A raised sigil defends against Low Order magics
    • Wielder can create abstract and vivid illusions. The Sigil remembers each illusion presentation and can replay them.
    • Wielders can construct light for venue performances.
    • Wielder regenerates slowly, equal to 3 times their normal healing rate.
    • 3 pip illusionist or +2 pips if the have pips in illusionist
  • 15 Advanced imprint.
    • 12 slots.
    • Wielders can display their illusions
    • Wielders can share their illusions with other sigil holders
    • Can incorporate music from other sources.
    • 6 pip illusionist or +2 pips if they have pips in illusionist
  • 60 Master Imprint
    • Wielder can create pictorial illusions.
    • A raised sigil defends against High Order magics
    • Can incorporate music from instruments they play
    • 13 pip illusionist or +5 pips if the have pips in illusionist

The Hipple Street Sigil Ang Ri[edit]

  • 10 Basic Imprint.
    • 12 slot Frames of any type
  • 30 Advanced imprint

No Master Imprints, yet

The Gladiator's Stone GjYfil, Ang Ri[edit]

  • 10 & Consecration as a gladiator: Basic Imprint.
    • 12 slot Frames of any type
    • Raise Strength by 20, Endurance by 10, Psyche by 5
  • 20 & Consecration as a Bond gladiator: Advanced imprint
    • 16 Spell slots, undetectable by Arena Magic Detection
    • Raise Strength by 20, Endurance by 10, Psyche by 10
    • g
    • g
    • g
    • g
  • 60 & consecration as a Lord of the Games: Master Imprint
    • 20 spell slots, undetectable by Arena Magic Detection
    • Raise Strength by 20, Endurance by 10, Psyche by 25
    • g
    • g
    • g
    • g

The Mark of the Sword-Ang Ri[edit]

  • 5 pips Basic Imprint :1 Major & 2 Minor.
    • Once spells are emplaced they do not deteriorate and can not be replaced. This is a "locked" frame.
    • Never drop or have a weapon disarmed.
  • 15 Pips Advanced Imprint :2 Major & 4 Minor
    • Others can not pick up weapons without the inscribed knowing.
  • 60 Pips Master Imprint :4 Major & 8 Minor
    • Forging items and imparting them with magic is substantially easier. Spells in the locked frame can be added to other weapons very easily

Dufiro Inscriptions or Initiations[edit]

Baths of Camera[edit]

  • 5 pips:

The House of Jantas.[edit]

  • 5 pips:

Dufiro Inscriptions and Rites[edit]

  • 5 pips: Baths of Camera
  • 5 pips: The House of Jantas.

Low Order Shadow Magic[edit]

Imagery

  • Imagery
  • Illusionism
  • Wizardry
  • Ritualism
  • Tantrism
  • Mystic Tattoo

Warlock Thievish Skills[edit]

Low Order Inscription*[edit]

  • 3 Axeman's Mark. This is an inscription that works on one hard strike. It was developed by a wizard-forester. If a body is struck it protects against damage but it cause immediate incapacity of the area around the wounded area. A hand hit means the arm will be nonfunctional for 10 minutes depending on endurance. Its not a good combat power. The owner can incapacitate the Mark for up to 10 minutes.

It is used by lumber men and dock workers.

  • 1 Identifying Mark. Used to locate someone.