MAGIC

Commentary on the Real

Conjuration

Sorcery & Specialized Sorcery

Power Words

Imprint Hung/Racked Spells

Shadow Magics

Warlock Spell Lists.

Warlock Spell Advancement Charts

Priority of Pattern Imprint

Broken Patterns and other Imprints

Shade or Shadow Patterns of Amber

Shade in Sorcery

Anvir-Syne

 

 

Commentary on the Real

It is worthwhile to understand a couple of terms before attempting to understand this section. Sorcery, Conjuration, Magic, Real vs Shadow, Shade & Broken Patterns.

"Real" is a term that comes up in Sorcery often. It denotes the difference between powers of shadow & powers based on the Patterns, Marks, & Logrus. A sorcerer is one who uses magic based on manipulation of forces coming from the "Real" powers. They tend to look down on Magicians & Warlocks, and Casters of Shadow magics.

Sorcery & Conjuration, and to a lesser degree Power Words, all draw on the power of the Real sources and their extensions into shadow. The existence of Shadow come from the creation of the Pattern and, therefore, are connected to the Patterns. The Mark modifies Shadow and extends throughout them all. The Logrus spreads its power throughout Chaos primarily but extends out into Shadow too. Logrus powers get weaker in proximity to the Patterns and the Mark. Conversely Pattern based powers dim in proximity to Chaos. The Mark powers do not work in Chaos at all.

Two forms of magic are common in shadow. Warlocks use magic of the Warlock system. It uses verbal and somatic or physically gestured components but does not use material components. It is estimated to work in over 60% of Shadow. Magicians use magic of the AD&D system that requires verbal, somatic, & material components. This is believed to work in 35%-40% of Shadow. Ritualism is found in fully 80% of shadow but is so varied and is so based on the magical powers of shadow to defy classification as a coherent magical system. Listry, a system based on groups of spells based on a common element or principle, is functional in nearly 70% of shadow. However, not all lists are functional in all shadows. The infrequency, inconsistency, and unpredictability of Listry makes it a less useful magical system. By comparison Sorcery, Conjuration, Trumps, & Power words based on the Real powers work in over 95% of shadow.

Magic, though it can be very versatile, is very weak compared to any of the major powers (Pattern, Logrus, or Trump). The touch of any of them under the wrong conditions can easily destroy or disrupt a magical effect. This includes bringing the Pattern to mind or accepting a Trump call while having a long-term magical effect (such as Invisibility or a Personal Shield spell) in place; in either case the spell is instantly dissipated. Note that making a Trump call does not have this effect; this is because in making a call the Trump energy is in the Trump card, but in receiving a Trump call ones entire body is filled with Trump energy, which has bad effects on any magic present. For these reasons, no magic of any kind works next to any of the Patterns or from one shadow to another, and it is essentially impossible to incorporate any kind of real power into any kind of magic. Even having the Sign of the Pattern Raised can disrupt the workings of Shadow Magic.

Shade

'Shade' is a term that has begun being used in Amber that has had considerable currency amongst sorcerers for centuries. It refers to shadows of the Pattern of Amber that are imperfect but are potent within their realm of origin. It is said that an Amberite can walk to a shadow where each of them is King of Amber or none of them are, or where other things have occurred. In theory there exist uncountable copies of the Pattern of Amber in these lesser realms.

Sometimes the denizens of these worlds find their way to realms the primal Amberites inhabit in Shadow. The theory is that each pattern in Shade contains a percentage of true pattern segments, reflecting the proximity to the reality of Amber. Practitioners of Sorcery from Shade kingdoms can become very powerful. Many can go toe to toe with those from the real Amber. The difference between Fiona of Amber and a Shade Fiona may be very small in practical terms and may matter even less if the Shade Fiona take a disliking to someone.

For a more complete consideration of this topic see the Shade Page.

 

SORCERY

Cost: 15 points. If you are studying for this power put points into Specialized Sorcery first, to incrementally advance to Full Sorcery.

There are five elements of consideration in the use of Sorcery. Orders of Importance of Imprint, the Orders of Magnitude, the Rank of Imprint, the Form of Imprint, and the psyche of the sorcerer. These are vital distinctions in comparing the power of sorcerers in the practice of their art.

Students of Sorcery need not have a Real imprint but not having it lessens the power of their magic. Schools in Amber and Chaos both teach Sorcery to students and they are very similar in form & function if not in detail & manipulation. When one has a Real imprint the power level of ones sorcery jumps by orders of magnitude. There is also some evidence of differing power levels from different types of Imprints. Such as the Pattern of Amber being more powerful than the Pattern of Avalon, therefore the Sorcery of Amber is more powerful, in general, than the Sorcery of Avalon. Differences in usage and the users Psyche vary the effect. Broken or flawed imprints are weaker still but are still far greater than magic of shadow.

This discipline is the science of making things that shouldn't happen, happen. It is time consuming, boring, and mentally challenging to use sorcery. But it has its advantages - such as being able to blow things up with fireballs!

 

Racked & Hung Spells and Points

Spells are classified by their size and complexity by the amount of space they require to be "Hung" or 'Racked'.

The psyche of a Sorcerers with no Real imprint and chaos psyche can hang 4 points of spells. Sorcerers with no Real imprint and Amber psyche can hang 6 points. For every 10 pips of psyche a sorcer can hang 1 more point. So a sorcerer with no Real imprint and a psyche of 60 would be able to hang 12 points of spells. In the craft or art of sorcery, Sorcerers with no Real imprint are called Non-Real Sorcerers. Spells hung without a Real imprint are called 'Psyche Hung.'

Most basic Real imprints can hold 10 points of spells. This includes shade, broken and full patterns, Mark, flawed and complete Logrus. The Sigil At Riess can hold 20 points of spells but none larger than one point and the driving power of the Sigil imprint is 1/4 that of the pattern. The Ratsar Mark can hold 12 points but none smaller than 4 and they stay viable half as long

Advanced Sorcery adds 50% more points to Non-Real sorcerers. Mastery Sorcerer doubles points for Non-Real Sorcerers.

Bear in mind that a sorcerer with a real imprint can not increase the number of points the imprint holds. However they can increase their 'Psyche Hung' spells. So an Advanced Sorcerer with a psyche of 60 and a Basic Pattern imprint and a basic Sigil At Riess can hang 24 points on his psyche, 10 on the Sign of the Pattern, and 20 on the Sigil at Riess.

Lynchpins

When spells are "Racked" or "Hung" they are essentially cast, but not completed. The spells are activated when the missing part is added. This missing part is called a 'Lynchpin.' When the caster speaks the Lynchpin the spell goes off. Casting a spell from scratch is slow and dangerous to do in any kind of combat or when concentration is difficult. Stress can disrupt spells but a hung spell can be fired off with little or no preparation. Figure that even the simplest of Sorcery spells-Ball of Light-Takes around 30 seconds to cast. Spells of greater effect might take 5, 10, 30 or 60 minutes to cast. Hanging a spell allows it to stay active around you till you want to cast it.

Unfortunately, Racked spells slowly deteriorate over time. After a couple of days they become unreliable, and most spells will be completely unusable after about a week. This deterioration can be countered by performing daily spell maintenance, from one to 20 minutes per spell per day, sometimes longer. Similar maintenance should also be performed after shifting though shadow (though a longer time may need to be spent after particularly rough shadow shifting). The number of spells hung depends on one's psyche.

Imprint Hung Spells

An initiate of the powers can raise the Sign of their imprint. This is done as a defense against magic but it can also be used powerfully to 'Hang' spells. This allows the initiate to place spells in readiness and have them stay ready to use for long periods of time. Similar to racking spells, they need some maintenance but not so frequently or as intensively in time. Hung spells will last months instead of weeks.

The pattern is considered to have 10 points or positions capable of hanging sorcery spells. It has been discovered that each of these points may transform to other forms of imprint leading, incrementally, to the conversion of the initiate's imprint. A person with Imprint who, for some reason, may have points or slots that have been upgraded to Wild Imprint called Fury Points. A spell hung there will have more power as a destructive spell than as a defense spell. Snarled points, called Ice Points, seem to work well with defense spells. It is not known how Damaged Points might respond. The evidence of a difference between Ancient and Contemporary is as yet unclear.

While a Sorcerer need not have an imprint to use Sorcery, even to use it powerfully, an imprint does greatly improve a caster's power. This has led to many Sorcerers to attempt to assay Broken Patterns or Flawed Logrus'. This is highly dangerous, since either of these will blast the caster unto death if they fail. Some of the Broken Patterns as well know. The Marikeil School, a school of Sorcery in Many of the Golden Circle worlds, with a campus in the city of Amber as well, holds a Broken Pattern of great antiquity in the Realm of Fantalin. They are mighty sorcerers, frequently even challanging the sorcerers of Amber herself. Fiona is known to teach at the Fantalin School, and Bleys & Brand were both instructors at one point and frequent lectureres. Dworkin himself has been known to Lecture there as well.

Note that healing magic cannot regenerate the limbs of Amberites; the magic will not last long enough to overcome their intrinsic reality to that extent, though it will last long enough to boost their recovery from injuries. It also might regeneratelimbs that would have duration in the shadow they were in. 


SPECIALISED SORCERY

Cost : 5 points. 2 Types; Fire & Ice.

Introductory Sorcery, but with spells and effects limited to a single area of specialization (e.g. Fire magic, Scrying, Healing, Illusion-casting, Necromancy, Mental Contact), though, like Sorcery, within that area they are as versatile as the casters imagination allows. Frequently those without imprint, such as sorcerers of noble families in Amber, study one particular area of magic. This is the most common form of sorcery for a non-imprint bearing sorcerer.

Specialized Sorcery can be upgraded to full Sorcery with extra time and study (and points!).

In general, within its area of specialization, this is as powerful as Grand Sorcery; however, because of its specialized nature there are fewer Shadows where this specific type of magic will work.

Fire Sorcery is spells that have outward forms: Attack Spells

Ice Sorcery is everything else. Scrying, healing, Necromancy. Etc.

Note that spell casting times can be reduced by luring ones target into an area of ones own choosing, so that one can use spells without the 'Magic of Shadow' Lynchpin while ones target still has to include it.

 Priority of Imprint and Forms of Imprint

There is a snobbish comparison made between sorcerers concerning which Pattern or shadow of the Pattern one has the Sign of. A similar snobbishness is apparent concerning the Form of the Imprint and its Forms of partial points. For the record, no proof exists that there is any difference in power levels of the Signs from the differing imprints. However there is amble evidence that the Forms do add to intensity of effect.

The generally accepted priority or Order of Importance for the Shadows of the Pattern of Amber is thus:

The Imprint of the Pattern of Amber from the Jewel of Judgment-giving the holder not just the imprint of the pattern but attunement into the Jewel of Judgment.

The Primal Pattern of Amber on the Rock Kolvir.

The Pattern in the Dungeons of Amber.

The Imprint of the Pattern of Amber in Rebma.

The Imprint of the Pattern of Amber in Tir No'gath.

The Imprint of the Pattern of Amber in Castle Arden.

The Imprint of the Pattern of Amber in Fantalin, Thalusia. The Imprint of the Pattern of Amber upon the Crown of Amber.

It is known in elite sorcery circles that three other full patterns exist but it is not publicly known where they are. It is believed they rank higher than Dworkin's Swords.

The Imprint of the Pattern of Amber from the Three Sword of Dworkin. All 3 required.

The Imprint of the Nine Blades of the Moons & the Stars. All 9 required.

The Imprints of the Twenty-seven Blades of Wounding . All 27 required.

Orders of Magnitude

There is a general establishment of terms called the Orders of Magnitude that is based on the amount of power 'throughput' or 'driving force' an imprint can deliver to a specific spell at each level. Multitude of variations in the shadows of patterns, broken patterns, and shades; as well as the various other initiations and imprints, such as the Sigil At Riess, can be compared and ranked by the amount of driving force the imprint can deliver to a specific spell.

The Full Patterns, Mark, and Logrus are at the top of the Orders of Magnitude, able to deliver supreme levels of power to a spell. Next, generally, are Broken Patterns and Flawed Logrus, then Shade Patterns and Shade Logrus. A 98% Shade Pattern might be able to deliver more driving force to a spell that a lesser Broken Pattern. This means that the Shade may have a higher Order of Magnitude than the Broken Pattern despite the Broken Pattern being of a Higher Order of Importance.

This gets even more complicated when it is realized that a Broken Pattern is a shadow of the true pattern, so each Shade may have broken patterns of their own, as well as shades of their own. The details of quantifying the details of the "Main Trunk Shades", "Branch Shades", " Trunk Shade Broken Patterns", "Branch Shade Broken Patterns", "Broken Pattern Branch Woundings", and a series of variations takes the lives of ancient sorcerers to understand.

Basic, Advance, Master & Paramount Imprints

The distinction of Basic, Advance, Master & Paramount Imprints do have a great deal to do with the effect of spells cast from those imprints. The amount of driving force deliverable to the hung spells is far greater. It does not increase the number of points worth of spells the imprint can hang.

Basic and Advanced imprint can be self taught but it is usually safer to have a master teach it. A master Imprint can only be gained by study with another Master or paramount.

Paramount Imprints are rare. Only one Paramount is allowed for each shadow of Imprint.

The Forms are Wild, Snarled, Damaged, Ancient & Contemporary

Wild Pattern Imprints, Snarled Pattern Imprints, Damaged Pattern Imprint, Ancient, & Contemporary Pattern Imprints. This complicated collection of concepts effects Magic in subtle ways. Basically the theory of Wild, Damaged, & Snarled imprints is that at different periods in time the pattern has given different types of imprint. The belief is that A Fury point or a point of a wild pattern will hold and cast more powerful attack spells.

For example. Fiona bears an Imprint from the Primal Pattern, as well, as ones from Castle Amber, Rebma, Fantalin & Tir No'gath. Her Sign of the Pattern is from her assaying of the Primal Pattern.

Broken Pattern, Flawed Logrus & other Imprints

As noted above many sorcerers seek initiation in Broken Patterns to gain a Sign to hang spells on. Broken Patterns & Flawed patterns have a direct connection to the Patterns, & the Logrus. While no partial Marks or Broken Patterns of Avalon have been discovered they may exist.

The reason Broken Patterns are sought is because one need not be of the Blood of Amber to assay them. Assaying the Broken Patterns is extremely dangerous and should not be taken lightly.

Something else that may come up is people using Sorcery based on Shadows of the Patterns. These are lesser, untrue versions of the Patterns, Marks, or the Logrus. Their power will be less then the main ones but still substantially more powerful than shadow practioners.

For more information see Broken Pattern

 

Shade in Sorcery

This is a difficult topic, as many in Sorcery can be. Shade sorcerers can draw on their pattern-power to the full extent of the degree of concurrence with the true pattern their shade contains. This means that a shade sorcerer of a 50% shade, having identical psyche, will cast magic at 1/2 the power of a true sorcerer. A shade sorcerer from the 80%, 90%, and above shades can be very formidable.

A more full discussion of it can be found in the Shade Page.

 

 

Conjuration

Cost : 20 points

Conjuration is the power to summon items out of shadow and to empower items with qualities & powers. It can be bought incrementally in 5 point blocks.

See the Creatures and Items Creation Page for details on the Qualities and Powers which can be empowered, and the times needed to do so.


POWER WORDS

FIRST POWER WORD costs 5 points

SECOND POWER WORD costs 2 points

THIRD AND SUBSEQUENT POWER WORDS cost 1 point each

These are the only form of magic which works as well in Amber as it does in Shadow.

Note that, as it says in the Amber rulebook, power words do not have to be words as such; they can be gestures, snatches of song , hand signs or anything else of a similar nature.

For beings with power over shadow, power words are non-species-specific, i.e. the same word works on all species. However, for beings without power over shadow, each species generally requires a different power word (though related species may well be affected to different degrees by the same word).

The Chaos, Pattern and Trump negation power words, plus the Resume True Form word, can only be learnt by beings with that power, though generally Psychic Disrupt acts as a lesser version of the same thing. Generally they don't affect the power itself, but more the way of thinking associated with it.

Adding the name of the target when using the power word does not give any advantage to the attacker. A victim of Power Words becomes acclimatised to their repeated use; however, this acclimatisation does wear off in time.

There is no Defensive Luck power word, and no Psychic Defense word (this is covered by the Burst of Psyche word). Also there are some additional Power Words :

Undermine Confidence - the target is briefly disorientated and has their self-confidence undermined, as long as the attacker has a Psyche advantage.

Anvir-Syne

Anvir-Syne Sorcery is a combination of Sorcery and Conjuration. Anvir-Syne Sorcerers must have both Sorcery and Conjuration and pay an additional 5 points. They must learn the Anvir-Syne spells from a suitable source of instruction.

This is a powerful collection of sorcery spells. Anvir-Syne sorcerers study how to attach powers and abilities to living creatures. The powers may vary but invariably a spell such as Fireball could be 'Bound' to a person, giving them the power to cast Fireballs in all places where Amber sorcery works. Anvir-Syne had 2 different types of specialties. Warrior and Scholar powers. Anvir-Sye works in any place that Powers of Pattern, Logrus, and Marks function. Since the spell constructs in each flavor of sorcery is similar.

A person does not need to have sorcery skills to wear a Anvir-Syne spell but must have the psyche to drive the spell.

Anvir-Syne was outlawed in Amber. It was becoming a potent battlefield Magic and its practitioners a clear and present danger to Amber. Benedict has a particular peeve against Anvir-Syne sorcerers. He has been known to kill sorcerers just for suspecting them of being Anvir-Syne sorcerers or bearing Anvir-Syne spells empowerments.

SHADOW MAGIC

Shadow being as big & varied as it is there is an endless variety of magical forms and disciplines. Some are more potent than others. It would be impossible to list them all.

Three forms of magic are common in shadow.

Warlocks use magic of the Warlock system. It uses verbal and somatic or physically gestured components but does not use material components. It is estimated to work in over 60% of Shadow and is found in nearly identical forms in Golden Circle, Green Belt, Silver Ring, and Black Zone worlds. It works in Chaos, as most forms do, but it does not work in Amber, Avalon, or Mandalay, themselves or in shadows of close proximity.

Magicians use magic of the AD&D system that requires verbal, somatic, & material components. This is believed to work in 35%-40% of Shadow.

Listry, a system based on groups of spells based on a common element or principle, is functional in nearly 70% of shadow. However, not all lists are functional in all shadows. The infrequency, inconsistency, and unpredictability of Listry makes it a less useful magical system.

Ritualism is found in fully 80% of shadow but is so varied and is so based on the magical powers of shadow to defy classification as a coherent magical system. One common feature of ritualism though is that a ritual can be learned by rote and performed by nearly anyone.

By comparison Sorcery, Conjuration, Trumps, & Power words based on the Real powers work in over 95% of shadow.

 

For every advancement point spent in Warlock or AD&D Magic a practitioners gains ten levels worth of spell slots. Information on this magic form can be found at these locations:

Warlock Spell Lists. Warlock Spell Advancement Charts

The World Game

And if you want to see how crazy I can get in a game check out the pages those are connected to at World Game. Don't worry gang, we will get back to it in time. The Dragon is patient.