From: fts5792@cs.tamu.edu (Frank T Sronce) Date: Fri, 19 Feb 93 02:27:24 CST I posted my Advanced and Exalted levels for Sorcery and Conjuration here a while back. The new stuff that I've been working on (and which is not yet "official" in my game) is included after Exalted Conjuration. This includes Novice Pattern Imprint, and some new Power Words. Comments and criticisms are welcome, as always. =============================================== Here are some extended Powers that I have worked up for my Amber game. Advanced Sorcery (30 points) This gives the character access to 2 additional micro-spells and some new abilities. Advanced Sorcerers can detect and use spells racked by other people, something that normal Sorcerers in my game cannot. This power works by touch: like normal sorcerers in my game, they must touch the container in order to access the spells therein. They can spend a few minutes of study in order to figure out exactly what the spell does and what lynchpins must be specified, or they can be brave and try to cast it without knowing what it does... Micro-Spell: Invoke Power This is used to invoke a Power as part of a spell. I require the Sorcerer to possess the Advanced form of that Power as well before they can invoke it. Pattern makes spells more solid and difficult to dispel, and makes them slightly resistant to the touch of Pattern. Logrus makes the spell more powerful and more unpredictable. Shape Shifting can be invoked to cast spells that shape-shift the target into something else. Trump would probably enable the spell to work in shadows with little or no magic and make mental contacts and shadow portals easier to open. Trying to invoke two Powers in one spell is a very bad idea... As is trying to rack a Pattern or Trump invoking spell in the Logrus. If you allow players to draw upon Powers without requiring the Advanced form, simply reduce the benefits from those of Invoking the Advanced Power. Micro-Spell: Measure Substance This is used to perform "detect" and "analyze" and "locate" spells. The more specific the target being searched for, the more detail can be produced. ie- A Detect Substance spell could pick out everyone in a crowd with any Powers or bit of reality to them, but would not specify between Pattern and Logrus, for example. Detect Magic might spot racked spells and identify a man as a sorcerer, but would not notice that he had Pattern Imprint. This micro-spell can be used to perform a search for something, but is limited to searching a single shadow, since the nature of Magic is usually slightly different in other shadows and the spell will not function there. ================================================================================ Exalted Sorcery (60 points) This gives the sorcerer several new abilities and access to a new micro-spell. The sorcerer can now rack a spell in a person's memory, even his own. One spell is still the most that can be held in a person's memory at once, but Exalted Sorcery lets you place a spell in a non-sorcerer's memory. Such spells can only be forgotten voluntarily; it takes a concussion or similar head injury to make the subject forget it involuntarily. Spells racked in a living being cannot be contacted by someone else unless they can achieve complete Psychic domination. The holder of the spell can cast it at will, as per casting a racked spell, but only Sorcerers can fill in Lynchpins. Spells racked in memory decay more slowly than normal spells, and are difficult to detect. The sorcerer can now create a Tower of Sorcery, a minor Power that he can draw upon and Invoke when necessary. If included in a spell with the Invoke Power micro-spell, the Tower will add its energies to those of the caster. Generally, the Tower's range is limited to the immediate shadows... a Tower established on a Primal Plane is considerably more powerful (in my campaign, Fiona has a tower on the edge of Amber... could it be?) and has a greater range. The Tower works by absorbing local magic and storing it up for its master's use. Other sorcerers cannot call upon it unless the current master provides them with some sort of key (whether a word to be included in the spell or an actual object that must be held at the casting). Of course, they could just kill the master and claim the tower for themselves, if they had Exalted Sorcery. The Tower itself can be made intelligent rather easily, but while this enables it to make value judgements and cast spells itself, they are sometimes prone to sullenness (remember Ghostwheel?). The sorcerer can recharge his own energies by drawing on the Tower, usually by a simple spell (Invoke Power, Shadow Portal). It is even possible to draw on its energies directly, simply by concentrating on it, but this is inefficient and extremely dangerous should the sorcerer lose control of the flow of energy. Naturally, the sorcerer can only draw on the Tower's energy while he is within range of it... although an Advanced Trump artist might be able to draw a Trump that power could be pulled through. Micro-Spell: Granted Intelligence A spell with this micro-spell will be possessed of a certain degree of intelligence, and can guide itself without aid from its caster. It can accept complicated commands, such as a ward whose password or list of authorized personnel can be updated at will. Spells with this micro-spell and Manipulate Shadow can be cast across shadow boundries to any shadow in the immediate area (no significant differences in the function of magic there). A lightning bolt could be crafted that would turn a corner and aim for the largest human target, or "the man in red robes," even if the sorcerer was unsure of the target's position. ============================================================================== Advanced Conjuration (30 points) This enables the character to select powers and qualities of up to 8 points. I limit normal Conjuration to the 4 point powers and qualities listed in the item creation section. All other restrictions (including time requirements) still apply. I have a minimum Conjuration time of 1 hour per point in my game... if Conjuration is faster in yours, you might want to consider making this a 40 point Power. It also enables the character to analyse a conjured item by touch, slowly identifying its various abilities. It is possible to identify the creator of the item if you have experience with his style of conjuration. ============================================================================= Exalted Conjuration (40 points) As above, but allows access to 16 point powers and qualities, like Destructive Damage to Creatures of Chaos (Corwin's sword). If you allow the versions of Conjuration that only take a few minutes per point, I suggest you make this an 80 point Power. Like Advanced Sorcery, I require the Advanced form of a power before it may be incorporated in a conjuration, but not all 16 point powers need be dependent upon another Power. Like Advanced Conjuration, the character can analyse conjured items, but this can now be done at a distance of several yards, enabling you to examine another character's item from across the room without alerting him (unless he notices you staring at the item in question). ============================================================================ Novice Pattern Imprint (25 points) This is the power of an Amberite who has just walked the Pattern and represents what he can do without experience with it. Travelling Through Shadow : Slower than an experienced Amberite; only a little faster than a Shadow Seek item. Unable to avoid most "trap" shadows without warning. Leading Others Through Shadow : A virtual crawl... not recommended when speed is important. Shadow Time : Novice Pattern Imprint does NOT enable to character to tell a fast-time shadow from a slow-time shadow, and he cannot select one or the other. Shadow Resources : Possible, but about twice as slow as full Pattern Imprint. Affecting Probability : At least twice as slow as Pattern Imprint, and prone to innumerable failures... ie- The cash you just "found" under a board is of insufficient value, or is counterfeit, or is a king's ransom, and will get you mugged repeatedly. Shadows Of Desire : Twice as long to get there, and always chock full of subconscious choices. Pattern Defense : Takes twice as long to bring up, and can only be maintained half as long. Walking the Pattern : Just as hard as ever; walking the Pattern does NOT get easier with experience. The Blood Curse of an Amberite : This character's curse costs HIM ten points, but only inflicts five points of Bad Stuff on the target. ================================================================= New Power Words (minimum 10 points) Power Words are now arranged into 1-point words (Power Words), 2-point words (Advanced Power Words), and 4-point words (Exalted Power Words). If an Advanced or Exalted word is an extension of a lesser word that the character already knows, he gets back the points for the original word. A newly created character who has Power Words must purchase at least 5 different words, regardless of type, and pay an additional 5 points for the ability to use Power Words at all. Advanced and Exalted words are more draining than normal Power Words: Advanced are twice as draining, Exalted four times. Of course, if a lower-powered version of the Power Word exists, the character can opt to expend less energy and only use it at the chosen level. Shift Feature (1 point): Changes one feature of a shadow object almost instantly. Can change coinage into local coinage, one color into another, a hostile dog into a friendly one, etc. The harder it is to shift shadow in the area, the more likely the shifting is to fall short of the desired change. Burst of Strength (1 point): Momentarily boosts the character's strength, allowing them to land a powerful blow, or lift an object heavier than they could normally. Burst of Speed (1 point): Momentarily speeds the character up. Most useful when you are trying to escape/outrun someone and a last burst of speed would really help. Can be a slight benefit in combat by speeding up a swing, but really designed for running, dodging and diving for cover. Induce Euphoria (1 point): The target feels happy and euphoric for a few seconds. An unaggressive target will generally stop noticing what is going on around them for the duration. While not as useful in combat as a Neural Disrupt, it has the advantage that the target may not realize that the happiness was caused by someone else. Induce Fear (1 point): Fills the target with irrational terror. If the user of the Power Word has a superior Psyche, the target will lose all concentration and panic for a second. Animals, or creatures of similarly low intelligence, will generally bolt and keep running even after the fear fades, not realizing that the fear was produced by a Power Word. Magic Destruction (2 points): An extended form of the Magic Negation Power Word, this word can damage the magic maintaining a conjured item, causing it to decay rapidly. If the item is not destroyed, the conjurer can generally repair the damage and prevent further decay by spending a minute per point in the item. This has no effect on powers and qualities paid for with points, but permanent conjured items just decay more slowly than normal ones. Hand of Steel (2 points): An extended form of the Burst of Strength Power Word, this word both boosts the user's strength and momentarily hardens their skin, confering both Extra Hard and Resistant to Normal Weapons to them for a moment. Shadow Hop (2 points): A quick, uncontrolled shift into an adjacent shadow. Useful for getting away from an enemy, but you end up lost, and close enough that a shadow shifter can find you in a few seconds. Shadow Step (4 points): The expanded form of Shadow Hop, this allows for a controlled hop. The character can Step out of combat, run a few feet, and Step back into the original shadow, behind their bewildered opponent. Area of Effect Power Words (4 points): A normal Power Word (like Resume True Shape) can be extended so that it can affect a large (10' square) area at once. This can be used as a cone of effect, or just affecting everyone near the character using the word. Some of these are dealt with individually because of special features. If a 2-point version of the Power Word exists as well, this is considered an extension of it as well, and enables the character to use the 2-point version by forgoing the area of effect. Shield (4 points): Creates a momentary barrier, like a Defensive Shield Spell. The barrier lasts only a second, but can be useful for stopping a charging opponent, or blocking incoming fire long enough for the character to dive behind cover safely. Shatter (4 points): An extended form of the Weaken Structure Power Word, this Power Word can basically destroy any one shadow object or Weaken Structure over a large area as for an Area of Effect Power Word. ================================================================== Major Kiz Soldier: "If general Caro returns, what should we do?" Melcurius: "If he comes back, lock him in his tent!" (laughter all around) Melcurius: "Er... Place him under guard."