An Alternate Magic System For The Amber DRPG- By Kenn Crook Copyright 1993 Foreword- This is intended as an extremely flexible alternative for Sorcery in the Amber Diceless Role-Playing Game. Within this system players can design nearly any kind of spell, with the results determined by the GM based off of their source of power, amongst other variable detailed below. This helps to take away the rigid feel which I believe many experience using the stock rules of Sorcery as presented in the game book and allows for more freedom of expression and individualism amongst spell casters in the game. NOTE: These levels are placed in a hierarchical manner and DO require mastery of the level before it prior to progressing. Simple Magic- [5 Points] These are the little things that allow a mage or wizard to do all of the 'window dressing' effects which show him/her to be learned in the arts. With this knowledge the character can manipulate the forces around him/her with minimal effort and create minor effects such as lighting candles in a room with a single word, opening an unlocked door with a mere gesture, and the like. Nothing which causes more than very minor harm (let's say equivalent to a shaving cut just for example) can be accomplished with this degree of mastery. While still utilized by more advanced mages, this is the level of training which an Initiate of magic will have. Complex Magic- [+10 Points] This is the knowledge of spells and how to hang them. Pretty much any spell effect desired can be accomplished with this degree of mastery. Since the caster is drawing the magical power directly from his/her own Endurance it is very draining. This is the main reason that such spells are cast slowly and 'hung' so that the caster can recuperate from such efforts. Such spells are 'pre-powered' and thus allow the caster to release them without suffering ill effect at the moment of usage. The number of spells which can be hung in this manner is mainly dependent upon the caster's Psyche. The potency of these spells with regards to damage potential, area of effect, and the like is determined by caster's Endurance as this is the limiting factor on how much energy was supplied each spell when it was originally hung. Such spells require weekly maintenance as the energy supplied them tends to 'bleed off'. This maintenance consists of entering a meditative state in which each of the spells hung are contemplated and any depleted energies are restored. This level of mastery does allow the caster to use spontaneous magic, but this is usually a last ditch effort as it drains the caster's Endurance directly and causes various adverse effects from dizziness to passing out and in extreme circumstances death. The GM should consider the power and scope of the effect attempted by the caster and weigh this against his/her Endurance score. Usually a caster will know what they can safely perform but sometimes circumstances draw upon them to 'test' themselves in certain life or death situations. Note that this is what most Shadow mages will possess. While this is 'generally' less potent than an Amberite or Chaosite's magic due to lower stats, this is not always the case. A powerful Shadow mage of this skill level can rival or possibly exceed his/her 'Real' counterpart, depending upon the Shadow mage's craftiness and ingenuity. This is the level of a magical Adept. Ceremonial/Ritual Magic- [+5 Points] This is the 'bridge' towards Advanced Magics. With such skill the mage now begins to augment his/her own energies with other sources for even more powerful spells. Using rare materials, sacrifices, special equipment, places of power, special times/celestial cycles of the year, or whatever may be determined by the GM and/or player, he/she is able to generate more powerful results than before. The usage of Circles or other symbology, drawn or etched upon the floor/ground, is often associated with such Ritual Magic. Using this level of magical mastery the caster is able to create permanently enchanted items or spell effects. This is the level of a Master of magic. Advanced Magics- [+10 Points] At this point the caster has learned how to tap an outside power source for his/her magical effects. He/she may cast these spells with only minimal expenditure of personal Endurance and therefore makes far more use of spontaneous magic and less of 'hung' spells. Power sources vary in both their range, power, and general utility. Some sources may be specific to a single Shadow or a group of nearby ones, other sources such as Pattern or Logrus are far more omnipresent in their range than most other power sources. In general, the closer the caster is to the power source tapped the greater his/her spells will be. The potency of the source can also vary widely, despite proximity. In general, the Greater Powers such as Pattern and Logrus are better than those of Shadow all things being equal... the trick is, things seldom are that simple. Take the Fount Of Power, for example. This is a source of Shadow power which was sought out by Brand, an accomplished master of Pattern Magics. Why? It would seem likely for several reasons: 1.) The Fount seemed to have the peculiar trait of instilling its energies within the subject. Thus, it would be as if the caster were standing atop his/her power source no matter what the proximity. 2.) He sought to bring about the Pattern's downfall and during this period when the Pattern was 'offline' he probably wanted a potent source to draw upon. 3.) Since he was going to be travelling far from the Pattern and even into Chaos the Fount's energies probably provided him with a more potent source that even the Pattern could have. I would speculate that there is a 'half-way' point between the Pattern and Logrus in which each respective power begins to wain and near the edges of each extreme the opposite power, while still active, is greatly diminished. While the Greater Powers are fairly utilitarian in the energy which they provide, this is not true with all power sources. Indeed, some sources may be good for a very narrow scope of magic. For example, let's assume that there is a Shadow world which contains very powerful Undead and that this place has a usable power source for the caster. While it may have good range and potency, its utility is limited in that the energy is generally only useful for Necromantic or Black-type magics. Other spells which the caster would attempt to cast using such a source would be corrupted and twisted, possibly causing both failure and injury to the caster. Advanced Complex Magic- [+5 Points] Generally, this is used by casters who plan on travelling a significant distance away from their source of power or by those whose source has a fairly limited range. As before, the caster 'hangs' the spells desired but this time they are generally held within a matrix of energy provided by the source. For Pattern or Logrus users, this would be within their personal Pattern/Logrus, ie. the Pattern Lens or Sign Of The Logrus. Maintaining such spells is generally taken care of by the source as long as the caster remains within the range of his/her source. For those travelling beyond the range of their source the spells will decay as per normal Complex Magic, and will eventually revert back to that power level of spell as the caster will be unable to equal the energy potential of the source on his/her own. Advanced Ceremonies/Rituals- [+10 Points] With this level of mastery the caster has begun to learn how to instill some of the forces of his/her source within an item or creature, or create spells even beyond the scope of power of those which he/she could cast spontaneously. This too will generally require special materials, times, and the like but additionally requires that the caster be at the heart of his/her power source. I would postulate that this was the level of mastery required to enchant the Pattern blades... Created from special materials, forged in specific places of power (Greyswandir upon the steps of Tir-na Nog'th for example) and then enchanted upon the Primal Pattern (or perhaps using the Jewel of Judgement itself). Instilling such forces within living creatures is a dangerous task fraught with the possibility of death or madness at every turn... as this will replace the creature's own aura with a new, more powerful, and yet alien one. Brand's deepened madness after his ritual at the Keep of Four Worlds may be due to the instilling of such strange energies within him by the Fount. Real creatures cannot be permanently enchanted in this respect (as they will eventually revert back as they use up the power) but temporary benefits can be achieved in this manner. The Limits Of Magic In Shadow- Magic is a fragile art and some Shadows are not conducive to this at all. All Non-Advanced Magic is Shadow specific and must have lynchpins (similar to those in the stock Sorcery rules) to allow the caster to vary the energy enough to release his/her hung spell in a Shadow other than the one in which it was originally cast. Travelling through a magic-null Shadow will wipe away any hung spells which the caster may have up, though such places can be avoided for the most part while Shadow Walking. Hellriding, on the other hand, is another matter. It is much more difficult to control for this variable and thus it makes a mage's life 'interesting' to say the least if they must travel rapidly through Shadow... it is in the hand of fate as to whether their hung spells are washed away or not. Advanced Magic is a bit more flexible in this regard since generally they don't require hanging. Spells cast in a magic-null Shadow in which the caster's source is within range still function but at reduced effectiveness. Only Shadows which block out the source entirely would cause any such 'hung' spells to be dispelled or force the caster to draw once again upon him or herself to power his/her spells. In general, while certain Shadows of Amber may be blocked to Shadow Walking or Trump they are NOT blocked to the Pattern. As reflections cast by the Pattern they exist within its totality of the Multiverse. The same is true, on the other side of things, for the Logrus. There may be places, Primal Planes for instance, which aren't considered reflections and which predate one of the Greater Powers. In such cases, the Greater Power is considered to be 'out of range'. Spells based off one of the Greater Powers are sometimes called 'Meta Magic' in that there is seldom a place in which their power sources do not reach and they are fairly constant throughout Shadow. Items enchanted using such 'Meta Magic' remain enchanted despite their bearer's travels, even if placed beyond the range of their source... they will merely cease to function until brought back into range. Enchantments based off lesser sources may be dispelled entirely if they are taken out of range of the source. Advanced Magic enchantments based off lesser sources will generally just cease functioning and begin to decay in power, slowly at first and then more rapidly, as their time of removal increases. Spells which cross Shadow must usually be powered by an external force. The range of externally powered spells is equal to the range of their source. For Pattern or Logrus this would even extend to the very edge of each of those extremes. Without external power a spell's range is drastically reduced. For example, a creature with Amber rank Endurance would be able to Teleport anywhere within a single Shadow and perhaps to adjacent Shadows (though this would be a mighty drain upon them). Ranked Endurance would be able to travel correspondingly further, though I'd set a limit of 1/4 the distance between Amber and Chaos for even the greatest Endurance. This range limit applies to all types of spells. Seeking Sources Of Power In Shadow- Characters in this system will undoubtedly try and seek various sources of power in Shadow. I would say that spending any significant time in a particular Shadow the caster could find one or more sources specific to that Shadow. Finding sources that range beyond a single Shadow I would rule as serendipity. Seeking out powerful Shadow mages, going through dusty tomes of legend, etc. may provide clues as to such a place's location. Perhaps careful and long-term research and energy devoted to finding such a source might be rewarded in the end... Shadow Mages- Earlier I stated that 'most' competent Shadow mages would have Complex Magic. While this is still true, the greatest of such mages will have mastered Advanced Complex Magic and have linked themselves with a power source for their Shadow. Even a smaller percentage, those who have gained an understanding of Shadow (perhaps derived by encounters with Amberites or Chaosites), may have linked themselves with a power source which spans a group of Shadows or even further! Such mages are potent forces to reckon with and even those who draw upon Greater Powers can be hard pressed to deal with them, especially upon their home ground. One must keep in mind that I make a distinction between Shadow and planes/dimensions. I do not attribute the knowledge of infinite Shadow to a mage merely due to the fact that he can travel amongst the planes of existence, for my belief is that each Shadow can contain a multitude of planes and/or dimensions within. Point Summary: Simple Magic 5 Complex Magic +10 (15 Total) Ceremonial/Ritual Magic +5 (20 Total) Advanced Magics +10 (30 Total) Advanced Complex Magic +5 (35 Total) Advanced Ceremonies/Rituals +10 (45 Total) Afterword- It may seem that this system includes Conjuration within its scope. This is not, however, the way that I look at it. I believe that enchanting of magic into items is a by-productive of Sorcery whereas creating things from nothingness is the domain of Conjuration. I feel that both types of Magic have their strengths and weaknesses and thus should remain separate entities. Also, you may notice that I've given few absolutes with regards to numbers; this is no accident. I feel that each gaming group and GM should make such distinctions upon their own. Setting up arbitrary levels, such as saying that you require an X Endurance or a Y Psyche to achieve various effects, would cause this system to be less flexible than it currently is. Each Amber game differs in the scope of their stats and their significance, thus making such distinctions irrelevant. Lastly, some may complain that I have been vague about what can and can't be done magically within this system. Again, I leave this to the GM and players to determine. I believe that magic should be a potent force, but not an omnipotent one.