MAGIC


There are four powers which make up the full range of magical abilities:

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In my view, magic, though it can be very versatile, is very weak compared to any of the major powers (Pattern, Logrus - if it exists - 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.

Magic is an entirely unReal, that is shadow-based set of powers, it's type and form being entirely dependant upon local shadow properties and very vulnerable to any Real power.


GRAND SORCERY

Cost : 10 points

Full Sorcery can only be learnt by beings with power over Shadow in one way or another. Though others can learn more than one form of magic, because they cannot sense the magical properties of shadow, they have to learn shadow-specific magic by rote instead.

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!

Sorcery does not work between shadows, and in general requires some kind of line of sight to work. However, it is possible to create spells which are to a great extent 'self-targeting' (i.e. they can be 'told' to 'go round that corner, attack the men in red robes'). This is very complex and spells using such abilities take much longer to cast/hang than normal spells (at least four times longer than a spell without that capability). The effectiveness of this self-targeting ability depends on the Warfare of the caster.

Racked spells do 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, which amounts to from one to five minutes per spell per day; similar maintenance should also be performed after shifting though shadow (though a longer time may need to be spent after particularly rough shadow shifting).

There is no generic Magic Drain spell (as, in my opinion, it is just too powerful), instead it is replaced by a Dispel Magic spell, with the magical effect to be negated as a lynchpin.

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 which require only healing rather than regeneration or re-growth (this explains why Benedict did not simply have his arm regenerated after Lintra cut it off).

In Amber Sorcery works, but only to about the level of power words. That is, it takes as much time and effort to rack, maintain, and cast a spell in Amber as it does anywhere else, but the resulting effect will never be more than that which would result from a broadly similar power word (e.g. a lightning bolt would become roughly the same as the Spark power word; a healing spell would have the same effect as a Life Force power word).

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.

Depending on how magic works in a given shadow, the 'Magic of Shadow' lynchpin can cause side effects. For example, if a shadow has magic which only runs off life force, then casting a spell there might well suck the life out of plants, animals and people nearby; the more powerful the spell, the larger the area over which life force might be sucked out of things and people.

The power divides into the following sections, which must be brought in order:

SENSE MAGICAL QUALITY OF SHADOW (2 points) - this can be different from that for Empowerment; some shadows favour Sorcery more (i.e. it is easier to project or channel local power than mould or store it); in others the reverse is the case. Note that this differs from the Sensitivity To Shadow part of API in that while the API gives (along with a lot of other information on the shadow) the raw information on its magical environment, this part of Sorcery gives that information plus insights gained from ones sorcerous training into how that knowledge can be applied to racking and using spells in this shadow.
RITUAL MAGIC IN ONE SHADOW (2 points) - long processes giving the same effects as spells, but which cannot be 'hung'.
HANG SPELLS IN ONE SHADOW (3 points) - hanging spells with all linchpins apart from the 'Magic of Shadow' lynchpin.
ACCOUNT FOR SHADOW MAGIC (3 points)

There are also a number of new spells which have been developed, mainly by myself. For reasons of space they are listed on a separate page. There are also some Rebman Mirror Magic Spells which also have a page of their own.


SPECIALISED SORCERY

Cost : 5 points

Identical to Grand Sorcery, but with spells and effects limited to a single area of specialisation (e.g. Fire magic, Scrying, Healing, Illusion-casting, Necromancy, Mental Contact), though, like Grand Sorcery, within that area they are as versatile as the casters imagination allows.

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

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

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.

The power divides into the following sections, which must be brought in order:

SENSE MAGICAL QUALITY OF SHADOW (1 point) - this applies only to magic within the casters area of specialisation. Note that this differs from the Sensitivity To Shadow part of API in that while the API gives (along with a lot of other information on the shadow) the raw information on its magical environment, above and beyond the casters speciality, this part of Sorcery gives that information plus insights gained from ones sorcerous training into how that knowledge can be applied to racking and using spells in this shadow.
RITUAL MAGIC IN ONE SHADOW (1 point) - long processes giving the same effects as spells within the casters specialisation, but which cannot be 'hung'.
HANG SPELLS IN ONE SHADOW (1 point) - hanging spells with all linchpins apart from the 'Magic of Shadow' lynchpin.
ACCOUNT FOR SHADOW MAGIC (2 points)

EMPOWERMENT

Cost : 10 points

This power replaces the power of as Conjuration defined in the Amber rule book, on the grounds that in my opinion Conjuration as it stands has absolutely no basis in either series of books. Anything that could be taken as Conjuration I would say is actually use of either the Pattern or Logrus. Empowerment is the enhancing of creatures and items with magical energy in a similar way to the 'Empowerment' part of Conjuration. However, it takes roughly ten times longer than Conjuration to perform - having it as fast as in the rule book makes it much too unbalanced, in my opinion.

In Amber Empowerment works, but only to about the level of 1 point powers/qualities. Items with more powerful abilities may work in Amber, but often only 'passive' qualities will remain (e.g. armour, weapon enhancements) while 'active' ones (for example a sentient amulet) will be suppressed or 'put to sleep'. Abilities which are intrinsic (or implanted into) a living thing tend to work better in Amber than the same ability in an un-living thing.
There are non-magical shadows where a similar effect will occur. There are also anti-magical shadows where items will be drained of power, at a rate which depends on the shadow.
More powerful empowered items are more likely to be cross-shadow unstable (due to the precise balance of powers within them), though they are harder to harm in their home shadow. However, less powerful items can be dispelled more easily. Note that it is wise (especially if one has Bad Stuff) to check and maintain ones empowered items after shadow shifting; this usually takes about 1/1000th the time taken to empower the thing (to a minimum of a minute), though longer may need to be spent after particularly rough shadow shifting. It is assumed that an empowered item remains stable within a given shadow. About 2 days of constant normal shadow shifting will have 4 point abilities starting to unravel, and in serious need of maintenance; 4 days will have the same effect on 2 point abilities and utterly wipe out 4 point abilities, and about 8 days will do the same for 1 point abilities and wipe out 2 point abilities. However, once one thing starts to go its fading will also weaken any other empowerments there are on that creature or item too, as all the magic is woven together into the thing. Note that shifting through shadow at speed using the Enhanced Shadow Shifting part of Advanced Pattern can undo empowerments much faster than this.
It is entirely possible to give creatures and items a 'battery low' indication. That is, they can tell that their magics are fading and need re-knitting. This is especially practical for sentient creatures and items.
Empowerment can only empower a thing into a similar thing - i.e. solid to solid, living to living etc., unless the 'Alternate Form' power is included as part of it. 'Real' things and people are much harder to empower qualities into than 'unreal' items. If a 'real' person has some enhancement empowered into them, this will be lost the first time a real power, such as Pattern, is used.
Empowerment can take a long time:
Because of the long times which can be involved in Empowerment, it is possible to stop and restart a long empowerment process so the empowerer can eat, sleep and the like. However, this will lengthen total empowering time somewhat (over and above the time spent sleeping etc.) because one has to 'tie up the lose ends' of ones magic before leaving it, then 'untie' them again when one returns to work. The empowerment process is not something which can be stopped suddenly without (stuff-dependant) side effects. It has to be carefully wound up, otherwise the work done previously will just drain away and be lost. Also, the gaps in the empowerment process cannot be too long or, again the power will start to drain away. An item cannot be moved through shadow while it is being empowered without all the work done so far draining away and being lost.
Note that the times given above are for things which can be used an unlimited number of times (whether in one shadow or many) once they have been created (assuming they are properly maintained). It is entirely possible to create items which only contain enough magic for a single use, or for a limited number of uses, after which the magic is gone and if the empowerer wants the thing again its magic much be rebuilt from scratch. Items like this take less time to create:
It is not possible to empower things in more than 'Named and Numbered' quantities at the same time. To produce more than twelve of a given thing thus requires repeating the empowering process until one gets the number of things one wants. Even so, things in 'Shadow Wide' and 'Ubiquitous in Shadow' quantities are so rare as to be essentially non-existent.
The fact that it takes ten times longer to Empower something to be cross-shadow stable implies (based on the two times multiplier for up to twelve of something, three times for a horde of things, and so on progression of quantity multipliers) that cross-shadow Empowerment is vastly more complex and involved than single-shadow Empowerment.
It is possible to use empowerment to modify a pre-empowered item, changing the abilities it already possesses, and/or adding new ones. However, this usually takes longer, and is more complex, than empowering the given abilities from scratch as the new abilities have to be 'woven in' around those that are already there, rather than all of them being added as a single 'unit'.
Empowerment can also be used to disassemble the Empowerments of others. This usually takes about half as long as making the Empowerment in the first place, if the Empowerer is familiar with the style of magic used; if they are not then they will have to familiarise themselves with it before they can begin disassembly. Of course, other powers can do a quick and dirty job of destroying Empowerments, but this is doing so in a careful, safe manner.
With both Empowerment and Grand Sorcery together wardings of various kinds can be constructed; Empowerment is used to implant the Sorcerous spell effect into the thing to be warded. This can be done by two or more people (one with Empowerment, one with Sorcery) working together if necessary, as long as they are sufficiently closely attuned to one another's styles.
The power divides into the following sections, which must be brought in order:
SENSE MAGICAL QUALITY OF SHADOW (2 points) - this can be different from that for Sorcery; some shadows favour Sorcery more (i.e. it is easier to project or channel local power than mould or store it); in others the reverse is the case. Note that this differs from the Sensitivity To Shadow part of API in that while the API gives (along with a lot of other information on the shadow) the raw information on its magical environment, this part of Empowerment gives that information plus insights gained from ones magical training into how that knowledge can be applied to empowering things in this shadow.
SINGLE-SHADOW EMPOWERMENT (3 points) - empower items in single shadow only; if moved to another shadow all the empowerment is lost.
CROSS-SHADOW EMPOWERMENT (5 points) - create items whose empowered abilities can stand being moved from shadow to shadow. Obviously these are still dispelled by major powers, anti-magical shadows and the like.

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.

In some games I also use the power of Real Empowerment to represent the ability to create truly Real items of greater power than those created using normal Empowerment.

Also, here are some of my thoughts on the relative merits of Empowerment as against the use of Pattern and Logrus to acquire things with Qualities and Powers.


POWER WORDS

Cost : 10+ points

These are the only form of magic which works as well in Amber as it does in Shadow. However, even Power words do not work directly adjacent to any of the Patterns.

Note that, as it says in the Amber rulebook, power words do not have to 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.

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

The cost of Power Words varies as one buys more and more of them, in the following manner:

FIRST POWER WORD costs 5 points
SECOND POWER WORD costs 2 points
THIRD AND SUBSEQUENT POWER WORDS cost 1 point each

THE BASIC POWER WORDS

As defined in the ADRP Rulebook.

COMBINING MAGICAL POWERS

Cost : No extra points need be spent

There are four possible combinations of magical powers:

Unless those involved have worked very closely together to 'attune' their magics together to one another, only people who have all of the magical powers required can combine their powers in the ways described here.


SORCERY AND POWER WORDS

A mage who knows both Sorcery and Power Words can rack a Power Word as part of a sorcerous spell, and have the two go off in such a manner as to support one another (usually the Power Word first, then the spell, which takes advantage of the effect caused by the Power Word). This is quicker than speaking a Power Word and then the lynchpins of a spell, though not faster than speaking a Power Word on its own. Adding a Power Word to a spell takes 10 minutes per Power Word, and adds 5 minutes to the casting time of the 'Target' lynchpin.

There are a number of ways in which these combinations can be useful, for example:

Note that knowing the Magic Negation Power Word allows the mage to incorporate protections against it and similar Power Words into their spells.


GRAND SORCERY AND EMPOWERMENT

These two powers may be combined in three different ways. Note that only Grand Sorcery, with its control of all types of sorcerous energies (not just those associated with, say, fire) can be so combined.


Racked Empowerments - this is the racking of Empowerment magic in a spell rack in the same way as racking a normal sorcerous spell, to create an Empowerment spell which empowers the target with the desired Qualities and/or Powers. The magic for either single-shadow or cross-shadow Empowerments can be racked (though obviously the latter takes ten times longer), depending on the type of Empowered item to be created. The following lynchpins can be added to the racked Empowerment, taking ten minutes per lynchpin:

The time taken to add lynchpins to a racked Empowerment is not affected by any multipliers on time taken to create the Empowerment itself (i.e. they take ten minutes each for a single-use, single shadow Empowerment and for an unlimited-use cross-shadow Empowerment, and for anything in between).

Note that only single-item Empowerments can be racked; the simultaneous empowerment of Named And Numbered or higher quantities of empowered items cannot be racked.

Also, while it is possible to rack an Empowerment which includes one or more hard-wired Empowerments of the same type (so the Empowered thing could itself Empower more than one copy of itself each of which would also have the hard-wired Empowerment and which could thus lead to the numbers of the Empowered thing increasing exponentially and very quickly) the power and magic has to be provided for each replication. That is, racking something which could replicate infinitely in this manner would take an infinite amount of time to cast, and ten replications would take the same amount of time to cast as ten normal Empowerments of that type.


Empowered Spells - this is the adding of Qualities and Powers to sorcerous spells to give them extra abilities, such as creating spells which are to a great extent 'self-targeting' (for example, they can be 'told' to 'go round that corner and attack the man in red robes'). These spells are more complex than normal spells and spells using such abilities take longer to cast and hang than normal spells.

The Empowerments which can be added to spells are of the single-shadow variety (as spells do not work and cannot be cast through shadow), so they take a tenth the time of the equivalent cross-shadow Empowerment. Empowering a spell also adds 5 minutes to the time to cast each of the spells normal lynchpins. 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.

The time to add single-shadow Empowerments to spells is as follows:

  • 1 point Quality: 10 minutes
  • 2 point Quality: 20 minutes
  • 4 point Quality: 40 minutes
  • 1 point Power: 1 hour
  • 2 point Power: 2 hours
  • 4 point Power: 4 hours

Spells which can 'hunt' independently of the caster require at least the 'Able to Speak' Quality if they are to hunt with normal senses (10 minutes to add), or the 'Ranged Psychic Sensitivity' Quality if they are to hunt for a psychic imprint (20 minutes to add). They may also have enhanced senses added if required. These spells also require Warfare if they are to hit a moving target. How much warfare is up to the caster (the default is Human ranked).

For spells which operate independently of the caster, particularly attack spells, it might be sensible for the caster to add a 'Dispel Word' lynchpin, or a 'Length of Time The Spell Lasts' lynchpin, so that the spell can, if necessary, be controlled once it has been cast.

If cast with only these Empowerments, the spell will operate once, and then be gone (although it will tend to last indefinitely if it is 'hunting' or similar, sustaining itself from the magic of the shadow). However, for the equivalent of adding a 2 point Quality the spell can be Empowered to last 'Named and Numbered' times (i.e. it can act for up to 12 times before it is gone). By adding the 4 point Quality 'Self-Charging' the spell will never run out of power (though it can only act every few seconds due to its need to re-charge) and will continue to act according to the instructions it has been given until it is dispelled or its time runs out.


Wardings - these make use of the 'Hard-Wired Spell' Power to implant a spell which affects (for example) intruders. As Wardings are generally immovable things used to protect places, only the single-shadow version of the Empowerments used is required. A Warding could be built in the following way:

For a total time of 310 minutes (5 hours 10 minutes) to Empower, plus the time to cast the spell which the warding will use.

Enhanced or psychic senses might be added to make the Warding harder to fool with things like invisibility spells.

The Warding above assumes that the spell it holds is an area-effect one which does not require Warfare to hit its target. For spells which do require accurate targeting, it would be wise to Empower some Warfare into the Warding too.


POWER WORDS AND EMPOWERMENT

Power Words may be Empowered into items if the Empowerer also knows Power Words. Only Power Words known to the Empowerer (or person with whom they are working if they are sufficiently closely attuned) may be put into items. See the Creatures and Items Creation Page for more details and the time needed to do so.

Note that knowing the Magic Negation Power Word allows the mage to incorporate protections against it and similar Power Words into things they Empower.


SORCERY, POWER WORDS AND EMPOWERMENT

It is quite possible to combine all three types of magic into a single magical working. There are two main ways in which this may be done:


SOME THOUGHTS ON SPELL RACKS

The conventional Spell Rack, as defined in the ADRP Rulebook has, in my opinion, a problem. It limits the spells which can be stored in it purely on number rather than the complexity of or energy put into the stored spells. That is, as far as the conventional spell rack is concerned, there is no practical difference between storing twelve spells each of which took fifteen minutes to cast and twelve spells each of which took four hours to cast.

I have come to the conclusion that I do not like this. Instead, perhaps spell racks could work on the total complexity of, or the energy expended on, the total of all of the spells stored within them. This would make them more like a battery with a limited energy storage capacity, or a hard disc with only so much memory space.

The easiest way to measure how much energy or complexity a spell contains would seem to be how long it takes to cast or store in a spell rack. Assuming the average spell takes roughly ninety minutes to cast (one hour for the spell plus three lynchpins at ten minutes each). Twelve spells would therefore require roughly eighteen hours of storage space; the spell rack is, in this case, something like a tape recorded with only so much tape.

For simplicity, it would probably be easier to say that a normal spell rack (the 2 point version) can store up to one day's worth of cast magic. A smaller 1 point spell rack would store up to two hours worth of cast magic.


CROSS-SHADOW MAGIC FOR NON-AMBERITES, Type 1

Note that the following really only applies to The Last Enemy setting, but it should act as guidelines for other settings too.


SORCERY

Non-Amberites cannot sense the Magic of Shadow directly. Instead they have to learn multiple forms of magic, one per shadow. Which of these forms of magic to use is done entirely by knowing where one is. If the shadow sorcerer doesn't know where they are they have to figure it out by trial and error.

Unless they have an Amberite-style Spell Rack (which would tend to be rare for a non-Amberite) they will also need multiple spell racks to ensure that they have one which works in all the different shadows whose magic they know. Note that this also means that non-Amberites regardless of their spell rack(s) cannot have spells which are not destroyed by moving across shadows, either by shadow paths or by following someone with the Pattern.

For non-Amberites, Sorcery is learnt in the following manner:

  1. Full Grand Sorcery in One Shadow:
  2. Full Grand Sorcery in Named and Numbered Shadows:
  3. Full Grand Sorcery in Many Shadows (Horde Quantity):

This means that non-Amberites have to pay more for a less useful, less easy to use power, but they can still learn magic which may be used in more than one shadow.

Precisely how much the laws of magic vary from shadow to shadow is something which would no doubt vary from campaign to campaign (e.g. does knowing Named and Numbered forms of magic mean one can use magic in exactly those twelve shadows, and those twelve only, or is it that twelve really means twelve types of shadow in each of which magic essentially is the same).

Note that shadow mages learn Specialised Sorcery in a similar manner to Grand Sorcery, but at costs of:

They still need multiple spell racks, as a Grand Sorcerer does.


EMPOWERMENT

Empowerment is learnt in a similar manner to Sorcery, individually for each shadow. However, it is possible for non-Amberites to learn how to create magical items which are stable across shadow (though these are never quite as good as similar items created by Amberites). As the non-Amberite cannot sense the magic of shadow, this learning is done by rote, but it can be done, and is the sort of thing which might have leaked out of Amber long ago.

Thus non-Amberite Empowerers learn the power as follows:

  1. Full Empowerment in One Shadow:
  2. Full Empowerment in Named and Numbered Shadows:
  3. Full Empowerment in Horde Quantity Shadows:

POWER WORDS

Power Words also have to be learnt individually for each shadow, but as no ability to sense the magic of shadow is involved in them, they get no cost reduction.

Thus, for non-Amberites Power Words are learnt as follows:

  1. Power Words that work in One Shadow:
  2. Power Words that work in Named and Numbered Shadows:
  3. Power Words that work in Horde Quantity Shadows:

CROSS-SHADOW MAGIC FOR NON-AMBERITES, Type 2

Note that the following really only applies to The Last Enemy setting, but it should act as guidelines for other settings too.


Non-Amberites cannot sense the Magic of Shadow directly. This means they would normally have to learn multiple forms of magic, one per shadow. Which of these forms of magic to use is done entirely by knowing where one is. If the shadow sorcerer doesn't know where they are they have to figure it out by trial and error. This applies to all of Sorcery, Empowerment and Power Words. However, it is possible that one could, with help, get around this. If one has an item containing the 2-point Mould Shadow Environment item Power, with the moulding which is done such that it maintains a constant magical environment around its owner, then the mage does not need to learn multiple forms of magic, but only one which the item then allows to work everywhere. This applies to all of Sorcery (Grand and Specialised), Empowerment and Power Words.

In fact, this might even give the shadow mage an advantage over Amberite mages, as they could then cast their spells faster as they would not require a 'Magic of Shadow' lynchpin.

The only limitation on this is that items containing the Mould Shadow Environment Power can only be made by people with cross-shadows powers such as Pattern and Logrus, i.e. by Amberites or Chaosites. Therefore this particular form of non-Amberite magic is only likely to be found in the hands of agents of the great powers of the universe...


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Some optional rules for Advanced Magic | Real Empowerment

Creativity - an alternative to both magic and technology.

Beltaine's Harmonic Magic - from 'The Last Enemy' game.

Go to the Pattern, Logrus, Alternatives to Logrus, Shapeshifting, or Trump Pages.

Go back to my Amber Page.