The document describes several new sorcerous spells and lynchpins for the Amber roleplaying system. It provides details on over 30 new spells, including their spell type, casting time, lynchpins, and effects. Some examples of new spells listed are Combat Teleport, Construction, Curse, Delusion, Disassembly/Re-Assembly, and Flamethrower. It also briefly describes a new lynchpin called Chain Reaction.
The document describes several new sorcerous spells and lynchpins for the Amber roleplaying system. It provides details on over 30 new spells, including their spell type, casting time, lynchpins, and effects. Some examples of new spells listed are Combat Teleport, Construction, Curse, Delusion, Disassembly/Re-Assembly, and Flamethrower. It also briefly describes a new lynchpin called Chain Reaction.
The document describes several new sorcerous spells and lynchpins for the Amber roleplaying system. It provides details on over 30 new spells, including their spell type, casting time, lynchpins, and effects. Some examples of new spells listed are Combat Teleport, Construction, Curse, Delusion, Disassembly/Re-Assembly, and Flamethrower. It also briefly describes a new lynchpin called Chain Reaction.
NEW SPELLS For Sorcery in the Amber System This page contains descriptions of a number of new Sorcerous spells and effects which have been created over time. They are: New Spells Combat Teleport Construction Curse Delusion Disassembly / Re-Assembly Dispel Magic Drug/Posion Exsanguinate Faceless Flamethrower Flight The Gentleman's (Or Ladies) Toilette Godsbreath Healing Illusions Light Mass Healing Prepare Materials The Rack Run Molten Lead Into The Bone Marrow Scrying Shatter Soul Ripper Speed Drain Stamina Drain Starfall Swarm of Bees Swarm of Butterflies Technology Drain Telekinesis Transmute True Light New Lynchpins Chain Reaction Click on the spell or lynchpin names to return to the top of the page. COMBAT TELEPORT Created by Alastair Beadle, who plays J ihx in the "Now These Her Princes Are Come Home Again" game. Spell Type : Summoning Base Casting Time : 30 Minutes Amber : New Sorcerous Spells http://www.wolfram.demon.co.uk/rp_am_new_spells.html[4/22/2013 12:53:58 PM] Lynchpins (an additional 5 minutes casting time each) Magic of Shadow Orientation (optional) EFFECT A variation on the standard Teleport spell, this is meant for use in combat. Rather than the variable destination of the normal Teleport spell, this version has a fixed target (usually a fixed distance away in the direction the caster is looking), and carries the caster and all of their equipment to that point. Because the destination is fixed, the spell only has a single lynchpin, Magic of Shadow, and thus is very quick to cast. The optional Orientation lynchpin allows the caster to specify which direction they will be facing in when they appear, but in general this too is hard-coded into the spell, for speed of casting. CONSTRUCTION Spell Type : Summoning Base Casting Time : 6 Hours, 40 Minutes Lynchpins (an additional 10 minutes casting time each) Magic of Shadow Target Area Dispel Word (optional) EFFECT This spell takes a mass of prepared materials (bricks, timbers, stone blocks and so on, perhaps made using the 'Prepare Materials' spell) and assembles them into a predetermined structure. A different spell is required for each structure, a mansion different to a sailing ship. Once the assembly of the thing is complete then all the magic fades away, leaving a normal, mundane structure (which could then be Empowered, if necessary). If there are insufficient raw materials for the structure, then the spell will go as far as it can with the materials at hand and then stop. The time taken for this spell is based on its being a racked Empowerment with the following properties: Doubl e Speed [ 20 mi nut es] - to move the materials Sel f - Char gi ng [ 40 mi nut es] - for power Abl e t o Speak and Si ng [ 20 mi nut es] - to know the thing to be built 5 x Quant i t y Mul t i pl i er [ x5] - to handle as many component parts as required For a total casting time of: ( 20 + 40 + 20) x 5 = 400 mi nut es = 6 Hour s, 40 mi nut es . This spell could also be done as simply a normal spell. CURSE Spell Type : Invasive Base Casting Time : 1 Hour Lynchpins (an additional 10 minutes casting time each) Magic of Shadow Target Duration (optional) Dispel Command (optional) Amber : New Sorcerous Spells http://www.wolfram.demon.co.uk/rp_am_new_spells.html[4/22/2013 12:53:58 PM] EFFECT With a Psyche advantage, curses the target with bad luck. In game terms, it gives the target the maximum possible Bad Stuff for as long as the spell lasts (essentially permanent in one shadow, but it'll be dispelled by too much movement through shadow or on a given command by the caster). It will probably make the target break out in boils or some such blemishes, too. DELUSION Spell Type : Invasive Base Casting Time : 1 Hour Lynchpins (an additional 10 minutes casting time each) Magic of Shadow Target Type of Delusion Duration (optional) Dispel Command (optional) EFFECT With a Psyche advantage, projects an illusion of some defined kind directly into the mind of the target. This is not visible to anyone else, and so is more subtle than a visible illusion. The illusion (delusion) can cover any and all of the targets senses, and can be quite good for making people think that the target has just gone mad. The delusion is also simpler than a real illusion in that most of the details are created in the mind of the target - all the spell does is give the basic idea which the target's mind then fleshes out (e.g. 'you're covered in biting insects'; 'a man is attacking you'; 'there's someone lurking in the bushes over there'; 'there's the bridge over the crevasse'). DISASSEMBLY / RE-ASSEMBLY Spell Type : Invasive Base Casting Time : 1 Hour Lynchpins (an additional 10 minutes casting time each) Magic of Shadow Target Reverse Word (optional) Dispel Word (optional) Duration (optional) EFFECT This spell takes an item and disassembles it into its component parts; for the purposes of the spell a 'component part' is thesmallest piece into which the thing can be disassembled without damage (that is, a car would be disassembled to the level of its individual nuts and bolts; a living thing would be unaffected, as disassembling it beyond the level of itself, such as to the level of individual cells, would cause damage). The disassembled parts hang suspended in the air for as long as the spell lasts. If the spell is reversed (to reassemble the item) then all the parts fly back together leaving the thing as good as new. If the spell is dispelled then the parts fall to the ground and must be reassembled manually. Note that simple items (such as a sword or a club) are unlikely to be much affected by this spell. In the case of items with their own Psyche then the caster must overcome that Psyche before the spell can take effect. DISPEL MAGIC Spell Type : Defensive Amber : New Sorcerous Spells http://www.wolfram.demon.co.uk/rp_am_new_spells.html[4/22/2013 12:53:58 PM] Base Casting Time : 1 Hour Lynchpins (an additional 10 minutes casting time each) Magic of Shadow Magical Effect To Be Dispelled (includes both what and where) EFFECT Undoes a single specific magical effect specified by the caster. This can be the spell of an attacker being used against the caster, the magic in an item, or a spell the target has cast on them, such as invisibility. This replaces the 'Magic Drain' spell listed in the ADRP Rulebook, which is far too powerful and undiscriminating for my liking. DRUG/POISON Spell Type : Summoning Base Casting Time : 1 Hour Lynchpins (an additional 10 minutes casting time each) Magic of Shadow Spell Type of Substance Amount of Substance Point of Appearance EFFECT Creates a specified substance in a specified amount at a specified point within line of sight. Some kind of slight of hand skill (and perhaps a Warfare advantage) is necessary to subtly place the substance into someone's food or drink without them noticing. Obviously the effects of the poison depend on the Endurance of the target as well as the type of substance. EXSANGUINATE Spell Type : Invasive Base Casting Time : 1 Hour Lynchpins (an additional 10 minutes casting time each) Magic of Shadow Target Dispel Word (optional) Duration (optional) Stop Condition (optional) EFFECT This spell causes its target to begin to bleed through the skin at a rate proportional to the Psyche difference between the caster and the target. As the target bleeds they will become weaker and weaker, eventually lapsing into unconsciousness and death. This bleeding will not stop until the spell's duration expires, it is dispelled, or the Stop Condition (which can be, for example, the target falling unconscious) is fulfilled. FACELESS Spell Type : Invasive Base Casting Time : 2 Hours Lynchpins (an additional 20 minutes casting time each) Magic of Shadow Target Amber : New Sorcerous Spells http://www.wolfram.demon.co.uk/rp_am_new_spells.html[4/22/2013 12:53:58 PM] EFFECT This is a rather nasty punishment spell. It causes the victim's skin to flow and cover their whole face and ears in a seamless sheet. Of course, when this happens they can no longer breathe, and so suffocate. A 'Dispel Magic' spell, or moving the victim through shadow, will undo the effect of this spell. It can also be partially undone, to the extent that the victim will at least live, by mundane medical means - the victim's eyes, mouth and so on are still present under their new faceless visage, and surgery can reveal them. FLAMETHROWER Spell Type : Summoning Base Casting Time : 3 Hours Lynchpins (an additional 20 minutes casting time each) Magic of Shadow Shape of Blast Size of Blast Hold/Restart Word (optional) Cancel Word (optional) EFFECT The caster generates a jet of fire from (for example) their hand, which acts as a flame-thrower does. The caster specifies how far the flame reaches out from them and in what shape (usually a line or a cone) when the spell is cast. The fire is aimed by Warfare (though a large cone of fire is obviously harder to dodge than a fine line!). The spell lasts until dispelled, until the caster moves through shadow or until the caster cancels it, but the Hold/Restart Word lynchpin allows the caster to stop and restart the spell if necessary. While on hold the spell's flame is reduced to a lick of fire on the casters palm (if the spell is being cast from their hand) until they choose to restart it again. A variant of this spell which generated (for example) a water cannon or air jet effect would also be possible. FLIGHT Spell Type : Invasive Base Casting Time : 2 Hours Lynchpins (an additional 10 minutes casting time each) Magic of Shadow Target EFFECT Allows the Target to fly at Engine Speed, under their own control, and taking only as much concentration as normal running. THE GENTLEMAN'S (OR LADIES) TOILETTE Spell Type : Summoning Base Casting Time : 15 minutes Lynchpins (an additional 5 minutes casting time each) Magic of Shadow Scent/Perfume (optional) Hair Style (optional) EFFECT Amber : New Sorcerous Spells http://www.wolfram.demon.co.uk/rp_am_new_spells.html[4/22/2013 12:53:58 PM] A personal hygiene and grooming spell. It cleans and spruces up the target. They become as clean as if freshly bathed, with the scent or perfume of their choice, and their hair arranged in the style of their choice. Their clothes become as clean and pressed as if freshly washed and ironed or whatever, with any minor damage and imperfections removed. GODSBREATH Spell Type : Summoning Base Casting Time : 1 Hour Lynchpins (an additional 10 minutes casting time each) Magic of Shadow Keep Control or Fixed Command Duration (optional) Dispel Command (optional) EFFECT Allows the caster to bend the local winds and air currents to their command, creating breezes, winds, hurricanes, tornadoes and any other wind effect they can think of, both indoors and out. They can cast this spell in two ways, depending on the 'Keep Control or Fixed Command' lynchpin. If they do not keep control then the spell simply keeps the winds doing what the Fixed Command tells it to (for example, create a hurricane) until it is dispelled, the duration runs out, or the Dispel Command is used. If they do keep control then the caster has conscious control of the air about them and so can vary the effect of the spell until it is dispelled or cancelled. HEALING Spell Type : Invasive Base Casting Time : 1 Hour Lynchpins (an additional 10 minutes casting time each) Magic of Shadow Target EFFECT Supercharges the natural healing process so that wounds heal in a tiny fraction of the normal time (whatever that may be for target), as an extension of the 'Life Force' Power Word. It also puts any broken bones etc. into the correct positions before starting them healing, so they do not set crookedly. It can be used on targets of greater than the casters Psyche if the target is willing. ILLUSIONS Spell Type : Invasive Base Casting Time : 2 Hours Lynchpins (an additional 10 minutes casting time each) Magic of Shadow Target Area Description of Illusion Actions it will Perform Dispel Command (optional) Duration (optional) EFFECT Creates any kind of animated illusion to sight and hearing (and perhaps other senses) over an area defined by the caster, which can move about. These are actual physical illusions and will be Amber : New Sorcerous Spells http://www.wolfram.demon.co.uk/rp_am_new_spells.html[4/22/2013 12:53:58 PM] detectable by everyone in the vicinity, and also things like cameras. Although the illusions may look threatening, they can do no physical harm, and are seen through by those with a Psyche or Warfare of greater than that of the caster. The actions which the illusions are to perform are defined when the spell is cast, and cannot be changed once it has been set off. The illusions can be dispelled at a command from the caster, or after a specified time. This spell allows an effective invisibility in an area by casting an illusion of 'nothing there'. LIGHT Spell Type : Summoning Base Casting Time : 30 minutes Lynchpins (an additional 5 minutes casting time each) Magic of Shadow Intensity Colour Attached or Mobile Duration (optional) Dispel Command (optional) EFFECT Creates a point of light to illuminate an area. The Attached/Mobile lynchpin means that if Attached it is attached relative to some being or thing and moves with it if it is mobile; if Mobile it appears floating in the air and the caster can then control where it goes. MASS HEALING Spell Type : Invasive Base Casting Time : 4 Hours Lynchpins (an additional 20 minutes casting time each) Magic of Shadow Target EFFECT Used for tasks such as getting a whole ships crew back on their feet after battle, it supercharges the natural healing process of everyone in a defined radius (the larger this is, the more tiring the spell is to cast) so that wounds heal in a fraction of the normal time (whatever that may be for target). It also puts any broken bones etc. into the correct positions before starting them healing, so they do not set crookedly. It will only affect targets within the area of effect of greater than the casters Psyche if the target is willing. It is limited in the same way as the individual healing spell, and takes considerably more effort and concentration than it. PREPARE MATERIALS Spell Type : Summoning Base Casting Time : 2 Hours Lynchpins (an additional 20 minutes casting time each) Magic of Shadow Target Area Dispel Word (optional) Duration (optional) EFFECT A spell which is complementary to the 'Construction' spell. It takes the raw materials of trees, rock Amber : New Sorcerous Spells http://www.wolfram.demon.co.uk/rp_am_new_spells.html[4/22/2013 12:53:58 PM] and so on and reshapes them into stone blocks, shaped timbers and so on ready for use by the 'Construction' spell. Perhaps a different type of spell is required for each building material, or indeed for each form and shape of prepared material (so that, for example, different spells could be needed to shape trees into floorboards and timbers for shipbuilding). THE RACK Spell Type : Invasive Base Casting Time : 1 Hour Lynchpins (an additional 10 minutes casting time each) Magic of Shadow Target Duration (optional) Dispel Command (optional) EFFECT A spell designed mainly as an interrogation device. It holds the target in place hovering a foot or so off the ground; they remain conscious and able to speak, but cannot move or use any powers beyond that. Once they are caught, the caster can, by means of hand gestures, induce varying levels of pain in parts of the target's body without physically damaging them. RUN MOLTEN LEAD INTO THE BONE MARROW Spell Type : Invasive Base Casting Time : 2 Hours Lynchpins (an additional 10 minutes casting time each) Magic of Shadow Target EFFECT What its name suggests. With a Psyche advantage, it causes molten lead to fill the marrow of the target's long bones. This will immediately incapacitate them with agonising pain and may kill those of weak constitution. Even if they survive the initial attack (anyone of at least Amber Endurance will), if nothing is done the target will die slowly of lead poisoning and anaemia, plus the effects of deep burns; how slowly depends on their Endurance. Because the lead is actual matter, which is only put in place by the spell, moving a victim through shadow will not get rid of the effect. This really very nasty spell is less effective on shapeshifters in the long term, as they can heal the wounds it causes, remove the lead and grow new bones (though it is still as incapacitatingly painful when it is used). Those who are not shapeshifters will require major surgery to remove the lead and rebuild their bone and bone marrow. It is possible some kind of special spell could also undo the effects of this spell. Normal healing will not work; it will only get rid of the burns the molten lead initially causes but not remove the metal. Based on a spell used in one of the 'Earthsea' books by Ursula le Guin. SCRYING Spell Type : Summoning Base Casting Time : 30 minutes Lynchpins (an additional 10 minutes casting time each) Magic of Shadow EFFECT Amber : New Sorcerous Spells http://www.wolfram.demon.co.uk/rp_am_new_spells.html[4/22/2013 12:53:58 PM] Produces a point from which the caster (and possibly others, if spell is cast via a bowl of water or crystal ball) can see, hear and sense magic as if they were there. This is produced at a defined position (either somewhere the caster knows, or at the caster's present location), but once cast can be moved from there as if flying at high speed. The scrying point may be visible to others with magical awareness whose Psyche exceeds that of the caster. Also known as Farsense. SHATTER Spell Type : Summoning Base Casting Time : 30 minutes Lynchpins (an additional 5 minutes casting time each) Magic of Shadow Target EFFECT Creates a wave of force which looks like a ripple in the air, which shatters any hard object it hits into shards. This includes weapons, armour, walls and bones (how much effect this has on a living thing is dependant on its Strength). In a small (up to man-sized) object the whole thing is reduced to fragments; in a larger object it will only shatter a roughly man-sized volume, though it may weaken the rest and perhaps make cracks through it. SOUL RIPPER Spell Type : Invasive Base Casting Time : 1 Hour Lynchpins (an additional 10 minutes casting time each) Magic of Shadow Target Animate Body (optional) Person Body Obeys (optional) EFFECT With a Psyche advantage it changes the 'spiritual environment' of the body of the target such that it violently rejects and expels its soul, which is normally left to dissipate and die in the air. The changes made to the body prevent the soul from returning to its body. The expelled soul can be stored in some pre-prepared manner if necessary. Without a soul the body normally falls into a brain-dead coma, but as an option this spell can, in addition to expelling its soul, animate the body into a kind of mindless zombie under the control of the caster or someone they specify. Even people whose minds are strong enough to resist the spell will fell a highly unpleasant internal wrenching sensation which may be enough to stun them. SPEED DRAIN Spell Type : Invasive Base Casting Time : 2 Hours Lynchpins (an additional 20 minutes casting time each) Magic of Shadow Target Dispel Command (optional) Duration (optional) EFFECT As the Strength Drain spell in the ADRP rulebook, but affects the target's Warfare, reducing it to Amber : New Sorcerous Spells http://www.wolfram.demon.co.uk/rp_am_new_spells.html[4/22/2013 12:53:58 PM] Human ranked for the duration of the spell. STAMINA DRAIN Spell Type : Invasive Base Casting Time : 2 Hours Lynchpins (an additional 20 minutes casting time each) Magic of Shadow Target Dispel Command (optional) Duration (optional) EFFECT As the Strength Drain spell in the ADRP rulebook, but affects the target's Endurance, reducing it to Human ranked for the duration of the spell. Among its effects on Stamina, this means that the target will not be able to use the Pattern without falling over from exhaustion immediately. This spell is also known as Steal Breath. STARFALL (based on 'Fantasia for Six Acetylene Torches' from 'Shadow Knight') Spell Type : Summoning Base Casting Time : 1 Hour Lynchpins (an additional 10 minutes casting time each) Magic of Shadow Target Duration (optional) Dispel Word (optional) EFFECT The caster points at a person or object, and six small ball of intense, blue-white flame dart from the casters finger and take up close orbits around the target. The balls of flame do a mad dance over the surface of the target, doing damage on touch. A target in armour will be roasted like a lobster in its shell. If there is no armour, the effect is even worse, since the full force of the flames will be felt. SWARM OF BEES Spell Type : Summoning Base Casting Time : 30 minutes Lynchpins (an additional 5 minutes casting time each) Magic of Shadow Target or Excluded Individuals Dispel Word (optional) Duration (optional) EFFECT Summons or creates a swarm of angry bees which is directed at a target, swarms about them, and stings. It won't do much harm to an Amberite, but will certainly be distracting, especially to those trying to cast spells. The bees will continue to swarm until destroyed or the dispel word is used, when they will simply disperse back to doing normal bee things. Depending on the environment of the shadow the bees may not last very long anyway (e.g. if it is very cold). The 'Target or Excluded Individuals' lynchpin allows the spell to work in one of two ways (chosen when the spell is cast and racked). With the 'Target' lynchpin, the bees attack only the specified beings and ignore everyone else. With the 'Excluded Individuals' lynchpin, the bees attack everyone Amber : New Sorcerous Spells http://www.wolfram.demon.co.uk/rp_am_new_spells.html[4/22/2013 12:53:58 PM] other than the specified individuals. Of course, different versions of this spell could be used to summon swarms of other kinds of insects (wasps, butterflies, mosquitoes and so on; in the latter case the insects could also drain the blood of the target and be an actual danger rather than simply an irritant). SWARM OF BUTTERFLIES Spell Type : Summoning Base Casting Time : 30 minutes Lynchpins (an additional 5 minutes casting time each) Magic of Shadow Target or Excluded Individuals Duration (optional) Dispel Command (optional) EFFECT Summons or creates a swarm of metallic butterflies with razor-edged mirrored wings which is directed at a target, swarms about them, and slashes them to pieces. Their mirrored wings are also highly distracting. The butterflies will continue to swarm until destroyed or the dispel word is used, or the duration runs out, when they will simply disperse away. The butterflies are largely immune to the environment of shadow. The 'Target or Excluded Individuals' lynchpin allows the spell to work in one of two ways (chosen when the spell is cast and racked). With the 'Target' lynchpin, the butterflies attack only the specified beings and ignore everyone else. With the 'Excluded Individuals' lynchpin, the butterflies attack everyone other than the specified individuals. TECHNOLOGY DRAIN Spell Type : Defensive Base Casting Time : 1 Hour Lynchpins (an additional 10 minutes casting time each) Magic of Shadow Area of Effect (optional) Duration (optional) Dispel Command (optional) EFFECT Like the Magic Drain spell, but it affects technology (whatever that is in the current shadow), nullifying it within the area of effect for the duration of the spell so that nothing above the level of simple muscle-powered items will function. TELEKINESIS Spell Type : Summoning Base Casting Time : 1 Hour Lynchpins (an additional 10 minutes casting time each) Magic of Shadow Duration (optional) Dispel Command (optional) EFFECT Allows the caster to move physical objects they can see without touching them, out to the limit of visual range (and beyond if they just want them to move in a straight line). Fine manipulation is possible at close range, as long as the caster can see what they are doing, but the less they can see Amber : New Sorcerous Spells http://www.wolfram.demon.co.uk/rp_am_new_spells.html[4/22/2013 12:53:58 PM] the coarser their control inevitable becomes. The amount which this spell can left depends on the Psyche of the caster. TRANSMUTE Spell Type : Invasive Base Casting Time : 2 Hours Lynchpins (an additional 20 minutes casting time each) Magic of Shadow Target New Form Dispel Word (optional) Duration (optional) EFFECT With a Psyche advantage, turns the target into something else, defined by the spell caster. Mass (not volume) is conserved, but elemental composition can change at the will of the caster. Useful for everything from turning a person into a (large) frog to turning lead into gold. The effect of the spell lasts indefinitely in one shadow, or until the defined Duration has passed, or the Dispel Word is used. Moving a victim through shadow will remove the effects of the spell before very long has passed. TRUE LIGHT Spell Type : Invasive Base Casting Time : 1 Hour Lynchpins (an additional 10 minutes casting time each) Magic of Shadow Included Allies Area Of Effect Duration (optional) Dispel Command (optional) EFFECT Causes pure white light to fill the area of effect. For the caster and any included allies this light merely illuminates. For anyone else it is bright enough to temporarily blind them while they remain in the light, and it is too bright to allow accurate ranged weapons fire into the illuminated area while the spell lasts. The area of effect can be fixed or cast on a mobile thing (such as a person); in this latter case it moves with them. CHAIN REACTION (New Lynchpin) Invented by Jane Winter. This optional lynchpin is added to spells in the same way as any other lynchpin. However, if it is activated when the spell is cast, it is used to specify another spell which the caster has stored in their spell rack. The lynchpin then activates that second spell. If the second spell has a Chain Reaction lynchpin too, then it can activate a third, and so on. This means that the caster only has to cast one spell, and anything up to all of their racked spells can be cast. As a default, all of the spells cast by the Chain Reaction have the same target and so on, as their lynchpins are copied from the previous spell. However, if the caster keeps an eye on the spells as they are cast, then new lynchpins can be substituted as the spells are cast in sequence. Go to the Grand Sorcery or Specialised Sorcery sections of the Amber Magic Page. Or go to a page of Rebman Mirror Magic Spells. Amber : New Sorcerous Spells http://www.wolfram.demon.co.uk/rp_am_new_spells.html[4/22/2013 12:53:58 PM] Or go back to My Amber Page.