Fan Forums => The Official Amber DRPG, Erick Wujcik, and Lords of Olympus Forum => Topic started by: RPGPundit on February 28, 2007, 02:10:08 PM
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: RPGPundit on February 28, 2007, 02:10:08 PM
Ok, magic is based on the joining of sorcerous words, the more advanced version of power words, essentially. Combining these words will launch a spell. If you do not wish to launch the spell, you must hold out one or more "Lynchpins", blank spaces in the "sentence" you are casting, that will hold the spell from being cast until its filled in.
For each spell, it takes one round to add each word; you can leave as many lynchpins open as you like, which allows the spell to stay more adaptable, but adding each lynchpin in the moment to launch it will take one round per word.
Likewise, it is possible to take the spell you have "hung" at any moment, and replace one word for another. It takes ten minutes to "take back" a word, and another round to "add" the new one.
In cases where any effect could have one or the opposite effect (ie. healing or harming), the word must be directed toward one or the other in forming the spell, so unless it is kept as a lynchpin, you must decide whether the effect will be one or the other beforehand.
Here is the list of words:
1. Structural words: Create: this spell structure opens a shadow gate through shadow to an area where the desired element is located, "shipping" it in. If you use an elemental word with your spell and do not use "create", then for the spell to work a sufficient quantity of said element would have to already be in the area.
Direction(x): where "x" is the direction or area of effect you wish; you can place this word in order to alter the direction of an existing phenomenon, or to direct the effect of your spell. most spells that involve summoning or manipulating elements will require a "direction" structural word to work.
Duration: If this word is not used, the duration of the magical effect will be instantaneous. If you use this word, however, you can specify a longer duration, anything from one round, up to "permanent". In any case, the duration of any spell can be cut short by someone using pattern, logrus, shifting shadow, or casting a "snuff magic" spell.
Surge: A more powerful version of the process surge power word, it will have a more significant and longer effect. If the spell is meant to "surge" a specific element, that element will be another word in the spell. If it is meant to surge any pre-existing process, then the Surge:Any counts as two words.
Snuff: The same, but will kill any process. In this case the specific process must be included in the spell, usually left open as a lynchpin.
Alter: This word will indicate that the spell is to transform one kind of shadow object into another. Usually both objects must be specified as words; but if you specify only one word it can be used to allow you to "shape" that kind of effect (ie. "alter rock" to allow you to easily dig or bore a hole into rock). This kind of power can not affect any objects or creatures of "reality" (from Amber, or Chaos, or containing "real" power within them).
Shadow: This is the lynchpin to specify the shadow in which you are casting. The word is often left as a lynchpin unless you're very sure of where you are going to be casting. Sometimes magic from one shadow will work in another shadow if the shadows are similar enough, but until you try it is never a guarantee.
Target: this is if the spell is intended to work upon a particular being or type of being. The Target can be as general as "orcs" or more specific. If the target is a being of "reality", it is necessary to specify the particular target (which, at the DM's option, might require knowing the target's "True Name"). This structural word is necessary only for spells that are meant to psychically contact or affect the particular mind or body of a living being; it is not necessary for general elemental spells. The "target" in question can also be yourself.
2. Effects:
Attribute: this, combined with surge or snuff, will temporarily magically increase the power of any of the four attributes. It will usually raise these attributes by one full rank with a surge (making them slightly better than the true holder of that rank) or decrease the attribute one full rank with a snuff. Either of these effects will dissapear instantly through the touch of pattern or logrus, or very quickly if one shifts shadow.
Mind: when combined with target, this creates a spell that allows you to make psychic contact with an individual target.
Consciousness: when combined with target, this creates a spell that can either cause someone to fall into unconsciousness or a deep coma-like sleep, or it can wake someone up; the former requires that the caster's psyche be superior unless the target doesn't resist.
Life: Affects the life force of living beings. Used on a particular target it can be directed to help regenerate injuries, effectively doubling their healing rate; or it can be used to cause a drain of life-force. On anyone with a human level of endurance, it will kill them instantly. Someone with a chaos rank of endurance will suffer long-term helplessness requiring a week of bedrest to recover, and someone with amber or higher endurance will only suffer the equivalent of an immediate blackout lasting only a few rounds (or as little as one, if one's endurance is very high).
Time: as a directed spell this effect can alter the flow of time in an area, cast as a target spell on an object it can make an object age very quickly, becoming structurally weak, or age very slowly becoming resistant to wear and tear (effectively turning that object into an effect equivalent to the conjuration effect of "Invulnerable to Conventional Weapons"). As a target spell on a creature it can be used to enhance the velocity of a creature, essentially doubling its normal speed (but also its rate of aging), or to slow the creature in time to a crawl, or even turning them, effectively, into a statue. Cast on an unwilling creature, this spell requires psyche advantage. Combined with Target and Direction, "time" could be used to teleport a target to any other place in the same shadow (the direction would have to specify the desired teleport location)
Magic: this is the effect of raw magic itself; combined with snuff it can be used to cancel ongoing magical effects from previous spells cast on an area, object, or person; combined with surge and target it can be used to create a magical barrier around a person, which would provide extra magical protection against other magical effects (like "snuff" counterspells, or any Targeted spell on their person). Combined with alter and direction, it could create a magical barrier that would make it impossible for anyone of less than Amber rank Psyche to cross.
(elements): all of these elements are objects that can be used (in combination with create, direction, or alter; as well as snuff and surge) to create all kinds of effects in your environment. Used with create, the spell effectively "summons" this element into an area (if "create" is not used, then the element must already be present in an area); direction can be used to make the element in question into a kind of attack (with the caster choosing the particular aesthetic of the attack, ie. a "cloud of dust" or a "Lightning bolt"), with alter it can be used to transform one element into another, or to shape that element in the environment (it could also be combined with Alter and Target/duration to make an individual temporarily immune to attacks of that element type). Surge or snuff would enhance or kill any ongoing process related to the element (this works with certain volatile elements, but not others). The following is not a complete list of possible elements, others may be thought up by the sorcerer, with GM approval:
Dust Dirt Rock Metal glass plastic rubber water rain steam smoke sound wind plants gravity inertia electro-magnetism light lightning heat fire magma cold
(note: the GM should encourage clever uses of spells; ie. constructing a spell with target(self)/light/snuff could be used to reduce the refraction of light in an individual making him very difficult to see, though this would also make it harder for him to see. Using target(other)/light/surge/direction could allow a caster to create a spell where light is used to temporarily blind an individual (or do so more permanently combined with Duration(permanent)); whereas light/create(or surge)/direction/duration would essentially create a "light" spell illuminating an area. Likewise, "electromagnetism" could be targeted on many technological objects with the effect of damaging circuitry)
Well.. what do you all think?
RPGPundit
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: TonyLB on February 28, 2007, 02:36:04 PM
I'm wondering what a "round" is, in Amber terms. It's been a while since I was deep into the rules (and my rule-book is in a box right now, along with a lot of my other books) but I don't remember things playing out in rounds, per se. Where would that stand, relative to (say) the time it takes an Amberite third-ranked in Warfare to draw and fire a handgun?
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: RPGPundit on February 28, 2007, 02:58:58 PM
Well, I meant by that an "action"; as in a period of time of a few seconds. While Amber doesn't really use a formalized timekeeping system (in the sense of "one round equals 6 seconds", or "1 turn equals 30 seconds", or whatever), in actual play it tends to be that the GM goes from player to player asking them what their "actions" are in turn. So each "word" takes one "action" to use. Thus, if a spell has two open lynchpins, a wizard trying to "complete" the spell would take two "actions", enough time for someone else to do two things.
RPGPundit
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: TonyLB on February 28, 2007, 03:53:30 PM
Interesting ... I've never seen Amber played in that way. Mostly I see combats and other such conflicts played by people telling what general stance (full defensive, opportunistic and all-out attack, for instance, are offered as stances one could take in combat) their character is going to take, and then running time forward long enough to get some interesting information (whether that's five seconds or five minutes) then taking a new stance.
Different strokes, I suppose.
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: RPGPundit on February 28, 2007, 06:54:11 PM
Every time I've seen combat run, it was the exchange of action for action, strike for strike; except in cases where one opponent vastly outclassed the others (ie. Amberite vs. shadow humans).
RPGPundit
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: finarvyn on March 01, 2007, 01:27:48 PM
Interesting. I've never played "Promised Sands", but I do like the general concept of what you are describing here. Have you playtested this, or is it just theoretical?
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: RPGPundit on March 02, 2007, 06:59:26 PM
Totally theoretical at the moment, but I'm strongly considering using this sorcery system for the next time I run Amber.
RPGPundit
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: Nihilistic Mind on March 05, 2007, 04:51:11 PM
Let us know how it turns out...
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: RPGPundit on February 29, 2008, 09:25:43 AM
Bump, just because its been a while, and I'm going to be running Amber sometime soon.
RPGPundit
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: Nihilistic Mind on February 29, 2008, 10:48:28 AM
I'm glad you did, I had forgotten about this thread and I am likely to use these rules for my next Amber Campaign chapter (which we may start tonight). I hadn't put an emphasis on sorcery until now, and it's about time to do so.
I'm assuming that the power source for the spells is the sorcerer himself. Would using the Logrus as a power source and to store spells make them more powerful etc.? What other powers could be used to power up spells?
Is there a limit on how many spells a Shadow sorcerer can make in a day? What about a Chaosian? An Amberite? Endurance could take care of that I'm sure, but have you thought of some kind of ratio?
When it comes to sorcery, I like to run it with three seperate levels: charms, spells and rituals.
Charms are quick and very simple (power words, basically, but the sorcerer is not limited to power words that are learned).
Spells are more complex, take more time, maybe some incantation, sigils, small sacrifice. Usually I like for spells to use a defined power source other than the character, but it can be done without with charges limited by the character's endurance. Spells can be stored.
Rituals are long, complex and very powerful. They cannot be stored and need to occur where its effects are needed. A power source is very important if lasting effects are required.
When it comes to a power source, local Shadow things can be used if the Shadow has the right properties, but won't be as powerful as something like the Logrus or a connection to the Fount of Power. It's the way Spikards are described power source wise: a ring that pulls from many Shadow power sources to process semi-instantaneous spells.
What I like about what you've written in your first post is that it could be used for spells and rituals.
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: jibbajibba on February 29, 2008, 01:20:54 PM
I like this system a lot oddly becuase it ties Power words in as well but also because it keeps the essence of the system that exists ie you can create your own spells and all spells are a unique working of each character (avoids tedious repetative spell lists).
I would go a step further and say power words are just singl word spells and you need to learn power words (the cantrips of the system) before you move onto spells.
Have you thought about using a basic and advanced sorcery option and perhaps allowing extra features at the advanced level ?
Lastly the round thing might be tricky in theory but I think woudl be okay in practise. I would also seem to me that you can speak whilst fighting have you considered that.
Sator arepo tenet opera rotas ....
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: Uncle Twitchy on February 29, 2008, 02:06:33 PM
This is interesting -- can you give a clear example of its usage?
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: RPGPundit on May 30, 2008, 04:37:53 PM
Just to let people know, I've stickied this thread for completely selfish reasons. My next Amber campaign will begin in a question of weeks now, and I'm strongly leaning toward using this magic system.
RPGPundit
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: Uncle Twitchy on June 02, 2008, 01:40:58 PM
Still waiting for that clear example... :)
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: RPGPundit on June 02, 2008, 04:43:45 PM
Well, let's say you wanted to cast a "lightning bolt".
You'd need the following lynchpins: Create Direction (bolt extending out from your fingertips) Shadow (the Shadow you were casting it in) Element: Lightning
To "hang" the spell for quicker casting later, you'd need to leave at least once of those three lynchpins open, probably "Shadow". Thus, when the moment of casting came you'd fill in the word taking up your action that "round" and the spell would be cast.
You could choose to leave two lynchpins open, for example "Shadow" and "Element"; this means that instead of a Lightning bolt the spell would become a generic attack spell, where you could fire a bolt of fire, or ice, or lightning, or magma, or whatever you wanted. However, with two lynchpins open, it would take you two rounds of action to activate the spell.
RPGPundit
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: Uncle Twitchy on June 02, 2008, 05:38:36 PM
Awesome. Thanks, Pundit.
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: RPGPundit on July 04, 2008, 09:39:34 PM
The basic spells from amber in the new system:
1. Mind Touch: mind + target + direction + shadow -direction can be "line of sight" or it can be specified as any place in the same shadow.
2. Quell: target + consciousness + snuff + shadow
3. Cardiac Arrest: target + life + snuff + shadow
4. Stone Binding: target + time + snuff + shadow
5. Invisibility: target + alter + element (light) + shadow
7. Magic armour: alter(clothes) + time + snuff + shadow (this would let you change your clothes to be "invulnerable to normal weapons)
8. Defensive barrier: Create + element (inertia) + direction (radius around you) + shadow (this could also have "target" added to create either a magical barrier to protect another, or have a second direction (inversed) to create a force field of entrapment)
9. Psyche ward: alter + magic + direction + shadow
10. lightning bolt: create + element (lightning) + direction + shadow (replace element with "lava" to create a lava spell, or with any other element for a similar attack spell)
11. self- teleport: time + target + direction + shadow -direction would be the desired location of the teleport. Target would be "self" or it could be another individual; if so you'd need a second "Direction" to indicate the person's current location. -teleport would only work to transport you (or someone in the same shadow as you) to somewhere else in the same shadow.
RPGPundit
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: Nihilistic Mind on July 05, 2008, 03:03:14 AM
Sweet! Thanks for that!
I have a quick question about how you (and others) look at sorcery in Shadow. If one of the words pertains to the Shadow itself, is it sufficient to make your spell work in a Shadow not prone to magical effects to begin with?
Would it take a bit longer? End up with reduced effect? Force the sorcerer to use an Empower keyword?
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: RPGPundit on July 05, 2008, 03:21:20 AM
There are certain shadows where Sorcery doesn't work. Someone with Sorcery can't really do anything about that; it would take someone with advanced pattern altering the fundamental laws of that shadow to change things. (that, or putting points into the shadow so you can control contents).
There are, of course, shadows where there's little or no magical tradition but sorcery still works (like our own earth). The number of shadows where sorcery doesn't work at all are very few.
RPGPundit
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: Nihilistic Mind on July 05, 2008, 04:06:33 AM
Cool. That's pretty much how I run stuff too. For the most part, if a Shadow has low-magic, it simply takes much longer for spells to function, or finding a ley line or some sort of magic nexus (potentially these could link Shadows or have been Shadow paths or something of the sort). That's usually how I run things.
I like this combo system, it really meshes with how I run sorcery in my Amber games (more fluid, more intuitive, less time consuming depending on Shadow magic fields).
I think what I like a lot about it is the potential to make very complex spells with it and end up with the equivalent of rituals and such.
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: jibbajibba on July 09, 2008, 08:21:34 AM
I made up an Amber CCg which ranked each shadow in terms of tech and Magic from 1 - 5. 1 Innert - technology in Amber, 5 uber - Magic in wonderland.
Amber came out as a T1 M3 Shadow and Chaos was a T2 M5 shadow. Earth was T3 M2 which meant that Cyberpunk would work on earth but not Star Wars (T4) or Transhuman (T5) and that there were magicians who would perform some limited Sorcery given extensive rituals and preparation.
You could easily take this and add it to Pundy's Sorcery system by modifying the ranks and using it as a multiplier to the casting time.
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: jibbajibba on July 09, 2008, 08:25:06 AM
I made up an Amber CCg which ranked each shadow in terms of tech and Magic from 1 - 5. 1 Innert - technology in Amber, 5 uber - Magic in wonderland.
Amber came out as a T1 M3 Shadow and Chaos was a T2 M5 shadow. Earth was T3 M2 which meant that Cyberpunk would work on earth but not Star Wars (T4) or Transhuman (T5) and that there were magicians who would perform some limited Sorcery given extensive rituals and preparation.
You could easily take this and add it to Pundy's Sorcery system by modifying the ranks and using it as a multiplier to the casting time or even a minimum pyche level to cast in that environment or get a mulitiplier ... you get the idea
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: Nihilistic Mind on July 09, 2008, 01:40:59 PM
Thanks, JibbaJibba. That sounds really good, actually. Modifying casting time (additional words for example) to compensate for a magical level difference in Shadow.
Here's another cool bit for sorcery (obviously optional, but cool nonetheless): In Otha's now defunct wiki game, the PCs were able to affect things that are real with sorcery by 'sacrificing' an item of substance. The power of the spell was determined by the PCs sorcery level and how much substance (how 'real') the item was. For instance, using a flower grown in Benedict's garden at Amber Castle will have more substance than one found in the realm of Amber (still real, but a bit less 'substance'). Same thing was used for conjuration: we would use items of substance to conjure things.
This might not be a perfect match for sorcery as described by the ADRP, but the concept itself seemed really cool to me. So, I could imagine that if you want to affect an amberite with a powerful spell, using a bit of their own blood or something dear to them would make the spell more likely to succeed. Perhaps it cannot be dispelled without a similar sacrifice on the end of the defending sorcerer, etc...
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: JongWK on August 17, 2008, 06:06:38 PM
I had the opportunity to try the system in yesterday's game, and it worked quite well. My character used some old and brand new spells, which surprised the hell out of his opponent. Thumbs up!
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: Daztur on October 09, 2008, 02:41:37 AM
Cool ideas here, also it seems like a good way to ramp of magical power with PCs only knowing a few words and then gradually increasing the number they know.
Also maybe limit the length (in words) that a spell can be in less magical Shadows.
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: RPGPundit on October 09, 2008, 11:47:03 AM
Quote from: Daztur;255074Cool ideas here, also it seems like a good way to ramp of magical power with PCs only knowing a few words and then gradually increasing the number they know.
Also maybe limit the length (in words) that a spell can be in less magical Shadows.
Well, those are possible ideas, but not really necessary ideas.
The system limits itself, because the more words your spell has, the more time it will take to prepare and probably to cast, since if you have a lot of words, odds are you have a lot of lynchpins.
As for "less magical shadows", that's an interesting concept, but I don't know that limiting the number of words would be the way I'd go. It might work, sure, but I might prefer to lengthen the amount of time it takes to activate each lynchpin. So in a low-magic shadow just saying the word of power isn't enough, you have to recite this whole bullshit incantation for each part.
RPGPundit
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: RPGPundit on May 14, 2009, 08:41:41 PM
I just thought I'd post a little update to this thread to comment that I've been using this magic system in my latest Amber campaign, several of my players have learned Sorcery, and the general opinion seems to be very favorable toward this system. In my own experience, I'd say its worked out much better than the system in the Amber book.
RPGPundit
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: jibbajibba on August 19, 2009, 11:42:05 AM
Quoted for reference to the thrust of the question
Quote from: Nihilistic Mind;180760When it comes to a power source, local Shadow things can be used if the Shadow has the right properties, but won't be as powerful as something like the Logrus or a connection to the Fount of Power. It's the way Spikards are described power source wise: a ring that pulls from many Shadow power sources to process semi-instantaneous spells. .
Looking at Sorcery. I like Pundit's adapted model and am likely to use a tweaked version of it. One thing I got from catching up on Knight of Chaos on hols was the importance of a power source for the spell.
It doesn't really appear in the ADRPG rules and even Pundy chooses not to include it.
Merlin often talks about a spell effect requiring a lot of energy. One of the real appeals of the Font is the huge amount of magical energy it offers (that and the wine cellar of course).
This would also have the effect of elminating the rather non-Amberite mass damage spells (500 feet cubed of molten lava being a good example :) )
So it seems then that another base requirement for a spell would be to name the energy source.
I get the impression that Logrus and Pattern mages can use the logrus and pattern as power sources and we can imply that the rate of access is determined by the usual (proximity to the poles, level of skill etc etc). However, we could extend this to other primal planes (like the Font), The Abyss, Ygg, The Jewel of judgement etc etc ... You would obviously need an initiation to use a particular power source (especially if its sentient like the Pattern or Ygg)
It would be simple for the GM to rank power sources (say 1->X ) and to determine from that power score the ability to affect stuff say a 10 power source can create a 100 feet cube of Lava, for instance.
Crude magic use would require more power but you wouldn't really need to have much power to create more lightweight magics like a ward or a spell to enhance the beauty of a necklace.
I would lay down a marker for Pattern and Logrus of say 10 points each (nice round number) and say Logrus has a power level of 5 in Amber by means of getting an idea of scale.
Lastly I would score a shadow as having a base level of 'background' magical energy from 0-3 that could be used to power magics when no other source was available. With obviously highly magical shadows like wonderland coming in at the top level.
What do you think any comment?
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: RPGPundit on August 20, 2009, 01:13:20 AM
That's a very interesting concept. I might try to make use of that in my next campaign.
RPGPundit
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: Xenon on August 20, 2009, 09:26:19 AM
all that seems to be lacking there is 'personal' power. what do you think ranks in endurance are for?
how does this impact conjuring? power for points, or power for mass conjured? according to merlin, conjuring food to eat has a net positive benefit.
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: jibbajibba on August 20, 2009, 10:30:25 AM
Quote from: Xenon;322201all that seems to be lacking there is 'personal' power. what do you think ranks in endurance are for?
how does this impact conjuring? power for points, or power for mass conjured? according to merlin, conjuring food to eat has a net positive benefit.
That's a fair point. I also noted that Merlin refers a lot to how fast stuf is summoned either via logrus or sorcery. He notes for example that Dworkin summons a meal far faster than he could and there is that meal between Jasra, Mandor and Merlin that is all about the style speed and subtly of summoning dinner.
However, I wouldn't use endurance as a power source I would use it as a limit for how long you could keep a power channel open and keeping a powerful 'pipe' open would be more draining than allowing a power source to trickle its power to you.
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: Croaker on August 20, 2009, 11:10:10 AM
I had a system like that, a long time ago.
I allowed personnal power, the strength of which depended on Psyche and Strength (we're talking about raw energy there, and I figured this gave an added usefulness to it, but you could easily replace it by pure psyche, but this was draining (endurance). Shadow power sources were limited in scope (say, Wolves, Fire, Sight) but could either provide a steady stream of magical energy, allowing an effect to theoretically last forever, or be drained dry to power a more powerfull spell or one who needed to carry its own energy supply. They also didn't require a special endurance feat, although some were harder to control than others, depending on psyche
Hum... An exemple: I want a spell that transform someone into stone to last forever. If I find a powerful enough Shadow Magic source attuned to, say, stone or petrification, I can cast the spell on someone, linked to the source, that'll keep the effect going. If the target is moved to another shadow, the link is broken, and the spell quickly falls appart. If the target is already in another shadow, I need a magical conduit, who'll need its own metamagic power source. This will also be very easy to spot throught shadow. Yet again, if the target is moved through shadow, the spell will fail, as the "conduit" will sooner or later be in a shadow with different magic rules, and fail => no energy => no petrification. Or I can drain a power source to create an autonomous spell, wrapped up upon itself, which'll have a fixed duration (say, 10 years), but will be less affected by shadow shifting AND will be a lot more stealthy.
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: RPGPundit on August 22, 2009, 01:29:15 AM
The question would be as to Pattern magic vs Logrus Magic. Would pattern magic be more powerful? It probably should be, right? Only sorcery seems to be something that is more natural to the Logrus. How would we actually account for that in such a way that it prevented munchkin amberites from all taking "pattern sorcery" and going apeshit on the supposed chaos Arch-wizards?
RPGPundit
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: Stormwind on August 22, 2009, 04:48:47 AM
As a DM I would simply say that whilst you can 'theoretically' use the logrus or the pattern to power any form of magic, magic powered by pattern is going to excel at giving things a fixed form (basically fixing something to a pattern, such as petrification spells), whilst magic powered by logrus will excel at changing things or making them more chaotic (such as disguise spells). I would also allow shapeshifting or trump to power magic, and again the 'flavor' of the power source determines the type of magic which that source is best suited to.
Finally, regarding munchkin amberites taking pattern sorcery and going apeshit on the wizards of Chaos, well Logrus users have a decided advantage there (as per the rules) ... they can hang multiple spells on the logrus itself.
My 2c worth ;)
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: Croaker on August 22, 2009, 12:41:04 PM
Quote from: RPGPundit;322665The question would be as to Pattern magic vs Logrus Magic. Would pattern magic be more powerful? It probably should be, right? Only sorcery seems to be something that is more natural to the Logrus. How would we actually account for that in such a way that it prevented munchkin amberites from all taking "pattern sorcery" and going apeshit on the supposed chaos Arch-wizards?
I took a similar approach than Stormwind.
To me, the Pattern could power any sorcery giving way to control, be it mental control or telekinesis, whereas Logrus could power Transformative sorcery. Thus, a Pattern-based spell could force someone to stay still, be it through a mental command or by physically blocking him, but could not change a staff into a sword. A logrus-based spell could petrify someone, but could not lift a sword (although you could use the tendrils, but this is another matter)
For those who know Ars Magica, I had something like this: Pattern: Intellego + Rego Logrus: Intellego + Muto Abyss: Perdo Trump: Creo Shadow power sources: Any technique in a limited area (at most a form)
I found this system was very usefull in simulating the usefulness of the Keep of Four Worlds (Magic in 4 elements) and especially the spikards (a LOT of minor power sources, covering possibly any situation, like "blinding wolves", "creating light", "destroying undead"), while keeping the power of Pattern/Logrus/Abyss
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: jibbajibba on August 22, 2009, 07:19:33 PM
Hmm... I will have to think. My initial reaction is that if you limited patterna nd Logrus like this then you would end up havign to limit every possible power source and crippling them as they would all need to be weaker than the poles. For example if you say a transformation spells are Chaos based and control spells are Pattern then if you are using a local power source can you use it to do both or does it need to be assigned to law/chaos what about if someone came up with a Ygg power could it do both? something else all togehter? I think the confusion and paperwork might get real dragging (although it would make sorcery tedious enough to stop it being a go to power :) ) having to track each and all power sources and rank then in power on some sort of multi axes graph and every time you add a new primary power (trump? Abyss?) you would have to think does this require a new axes is x power unique?
I think I will settle for a simpler model where Logrus and Pattern have the same strength (as seems to be the case in the books) and are as effective at all versiosn of magic. The differential will be stuff that might limit the power in this shadow and the users score in the power (using a partial power system the total score in a power will liekly vary between characters) and their psyche. I will probably have a profile for each shadow though that includes tech and magic.
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: Stormwind on August 23, 2009, 04:34:40 AM
I don't focus much on the details with regards to power sources for sorcery, I merely consider the 'flavor' of the power ...
... so for example, if a logrus sorcerer and a pattern sorcerer both try to cast a transformation power, then it would work for both but the logrus sorcerer would find it easier to cast or counter, whereas if they both tried to cast a control power, then again it would work for both but the pattern sorcerer would find it easier to cast or counter. Likewise other sorcerers would find spells that tied in to the 'flavor' of their power source easier to cast or counter.
Basically, one of the things I like best about the game is the freeform resolution and I try to do the same with sorcery, keeping it as simple as I can. For instance with the above example, either the pattern sorcerer or the logrus sorcerer might gain a small advantage depending on the spells they choose to use and how they choose to use them.
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: Croaker on August 23, 2009, 07:42:04 AM
Quote from: jibbajibba;322867Hmm... I will have to think. My initial reaction is that if you limited patterna nd Logrus like this then you would end up havign to limit every possible power source and crippling them as they would all need to be weaker than the poles. For example if you say a transformation spells are Chaos based and control spells are Pattern then if you are using a local power source can you use it to do both or does it need to be assigned to law/chaos what about if someone came up with a Ygg power could it do both? something else all togehter?
Well, thing is, sometimes, shadow power sources can do thing that pattern or logrus can't, but in a limited area. You also need a link to them.
Say that there's this Powerful Shadow Source that gives you power over fire (like, for exemple, the keep of four worlds, which is presented in the series like something major). You can use it to create fire, something you can't do with either pattern or logrus. But you can't use it to control a corpse's movements (something Pattern would allow you to do) or transmute a wall into glass, something easily done with logrus. Creation and control over fire may be usefull, but this makes you a one-trick pony, something easily circumvented.
And this is the upper best of Magic Sources. Most were a loooot more limited, like "create swords" (something that Pattern couldn't do, but still...), "control wolves" (something logrus couldn't do, yet...). A more powerful Shadow Source would let you control and transform wolves, which would be Pattern and Logrus abilities... limited to wolves. You could this have powerful shadow sorcerers, but they'd be limited in what they could do, although, the more they traveled through Shadow and took control of various power sources, the more dangerous they'd became.
Once again, this fits perfectly with the books depiction of Shadow power sources, be it the miriad of minor sources seen through the spikards to the surprising Keep of the Four Worlds, rare and powerful enough for Brand to look into it. This also echoes merlin's words about Pattern Magic and Logrus Magic.
And look at pundit's question over there: If you don't give each power its own abilities, what's the difference of Pattern Magic vs Logrus Magic vs Shadow Magic? None, which can get boring. IMO, if you allow anything to do anything, you lose a lot of game flavor and lose also the "So, that's what the book talked about!" feel. Stormwind's solution is, still IMO, better than yours, although a "small" difference will probably be always overlooked by players.
As per ygg, first, I'd ask this: Shoudl everything be a power or allow you to do something? Still, if you wanted to do this, it's just like a new power creation: The GM would have to see. Me, I'd probably allow it to nullify Pattern and Logrus sorcery: These powers do not extand past ygg
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: JongWK on August 23, 2009, 11:47:23 AM
In my humble opinion: K.I.S.S.
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: jibbajibba on August 23, 2009, 01:17:24 PM
Quote from: Croaker;323031Well, thing is, sometimes, shadow power sources can do thing that pattern or logrus can't, but in a limited area. You also need a link to them.
Say that there's this Powerful Shadow Source that gives you power over fire (like, for exemple, the keep of four worlds, which is presented in the series like something major). You can use it to create fire, something you can't do with either pattern or logrus. But you can't use it to control a corpse's movements (something Pattern would allow you to do) or transmute a wall into glass, something easily done with logrus. Creation and control over fire may be usefull, but this makes you a one-trick pony, something easily circumvented.
And this is the upper best of Magic Sources. Most were a loooot more limited, like "create swords" (something that Pattern couldn't do, but still...), "control wolves" (something logrus couldn't do, yet...). A more powerful Shadow Source would let you control and transform wolves, which would be Pattern and Logrus abilities... limited to wolves. You could this have powerful shadow sorcerers, but they'd be limited in what they could do, although, the more they traveled through Shadow and took control of various power sources, the more dangerous they'd became.
Once again, this fits perfectly with the books depiction of Shadow power sources, be it the miriad of minor sources seen through the spikards to the surprising Keep of the Four Worlds, rare and powerful enough for Brand to look into it. This also echoes merlin's words about Pattern Magic and Logrus Magic.
And look at pundit's question over there: If you don't give each power its own abilities, what's the difference of Pattern Magic vs Logrus Magic vs Shadow Magic? None, which can get boring. IMO, if you allow anything to do anything, you lose a lot of game flavor and lose also the "So, that's what the book talked about!" feel. Stormwind's solution is, still IMO, better than yours, although a "small" difference will probably be always overlooked by players.
As per ygg, first, I'd ask this: Shoudl everything be a power or allow you to do something? Still, if you wanted to do this, it's just like a new power creation: The GM would have to see. Me, I'd probably allow it to nullify Pattern and Logrus sorcery: These powers do not extand past ygg
As noted I am drawn to the KISS option ... however... if we were to add a 'school' system to the magic (a bit like the ars magica example above) a power source could have a profile against these 'schools' and spells would be of a school could even work that into the lynchpins ....
I will see if I can come up with some thing tonight.
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: RPGPundit on August 23, 2009, 02:51:41 PM
Quote from: Stormwind;322695As a DM I would simply say that whilst you can 'theoretically' use the logrus or the pattern to power any form of magic, magic powered by pattern is going to excel at giving things a fixed form (basically fixing something to a pattern, such as petrification spells), whilst magic powered by logrus will excel at changing things or making them more chaotic (such as disguise spells). I would also allow shapeshifting or trump to power magic, and again the 'flavor' of the power source determines the type of magic which that source is best suited to.
Finally, regarding munchkin amberites taking pattern sorcery and going apeshit on the wizards of Chaos, well Logrus users have a decided advantage there (as per the rules) ... they can hang multiple spells on the logrus itself.
My 2c worth ;)
Yeah, but again really, so what? Any Amber PC who gets sorcery will get a 2pt item to rack 12 spells on, and bob's your uncle; we're right back at supposedly-less-sorcerous-Amberites wiping the floor with supposedly-sorcery-rich-Chaosians.
RPGPundit
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: SunBoy on August 23, 2009, 04:04:19 PM
Quote from: RPGPundit;323148Yeah, but again really, so what? Any Amber PC who gets sorcery will get a 2pt item to rack 12 spells on, and bob's your uncle; we're right back at supposedly-less-sorcerous-Amberites wiping the floor with supposedly-sorcery-rich-Chaosians.
RPGPundit
Rules, not novels.
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: RPGPundit on August 24, 2009, 02:34:24 AM
Yes, that's right. What we're working on here is the rules. And how to make them actually work, not be rife for abuse that doesn't match the novels' emulation.
RPGPundit
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: jibbajibba on August 24, 2009, 08:07:31 AM
I sliced it a dozen ways last night. Tried emulating micro spells, Pundy's list of spell elements, I even looked at he D&D spell schools (mainly because I wanted 8 different aspects for in game reasons) but I couldn't come up with a list of spell type i was confortable that really fittend into the Amberverse.
Lets say we went with
Evocation - direct damage stuff Summoning - bringing things through shadow Travel - moving things through shadow/space Alteration - changing the form of things (akin to Shadow manaipulation as well) Control - meaning a pychic control type spell
With this list of 5 I was unable to say which would be Logrus and which pattern.
Yes I could create a power source that had 30023 profile (or more amusingly for 90s tv fans 90210) and i coudl see that that power source coudl produce spells of 3 'schools' which a degree of success. But I couldn't actually split Logrus and Pattern. Alternation you would guess is Chaos, yet Pattern is the go to Power for Shadow Manipulation. Control is Order, yet control spell int eh books are more the work of Chaosites binding demons, casting sleep spells etc.
So ... I am moving back to KISS :(
(also considered the following magick types... Dreams, Mirrors, Time, Divination, Self, demonic, ...)
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: SunBoy on August 24, 2009, 10:13:42 PM
Quote from: RPGPundit;323394Yes, that's right. What we're working on here is the rules. And how to make them actually work, not be rife for abuse that doesn't match the novels' emulation.
RPGPundit
Yeah, I got that. I suppose my old line "people wouldn't abuse those rules because they want to play a nice game" won't be of use. Emulation shouldn't be the GM's or rulebook's problem only.
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: Xenon on August 24, 2009, 10:52:02 PM
thought. the Jewel of judgment as a high-order power-source. pattern/logrus as medium-power, broken pattern as low power. and then you have shadow sources. But the spikards are super-strong, based on the pre-pattern shadow power sources.
could be that pattern actually reduced the amount of shadow-power when it came into existence. in part because of how the JoJ was used. maybe all that stolen power is now only availible from the Jewel, or the spikards- both of which have major problems for the user. logical conclusion, destruction of pattern(s) would increase magic sources in shadow.
trump as a possible power source? you would only get the source depicted in the trump, but that could be a significant power boost by removing the transport problem, making a nice synergy between magic and trump. heck, ghostwheel could probably do a lot to move power around, if he needed to.
i could actually see shadow sources being MORE powerful than logrus or pattern, but more specialized in use and stuck in one spot. so if you can access them you have an edge, and this is why shadow-sorcerers are so bloody dangerous. a prince walking shadow has access to less power on the spur of the moment in general.
we should also get some 'blood sacrifice' power source. kill an animal, cut yourself, or kill a person. inconvenient and messy, but it works.
i guess the short list would then be Constructs, Powers, Shadow, and Blood. probably should be something else, of the older/forgotten variety as well- the shroudling's mirror realm being a good example.
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: RPGPundit on August 25, 2009, 12:35:51 AM
Quote from: SunBoy;323646Yeah, I got that. I suppose my old line "people wouldn't abuse those rules because they want to play a nice game" won't be of use. Emulation shouldn't be the GM's or rulebook's problem only.
Well, I think certain players wouldn't be too keen to accept that; they'd say "it doesn't make sense that amberites WOULDN'T do this", and they'd have a good point at that; if you want the game to emulate the setting, then you need to make sure the rules take these kinds of things into account. There are moments where you can say "no, that's just not in the spirit of the rules", but with something as big as one of the most significant power systems, I don't think that's a good excuse, its just a cop-out for failing to design a magic system that is sufficiently emulative.
RPGPundit
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: jibbajibba on August 25, 2009, 03:59:19 AM
Quote from: Xenon;323655thought. the Jewel of judgment as a high-order power-source. pattern/logrus as medium-power, broken pattern as low power. and then you have shadow sources. But the spikards are super-strong, based on the pre-pattern shadow power sources.
could be that pattern actually reduced the amount of shadow-power when it came into existence. in part because of how the JoJ was used. maybe all that stolen power is now only availible from the Jewel, or the spikards- both of which have major problems for the user. logical conclusion, destruction of pattern(s) would increase magic sources in shadow.
trump as a possible power source? you would only get the source depicted in the trump, but that could be a significant power boost by removing the transport problem, making a nice synergy between magic and trump. heck, ghostwheel could probably do a lot to move power around, if he needed to.
i could actually see shadow sources being MORE powerful than logrus or pattern, but more specialized in use and stuck in one spot. so if you can access them you have an edge, and this is why shadow-sorcerers are so bloody dangerous. a prince walking shadow has access to less power on the spur of the moment in general.
we should also get some 'blood sacrifice' power source. kill an animal, cut yourself, or kill a person. inconvenient and messy, but it works.
i guess the short list would then be Constructs, Powers, Shadow, and Blood. probably should be something else, of the older/forgotten variety as well- the shroudling's mirror realm being a good example.
You see if you split it this way it gets really dependent on setting. Supposing you wanted there to be a 'Power' behind Trump or supposing The Abyss was a Power in your game. I would prefer to have a generic way of describing a power then set Logrus and Pattern. I really like hte idea of differnt types of powers being good at different stuff I just can't make it elegant
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: RPGPundit on August 25, 2009, 02:35:12 PM
What we would need to do is have someone collect absolutely every reference to magic/sorcery from the Books, and list them all out, so we could definitively answer "what do we KNOW about sorcery"?
RPGPundit
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: Croaker on August 25, 2009, 03:53:30 PM
Quote from: JongWK;323064In my humble opinion: K.I.S.S.
I was made for loving you baby You were made for loving meeeee
Quote from: jibbajibba;323453Alternation you would guess is Chaos, yet Pattern is the go to Power for Shadow Manipulation. Control is Order, yet control spell int eh books are more the work of Chaosites binding demons, casting sleep spells etc.
Chaos is unnatural alteration. Pattern is natural, possible alteration (the bit about what is possible can be made probable, what is probable can be made certain). Quite a distinction there ;)
You could use this to make a distinction like the one in Mage: Logrus spells would be impressive but dangerous. Pattern spells could be safer, but subtler.
And pundit raises a VERY valid point about logrus spell racks. An option could be to have such spells be "hardwired" into the logrus, so long as you maintain them, allowing you to cast them multiple times.
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: Stormwind on August 25, 2009, 05:03:30 PM
Quote from: Croaker;323826Chaos is unnatural alteration. Pattern is natural, possible alteration (the bit about what is possible can be made probable, what is probable can be made certain). Quite a distinction there ;)
You could use this to make a distinction like the one in Mage: Logrus spells would be impressive but dangerous. Pattern spells could be safer, but subtler.
I agree ... I find it's best not to go into too much detail with sorcery and thus I simply stop at the 'flavor' stage. Croaker's description above is a good extrapolation of the differences of flavor between Logrus and Pattern.
Quote from: Croaker;323826And pundit raises a VERY valid point about logrus spell racks. An option could be to have such spells be "hardwired" into the logrus, so long as you maintain them, allowing you to cast them multiple times.
True, true ... simply considering the rules, the spell rack ability of the Logrus can be a little too easily replicated. One approach is to 'improve' the Logrus benefits, another is to make it more expensive to replicate. I personally require both a good story, and a way for the character to have crafted the spell rack themselves (i.e. need to have both sorcery and conjuration). I suppose other approaches are possible too, but I've always found this to be sufficient with my players.
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: jibbajibba on August 25, 2009, 05:45:14 PM
Quote from: Stormwind;323842I agree ... I find it's best not to go into too much detail with sorcery and thus I simply stop at the 'flavor' stage. Croaker's description above is a good extrapolation of the differences of flavor between Logrus and Pattern.
True, true ... simply considering the rules, the spell rack ability of the Logrus can be a little too easily replicated. One approach is to 'improve' the Logrus benefits, another is to make it more expensive to replicate. I personally require both a good story, and a way for the character to have crafted the spell rack themselves (i.e. need to have both sorcery and conjuration). I suppose other approaches are possible too, but I've always found this to be sufficient with my players.
One interesting thing about spell racks is that they seem to be very much a game mechanic to magic accessible. The items int eh novels that can rack spells, the Spikards and Mandor's Balls (fnarr, fnarr) are deep. Merlin hints that Mandor's balls were enchanted when he assailed the Logrus. As a game mechanic however they are invaluable :)
I think a good backstory or the ability to create the item are a nice way to cover it off. I think in my game i will require spells to have a power source but will run the magic types as flavour. Its simple but has hte effect of curbing power hungry magic and makes Power Sources themselves critical to sorcerors.
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: RPGPundit on August 25, 2009, 06:27:29 PM
I would suggest that whatever system one used, it should ultimately mean that Amberites could use sorcery as a source of "cheap tricks", ie. something non-essential and often tedious but occasionally useful, whereas Logrus sorcery would be something pretty much essential to their power-kit, something really worth getting for them.
RPGPundit
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: Croaker on August 26, 2009, 03:17:53 PM
Problem is how to do that???
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: Bird_of_Ill_Omen on February 08, 2010, 03:14:56 AM
I've been trying to figure out Amber Sorcery in a way that makes sense to me, so I'm really enjoying this thread! I think the system you've come up with, Pundit, looks pretty good so far, and I'm glad it's play-tested well for you. Also glad you included this example so I can see how the pieces go together:
Quote from: RPGPundit;212171Well, let's say you wanted to cast a "lightning bolt".
You'd need the following lynchpins: Create Direction (bolt extending out from your fingertips) Shadow (the Shadow you were casting it in) Element: Lightning
To "hang" the spell for quicker casting later, you'd need to leave at least once of those three lynchpins open, probably "Shadow". Thus, when the moment of casting came you'd fill in the word taking up your action that "round" and the spell would be cast.
You could choose to leave two lynchpins open, for example "Shadow" and "Element"; this means that instead of a Lightning bolt the spell would become a generic attack spell, where you could fire a bolt of fire, or ice, or lightning, or magma, or whatever you wanted. However, with two lynchpins open, it would take you two rounds of action to activate the spell.
RPGPundit
I've got a couple questions to make sure I'm reading everything right. Let me know where I've gone wrong...
I'm an Amber sorcerer and I want to lightning bolt some dude I'm going to fight in shadow Avernus tomorrow. I could just cast the spell tomorrow in the heat of battle, but it'll take 4 rounds to do it, and he'll probably shoot me with his crossbow before I finish the spell. So instead, I'm going to cast MOST of the spell right now, and save just one word to speak tomorrow. In this case, I know all the details -- I know I want to create lightning (2 words), and I know I want it to come out of my finger (1 word), and I know we'll be in Avernus (1 word). But since I don't want the spell to go off right now, I have to hold back at least ONE word for now, even though I don't need to leave any room for variables.
QUESTION #1. So when my sorcerer casts the lightning bolt right now (the day before the fight) it takes me 3 rounds for the 3 words I speak, or does it take 4 rounds since it's a 4 word spell (with the idea that I'm taking time to leave the hole for the unspoken lynchpin)?
QUESTION #2: When my sorcerer casts the initial spell (leaving out 1 lynchpin), are you still using the convention of needing to rack or hang the unfinished spell in a receptacle? Are you doing anything different with racking or hanging in that regard?
QUESTION #3: In this specific lightning bolt case, shouldn't I be defining the length of the bolt with an additional lynchpin word? Otherwise, how is the magic going to know whether to make the bolt shoot ten feet in front of me, or up to the fifth floor window? Or are we assuming it will go until it hits something and then stop?
QUESTION #4: How are you judging the damage done by the lightning bolt? Is it a function of my Psyche Attribute (matching my Psyche vs the other guy's Strength)? Do you also factor in how strong magic works in the shadow (like others have suggested)?
Thanks for this new look at Sorcery, especially the way spells are "built" as opposed to the rulebook's microspell approach.
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: Bird_of_Ill_Omen on February 08, 2010, 03:19:16 AM
Quote from: RPGPundit;323803What we would need to do is have someone collect absolutely every reference to magic/sorcery from the Books, and list them all out, so we could definitively answer "what do we KNOW about sorcery"?
RPGPundit
I nominate RPGPundit for this invaluable and honored task. Honored task, I say! Highly, highly honored!
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: RPGPundit on February 10, 2010, 07:17:50 PM
Quote from: Bird_of_Ill_Omen;359677I've got a couple questions to make sure I'm reading everything right. Let me know where I've gone wrong...
I'm an Amber sorcerer and I want to lightning bolt some dude I'm going to fight in shadow Avernus tomorrow. I could just cast the spell tomorrow in the heat of battle, but it'll take 4 rounds to do it, and he'll probably shoot me with his crossbow before I finish the spell. So instead, I'm going to cast MOST of the spell right now, and save just one word to speak tomorrow. In this case, I know all the details -- I know I want to create lightning (2 words), and I know I want it to come out of my finger (1 word), and I know we'll be in Avernus (1 word). But since I don't want the spell to go off right now, I have to hold back at least ONE word for now, even though I don't need to leave any room for variables.
Yes.
QuoteQUESTION #1. So when my sorcerer casts the lightning bolt right now (the day before the fight) it takes me 3 rounds for the 3 words I speak, or does it take 4 rounds since it's a 4 word spell (with the idea that I'm taking time to leave the hole for the unspoken lynchpin)?
Actually, its more complicated than that. Each word takes 10 minutes to prepare; if you have a 4-part spell it takes 40 minutes to memorize; you are essentially memorizing ("hanging") all of the spell except the last little word of the lynchpin you leave open.
QuoteQUESTION #2: When my sorcerer casts the initial spell (leaving out 1 lynchpin), are you still using the convention of needing to rack or hang the unfinished spell in a receptacle? Are you doing anything different with racking or hanging in that regard?
No difference. You can "hang" one spell in your own mind, if you want to have more than that, you need some kind of receptacle, either the Logrus or some item.
QuoteQUESTION #3: In this specific lightning bolt case, shouldn't I be defining the length of the bolt with an additional lynchpin word? Otherwise, how is the magic going to know whether to make the bolt shoot ten feet in front of me, or up to the fifth floor window? Or are we assuming it will go until it hits something and then stop?
The spell should have a "direction" word, which you could specify as "a line in front of me", the length of the lightning bolt would vary based on your psyche, but if you wanted to be sure it was of a limited length, you could add a second direction (for a "stopping" point).
QuoteQUESTION #4: How are you judging the damage done by the lightning bolt? Is it a function of my Psyche Attribute (matching my Psyche vs the other guy's Strength)? Do you also factor in how strong magic works in the shadow (like others have suggested)?
The strength of the lightning bolt would depend on how powerful lightning is in a given shadow. It doesn't depend on your Psyche in this case because the lightning bolt is meant to be electricity, and that's going to have some kind of fixed strength based on the shadow where it is summoned.
Of course, all of this is just my own interpretation, you could choose to do any of these things differently.
RPGPundit
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: Bird_of_Ill_Omen on February 10, 2010, 08:28:04 PM
Thanks for the clarifications. I appreciate the time you're taking to flesh these details out for me, cause it feels a lot more like how sorcery is described in the books. Looking at the one primary source example from pg 61 of the rulebook (excerpt from Blood of Chaos), Merlin describes:
"I lined up the spoken signatures and edited them into a spell."
"Spoken signatures" here equating to the Structural Words and Effects listed in your system, and "edited them into a spell" referring to putting those words into a proper order for the spell to take effect.
And then when Merlin says:
"Suhuy would have probably gotten it down shorter..."
I like thinking that a more experienced sorcerer like Suhuy can boil down the number of Structural Words by using more comprehensive concepts -- for instance, instead of using the two words "Create+Fire," he's figured out how to use one word like "Combust" in his sorcery to be more efficient.
Quote from: RPGPundit;360146Actually, its more complicated than that. Each word takes 10 minutes to prepare; if you have a 4-part spell it takes 40 minutes to memorize; you are essentially memorizing ("hanging") all of the spell except the last little word of the lynchpin you leave open.
This longer preparation time makes more sense to me than the few rounds I first thought. I wanted to ask you about this in reference to this passage from the Blood of Amber excerpt, in the second paragraph Merlin describes:
"Then I spoke the spell, slowly and clearly, leaving out the four key words I had chosen to omit. The woods grew absolutely still about me as the words rang out. The spell hung before me like a crippled butterfly of sound and color..."
Zelazny isn't specific about how long Merlin takes when he "spoke the spell, slowly and clearly." In your reading of the book, is Merlin taking 40 minutes or so to speak this spell in this scene? He very well could be, since Zelazny doesn't say exactly. Or is this an instance where you read the book and imagine Merlin taking 5 or 15 minutes, but you've made a decision about longer spell preparation time for the sake of game balance cause it works better your way in gameplay (so sorcery guys aren't going all spell crazy)?
Quote from: RPGPundit;360146The length of the lightning bolt would vary based on your psyche...[edit]... The strength of the lightning bolt would depend on how powerful lightning is in a given shadow. It doesn't depend on your Psyche in this case because the lightning bolt is meant to be electricity, and that's going to have some kind of fixed strength based on the shadow where it is summoned.
I'm glad to see that psyche has some effect on the potency of a spell (in this case, length of lightning bolt). In play, do you have a formalized idea of the ways a stronger psyche effects spells, or do you let your common sense judge on a case by case basis depending on the spell in question? Mainly I'm wondering about contests between two sorcerers...does the higher psyche sorcerer have a clear advantage in the way that a higher warfare soldier does against another soldier? Or does it really depend more on the way they decide to use their spells against the other sorcerer, making psyche a more indirect factor to the outcome of the contest? I can see how in the lightning bolt case, the higher psyche sorcerer should stay out of range of the lower psyche sorcerer and thereby win.
Quote from: RPGPundit;360146Of course, all of this is just my own interpretation, you could choose to do any of these things differently.
This is exactly what I hoped to find on this forum...new ideas for doing things which each GM can then take and play with in a way that works for their own campaign.
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: RPGPundit on February 11, 2010, 07:24:15 AM
Regarding your questions, the length of time to memorize is mainly a balance issue. And from my experience in the campaign, yes, you do have to be VERY careful that your players don't go spell crazy.
As for Psyche, I see it as being the determinant factor in any spell that uses the "Target" keyword.
RPGPundit
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: Malleus Aforethought on February 12, 2010, 02:24:06 AM
The original system sounds a bit like the old Spell Design Language from way back. I always thought it a good representation for Merlin's view of magic.
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: Bird_of_Ill_Omen on February 12, 2010, 03:44:51 AM
Quote from: Malleus Aforethought;360325The original system sounds a bit like the old Spell Design Language from way back. I always thought it a good representation for Merlin's view of magic.
You're talking about Erick's sorcery system from the Amber rulebook? What is the "old Spell Design Language" you're referencing? I did a Google search for it, but nothing useful came up. I'm interested in researching it a bit if you can give me some pointers on where to look.
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: RPGPundit on February 12, 2010, 12:05:34 PM
Quote from: Malleus Aforethought;360325The original system sounds a bit like the old Spell Design Language from way back. I always thought it a good representation for Merlin's view of magic.
What was this one?
RPGPundit
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: Malleus Aforethought on February 12, 2010, 11:51:15 PM
Probably won't fit, but here goes. The post is over 20 years old.
From rmr@inferno (Robert Reimann) Sun Jul 9 22:00:23 1989 From: rmr@inferno.wpd.sgi.com (Robert Reimann) Newsgroups: rec.games.frp Subject: Mage-to-Mage Magical Combat System (SDL) Update Message-ID: <37616@sgi.SGI.COM> Date: 8 Jul 89 19:25:04 GMT Organization: Silicon Graphics, Inc., Mountain View, CA Lines: 1458 Keywords: Revised, now includes illusions
Here is the latest draft of the Mage-to-Mage Magical Combat System, the first (to my knowledge) system to make use of a comprehensive magical language to tie together all aspects of magic in a gaming environment. Since my last posting of the system, I have made minor syntax changes, added an operator (thanx to Brad Knowles), added a new class of mages, and integrated demonology and illusionism into the system. Still coming are the much sought-after biological and psychic set of effects.
If anyone has been using the system, I'd love any feedback you may have.
Presented here is the first draft of the Mage-to-Mage Magical Combat System and Spell Description Language, that hopefully addresses the issues raised in recent discussions of spell programming languages and mage-to-mage combat, while remaining more general than previous offerings of this type.
Some spell construction systems attempt to provide all the functionality of AD&D spells by enumerating hundreds of specialized primitives. The high number of primitives present in the some systems reflects AD&D's lack of a distinction between *effects*, the actual physical, biological, or psychic manifestations of magical forces, and *operators* which act to shape those forces into useful configurations. Note that what most systems call "effects" are actually combinations of effects and operators, as I've defined them above.
AD&D-style spells do not require much distinction between effects and operators-- they seem to work better without it-- but an object-oriented, constructive approach really needs to distinguish between objects (effects) and predicates (operators) to be successful and at the same time remain simple.
The system presented here consists of 32 physical effects (an equal numbers of biological and psychic effects are currently being developed) and 26 operators. The effects presented here are part of a rationale for magic that is built into the world; you are welcome to change them to better fit your needs, but they were chosen with consistency in mind. The operators are the real heart of the system, you should modify them only with great care. Too many non-general operators will spoil this system.
The Mage-to-Mage Spell Description Language (SDL) uses a straightforward left-to-right, top-to-bottom, multi-line syntax. For the most part, each line of spell description represents one spell (mana) point worth of magical effect. Mage-to-Mage uses a spell point system to determine the spell cost; there is no distinction of "spell levels"; spells may be designed with arbitrary complexity, the limiting factor is the number of spell points a mage has available to expend casting it. Spell points are assigned on the basis of mage level, intelligence, and wisdom.
Mage-to-Mage also provides a painless and logical way of producing magical items, while at the same time keeping their power limited to reasonable levels. Demonology illusion, necromancy, alchemy, and magical medicine/healing can all be implemented within the same framework (some of these are still under development).
Lastly, Mage-to-Mage has been designed to work within any combat system that makes use of melee rounds as units of combat action.
Enjoy, and feel free to write/post comments or suggestions.
MAGE-TO-MAGE Magical Combat System and Spell Description Language
Version 0.75
Copyright 1989 Robert M. Reimann All rights reserved.
I. The Nature of Magic and Spellcasting
"Magic" itself is not an energy source in any true sense. It is rather an ability of some entities to alter the fabric of reality in a way that changes the "natural" balance of "elemental forces" in a localized area and channel it in a useful fashion. This ability is inate to some creatures, but others (humans among them) must be trained.
"Spell" is the name given to the psycho-physical manipulations a mage or magical creature must perform to produce a magical effect. Spellcasting can, therefore be thought of as a psionic skill, with an important exception. Once a spell is cast, it's semi-physical nature gives it a certain "life of it's own"; it does not *need* to be constantly maintained after it has been cast, although it *may* be altered once it has been cast, by the original caster, or by another mage of sufficient power. The existence of any spell is, however, intimately bound to the existence of the casting entity; if the caster is killed, the spell will cease *unless* spell "ownership" has been transfered to another casting entity before the original caster dies.
Spells themselves cannot be written down, but "recipes" for spells may be recorded using the spell description language described below. Spell descriptions have no magical power themselves, they must be interpreted by a spell caster. Of course, true, active spells may be bound to scraps of paper, thus filling the role of AD&D-style magical scrolls.
As with any skill, magical ability improves with practice. As mages gain spell casting experience, the number of spells a mage can cast and/or the complexity of his spells will increase. Spell casting is an exhaustive effort requiring intense powers of will. Spell points are an arbitrary method of measuring a spell's complexity. A mage is, in a sense, "rated for" a certain number of spell points per day, based on his experience (level), and his mental prowess.
He can't exceed this rating, not because he would do himself harm, but rather, because it is simply beyond his current level of capability. As in AD&D, an appropriate amount of rest will restore a mage's spell point "rating" to full.
Spells need not be written or memorized, they may be cast "on the fly". In fact, this is quite common in magical combat. Spells are, in general, non-permanent for reasons outlined above.
III. Elemental Forces, Matter, and Effects
The structure of all matter is created by the flow of elemental forces through the material plane. Were there no flow of these energies, the material plane would consist of formless chaos. The world in which magic exists is entirely shaped by an intricate flow of elemental energies that yields land, oceans, air, living things, etc. All living things possess the ability to alter the flow of elemental forces to a certain degree by physically interacting with them. Sentient beings further posess the ability to alter the flow of these forces, and hence the world around them, purely by using their mind, i.e., by magic.
There are four primary elemental forces, each residing on a separate plane:
EARTH AIR FIRE WATER
However, each of these planes overlaps, to a certain extent, the other three planes, yielding a total of 16 subplanes.
Earthy Earth Airy Air Fiery Fire Watery Water Airy Earth Earthy Air Earthy Fire Earthy Water Fiery Earth Fiery Air Airy Fire Airy Water Watery Earth Watery Air Watery Fire Fiery Water
Lastly, there are two states for each of these 16 forces, a high energy state and a low energy state. These two states are called "Light" and "Dark" respectively. Each of the 16 permuted forces above can be manipulated in either the Light or Dark form, yielding a total of 32 different elemental flows. Each type of flow generates a unique set of EFFECTs.
There are three manifestations of an effect; physical, biological, and psychic. Each manifestation is separate and independent of the other two. Physical effects are primarily for combat. Biological effects can be used to cure and cause illnesses, and to bestow qualities of living creatures on inanimate objects. Psychic effects can be used to cure and cause mental disorders, to bestow qualities of sentient creatures on non-sentient things, and to deal with spirits, which have no physical characteristics. Biological and psychic effects are more complex, and may not be used until the mage has gained higher levels:
Currently, the system covers only physical effects; biological and psychic effects will be added in future versions.
One final characteristic of some importance is that dissimilar effects may not occupy the same physical space in the Material Plane. Thus, when two different effect types come together, one must give way. This quality can be used to a mage's defensive advantage. If he casts a barrier of dissimilar effect in the path of another, oncoming force, and his force is as potent or more so than the oncoming force, it will be blocked. Note that this only works for effects that are manifested in the same way; e.g., a physical effect will not block a psychic effect, for instance.
III. Magical Training and Aptitude
Unlike AD&D, this system offers mages the opportunity to specialize in areas of expertise, giving them greater control over more limited resources.
Initial training of a mage lasts a maximum of 12 years. In that time, the mage may divide his studies among one or more elemental forces, such as Fiery Air.
Each force studied includes both Light and Dark effects, as well as all three manifestations (physical, biological, psychic). When a mage learns a force, he generally learns both the Light and Dark versions (exception: Elemental Mages, below).
The following table shows how studies may be divided, how much time they take, and what abilities each term of study confers on the mage.
Study Time Skill Class Potency Range Know/Use Resist ---------- ----------- ------- ----- -------- ------ 12 years Elemental* d8/lev 80'+8'/lev 40%+4%/lev 20%+2%/lev 10 years Singular** d12/lev 120'+12'/lev 60%+6%/lev 30%+3%/lev 6 years Major d8/lev 80'+8'/lev 40%+4%/lev 20%+2%/lev 4 years Minor d6/lev 60'+6'/lev 30%+3%/lev 15%+2%/lev 2 years Minimal d4/lev 40'+4'/lev 20%+2%/lev 10%+1%/lev
* Elemental Mages learn all four Light or Dark effects (not both) of an element; thus a Mage of Light Air would learn Light Airy Air, Light Watery Air, Light Fiery Air, and Light Earthy Air.
** Singular Mages may not learn any other force beyond their singular specialty; their minds are too "coloured" by their magic to permit learning a new kind.
So, Medwyn the Mage could spend his 12 years of study becoming an Elemental Mage of Light Water or a Singular Mage in Fiery Air, or he could spend 6 getting a Major in Fiery Air, and 6 more getting another Major in, say, Earthy Water.
Or he could get two Minors and and two Minimals, etc.
Spending more time learning a particular force allows the mage to use it more effectively; a singular mage gets d12 per level damage from his effects, twice the damage of a mage with a similar Minor. Similarly, his casting range is larger, his ability to recognize (Know) magic of his specialty and make use of it (Use) is better as well. Finally, he is also able to better Resist magic of the type in which he received the training.
Spell points are assigned to Mages according to the following formula:
Spell Points = (INT+WILL)*level/4
This is the same for all mages regardless of training. All fractional points should be rounded up.
As a mage casts spells, his spell points are depleted. They are regained with sleep; 1/10 of a mage's total points are replenished per hour of rest. There is one important exception to this rule: if a spell is still operating, the spell points used to create it *cannot* be replenished until the spell has been stopped. Once it has stopped, the points may be replenished as described above. This effectively limits the number of semi-permanent spells that a mage is able to cast.
IV. Physical Effects
The following is a complete list of physical effect.
EARTH
LEE: Crystal/Glass DEE: Stone LAE: Sand DAE: Dust LWE: Loam DWE: Mud/Quicksand LFE: Lava DFE: Metal
Operators are the core of the Mage-to-Mage SDL, providing the syntax for spell description and execution. This section gives a summary of all SDL operators. followed by complete descriptions of the syntax and semantics of each operator. Examples are included.
V.1 Operator Summary
Basic (Effect) Operators ------------------------ create create a new effect destroy destroy a previously created effect move move an effect to a new location rotate rotate an effect around any axis scale resize a previously created effect shape form an effect into a desired shape
Path (Shape) Operators ----------------------
fill fill a closed polygonal (2D) area lineto extrude an effect along a given line surface mold an effect along a given surface volume form an effect to fit a specified volume
Flow Operators --------------
halt stop a spell if...then...else conditional determined by input events repeat...until loop until event wait until pause spell until event
Event Operators ---------------
and | or | boolean operators for combining events not | interrupted signals a spell has been interrupted
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: Malleus Aforethought on February 13, 2010, 12:08:12 AM
Not my work. Just something I seem to have managed to preserve. Obviously, not all is applicable to Amber, but I wanted to include it in it's entirety out of respect for the author's copyrights. Since he originally posted it to the Internet (r.g.frp.dnd, I suspect), I don't think he would mind since it's reposted intact, except for formatting.
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: RPGPundit on February 13, 2010, 05:08:49 PM
Uh huh. Well, first, thank you very much for posting that bit of internet history. That's pretty awesome in and of itself. Second, I do have to say that the system described is too complex for my liking, but at the same time I do think I could see Merlin using such a thing (though not other amberites), what with his being an "80s computer guy" and all.
RPGPundit
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: Bird_of_Ill_Omen on February 24, 2011, 03:45:48 AM
Quote from: RPGPundit;323803What we would need to do is have someone collect absolutely every reference to magic/sorcery from the Books, and list them all out, so we could definitively answer "what do we KNOW about sorcery"?
RPGPundit
I just finished reading the Merlin Chronicles and I've compiled the list.
It's about 12 pages of citations, ranging from the odd throwaway line like, "The color was a little off, but I suddenly recalled a spell which altered it," to long passages describing Merlin's sorcerous duel against Mask, and lessons from Suhuy. I feel it's too much to post, so if anyone would like it, you could send me your email in a private post and I'll send it to you.
I thought about posting a summary of my findings, but then I realized that the point of this was to go right to the primary source and then make your own guesses about what Zelazny meant. To summarize things would just be giving you my interpretation.
Passages are noted by page number from The Great Book of Amber. If you don't have that edition, I also group them by Book and Chapter which will help hunting down the passages if you want to see them in greater context.
A couple times Merlin mentions that Amber sorcery is different from Chaos sorcery, but he never says in what way.
Oh, there's also notes in there about Trump and the Hall of Mirrors, and other little tidbits I had forgotten about and wanted to remember.
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: RPGPundit on February 27, 2011, 03:53:02 PM
Quote from: Bird_of_Ill_Omen;442272I just finished reading the Merlin Chronicles and I've compiled the list.
It's about 12 pages of citations, ranging from the odd throwaway line like, "The color was a little off, but I suddenly recalled a spell which altered it," to long passages describing Merlin's sorcerous duel against Mask, and lessons from Suhuy. I feel it's too much to post, so if anyone would like it, you could send me your email in a private post and I'll send it to you.
I thought about posting a summary of my findings, but then I realized that the point of this was to go right to the primary source and then make your own guesses about what Zelazny meant. To summarize things would just be giving you my interpretation.
Passages are noted by page number from The Great Book of Amber. If you don't have that edition, I also group them by Book and Chapter which will help hunting down the passages if you want to see them in greater context.
A couple times Merlin mentions that Amber sorcery is different from Chaos sorcery, but he never says in what way.
Oh, there's also notes in there about Trump and the Hall of Mirrors, and other little tidbits I had forgotten about and wanted to remember.
Thank you for completing this significant task!
A couple of questions/comments: first, did you also look at the corwin books? Is there nothing there that makes reference to magic?
Second, I think you could still feel free to post your personal conclusions, considering that everyone else will pretty well be trying to form their own conclusions anyways.
RPGPundit
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: AshenHaze on February 28, 2011, 12:11:44 PM
I would be very interested in seeing this list.
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: Bird_of_Ill_Omen on March 05, 2011, 07:00:24 PM
Quote from: RPGPundit;442797Did you also look at the corwin books? Is there nothing there that makes reference to magic? RPGPundit
I didn't go back to the Corwin books for this pass. Next time I do read them, I'll definitely keep my eye out for those passages as well.
One thing that struck me in particular once I finished the Merlin books is that there's only one occurrence of the word "linchpin" in the whole thing (in that same passage quoted in the ADRP rulebook), though there are references to Merlin speaking the omitted word or words to activate spells in other places in the books. It's understood that these words he's speaking are the linchpins he talked about that one time, but he never says what these words signify specifically. There's not much in the source material that indicates these linchpins are variables in the spell to be determined upon its casting (as the ADRP book would have us imagine it).
There's this one line, "I had mine figured to where it should work if my main guesses were correct," that seems to be the only indication that maybe he's guessing about certain factors that may come into play when the spell goes off (like magic of shadow, target, ect), but in the book he's not talking about linchpins, yet, he's talking about the length of the spell he just created.
When talking about how many linchpins he'll need, he says, "Studying [the spell], I saw that three linchpins would probably hold it, though four would be better." So I'm wondering what Merlin means by "hold it," and how does four linchpins make a better hold than three, or two, or one (many of Merlin's spells only have one activation word: sleep, invisibility, gust of wind, curtain of Chaos, summon flowers, summon manure -- all used in his fight against Mask)?
This is probably the element that makes me the most unsatisfied with the sorcery rules as written. If I could figure out a good mechanic for determining the number of linchpins needed for a spell, I think I'd be well on my way to building a sorcery system that makes more sense to me.
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: RPGPundit on March 07, 2011, 10:11:32 PM
And what spell was it again, that needed 3 or 4 linchpins?
RPGPundit
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: Bird_of_Ill_Omen on March 08, 2011, 01:35:47 AM
Quote from: RPGPundit;444535And what spell was it again, that needed 3 or 4 linchpins?
RPGPundit
It was the spell Merlin designed to expel a possessing entity. He made it to use on his "guardian spirit" who was going around inhabiting other people's bodies in an effort to protect him. At this point Merlin didn't know the whole story yet, so he wasn't really sure she was on the level, so he created this spell to get rid of her in case she showed up and did something he didn't want done.
He ended up using the spell on Coral while they were in some caves on Kolvir during a tour of Amber city with which he was indulging her. Coral had apparently been acting suspiciously, but upon casting the spell, Coral was unaffected (because she wasn't possessed), and instead the spell knocked out a couple nearby zombies that Jurt had brought up there to attack Merlin with.
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: RPGPundit on March 15, 2011, 06:20:11 PM
Its an interesting question, because the use of 3 or 4 linchpins might imply that this was in some way a particularly complicated spell to craft, which would tell us a bit about how magic works in Amber.
RPGPundit
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: Malleus Aforethought on April 28, 2011, 11:56:55 PM
So I've been thinking about magic lately. Been rereading the two series and an interesting idea has surfaced. My interpretation is that there is a flux of magic that flows from one pole of the universe to the other. At the Chaos end of things the flux is very easy to sense and manipulate, to the point where it's very common for beings born at that end of the universe to be able to directly manipulate the raw energy even without training (Merlin alludes to sorcerers manipulating raw energy, but that it's very taxing and inefficient). Sorcery is the applied discipline of manipulating the flux. At the other end of the pole, the flux becomes fore static, though no less powerful. However, rather than being free energy readily available (much like a gas, the available flux tends to fill an area), the flux tends to manifest in or as fixed objects, whether as magical places, items, or creatures.
As I mulled this over, I came to the realization that there is no direct evidence that any true sorcerer (whether explicitly identified or alluded to) learned their Sorcery outside the Courts or its environs: Merlin (native), Dara (native), Mandor (native), Brand (Chaos ally), Fiona (Chaos ally), Luke (Brand), Jasra (Dara's handmaiden/Sharu's apprentice), Melman (Luke/Jasra pawn), Julia (Shadow/Melman apprentice), or Sharu Garrul (Shadow).
On the other hand, the Amberites are rife with what are artifacts or creatures according to the DRPG book: Julian (Morgenstern, storm hounds, falcons), Corwin (Grayswandir), Brand (Werewindle), Bleys (his own Pattern sword), Benedict (tiger-striped horse), and Oberon (silver hand from Tir-na Nog'th, blood bird). This made me wonder if what we weren't looking at was a continuum of magic from Sorcery at the Courts to Conjuration at Amber. The Amberites as beings born at one pole would embody that power in themselves, meaning their blood would be a potent source of power and a possible source of their Conjured artifacts and creatures. It would explain why Melman was so keen on sacrificing Merlin to gain his power (conceptually sound in magical frames of reference). Also works with the liquid vs. fire blood of various beings in the Merlin books.
The only problem is it wrecks my assumption of an economy in the Courts based on the amount of Conjuration a House controls. :( Might be able to convert it to Compelling though, since I could still use demons as a form of currency.
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: Evermasterx on April 29, 2011, 04:30:31 AM
Quote from: Malleus Aforethought;454341So I've been thinking about magic lately. Been rereading the two series and an interesting idea has surfaced. My interpretation is that there is a flux of magic that flows from one pole of the universe to the other. At the Chaos end of things the flux is very easy to sense and manipulate, to the point where it's very common for beings born at that end of the universe to be able to directly manipulate the raw energy even without training (Merlin alludes to sorcerers manipulating raw energy, but that it's very taxing and inefficient). Sorcery is the applied discipline of manipulating the flux. At the other end of the pole, the flux becomes fore static, though no less powerful. However, rather than being free energy readily available (much like a gas, the available flux tends to fill an area), the flux tends to manifest in or as fixed objects, whether as magical places, items, or creatures.
As I mulled this over, I came to the realization that there is no direct evidence that any true sorcerer (whether explicitly identified or alluded to) learned their Sorcery outside the Courts or its environs: Merlin (native), Dara (native), Mandor (native), Brand (Chaos ally), Fiona (Chaos ally), Luke (Brand), Jasra (Dara's handmaiden/Sharu's apprentice), Melman (Luke/Jasra pawn), Julia (Shadow/Melman apprentice), or Sharu Garrul (Shadow).
On the other hand, the Amberites are rife with what are artifacts or creatures according to the DRPG book: Julian (Morgenstern, storm hounds, falcons), Corwin (Grayswandir), Brand (Werewindle), Bleys (his own Pattern sword), Benedict (tiger-striped horse), and Oberon (silver hand from Tir-na Nog'th, blood bird). This made me wonder if what we weren't looking at was a continuum of magic from Sorcery at the Courts to Conjuration at Amber. The Amberites as beings born at one pole would embody that power in themselves, meaning their blood would be a potent source of power and a possible source of their Conjured artifacts and creatures. It would explain why Melman was so keen on sacrificing Merlin to gain his power (conceptually sound in magical frames of reference). Also works with the liquid vs. fire blood of various beings in the Merlin books.
The only problem is it wrecks my assumption of an economy in the Courts based on the amount of Conjuration a House controls. :( Might be able to convert it to Compelling though, since I could still use demons as a form of currency.
What you say is interesting. I would say that at the Courts, where every thing is costantly changing, the flux is very high. This means that for casting spells you need to move the stuff that power magic, just like you need a charged current to produce a magnetic field: a static charge is useless. So at the Courts is easy to find the flux you need, but without training you had to concentrate a lot, because the flux change in time in a random way and you have to pay attention... On the other hand, at Amber the flux must be created/found, and you need training to do this instead.
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: Croaker on April 29, 2011, 07:49:16 PM
Yup, pretty interesting, and it helps to see how Amber could face so well vs Chaos despite the common lack of magical powers.
It also explains the Amber rank superiority (They're magically-boosted), or the rejuvenation effect Amber seemed to have on Bill Roth (he's being suffused by magic, which increases his attributes and all).
Too bad I can't play anymore, but this definitely merits further thoughts!
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: RPGPundit on May 06, 2011, 12:53:11 PM
Those are some very interesting thoughts indeed. It would seem a natural fit that sorcery would be the less stable magic of chaos while conjuration would be the much more fixed magic of amber.
RPGPundit
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: Malleus Aforethought on May 09, 2011, 10:55:54 PM
Quote from: RPGPundit;456171Those are some very interesting thoughts indeed. It would seem a natural fit that sorcery would be the less stable magic of chaos while conjuration would be the much more fixed magic of amber.
RPGPundit
Happy to hear that some folks found it interesting. One interesting corollary of Amber=Conjuration is that it actually fits with one of the ideas that I believe Erick threw out in one of the DRPG source books: that the pattern is actually a feat of Conjuration.
Since this thread is actually about alternate Sorcery systems, I worked out a system that builds spells using the same discrete blocks that artifacts use. I've actually reworked Powers into arrays of micro-powers by deconstructing the various powers as far as I could. Even created some new ones, such as the Power of Glamorye, which represents the power of the Fae world. Some would probably find the system too anal or...gamist? (is that the the right branch of Forge theory?)*, but I thought it would be one way to allow players to develop characters with completely different suites of powers based on the same Power source. I haven't been able to test the Sorcery system since none of the players invested in magic abilities and I want to tighten up a few things. But I can post links of anyone want to see it. Too much material to post.
* Sorry, Pundit.
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: AshenHaze on May 13, 2011, 08:34:39 PM
I'd like to see them. I'm always interested in Sorcery Systems for Amber. Can never seem to find one that I like for more than one campaign.
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: Croaker on May 18, 2011, 01:28:00 PM
Seconded
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: Malleus Aforethought on June 01, 2011, 12:28:33 AM
Sent you guys links. Let me know if you think.
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: RPGPundit on June 06, 2011, 08:54:44 PM
Why not just post the links here?
RPGPundit
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: Malleus Aforethought on June 28, 2011, 09:10:54 PM
Because I don't know what your bot rules are for the site, and don't like to advertise too much due to ill-behaved crawlers, trawlers, and evil bots?
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: AshenHaze on June 28, 2011, 09:49:19 PM
I liked your sorcery system quite a bit, the piece meal approach allows for sorcerer's of greatly varying methodology. I recently rewrote the sorcery system for my current Amber game and yours was one of the systems I kept open as I wrote it.
(Realize it took a long time to comment on this)
I also in general found your powers interesting. I am currently using a "flow chart" for powers so you can buy them in pieces, but I think the large amount of ranks might be fun. In the first Amber game I added a third rank, so there was a basic, intermediate and advanced but I don't think that allowed enough control by the players for the level of abilities they desired.
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: RPGPundit on July 02, 2011, 02:21:22 AM
Quote from: Malleus Aforethought;465970Because I don't know what your bot rules are for the site, and don't like to advertise too much due to ill-behaved crawlers, trawlers, and evil bots?
Well, hmm. I don't know about that. Brett is our tech mod and I know he runs a pretty tight ship, but I don't want to make you any promises I can't back up. You should ask him what he thinks, if you're at all inclined.
RPGPundit
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: RPGPundit on July 02, 2011, 02:23:12 AM
Quote from: AshenHaze;465972I liked your sorcery system quite a bit, the piece meal approach allows for sorcerer's of greatly varying methodology. I recently rewrote the sorcery system for my current Amber game and yours was one of the systems I kept open as I wrote it.
(Realize it took a long time to comment on this)
I also in general found your powers interesting. I am currently using a "flow chart" for powers so you can buy them in pieces, but I think the large amount of ranks might be fun. In the first Amber game I added a third rank, so there was a basic, intermediate and advanced but I don't think that allowed enough control by the players for the level of abilities they desired.
Yes, it basically did work quite well in my campaign; though ironically I don't know if I'll end up using it again. In the way I worked out the powers in Lords of Olympus, I specifically chose not to end up using this system; ultimately I think the thing was I found it too complicated.
RPGPundit
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: Bird_of_Ill_Omen on February 18, 2013, 11:20:10 PM
I finally put together an alternate sorcery system of my own that I will hopefully get a chance to playtest soon with a bunch of experienced roleplayers who have never heard of Amber before (neither the game nor the books). I'm posting it here to see if anyone can spot any egregious design failings, potential pitfalls, or suggestions for improvement big or small.
My reason for creating an alternate system is simple: I don't really "get" Erick's sorcery system (no offense to Erick's fine work, many players get along with his sorcery system just fine! This is just something I needed to do for me.). I can't seem to reverse engineer how he figures his casting times, and I never learned to appreciate his choice of those 4 microspells as the building blocks of spellcraft. And while I understand his concept of lynchpins filling in the missing variables of spells, and can see why he went that way as a game mechanic, it doesn't match my reading of the Merlin Chronicles.
My criteria was the following:
Maintain the flavor of sorcery in the original source material (i.e. the novels).
Going with the old adage that boundaries inspire creativity, I wanted to create a spell-building formula with concrete enough boundaries to give the player a clear framework within which to work, but that wasn't overwrought with complexity. I would like the player to share the experience of building spells that his or her character would have, while at the same time keeping the math fairly minimal and simple.
Provide players with enough cues as to the expected effectiveness of their spells. Outside influences and villainous manipulation aside, I don't want the player to think they've got a really strong spell while the GM is thinking that they have a mediocre spell at best.
Come up with an entirely new way to interpret and implement the lynchpin component of sorcery.
So here's what I came up with [pdf file attached]. I appreciate the time anyone takes to look this over, and doubly appreciate the time anyone takes to offer feedback. For brevity, only the masculine pronoun is used in the text.
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: Panjumanju on February 19, 2013, 11:17:06 AM
I think you understand Erick Wujcik's spell system better than you realise. Unless I'm missing something - which I may well be - you seem to have independantly come to many of the same conclusions, even if yours is more persnickety.
I think your spell categories are too rooted in Dungeons & Dragons thinking. I suppose that's fine for your players, if that's their roleplaying background. (Although I did like the size description of the creation class spells "as big as a bread box".)
Your write-up on lynchpins I thought was a good one for streamlining book-keeping. I've been resistant to alternate spell systems for Amber in the past, mostly because they would add to the book-keeping of the game, not streamline it. Your approach is good for helping manage player expectations, however.
Thank you for all the effort. It was a good read, and got me thinking about the possibilities of magic in Amber again.
//Panjumanju
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: Bird_of_Ill_Omen on February 20, 2013, 12:12:30 AM
Quote from: Panjumanju;629915I think your spell categories are too rooted in Dungeons & Dragons thinking. I suppose that's fine for your players, if that's their roleplaying background.
You're absolutely right about my choosing the D&D magic categories for their familiarity, especially with my group of players. I figure the first thing they'll want to do is cast spells they've used before in other games to get a comparison for how Amber gameplay works with a known quantity before attempting to create all new spells. That reminds me that I want to take a look at White Wolf's Mage: the Ascension to see if I can get any ideas for a different approach to what might constitute the "building blocks" of spellcraft. There's any number of concepts for what these building blocks might be; from Erick's 4 micro-spells, to RPGPundit's Promised Sands variant with its structure and effect words -- I'm sure software engineers could offer ideas inspired from programming architecture based on the fundamental types of commands they give computers.
One thing I wanted the system to do was to allow for a wide variance in the number of building blocks -- a simple spell would only require 1 piece (Merlin casts the majority of his spells with only a single word), while a complex casting could have a hundred pieces that would take days to cast. The number of building blocks doesn't necessarily mean that they have to be all different kinds of blocks either. If I made a spell that erected a campsite for me, I might combine several uses of the "creation" category for the tent, firewood and fire, plus a few uses of the "transportation" category to have the magic put all the pieces in the right place. Such a spell could require 12 lynchpins to hold together if I want it available in every shadow, or 3 if I know exactly which shadow I need it for.
Thanks for taking a look at it!
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: Artifacts of Amber on February 20, 2013, 11:41:38 AM
Sound sinteresting. I would probably steal it from you if I hadn't done something similiar. I struck for something more in the middle between the books and the Series. Merlin books being the only one to break magic down any in a way we as GM's could write rules for. Would post my treatise but don't want to step on your thread. It deals more with handling players expectations. I still think it is weird one of the weaker powers requires so mouch more explaination then the other powers, may be the D&D influence over the years and so many other game systems.
Thanks for the ideas :)
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: RPGPundit on February 22, 2013, 04:01:41 PM
Ultimately, I abandoned this alternate system from my OP as too complex. For Lord of Olympus, I used a completely different concept of there being various types of magic that are each a different power.
RPGPundit
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: finarvyn on March 01, 2013, 06:59:37 PM
Quote from: Bird_of_Ill_Omen;629751So here's what I came up with [pdf file attached]. I appreciate the time anyone takes to look this over, and doubly appreciate the time anyone takes to offer feedback.
I actually like the fact that you used D&D-like spell categories, since my players have familiarity with those terms. I'll have to give it a playtest, but overall I like what you've done here. :-)
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: RPGPundit on March 08, 2013, 06:27:50 PM
Yeah, that's an interesting combination.
RPGPundit
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: Croaker on March 12, 2013, 11:23:47 AM
Overall, I tried to parallel the sorcery system with the C&A one, thinking a unified system would be clearer and easier to use, but I never managed to find something that satisfied me.
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: jibbajibba on March 12, 2013, 11:50:15 AM
my heartbreaker uses something similar to this for one of its 4 types of magic.
Each Spell has an Element, a Vector (a verb in effect) and a Character (Adverb). Each of these has an ideogram inspired by astrology and all that.
But the spells inherit a difficulty as some components are easier to fit together than others. This makes the spell harder to use. There is a book of spells by well known mages that are the staple spells of the world and htere are conprehensive spell building rules either on the fly from raw mana or through research.
The idea came to me through the Alchemy android app and through magic symbols for the planets but then i recalled this and its really close and i pinched a couple of elements I missed :)
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: Croaker on March 12, 2013, 12:27:06 PM
I just managed to find, not my old notes, but my unfinished tentative to clean them up :lol:
I required the ability to perceive magical energies (either through Logrus Sight or through a "mage sight" that costed 05 points), and then had the player choose a Domain, and a specialty, for 05 points per domain.
The domains were: - Spirit (Commanding, Emotions, Intangible Spirits...): This is the magic that commands the minds. With it, you can coerce others, bind spirits... - Elementalism (Fire, Water, Metal, Telekinesis...): This is the magic that shapes the world and control matter, from the classical 4 elements to more obscure forces, like magnetism or gravity. This also governs telekinesis, "force" fields... - Life (Necromancy, Healing, Wounding, Puppetting...): This domain shapes organic matter, both living and dead. With it, you can heal, wound or control someone's motion directly. Note, however, that healing performed by this domain is shadow healing, powerless against wounds inflicted by a Real weapon, and that, unless backed up by a Real power (which requires Exalted Sorcery), any healing performed with it will fade through Shadow. - Openings (Teleportation, Apportation, Ley Lines): This is the magic that creates portails through Shadow, and allows the shaping of magical conduits to transfer or siphon energy.
I had 4 components, noted from 0 to 8: - Potency - Range - Duration - Targets
A spell's was rated by (highest component)*(sum of the other components), with both sides of the equation being at least equal to 01. This limited the magnitude of spells one could cast.
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: Panjumanju on March 13, 2013, 12:29:44 PM
I think if there is an area of Erick Wujick's design of Amber Diceless that required more attention, it was sorcery. (As exemplified by all these alternative and sub-systems GMs feel the need to concoct.)
I'm sure there is reasoning behind how he structured sorcery, I just wish I could talk to him face to face and find out what it was.
It seems there's a law of proximity with Amber Diceless. The closer you've been to Erick Wujick himself the more closely you adhere to the letter of what he laid out.
There must be some hidden wisdom in sorcery, as written, but I sure cannot find it.
//Panjumanju
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: Artifacts of Amber on March 13, 2013, 01:35:01 PM
"I think if there is an area of Erick Wujick's design of Amber Diceless that required more attention, it was sorcery. (As exemplified by all these alternative and sub-systems GMs feel the need to concoct.)
I'm sure there is reasoning behind how he structured sorcery, I just wish I could talk to him face to face and find out what it was.
It seems there's a law of proximity with Amber Diceless. The closer you've been to Erick Wujick himself the more closely you adhere to the letter of what he laid out.
There must be some hidden wisdom in sorcery, as written, but I sure cannot find it.
//Panjumanju"
I seem to remember years ago when I first attended Ambercons that the system did not get published the way it was first designed. It was broken up and became less than it was. But it has been a common agreement the system is lacking in my experience.
I prefer to keep it as simple as the other powers though to be honest my Sorcery and conjuration rules are almost twice my other powers explenations. They are just things that need more coverage but I try to keep it under control. Not that I always succeed. My rules are recognizable as ones taken from the game book though just I guess mre boundaries and expectations explained.
It is unfortunate that some powers got to see so little light of day compared to others. Giving them definition is difficult. Also that the person (Merlin) is such a dabbler in some of those arts that we only get his view of what sorcery could be.
But it order to run a game we have to set some rules and just go for it. It's been what Gm's have been doing since day one of gaming.
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: RPGPundit on March 17, 2013, 03:43:54 AM
From how I understood it, the Sorcery system was really an afterthought on his part in terms of the design.
RPGPundit
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: fezzster on May 14, 2013, 05:13:03 PM
This is a fantastic discussion with great ideas. Thanks everybody!
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: fezzster on May 14, 2013, 10:32:23 PM
So, I like this Promised Sands-inspired formula. I am trying to make sure I have a good grasp of it so that I (or any player in my game) could come up with a spell idea, then sort of reverse-engineer it to fit it into this system. The goal of course is to prioritize flavor and creativity, and back it up with game mechanics. I came up with two example spells to practice this sort of process.
1) The first is a spell to make the caster (or another target) effectively turn ethereal for the purposes of passing through walls and the like. Would this spell be possible in this system? I am thinking maybe direction+shadow+duration+alter(+target if cast on another)? The way it would work would be that it would be a very small radius from the target, affecting any shadow material (walls etc) within an inch or a millimeter or whatever, and the alter word basically changes the wall into an immaterial structure as the caster/target passes through. Does that work with this system?
2) The second would be the equivalent of a summon spell, summoning a creature to aid the caster in fighting, or perhaps some other task. The issue is that there doesn't seem to be a word to pair with Create that could do this. I can summon an element, but not a creature. So would a spell like this not work? It stands to reason that if one can create a gate to summon elements, then one could summon creatures. Perhaps if the caster has some loyal wolves standing by in another shadow? Or, if it won't work, could one possibly summon elemental beings to aid them? It may require a lot of words .. if I want some magma elementals, then I use shadow+duration+create+magma+alter (to give them shape-magma wolves!) +life (could this word be used to actually instill life?) +mind (to bend them to my will), and maybe +magic just to tie it all together?
Am I in the ballpark here? Or, should I stop trying to justify D&D spells? Any advice would be greatly appreciated!
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: daniel_ream on May 14, 2013, 11:30:05 PM
Quote from: Panjumanju;636676I'm sure there is reasoning behind how he structured sorcery, I just wish I could talk to him face to face and find out what it was.
It's software. Spells are structured as a small program with variables; there's a direct analogy between linchpins and run-time parameters passed to a command line. This is the way Zelazny described it; Wujcik's implementation works well enough given the terseness of the source material.
Quote from: RPGPundit;637800From how I understood it, the Sorcery system was really an afterthought on his part in terms of the design.
Given that we only see Sorcery in Merlin's Chronicles, and Merlin's Chronicles were being written more-or-less at the same time as the ADRPG itself, this isn't surprising.
The real weakness in Sorcery is that it's obvious from Zelazny's other Amber stories that the mechanics of Sorcery are extremely personal to each individual Sorceror. There's no reason for every Sorceror to use Sorcery the specific way Merlin does.
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: fezzster on May 14, 2013, 11:37:46 PM
I suppose the answer to my "summon creatures" question is simply that the sorcerer would just need to have conjuration as well ...
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: RTrimmer on May 15, 2013, 11:44:35 PM
How many words do you need to define 'troll who will fight for me'?
Are you instantly creating the troll out of shadowstuff? A real-in-this-shadow troll or a troll-shaped magical construct of some sort? With what capabilities?
Teleporting the troll in? From where? Instantaneous cross-shadow teleport of a pre-made or pre-enchanted troll? Instantaneous scan of hundreds or thousands of nearby shadows to find a suitable troll, instant enchantment of same and an instant apport to your position?
Or you just use the words 'loyal troll' and the multiverse's intelligent, omniscient and omnipotent magical OS, or your personal super-Jinni, reads your mind and makes it so?
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: jibbajibba on May 16, 2013, 01:36:14 AM
Quote from: RTrimmer;654917How many words do you need to define 'troll who will fight for me'?
Are you instantly creating the troll out of shadowstuff? A real-in-this-shadow troll or a troll-shaped magical construct of some sort? With what capabilities?
Teleporting the troll in? From where? Instantaneous cross-shadow teleport of a pre-made or pre-enchanted troll? Instantaneous scan of hundreds or thousands of nearby shadows to find a suitable troll, instant enchantment of same and an instant apport to your position?
Or you just use the words 'loyal troll' and the multiverse's intelligent, omniscient and omnipotent magical OS, or your personal super-Jinni, reads your mind and makes it so?
So yeah the easiest way to do this would be to have a shadow of loyal trolls. then the spell Opens gate to Shadow : Grab Troll: Drag Back You need to find the shadow with the trolls (maybe a point item you can of course then populate woth all the other stuff you need like swords, armour, machine guns, tanks etc.)
The obvious end pint of the spell then is to have a standard teleport item from my personal shadow to me here. Then the only lynchpins you need are the Shadow you are in and the item you want.
You could abreviate it further by having certain summon spells for certain items. Or to bring you items into a certain shadow, say Amber.
The ultimate would be to bring you a set thing to a set shadow which would be an almost instaneous cast especially if it was hung in an intelligent item with which you could mentally communicate.
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: RTrimmer on May 17, 2013, 12:42:24 AM
Were I gming with Sorcery set to this level of power I'd feel honor bound to tell the players that those 15 points for Sorcery were by far the biggest bargain in the game.
Unless you can do more than twice as much with basic Shapeshifting. 1 1/3 more with Conjuration. Etc. And Attributes.
Power level jacked up to 11, no 111, can be fun.
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: jibbajibba on May 17, 2013, 02:08:46 AM
Quote from: RTrimmer;655297Were I gming with Sorcery set to this level of power I'd feel honor bound to tell the players that those 15 points for Sorcery were by far the biggest bargain in the game.
Unless you can do more than twice as much with basic Shapeshifting. 1 1/3 more with Conjuration. Etc. And Attributes.
Power level jacked up to 11, no 111, can be fun.
Agreed. I use power trees so the Magicks tree looks more like
5 Magical aptitude 2 - Per Power Word 5 per advanced Power Word - requires 10 basic Power Words 5- Basic Sorcery - allows construction of basic spells (2 microspells maximum) 5 - Advanced Spell construction - mixing more that 2 microspells 10 - Powering Sorcery with Advanced Powers 5 - Hang Spells 5 - Use of LynchPins 5 - Basic Conjuration
etc etc
so a really skilled sorcery (who can do what costs 15 in the basic game) ends up spending 25 points which seems reasonable.
The other option which is limiting sorcery doesn't seems to map to the way the books work.
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: fezzster on May 17, 2013, 04:36:13 AM
So, here's a question for you experienced Amber GM's. I really feel like I have a good grasp of this game, and you've all helped me a lot with sorcery. What still irks me is the "magic of shadow" part of casting. It makes sense, I get why it matters, but I wonder what it looks like.
Are there several different categories of 'magic of shadow' and each shadow falls into one category? So a trained sorceror will know how to sense which type of magic is present, and s/he will just have to name it?
My tentative interpretation is that magic energy is made up of a finite number of elements, and the magic of any given shadow is made up of a specific set of these elements in a specific arrangement. Something like that?
I am curious as to what this looks like in role-play. It would be cool if it was more than, "I cast the lightning bolt I have memorized. For my 2 lynchpins, I direct it toward the evil titan, and ... magic of this shadow."
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: jibbajibba on May 17, 2013, 05:30:23 AM
Quote from: fezzster;655377So, here's a question for you experienced Amber GM's. I really feel like I have a good grasp of this game, and you've all helped me a lot with sorcery. What still irks me is the "magic of shadow" part of casting. It makes sense, I get why it matters, but I wonder what it looks like.
Are there several different categories of 'magic of shadow' and each shadow falls into one category? So a trained sorceror will know how to sense which type of magic is present, and s/he will just have to name it?
My tentative interpretation is that magic energy is made up of a finite number of elements, and the magic of any given shadow is made up of a specific set of these elements in a specific arrangement. Something like that?
I am curious as to what this looks like in role-play. It would be cool if it was more than, "I cast the lightning bolt I have memorized. For my 2 lynchpins, I direct it toward the evil titan, and ... magic of this shadow."
Magic of Shadow is a bit metagamey as it effectively limits sorcerers just having racked spells always good to go.
The idea is that the magical conditions of any shadow are different and that the skilled Sorceror just gets this and so can adapt their spells to work with the locality. You might forward the argument that it requires pattern or Logrus or some research to identify the power of shadow.
I use an alternate rule sometimes. I give every Shadow a magic rating from 0-1 this then acts as a multiplier on the power of spells cast. So generally a Strength spell might manipulate shadow reality to give you A temporary Strength boost equal to your Psyche on a world with Magic Index 0.5 this would be only half your psyche. I do this for 2 reasons. 1 to limit Sorcery which as is stated upthread is very tough for the base cost. 2 to make shadow power sources more important. The Font of the 4 worlds is a major power source but in a sorcery system where power source is not important it has no effect. So I rate Power sources like the Font on the same Shadow Magic Index and I allow wizards to use open Shadow path to link their magic back to power sources , similar to how the spikard seems to work. So you might be on a shadow with only 0.5 MI so magic would be half as effective but if you link back to your power source they run at full or even above full. You can also buy shadow power sources with MI 1.0 for 8 points (double Primal shadow) although they will attract other power crazed denizens of shadows and act like a Shadow magnet.
So in short its just the background Magic radiation level but you can tweak it for your own reasons and use it to explain why some shadows are mundane and some magical.
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: fezzster on May 17, 2013, 03:18:07 PM
Quote from: jibbajibba;655387Magic of Shadow is a bit metagamey as it effectively limits sorcerers just having racked spells always good to go.
The idea is that the magical conditions of any shadow are different and that the skilled Sorceror just gets this and so can adapt their spells to work with the locality. You might forward the argument that it requires pattern or Logrus or some research to identify the power of shadow.
I use an alternate rule sometimes. I give every Shadow a magic rating from 0-1 this then acts as a multiplier on the power of spells cast. So generally a Strength spell might manipulate shadow reality to give you A temporary Strength boost equal to your Psyche on a world with Magic Index 0.5 this would be only half your psyche. I do this for 2 reasons. 1 to limit Sorcery which as is stated upthread is very tough for the base cost. 2 to make shadow power sources more important. The Font of the 4 worlds is a major power source but in a sorcery system where power source is not important it has no effect. So I rate Power sources like the Font on the same Shadow Magic Index and I allow wizards to use open Shadow path to link their magic back to power sources , similar to how the spikard seems to work. So you might be on a shadow with only 0.5 MI so magic would be half as effective but if you link back to your power source they run at full or even above full. You can also buy shadow power sources with MI 1.0 for 8 points (double Primal shadow) although they will attract other power crazed denizens of shadows and act like a Shadow magnet.
So in short its just the background Magic radiation level but you can tweak it for your own reasons and use it to explain why some shadows are mundane and some magical.
That's cool, I am fine with that metagamey aspect. I have never been in any RPG game where the GM actually made the player come up with the actual incantations. Though, I have known of a few such games.
I like MI 0-1 concept. I was thinking of doing a similar thing wherein different shadows have different relative strengths of different types of magic present (either different elements or schools). It may be cool, if not too much work, to combine these ideas. So, perhaps X shadow's magical properties are or
I love the idea of an 8 point magic source shadow, and especially the magnetic aspect of such a thing.
It would also make sense that there were many ley lines extending throughout shadow, each bringing its own brand/concoction of magical energies.
My game resumes in a week. I have lots of work to do!!
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: Croaker on May 18, 2013, 12:37:47 PM
Interesting.
I did a similar, yet different, thingie.
In short, and IIRC, creating a spell was more or less taxing on your endurance, and if you wanted it to last long, you needed to give it more energy, although this was a finite quantity: Sooner or later, a spell will expire.
Energy could came from your psyche and endurance, but this was quite limiting, so a sorcerer needed access to a Power Source in order to create the more powerful spells. Linking a spell to a steady power source could also make it effectively constant, provided the source gave enough "juice" and the connection wasn't broken.
I also had the ability to fashion raw magical energy into crude forms (shields, blasts), like Mask did in the keep of the 4 worlds. This was very ineffective, so only useful in highly magical shadows or with a direct link to enough raw magical energy (like merlin did with the spikards when fighting Mandor)
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: jibbajibba on May 19, 2013, 09:48:45 AM
Quote from: Croaker;655735Interesting.
I did a similar, yet different, thingie.
In short, and IIRC, creating a spell was more or less taxing on your endurance, and if you wanted it to last long, you needed to give it more energy, although this was a finite quantity: Sooner or later, a spell will expire.
Energy could came from your psyche and endurance, but this was quite limiting, so a sorcerer needed access to a Power Source in order to create the more powerful spells. Linking a spell to a steady power source could also make it effectively constant, provided the source gave enough "juice" and the connection wasn't broken.
I also had the ability to fashion raw magical energy into crude forms (shields, blasts), like Mask did in the keep of the 4 worlds. This was very ineffective, so only useful in highly magical shadows or with a direct link to enough raw magical energy (like merlin did with the spikards when fighting Mandor)
I use the later as well and allow advanced practioners of logruss or pattern to use those to power their spells, although that comes with itsd own risks.
Title: Alternate Sorcery System (inspired by Promised Sands)
Post by: RPGPundit on May 19, 2013, 12:10:23 PM
I'll note that I've since discarded this concept of sorcery; I went a totally different route in Lords of Olympus.
However, if you were to use this, I would note that to create a troll out of nothing you'd need Conjuration. You might be able to use this Sorcery to bring a troll to you who you already had, but even then it might be easier to use Logrus.