Even without Pattern, the Blood of Amber has a power in its own right, that may serve to protect and guide members of the clan. It is even possible that the power of the blood be shaped in some manner other than that of the Pattern, but that is simply a matter of conjecture. An Amberite who has not crossed the Pattern has a number of dice in Blood of Amber appropriate to their age. It provides protection against some effects, and more importantly, shapes the characters destiny towards greatness and Amber. The more dice, the more insistent the destiny.
Logrus
First off, no one should have this power. That being said, it doesn't send lenses through shadow, but it can summon stuff very easily, depending on things like specifications, size and proximity. It also allows movement through shadow, albeit more crudely than Pattern, and may also be used to whack things around. While it has some defensive uses, they're less than comprehensive. It is also different for different people. Most tasks requiring the logrus require that it be raised, a process that takes approximately a minute, though minor summons and manipulation can be performed on the fly, with additional difficulty.
Mechanics
- Summoning - Logrus is a very useful tool for summoning just about anything. The only limitations upon it are the nature of the item, it's size and the time taken. Starting with a difficulty of 5, add to the difficulty of the task based on the following criterea:
Size
Tiny - SOmething that fits in one hand, A knife, can opener, pencil, etc. (+0)
Small - Something that can be held in one hand, a sword, a staff, a backpack. (+5)
Medium - Up to Man-sized, A Suit of Armor, a desk, a body. (+10)
Large - Up to the size of a horse, A couch, a Horse. (+15)
Huge - Up to the size of a cottage: A Car, A gazebo (+20)
Titanic - Houses and small hills (+25)
Nature
Perfectly in keeping with the environment - A rock on a mountainside, a newspaper on a city street (+0)
A logical extension of the environment - A rabbit in a forest, a can opener in a city (+5)
Logical imposition on the environment - A backpack on a mountain, a Towel on a beach (+10)
Can be reasonably explained in the environment - A bench in a forest, a camel in a city (+15)
Really Stretching it - A Computer in a forest, a Dinosaur in a city (+20)
Pretty Wacky - +25 and up
Alive - (+5)
Sentient - (+10) (+5 for alive, so +15)
Magical - (+variable)
Approximate - A Sword (+0)
Specific - A Rapier (+5)
Very Specific - A right hand rapier with a 36" blade (+10)
Precise - A Right hand rapier with a 36" blade, crystal forges steel, with a velvit grip and a 17 gram counterweight pommel in the shape of a closed fist (+15, maybe more)
Artistic - Summoning a work of art or literature is painfully difficult, since it it hard to grasp it's entirety. +20 minimum for most art, +30 minimum for most literature.
Note: Details (approximate, precise, art, etc.) do not matter if you are reaching for a specific item that you are familiar with, and are comfortably sure of where it is.
Time
Instant (without raising the Logrus) - +5
One Minute - +0
5 minutes - -5
15 Minutes - -10
30 Minutes - -15 (Requires endurance/resiliance roll of 5)
1 Hour - -20 (Requires endurance/resiliance roll of 10)
3 Hours - -25 (Requires endurance/resiliance roll of 15)
6 hours - -30 (Requires endurance/resiliance roll of 20)
12 hours - -35 (Requires endurance/resiliance roll of 25)
24 hours - -40 (Requires endurance/resiliance roll of 30)
And so on in 1 day increments.
Finally, the resistance of the shadow the summoner is in is added to the difficulty.
- Shadow Travel - A logrus user travels through shadow by reachign through shadow with the logrus towards something specific, then puling themselves to it.
Sorcery
Sorcery comes in a lot of different forms. Any kind of magic you've seen in an RPG or in a book is out there somewhere, and most are playable. The specific mechanics will vary from system to system, but they all fall under this heading. With that in mind, there is no such thing as "vanilla" Sorcery, every sorcerer shoudl have some thematic schtick, even if it's as simple as hanging and preparing spells.
Mechanics
- Dice - A sorcerer's aptitude is measured by two things, his skill, or art, and his power source. Both of these are measured in terms of number of dice. Skill in sorcery is bought as an attribute, and the number is based off that. Source is a lot more variable, as it represents the source of power the sorcerer is tapping into to cast his spells. The source also affects the _nature_ of the socerers spells. If their source is some link to pure, elemental fire, they'll have an easier time creating heat and fire affects, and a diffult time creating ice or water effects. Sources are ususally some single thing or location, though other possibilites exist. It is exceptionally rare for a source to be higher than 5 dice, and most that are tend to be highly specialized in nature. Some possible sources include:
- The Magic of Shadow - This is probably the most common source for shadow sorcerers. Their level of source is entirely dependant upon the amount of magic in the shadow they're in, usually ranging from 0d to 5d.
- A Talisman - Something portable, often a staff or piece of jewelry that contains enough raw power to operate as a source, usualy no more than 3 or 4d, though. Some Talisman's also have additional powers or limitations. Powerful Talisman's are greatly prized by almost any sorcerer. Spikards are a unique, (and grossly powerful) form of Talisman.
- A Site - This is a physical location, such as a sacred grove or a well of force from which the sorcerer draws their power. There are two possible ways to do this. First, the sorcerer draws power directly from the site. Since sites often have very high dice, that means a sorcerer is very powerful near their source, but the power diminishes as they move away, especially through shadow. Alternately, the character could draw upon the source and store it somehow, and carry that supply around with them. The problem being, that supply will diminish with use, and will need to be taken back to the source to "recharge." The Fount at the Keep of Four Worlds is a very powerful example of this type of source.
- Pattern or Logrus - Basically, either of these is a pretty powerful source, since they work anywhere and they are potentially immense. They do have some limitations, primarily in that they work best doing magicks that fall at least vaguely within their own bounds. For example, A pattern sorcerer will have an easy time creating spells to make things happen, but a harder time throwing around raw energy and items, while the Logrus sorcerer may be in exactly the opposite situation.
- Other Options - There are other possibilites out there. Gods, for example, might be an appropriate source for a priest character. The dice of source are dependant upon the God's influence in that particular shadow. Other possibilities can also be considered.
- Types of Sorcery - Sorcery comes in 3 basic categories, Sorcery, High Sorcery or Pattern/Logrus sorcery. Sorcery is as described here, but depends upon a particular Source, except for Pattern/Logrus. If that source is destroyed, another could possibly be sought, but the Sorcerer may only have one at a time. High Sorcerers (who almost never call themselves that) can make use of more than one source (again, except Pattern or Logrus), though they may usually only use one source per effect. Pattern or Logrus Sorcery is Sorcery that uses Pattern or Logrus as its source, with a value equal to the characters dice inthe appropriate power.
- Sorcery and Shadow Travel - Yes, sorcery can be used to move between shadows. The specific mechanic depends on the sorcerer, be it gates, tunnels, ley lines, astral travel or whatnot. It is not as versatile as using a major power, however. Most specifically, Sorcery allows travel to specific destinations, but not to imagined ones, like shadows of desire. Generally, travel to a shadow requires knowledge of the specifics of reaching it, or a link of some sort to the target.
- Mechanics - Generally, casting a spell requires a roll for the skill of the caster against a difficulty assigned by the GM. These rolls will often be on a scale of effect, rather than for a concrete number. When appropriate, the GM will then roll for the source and the effect will be resolved. How the caster casts spells has some impact on the dice: For example, a spellcaster who must hang his spells in advance will receive a bonus in casting them, while a sorcerer who can improvise spells or effects, but makes up for it in flexibility. My preference is that most caster be of the hang-and-cast, improvisation-is-slow school.
Conjuration
All right, conjuration is not a power in its own right, but it is a specific subset of Sorcery. For all intents and purposes, a conjuror is a specific type of sorcerer. There migth even be overlap, someone who's sorcerous schtick is Fire Magic might be able to summon fire creatures, but nothing else, or empower a flaming sword, but not a wand of icicles. Where sorcery involves itself with altering the environment and creating effects, conjuration involves the summoning of beings of power to do your owrk for you, or the empowerment of items to the same end. Conjuration is slow business, but one with sizeable rewards.
Mechanics
- Skill and Source - These are determined identically to Sorcery.
- Types of Conjuration - Again, it's identical to sorcery. It can be regular, high or even Pattern/Logrus, though the last is very rare. It should be noted that Pattern Conjuration is good for empowering items to travel through shadow and the like, but cannot be used to make a Pattern Blade or a Pattern, those are special cases.
- Summoning - Ok, first decide what you want to summon, then find an appropriate place to do so. It's hard to summon a Fire Elemental from a beach, much less a water source. Basically, summoned creatures have one attribute, such as Air Elemental, 4 dice. The maximum number of dice the creature can have is determined by the source you are drawing upon. To summon the creature, you roll your dice in Sorcery, and the GM rolls dice for the creature. If the creatture wins, the summoning fails. If you win by more than 5, the creature is summoned, and bound. If you succeed, but by less than 5, the creature is sumoned, but not bound. This can be bad, which is why most conjurors spend time investing in protective circles. Basically, for each 5 points you beat the creature by, you can give it one simple command. One common command is to bind it, either to an object, or to follow you around, so it's on hand for the next command. Creatures may be dispelled by reverseing the process. Various elements can give you bonus or Penalty dice to A conjuring. Most common bonuses include things like truenames, an appropriate source, taking extra time or some material component. Note, yes it is conceivably possible to summon an Amberite or Lord of Chaos, but I assure you, it's much harder than you want to mess with.
- Enchanting items - The rules here a re much less hard and fast, because I have yet to think of a system I couldn't cheat within. If you want to create an item, tell the GM, and I'll tell you what you need to do.