Sorcery

Not every being in the entirety of Shadow has the potential for shapeshifting, Pattern, Logrus, or Trump. The same cannot be said for the Power of Sorcery. While considered a cornerstone of a formal education in the Courts of Chaos, it is a common power throughout all of Shadow. Even those possessing human level Psyche are capable of accessing the power of sorcery, though their spells are often blunt and weak compared to those woven by the masters of Pattern and Chaos. Sorcery is also far weaker compared to any of the other true Powers, and its constructs are easily overwhelmed by Pattern, Logrus, and Trump. Still, a practiced and prepared sorcerer is a deadly foe for even the most cunning Lord of Chaos or Prince of Amber.

  • Tier 1: Sorcery

There is only one tier of sorcery, and it allows access to the entire array of sorcery. Most sorcerers liken the act of weaving a spell from the power of Shadow as akin to painting a masterpiece. No two spells, even those from the same sorcerer, are precisely the same. By the very nature of sorcery, they cannot be. A sorcerer can weave a spell, either casting it immediately or leaving it open via lynchpins to be filled in later. As a sorcerer can only cast one spell at a time, they can hang such incomplete spells upon items called spellracks. Spellracks are coveted items possessed by many sorcerers, and are often used as stakes in sorcery duels. Additionally, any sorcerer can recognize the style of sorcery cast by another sorcerer they are familiar with. Some can even recognize the style of who taught the sorcerer, as the influence is often prevalent. Also, a sorcerer can instinctively sense the level of magic in a Shadow by a simple extension of their Psyche, provided they have been outside their native Shadow before. The rules for constructing a spell is found in the Amber Diceless core rules, and work unchanged for this game.

Sorcery

All Roads Lead to Amber sndwurks