Sorcery
Sorcery is one of the oddest of the powers. It's hardly so much a
discipline as an eclectic grouping of knowledge about how energy
flows. Essentially, the rites of Sorcery are about channeling energy,
using the substance of shadow (which is a combination of Order and
Chaos). Thus, Sorcery allows its wielder to do more interesting,
complex, powerful things with what power they have, but does not
provide any power in and of itself.
Changes and Modifications:
What I did: My campaign was not heavily Sorcery-oriented, so I
definitely wasn't interested in giving Sorcery the power it had in the
Merlin series, or even Amber DRPG. Basically, for this campaign, I
wanted Sorcery to be an adjunct to other powers. That is, it wouldn't
do much by itself, but it could make the powers you otherwise had much
more useful.
What I would do if I were doing it again: I loved how Sorcery turned
out for this game. I wouldn't change a thing. If I were running a
more Sorcery oriented game, I would probably reduce its dependence on
outside powers.
Sorcery isn't really very useful by itself. Ten points is the cost
for Basic Sorcery, but there's a bunch of bad news associated with
it. The first is that you don't have much of a power source for your
spells. Just your own Psyche. Which means that you can't do spells
which involve tossing a bunch of energy around (ie, no fireballs).
You also can't do spells which involve mental contact with people
outside of your line of sight, spells which involve teleportation,
spells which involve any sort of cross-Shadow movement, or spells
which change your own or other's shapes. These are all abilities that
won't be available until you combine Sorcery with other powers. What
you can do is cast spells to allow you to see invisible constructs,
unravel other's spells (potentially), create mental contact within
line of sight, or do something like mentally knock someone
unconscious. Of course, the last requires a Psyche advantage.
More bad news is that I maintain the book's concept of racking a
spell, and of Lynchpins, and of long casting times. With the basic
ability, you don't know how to rack spells at all. For five
additional points, you can learn to rack the spells, but you still
probably won't have anything to rack them on. You could rack
them on an artifact prepared for that purpose, if you have one, but
you can't create one. And anything that you find in Shadow probably
won't work outside of that particular Shadow.
However, the end is in sight. Suppose you have both Sorcery and
Logrus or Pattern. These are powers that allow you access to a ton of
raw power, and have these interesting mental constructs... The long
and the short of it is that, for an additional 10 points, you can buy
Pattern or Logrus aspected Sorcery, wich will, first, allow you to
rack your spells on your mental images of the Pattern or Logrus, and,
second, allow you to use the power of the Pattern or Logrus in your
spells. At low abilities in Pattern and Logrus, this still isn't a
whole lot of power, but it's better than just your Psyche.
Furthermore, this opens up the possibilities of using aspects of your
Pattern or Logrus abilities in your spells. If you have both Pattern
and Logrus, you can get both aspects of Sorcery, but each is a
seperate 10 point expenditure. You can rack any number of spells on
the Logrus, but only 12 on the Pattern. However, spells on the Logrus
degrade quicker.
Some other notes: Spells racked anywhere eventually
degenerate, so don't think you'll have the ones you racked a month
ago. If the object on which spells are racked is subjected to stress,
the spells will fall off it, so if you use your Pattern to block the
flow of Primal Chaos, don't expect to use any spells you had racked on
it at the time. I generally avoid rigorously specified lynchpins,
preferring to just wing it.
Combining Sorcery with Trump: Trump being, in my cosmology, not a
power source, combining Sorcery and Trump is somewhat different than
combining Sorcery and Pattern or Logrus. The standard ability (which
I recommend as an Exalted power not available during character
generation) is 'Trump-Like Effects.' This allows you to do in spells
what you can do with Trumps, most notably teleportation, long distance
mental communication, and long-distance scrying. Note that the latter
two may be available through high levels of Pattern or Logrus and the
appropriate aspect to one's Sorcery. I charged 12 points for
Trump-Like Effects, and it required at least 15 points in Sorcery and
Trump through Draw Trump.
Combining Sorcery with Shapeshifting: We didn't do much with this,
but some thoughts are instantaneous, spell-triggered form changes,
racking spells on your own body, the ability to generate more power
with your body than before, or combinations of Shape Shift Other and
Sorcery.
This page outlines a modification to the Phage Press/Roger Zelazny
magic system detailed in the Amber DRPG. Some copyrighted material is
used here without permission. Such use is incidental to discussion of
private use modifications, and is not intended as a challenge to their
copyright status. All original material on this page is © 1998 by
Epoch. Permission to copy, but not distribute, this material is
granted for private game purposes only.
Questions and comments can be directed to the
maintainer at msulliva@wso.williams.edu.