An Amberite Grimoire

This does not pretend to exhaustively define what spells an Amberite can cast, but simply to give some examples:

Offensive

Fireball
Requires: Basic Sorcery
Sorcery Components Used: Shadow Manipulation, Shadow Opening
Level of Complexity: Difficult
Casting Time: 1 hour (12 seconds if Hung)

This spell causes an explosion of flame ten feet in diameter, up to Psyche + 30 feet away. It must be aimed with your Warfare.

Flash
Requires: Basic Sorcery
Sorcery Components Used: Shadow Manipulation, Shadow Opening
Level of Complexity: Petty
Casting Time: 2 seconds

This spell produces a bright flash of light in a target's face, blinding them for a few seconds.

Keiko's Magnificent Catapult
Requires: Basic Sorcery
Sorcery Components Used: Shadow Manipulation, Shadow Opening
Level of Complexity: Difficult
Casting Time: 1 hour (12 seconds if Hung)

Channels kinetic energy into a scoop-shaped burst of force roughly twenty-five square feet in diameter--enough to throw a single human (or larger than human) sized target roughly a hundred feet straight up at high speed, or a hundred feet in any one direction before gravity starts to slow them down and they begin to transcribe an arc. Often used as a follow-up to Keiko's Patented Anti-Makoto the Mad Ice Spell.

Keiko's Patented Anti-Makoto the Mad Ice Spell
Requires: Basic Sorcery
Sorcery Components Used: Shadow Manipulation, Shadow Opening
Level of Complexity: Difficult
Casting Time: 1 hour (12 seconds if Hung)

This spell flash-freezes the air around a single target, encasing them in a block of solid ice a little bigger than they are.

Keiko's Stunning Mindblast
Sorcery Components Used: Mind Touch, Magical Energy
Level of Complexity: Challenging
Casting Time: 4 hours (15 seconds if Hung)

A group version of the basic Mindbolt spell. Up to ten targets within sight range can be hit at once, but the effect is diminished depending on the collective mental power of the targets versus that of the caster.

Mindbolt
Requires: Basic Sorcery
Sorcery Components Used: Mind Touch, Magical Energy
Level of Complexity: Average
Casting Time: 7 minutes (9 seconds if Hung)

This spell fires a mental blast at the victim's mind, stunning or possibly killing them if you can overcome their psyche.

Lesser Petrification
Requires: Basic Sorcery
Sorcery Components Used: Shadow Manipulation
Level of Complexity: Challenging
Casting Time: 4 hours (15 seconds if Hung)

This spell turns a Shadow Dweller to stone permanently. It is not strong enough to affect those imbued with reality, and creatures with Shapeshifting can turn themselves back to normal fairly easily.

Major Petrification
Requires: Advanced Sorcery
Sorcery Components Used: Shadow Manipulation, Mind Touch, Magical Energy
Level of Complexity: Challenging
Casting Time: 4 hours (15 seconds if Hung)

This spell turns Shadow beings to stone permanently, and will turn beings of Reality into stone if you beat their psyche. If you have a handy magical energy source, you can link them to it and keep them stone forever, otherwise, it lasts a period of time proportional to your psyche, from a few hours at Chaos Rank, to years or decades at 75+. Shapechangers can break loose in half the time, and you have to beat their psyche by at least 20 points, or you only partially calcify them.

Rochester Rain of Glass
Requires: Basic Sorcery
Sorcery Components Used: Magical Energy, Shadow Manipulation, Shadow Opening
Level of Complexity: Incredibly Hard
Casting Time: 3 weeks (21 seconds if hung)

The heavens rip open and razor sharp glass rains down from the sky for a number of minutes equal to your Psyche + 15. The shards do Deadly Damage (4) every minute to everyone caught in them. The shards rain down over a hundred foot diameter circle at Chaos Psyche, increasing by 100 feet for every 3 points of psyche above that.

Smart Lightning
Requires: Advanced Sorcery
Sorcery Components Used: Magical Energy, Measure Substance, Shadow Manipulation, Shadow Opening, Intelligent Spells
Level of Complexity: Average
Casting Time: 10 minutes (10 seconds if hung)

This spell produces a lightning bolt with about the strength of a taser. It will badly hurt anyone of Human Endurance, knock out anyone with Chaos, stun those of Amber Endurance for quite a while, and have progressively less effect as the target's Endurance rises. The spell has a mind of its own derived from that of the caster and can thus do stunts like chase people around corners, weave through a crowd, etc. It keeps going until it hits the target, something dissipates it, or too much time passes (which varies by the Caster's psyche).

Taser
Requires: Basic Sorcery
Sorcery Components Used: Shadow Manipulation, Shadow Opening
Level of Complexity: Average
Casting Time: 5 minutes (9 seconds if hung)

This spell produces a lightning bolt with about the strength of a taser. It will badly hurt anyone of Human Endurance, knock out anyone with Chaos, stun those of Amber Endurance for quite a while, and have progressively less effect as the target's Endurance rises. It requires aiming with Warfare.

Voodoo
Requires: Advanced Sorcery
Sorcery Components Used: Magical Energy, Shadow Manipulation, Mind Touch
Level of Complexity: Difficult
Casting Time: 1 hour (12 seconds if hung)

This trump sorcery trick lets one use a person's trump as a sympathetic link to do nasty things to them from far across shadow. The classic manoeuvre is to cause them to sicken and die slowly, so it's not even recognised as sorcery. However use of most Power Defences will block this trick.

Defensive

Armoured Clothing
Requires: Basic Sorcery
Sorcery Components Used: Shadow Manipulation
Level of Complexity: Average (1 point armour), Difficult (2 point armour), Challenging (4 point armour)
Casting Time: 5 minutes (9 seconds if hung) or 30 minutes (12 seconds if hung) or 4 hours (15 seconds if hung)

This spell toughens clothing to become like armour, able to resist assault. It has the disadvantage that it instantly breaks if you move to a shadow where the laws of magic are different. Any weapon imbued with Pattern, Trump, or Broken Pattern will slice right through it and break the spell as well.

Blink
Requires: Basic Sorcery
Sorcery Components Used: Shadow Manipulation, Shadow Opening, Magical Energy
Level of Complexity: Difficult
Casting Time: 30 minutes (12 seconds if hung)

Every few seconds, the caster teleports five to fifteen feet away from his current position, although he remains oriented in the same direction. This makes striking him with missiles very difficult, and melee combat equally frustrating for his foes. This spell requires practice on the part of the caster, or he will disorient himself as much as his foes.

Contingency Defence
Requires: Advanced Sorcery
Sorcery Components Used: Detect Substance, Intelligent Spells, Magical Energy, Shadow Manipulation, Shadow Opening or Counter Magic, Detect Substance, Intelligent Spells, Magical Energy
Level of Complexity: Challenging
Casting Time: 5 hours (15 seconds if Hung)

Once cast, this spell hangs around the caster, waiting for a trigger condition to be set off, at which time it activates the pre-chosen defence against that condition. It comes in two major forms: One can set it to detect various kinds of physical attacks and prepare some countermeasure (incoming flame triggers a jet of water, incoming bullet turns your clothing into armour, incoming lightning gets grounded by a sudden lightning rod), or it can be set to detect incoming magic and automatically counterspell it. Contingency Defences last for hours at Chaos Psyche, and proportionally longer at higher ranks, however, the spell gradually devours the pool of magical energy which it uses to fuel the defence, so smart sorcerers renew their Contingency Defences every few days.

Keiko's Impregnable Shield
Requires: Basic Sorcery
Sorcery Components Used: Shadow Manipulation, Magical Energy
Level of Complexity: Difficult
Casting Time: 1 hour (12 seconds if Hung)

Forms a barrier of solid magical energy, glowing faintly green, which serves to keep out physical forces. Repeated attacks can break through it, in time, and someone with a Strength higher than the caster's Psyche can push through it if they're determined. Cast on open ground, it forms a square barrier ten feet high by ten feet wide; cast in a more confined space such as a corridor, it fills the space.

Ring of Fire
Requires: Basic Sorcery
Sorcery Components Used: Magical Energy, Shadow Manipulation, Shadow Opening
Level of Complexity: Difficult
Casting Time: 1 hour (12 seconds if hung)

This summons up a wall of fire around you.. The higher your psyche, the bigger you can make it.

Wakaba's Puissant Defence vs. Sorcery
Requires: Basic Sorcery
Sorcery Components Used: Counter Magic
Level of Complexity: Difficult
Casting Time: 1 hour (12 seconds if Hung)

This spell creates a ten foot diameter circular shield against spells. It is immobile, and attempts to dispel any magic which passes through it, using its caster's Psyche. Repeated assaults will cause it to degrade, and spells greater than Difficult in level of complexity will only be weakened by it, unless the PD's caster has a severe Psyche advantage.

Information

Detect Magic
Requires: Basic Sorcery
Sorcery Components Used: Measure Substance
Level of Complexity: Minor or Average
Casting Time: 30 seconds (6 seconds if Hung) or 5 minutes (9 seconds if Hung)

The more complex the spell, the larger the area of effect. The minor version affects a fifteen foot radius, while the Average version is a hundred foot radius.

Gauge Strength
Requires: Basic Sorcery
Sorcery Components Used: Measure Substance, Mind Touch
Level of Complexity: Average
Casting Time: 5 minutes (9 seconds if Hung)

This spell lets you gauge the psychic strength and sorcerous skills of the target, who must be within 150 feet. If you have a psyche advantage, the information is very accurate; if you do not, the information will be fuzzy at best.

Keiko's Lens of Detection
Requires: Basic Sorcery
Sorcery Components Used: Measure Substance, Magical Energy
Level of Complexity: Average
Casting Time: 5 minutes (9 seconds if Hung)

This spell creates a nearly-transparent green "visor" in front of the caster's eyes, which maintains itself for about an hour on a pool of magical energy. Looking through it, the caster can detect various hidden things. The lynchpins for the specific thing to be detected are generally left out. Common settings include:
General Scan: this will pick out Powers, identify Real things from Shadow things, and generally see things that are out of the ordinary without specifically identifying what's out of the ordinary about them.
Power Scan: specified to read for Pattern, Trump or Magic, the lens will pick out and allow analysis of that specific power.
Criminology Scan: finds fingerprints, reveals if locks have been recently picked, makes it easier to find hidden clues, and generally aids in casing a crime scene.
Past Scan: identifies and generally detects the nature of strong psychic impressions around objects, or recent strongly emotional events (violent combat, passionate lovemaking, a heated argument) in the location surveyed. Often used in combination with Keiko's Mirror of Temporal Scrying.

Keiko's Mirror of Temporal Scrying
Requires: Basic Sorcery
Sorcery Components Used: Measure Substance, Magical Energy
Level of Complexity: Petty to Godlike (see below)
Casting Time: From a single second to four months (see below)

Temporarily enchants any object with at least some reflecive capacity as a device that can be used to look into the past events of an area. The reflector is positioned so that the area to be scryed is reflected in it, and the spell is then cast. For an hour after that, the reflector can be used to rewind and observe through time in the area reflected, revealing past events. It currently lacks the ability to pick up sound and is purely a visual device, but Keiko's been working on that (and she can read lips anyway). The complexity varies depending on just how far back in time you want to be able to look.
Petty: observe past events up to five minutes ago.
Minor: observe past events up to an hour ago.
Average: observe past events up to a day ago.
Difficult: observe past events up to a month ago.
Challenging: observe past events up to a year ago.
Hard: observe past events up to a decade ago.
Incredibly Hard: observe past events up to a century ago.
God-like: observe past events up to a millenium ago.

Searching for a desired event is something of a hit-and-miss process, rather like looking through a very long videotape for the one episode of a show you want to watch.

Pattern Alarm
Requires: Advanced Sorcery or Basic Sorcery and Pattern Imprint
Sorcery Components Used: Intelligent Spells, Measure Substance
Level of Complexity: Hard
Casting Time: 2 days (18 seconds if hung)

Once cast, this spell monitors an entire Shadow, alerting you if someone who possesses Blood of Amber or Pattern or Broken Pattern enters the Shadow, or if they use Pattern or Broken Pattern within the shadow. The spell will run for a number of days equal to your Psyche + 30 before it breaks down and has to be recast.

Miscellaneous

Fly
Requires: Basic Sorcery
Sorcery Components Used: Magical Manipulation, Shadow Manipulation
Level of Complexity: Variable by speed
Casting Time: Variable

This enables you to fly for as long as you put some concentration into it; this concentration precludes casting spells from scratch, but racked spells can be used and items as well.

Petty: Float a few feet a second.
Minor: Walking speed
Average: Running speed
Difficult: Horse speeds
Challenging: Car speeds
Hard: Plane speeds
Incredibly Hard: Supersonic speeds
God-Like: Spacecraft speeds

Advanced Flying
Requires: Advanced Sorcery
Sorcery Components Used: Detect Substance, Intelligent Spells, Magical Manipulation, Shadow Manipulation
Level of Complexity: Variable by speed
Casting Time: Variable

This enables you to fly for hours to days, depending on psyche. The spell can be programmed to fly without you having to concentrate, freeing you to do other things. Complexity is determined by spell.
Petty: Float a few feet a second.
Minor: Walking speed
Average: Running speed
Difficult: Horse speeds
Challenging: Car speeds
Hard: Plane speeds
Incredibly Hard: Supersonic speeds
God-Like: Spacecraft speeds

Business Card
Requires: Basic Sorcery
Sorcery Components Used: Shadow Manipulation
Level of Complexity: Petty
Casting Time: 2 seconds

This lets you print whatever you like on a blank business card in a second (often the second while you're pulling it out of your pocket, hat, or whatever). It can be combined with Conjuration to create the card itself from nothing. Another variant is used in Tech shadows to instantly create fake IDs of various kinds.

Heal
Requires: Basic Sorcery
Sorcery Components Used: Detect Substance, Magical Manipulation, Shadow Manipulation, Shadow Opening
Level of Complexity: Variable by level of injury.
Casting Time: Variable

This spell is most effective on Shadow Dwellers, who can quickly be put back together from just about any state of injury. An Average difficulty healing spell will heal almost any injury to a human-sized Shadow Dweller. Beings who are Real, however, are harder to heal. In their case, the spell works by accelerating natural healing processes. An Average spell is enough to prevent death and stabilize such beings in the case of any but the most grevious of injuries, and a Difficult healing can save any Amberite or Chaosian from death. Spells to accelerate healing will increase in difficulty by the decree of injury--a small cut would need Petty magic, a moderate wound would probably be Average, multiple non-life threatening wounds would require a Difficult spell, and life-threatening wounds would require a Challenging or stronger spell. A spell could heal multiple targets by going above the complexity needed for a single person.

Regeneration
Requires: Basic or Advanced Sorcery
Sorcery Components Used: Detect Substance, Magical Manipulation, Shadow Manipulation
Level of Complexity: Variable by level of injury.
Casting Time: Variable

Lost body parts can be regrown by use of this spell. The basic version can regrow any lost body part for a shadow dweller in minutes to hours, as they are more malleable. It also speeds the rate at which someone of Chaos or higher endurance regenerates, thus enabling Amberites to recover lost body parts in weeks and months instead of months and years. The Advanced Version sends the target into a feeding frenzy, and uses the digested food to grow them the needed body parts. It can grow anyone new limbs, eyes, organs, etc in days, depending on availability of food and the size of the missing part.

Summon Storm
Requires: Basic Sorcery
Sorcery Components Used: Shadow Manipulation, Shadow Opening
Level of Complexity: Challenging
Casting Time: 4 hours (15 seconds if hung)

This spell rapidly calls up a thunderstorm which will last as long as you concentrate, after which you can either kill it completely, or let it gradually rain itself out. The storm is big enough to cover a fair sized town. Simpler versions make smaller storms.

Wakaba's Magical Microwave
Requires: Basic Sorcery
Sorcery Components Used: Shadow Manipulation
Level of Complexity: Minor for up to five people, more if you need to nuke more food.
Casting Time: 30 seconds (6 seconds if hung)

This spell rapidly cooks food for you; Wakaba isn't a tech lover, but she does like the convenience of microwaves.

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