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Wiki Main Characters Realms Rules

True Sorcery – 25 Points

At this level the Sorcerer can be considered competent and professional. To reach this level of ability requires serious study and dedication, but not devoting one’s life to the art. It is at this level of knowledge that someone generally refers to themselves as “a Sorcerer”, rather than saying they have some knowledge of magic.

  • Hang Spells: Full sorcerers can hang more spells and more complex spells than those that merely dabble. They may also hang ritual spells if they choose, though those spells cannot be used in a combat situation without leaving the sorcerer totally defenseless. Still, it is sometimes worth getting the time investment of a ritual out of the way before going to the place where the ritual will be cast.
    • Pattern: Mature sorcerers who have the power of Pattern can usually hang at least ten spells, perhaps more in a pinch. These spells can be very complex indeed, using up to seven lynchpins.
    • Logrus: The practiced Logrus sorcerer understands better how to cope with the havoc that her power wrecks on spells. Such a person can hang between fifteen and twenty spells that she expects to have work, again depending on how much time she’s willing to invest. These spells can be more robust than those of a dabbling sorcerer, but using more than four lynchpins will probably reduce the time the spell is useful to a very short time indeed.
    • Trump: True Trump sorcerers can keep a connection going with more than a dozen cards at once, typically thirteen or fourteen. These spells can have enough lynchpins to be quite useful, typically five.
  • Counterspells: Using raw energy, a Sorcerer can counter another sorcerer’s spell, causing it to fall apart while it is being cast. This almost always works against surged spells, unless the caster surging the spell has a really overwhelming psyche. Used against regular spells, the counterspell can shut down the action of a Lynchpin if the conterspeller has a Psyche advantage over the caster. If the counterspeller’s psyche advantage is dramatic enough, a counterspell can end the enemy spell entirely. Counterspells do not use as much energy as surging a spell, but they do represent a drain, and using them constantly to shut down an enemy sorcerer will tire even the strongest mage quickly.
  • Spellweaves: A skilled mage can create a spell that is ‘balanced’ and can exist independently of his own power or attention. This is different than using a Lynchpin to allow a spell to continue until exhausted. A spellweave will persist until the spell is destroyed by outside forces, or until preconditions are met. This is the ability that allows mages to set up warded homes, scrying pools, and other such elements of the true mage’s arsenal. Spellweaves are created via ritual casting, though minor effects do not require especially lengthy rituals.
  • Conjuration: A special type of ritual effect, Conjuration is the act of weaving together shadow potential without actually using a spell to do so. Conjured items are typically of ordinary quality and do not last long, but they generally exist long enough to serve their purpose. The effects of a conjured item do not fade when the item does. Conjured food nourishes, becoming part of the body before it vanishes. Conjured weapons leave behind real wounds, etc. Conjuration is easiest to accomplish out in Shadow or Chaos where there’s more free potential to work with, but even in Amber it doesn’t represent a massive effort.
  • Advanced Lynchpins: Not fettered by the limits of a beginning sorcerer, true sorcerers can use the following special lynchpins to enhance their spells or almost re-write them on the fly.
    • Empower: This Lynchpin simply makes the spell stronger, giving it an extra boost of energy above its normal state. Very useful when the spell is doing what is needed, but the sorcerer desires speed.
    • Transmute: This lynchpin allows the energy type of the spell to be converted to another. Dabbling sorcerers are limited to fire when they cast a fire spell, and so on. But a practiced sorcerer can convert that fire spell to ice, if the target turns out to have an immunity to fire.
    • Fork: A spell that affects an area can be broken apart into two areas. This reduces the total power, as with making the spell bigger, but allows the caster to strike two distant targets without having to waste spell energy on all the empty space between them.
    • Remote: Instead of having to cast spells only in one’s sensory range, the sorcerer can use this lynchpin type to direct spells through a scrying spell, trump contact, psychic connection, or other connection to a distant person or place.
    • Suspend: The spell stops unfolding, keeping whatever effect it has going without changing it, and not requiring any more Lynchpins from the caster until she wishes to resume the spell. This special lynchpin action permits casters to have multiple spells running at once. While only one spell can be actively directed at a time, the caster uses a suspension lynchpin to manipulate only the spells she needs at the moment, while having the others still functional. The most common use is simultaneously running a defensive shield spell and an offensive spell but the potential is much greater.

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