In
the Amber RPG, the sorcery system has a advantage ; it is simple.
It has also a drawback ; it is sometimes too simple.
As sorcery is considered as a minor power, it exists only in a " basic "
version, whereas all the other powers (Pattern, Logrus, Trumps, Shape
shifting) have an advanced aspect. But if you consider the Amber books,
you easily realize that the level of mastery and the powers of the
main characters in this field can be significantly different. It is
rather likely, for instance, that Suhuys or Fiona magic powers
are much greater than Merlins, for instance. It seems also quite
logic that each sorcerer can have some favorites spells or field of
magic where they are more competent. Mandor, for instance, is called
by Merlin the " lord of illusion " ; you
can thus consider that if he casts a spell connected with illusion,
he will spend less time than for an invocation spell, lets say.
Another aspect is the existence of a hierarchy inside the wizards world. In
Shadow Knight, Merlin meets Oberon's ghost who evokes the existence of
" Shadow circles " when it comes of sorcery. We can therefore assume
that each wizard can be ranked, and even maybe that there is some kind of organization of
wizards somewhere in the Golden Circle or in Shadow, and maybe even some kind of school
teaching magic.
ADVANCED SORCERY
The
simplest way to introduce different levels in sorcery is of course to imagine an advance
sorcery power. It should allow to assemble spells much quickly, by dividing all the times
costs by five, and should also give the possibility to design more powerful and efficient
spells. For instance, if somebody with basic sorcery wants to achieve a Stone Binding
spell, the basic casting time is one and a half Hour, and each additional lynchpin is
another fifteen minutes. Besides, the spell will be quickly dissipated if the victim is
moved through shadow. The advanced sorcery power should then permit to cast the base spell
in less then twenty minutes (1h30/5=18), each lynchpin will be three minutes only and the
spell will remain wherever the victim is transported. At this level of mastery, it should
also be possible to create some pretty complex spells that could not be removed by normal
ways, such as mere dissipate magic counterspell or by simply moving through Shadow,
especially if such spells have been created with the supply of the Logrus or the Pattern.
All these improvements should put Advanced Sorcery around thirty-five points.
PARAMETRED SORCERY
Another means to make the thing is to
imagine a flexible sorcery system where each spell has the same parameters ; range,
duration, power, casting time. And each time a character wants to cast a spell, he will
have to distribute a constant amount of skill points between these parameters. The
calculation is based on the following boards ;
Spell Points |
Duration |
0 point |
instant |
1 point |
few minutes |
| 2 points |
few hours |
| 3 points |
few days |
| 4 points |
few years |
| 5 points |
permanent in a shadow, few minutes in
Shadow |
| 6 points |
permanent in a shadow, few hours in Shadow |
| 7 points |
permanent in a shadow, few days in Shadow |
| 8 points |
permanent in a shadow, few years in Shadow |
| 9 points |
permanent in Shadow |
| 10 points |
permanent everywhere |
Spell points |
Range |
0 point |
Touch |
1 point |
field of view |
| 2 points |
a town |
| 3 points |
a country |
| 4 points |
a planet |
| 5 points |
a galaxy |
| 6 points |
a shadow |
| 7 points |
a Shadow area |
| 8 points |
a Shadow region |
| 9 points |
Shadow |
| 10 points |
anywhere |
Sorcery |
Spell points |
| 15 points |
10 |
| 20 points |
12 |
| 25 points |
14 |
| 30 points |
16 |
| 35 points |
18 |
| 40 points |
20 |
| 45 points |
21 |
| 50 points |
22 |
| 55 points |
23 |
| 60 points |
24 |
| 65 points |
25 |