July 06, 2003

Rituals (15 points)

This replaces Sorcery and Conjuration from the Amber DRPG rules. Basically, it involves the ability to collect and manipulate the magical energies local to a Shadow to create structured magical effects, which are limited largely by the confines of the immediate Shadow, the energy available, and the amount of time and effort you are willing to put into your spells and enchantments. The rate at which you can gather magical energy depends on your Psyche and the local magical ambiance (it is always faster with a high Psyche and a high magic level), while how long you can keep gathering it depends on your Endurance. The power also includes the ability to sense and analyse magical phenomena - such sensitivity is also Psyche-dependent.

Rituals can be bought in two stages:

Novice (5 points)
(Requires Chaos ranked Psyche)
Allows you to sense magical energies, and to contribute to magical rituals. You can perform simple rituals on your own, but the ritual will take long than that of an adept, and the results will tend to be temporary and will leak magic like mad. You can in theory mess with other people's magic (like working out how to defuse a warding), but you should probably avoid trying to do this if you have Bad Stuff.

Adept (10 points)
(Requires Novice)
Full-blown ritual magic as described in the rest of this section.

Time Limitations
The big difference between Rituals and Amber Rulebook Sorcery is that you cannot hang spells. All spells take time to cast, varying from just a couple of minutes to hours or even days, depending on the scale of the ritual. Spells that manipulate existing materials and forces generally take less time than spells that play about with physical laws. There are ways of speeding things up a bit (other than by buying more Psyche), which involve the use of artefacts, such as magical accumulators which can gather the magical energies for you, or magical foci which can be used to provide shortcuts during casting. However, even these will rarely do more than knock about a third off the casting time, and are not always easily portable (see below). It may also be possible to speed things up by drawing on local Power sources, if such exist, or by drawing on your own psychic energy (again, see below).

Spell Effects
The effects of spells are generally limited to the area in which they are cast. Spells are also normally "line-of-sight" things, in the sense that you must be able to see or otherwise pin-point the target of the spell before you can cast it. Even with things like scrying or summoning rituals (which can sometimes reach beyond the confines of the immediate area), you still need something to focus on (usually an object connected with the target of the spell, or failing that a very good psychic impression of the target).

Enchantment
Enchanting an object (or a place) is not simply a matter of making a few mystic passes over it - you frequently need to spend more time preparing the ritual (collecting the right materials, researching the most advantageous conditions, performing preliminary rituals etc.) than conducting the main ritual itself. A simple enchantment (e.g., making a sword sharper and tougher) might take hour or so. A major enchantment (like creating a permanent transportation portal) would take days.

Resistance to magic
Magic is weak compared to any of the major Powers (Pattern, Trump, Chaos Powers). A touch of Pattern energy is usually all it takes to disrupt or dispel any spell or enchantment. Real people (like Amberites) also have a certain resistance to magic, which means that casting invasive spells on them requires a reasonable Psyche advantage. It also means that you cannot enchant them either (enchanting an intelligent Shadow being is possible with a Psyche advantage). Items containing a Real Power can only be altered or manipulated magically if you are already able to combine magic with that Power. Which you currently cannot.

Foci and Accumulators
Generic terms for magical tools used by sorcerers and enchanters. A focus for a ritual has the overall “shape” of the ritual “hardwired” into it, saving the user time in the last stages of casting. It does not substitute for the casting of the ritual, but allows the user to take shortcuts. The disadvantage is that foci are specific to particular kinds of ritual (e.g., summoning, warding, weather control, teleportation and portals, scrying etc.). If you use a focus, you will need to specify which type of magic it is specific to. An accumulator constantly draws in magical energy, allowing the user to concentrate more on the shape and form of the spell than on gathering energy for it. (Accumulators tend to be drained when moved from Shadow to Shadow, and even when moved to another magical Shadow will still need time to recharge). The most powerful foci and accumulators are often locations rather than artefacts - a stone circle, an altar, a sacred grove etc. - and so are not very portable. It usually takes days or weeks to enchant a focus or an accumulator.

Specialisation
You can, if you wish, specialise in a particular style of magic, such as necromancy, mind-control magic, scrying, daemonology, control of the elements, etc. etc. This is basically a character thing, reflecting the character’s interests. It does not mean that you are necessarily bad at other aspects of magic, only that other specialists may be more knowledgeable in areas where you are not. In game terms, it simply means that you will know about your area of specialisation, and will find it easier to analyse and create new spells of that type. Specialisation gives you no benefits in terms of casting times etc.

Using Rituals
I intend to run this power in a fairly freeform manner – tell me what you want to try and do, and I’ll tell you whether you think you can do it, and if so, how long you think it’ll take. Within the limitations stated above, you can create pretty much any spell you want - there is no need to provide me with a list of spells, although you may want me to OK any ideas you might have. Also, a brief word on magical tactics: Flash-bang or combat-oriented spells are impractical – no self-respecting target is going to wait 5 minutes for you to wind up a lightning bolt to throw at them. This does not mean that rituals are useless in combat - you just need to plan ahead. A more practical ritual would be one that summoned up a small storm, which you could then manipulate to cast lightning where you wanted it. This would still take up to 5 minutes to wind up, but at the end of it you have an offensive ability continuously on tap.

Posted by hduyker at July 6, 2003 11:37 PM