July 06, 2003

Cantrips (10 points)

Replaces Power Words from the Amber DRPG Rules. Cantrips are brief “mini-spells” that take about a second or two to cast, and which have brief, small-scale effects. They cannot create things out of thin air, nor can they affects targets which are out of sight. They also cannot have lasting magical effects (so you cannot have, for example, warding Cantrips). They can be cast on people, but this always requires a Psyche advantage for them to work (you cannot get round this by using “True Names”, as is the case for Power Words). The good news is that for your 10 points you get not five but as many as you like, up to a reasonable initial limit (say a dozen or so), and you can learn new ones during the game without paying more points.

Cantrips do not depend on local magical energies, but are powered internally by the caster, and so they can in theory be cast in places were magic does not work. However, they are considerably easier to use in magical areas.

Available Cantrips - Since they are a form of magic, Cantrips cannot affect major powers, so a number of the old Amber DRPG Power Words (e.g., Pattern Negation and Trump Disrupt) are not available as Cantrips. However, the remaining Power Words are available, including:

Psychic DefensePain AttackLight Strobe
Psychic DisruptProcess SurgeSpark
Neural DisruptProcess SnuffWeaken Structure
LifeforceShadeThunder
Burst of Psyche  
Posted by hduyker at July 6, 2003 11:40 PM