Magic Magic Magic
Magic (Partial Only)
Prerequisite: Access to a Shadow in which magic works.

    Power Words [2pt each]
      Alternate Power Word Form [5pts/Form]
    Sorcery [15pts]
Basic Conjuration Powers
  • Basic Conjuration [5pts]
    • Conjure Shadow Shape [5pts]
      • Empowerment [5pts]
        • Complex Conjuration [5pts]
Heritage Conjuration Powers
  • Pattern Conjuration [10pts]
    • Exalted Pattern Conjuration [15pts]
  • Pattern Summoning [10pts]
    • Exalted Pattern Summoning [15pts]
  • Jewel of Judgement
    • Exalted Pattern Gateways


  • Power Words
    Wen taking the 1st word the player should specify how the power words are used; as words, as hand gestures, pieces of songs or whatever. The action should be short and simple. See Word List.
    Prerequisite: Magic Potential

  • Alternate Form Power Words
    Each power word the character knows can be learned in a different form. It costs 5 points per alternate form. Prerequisite: Power Words

  • Sorcery
    As Book. Racking spells can be done using Drama Points

    Basic Conjuration Powers
    Know by sorcerers throughout shadow conjuration is the basis for creating magic items, summoning demons and opening gateways to other worlds.

  • Basic Conjuration The character can conjure out of the stuff of shadow mundane items and weapons without power or qualities. Use of this power does not require drama points or XP. The time it takes to conjure such and item is short (a few seconds for a something as simple as a stick) but becomes longer the more complex/technologically advanced the item.
  • Conjure Shadow Shape: The conjurer can now create Generic Items or Weapons of up to 4-point qualities (generally level 3), not powers. The character can not conjure Creatures, Agents, or Demons. Objects conjured fade away (6hrs in Amber, more elsewhere) and may not be taken from the Shadow where it was created or they cease to exist. It takes 1hr to cast per point. Costs 1 Drama Point no matter the number of points in the item.
  • Empowerment: Characters can empower a pre-existing Generic Items, Weapons, Creatures or Agents with Qualities and Powers. After thirty minutes preparation, the item can be infused with Qualities (10 minutes per point) or Powers (1 hour per point). When adding power the conjurer must have the power that is the source of the Power to be added to the item. Items are permanent unless dispelled by another power. This power allows characters to create objects of up to 4-point qualities or powers (3 levels above the base of the item). Drama point cost is equal to the point cost of the final item. If real XP is spent instead of Drama points the item becomes a signature item. These items can be taken from shadow to shadow subject but are subject to the Rules of Proximity.
  • Complex Conjuration: The penultimate conjuration ability for most shadow dwellers without a greater power like Pattern. Characters can summon Demons, Pentagrams to contain Demons and similar sturctures. This power is about opening conections to other shadows whether directly to a creature or two a location, it is not 2 seperate powers but mearly different uses of the same ability to open connections between shadows.

      Structure Summoning
      The conjurer can open mystical gateways that allow travel between shadows. Gateways can take two basic forms; Pentagrams and Gateways.
      • Pentagrams: Pentagrams are used to summon demons or other beings from another an unknown shadow. Each pentagram summoned must be created with the creature(s) in mind that it will be used to summon. The pentagram must also be built with protections against the summoned being or the consequences may be disasterous for the conjurer. It costs 1 Drama Point per quality of the Pentagram to conjure it. By spending XP instead of Drama points the Pentagram becomes permenantly drawn. It can be hidden by a word, and resummoned at will by spending a Drama Point.
      • Gateways: There exist throught shadow places where two shadows can be natrually connected togeather for a breif time. Not every shadow can connect to every other, usually a shadow can connect to only a few others that are very close. By finding these spots and opening a gateway the conjurer can traverse or allow others to traverse to the other shadow. These gateways are temporary lasting only as long as the conjurer maintains them. The expendature of Drama points to open them varies depending on how far apart the two shadows are (1pt/difference min 1pt). Gateways can not be opened in Amber or the nearby shadows without the use of higher powers.

      Demon Summoning
      Demon summoning requires a pentagram for protection and a reflective surface like a mirror or pool of water large enough for the Demon to pass through. The cost to summon a Demon is equal in Drama Points to the cost of the Demon. Once summoned the demon must be negotiated with for service or more points can be spent to force it into servitude according to the chart on p 207 Shadow Knight. Levels of Servitude level and higher require real XP expenditures. Characters can not summon Demons with more than 4-point qualities or powers. An initiation may be required.

    Heritage Conjuration Powers

    All heritage conjuration powers require some other power in addition to Complex Conjuration. The other power is tied to the charcters heritage, so most players can not get anythig other than the Heritage Pattern Powers.

    • Pattern Conjuration: The conjurer must have Heritage of Pattern. The conjurer can use Empowerment while bringing the Pattern to mind to empower items with greater than 4-point qualities and powers by giving them a bit of the Pattern. In items with the highest level this can bee seen readily, as in Greyswandir. Use of this power always requires XP expenditure. This XP expendature can be paid by another character if the item is intended for them. Items can not be dispelled and are always signature items. These items are still subject to the Rules of Proximity.
    • Pattern Summoning: The conjurer can summon Demons with more than 4-point qualities and powers. Still requires the proper Pentagram.
    • Exalted Pattern Conjuration: By walking the Pattern during the conjuration process with the item and completing the conjuration at the center of the Pattern an item can be created that overcomes the Rules of Proximity retaining its powers everywhere in Patternspace. The item must have at least one quality or power at greater than level 3 (requiring and following all the rules for Greater Conjuration (Pattern)) and can not have its resistance to Order lowered from One with Order or its resistance to Chaos raised from Vulnerable to Chaos. Use of this power on its own does not require an additional XP or DP expendature beyond that put into the item and the 10DP for walking the Pattern. Because the item must be carried during the Pattern walk there is a limitation on the size of the item. Creatures and Agents can not walk the Pattern themselves and must be carried a high Endurence and Strength are suggested for survival of the conjurer. The conjurer can Mindwalk the pattern and this may be an option with items to large to be carried but the Endurence expendature is as if the item was carried, and a Psychic connection to the item must be maintained during the mindwalk. Requires Greater Conjuration (Pattern).
    • Exalted Pattern Gateways: By using the Jewel of Judgement and a complex ritual a gateway can be opened in Amber to other shadows at the natural connections to them even if the normal circumstances for such a gateway are not proper. One such natural connection is the Unfinished Stairway from the peak of Kolvir to Tir. There is no known way to hold the gateway open permenatly though it is possible Oberon did so at the Faiella-Bionin. Requires Attunment to the Jewel of Judgement.
    • Exalted Pattern Summoning: The conjurer can summon any Creature, Agent, Demon or Character who has not walked the Pattern. Use requires a permenant Pentagram that was drawn with the Sign of the Pattern in mind. A conjured Pentagram will not work. Use requires a DP expendature equal to the cost of the summoned being for Demons, Agents and Creatures, in the case of characters the cost is 1/10th the number of points of the character. The summoned being must still be negotiated with according to the demon rules. Requires Greater Summoning (Pattern).


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    Last modified: 01/18/2005 09:18:03.