Reflections in the Mind's Eye 
     
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Sorcery: Magic in the Universe of 'Reflections'

  • Sorcery in 'Reflections'
  • Sorcery Disciplines
  • Enchanting Items
  • Lost Magics
    From the notebooks of Fiona, Princess of Amber...

    Sorcery is the manipulation of those ethereal and mysterious forces known collectively as 'magic.' But it is not so simple as it may sound, for one must have a deep understanding of the forces manipulated, and they are far from being the same.

    Magic is commonly divided into 5 classes; perhaps a simplistic categorization, but not at all incorrect. There are others, more ancient, and lost to us, such as the manipulation of the streams of time, the magics of death, and the magics of the blood, but given the drastic destructive power those hold, and the cost to the sorceror or sorceress, perhaps that is for the best.


    Sorcery in 'Reflections'
    The sorcery system for Reflections is loosely based off of the
    Disciplines system by Mer Haskell and Jason Larke. Here, as in that system, players choose to place points in any of 5 magical disciplines: Dynamics, Vitalization, Psionics, Translocation and Conjuring.

    Each is rated on a scale of 1-10 for starting players - the more points placed in a discipline, the more powers that character has access to. And if a player has no placed any points in a discipline, then he or she cannot affect the magic of that category. The effects a player can create at each point level is meant only as a guideline. Players are encouraged to come up with their own effects.

    Hanging spells is no longer needed - instead this system allows for the flexibility of casting magic 'on the fly' or a more traditional system of created spells. As well, it is one's knowledge of the Discipline and the environment that is important, rather than just Psyche. Psyche comes most importantly into play in magical duels.


    Sorcery Disciplines
    Dynamics

    Dynamics encompasses the the ability to manipulate the physical forces of nature.

    1: Sense and track flows of energy (electricity, magnetics, )
    2: Shift senses on the electromagnetic spectrum.
    3: Manipulate minor forces (redirect sound and light, discharge static)
    4: Control minor forces (create effects of light and sound. Generate static. Manipulate state.)
    5: Create minor forces (simple telekinesis). Form energy fields.
    6: Manipulate Major forces (partial weather control).
    7: Control Major forces (complete weather control)
    8: Create Major forces (complex telekinesis).
    9: Manipulate gravitation.
    10: Manipulate atomic and sub-atomic forces.

    Psionics

    Knowledge of the discipline Psionics allows a sorceror to manipulate his or her own mind, or that of another. But one must acknowledge that in the case of Amberite vs. Amberite, Psyche will come into play, allowing the target to resist the effects if his or her Psyche is higher than that of the sorceror.

    1: Sense surface emotions on physical contact. Editic memory. Meditation.
    2: Sense surface thoughs on physical contact. Create mental barrier.
    3: Sense surface thoughts and emotions at distance. Sense Truth.
    4: Astral Perception.
    5: Implant suggestions (geasa).
    6: Implant false memories.
    7: Rewrite or manipulate existing memories.
    8: Posession of another's mind.
    9: Empty another's mind completely.
    10: Create an artificial personality within an emptied mind.

    Vitalization

    Vitalization encompases the ability to affect and manipulate living beings.

    1: Sense life patterns.
    2: Modify simple physical structures (plants)
    3: Create simple life patterns (single cell and simple multi-cell organisms)
    4: Simple modification of self (Simple Healing)
    5: Simple modification of others
    6: Complex modification of self (Advanced Healing/Partial Shapechange)
    7: Complex modification of others
    8: Complete physical modification of self (shapechange)
    9: Complete physical modification of others.
    10:Create complex life Patterns

    Translocation

    Translocation is in essence, the ability to shortcut spatial distances. It is powerful, but unless one has advanced knowledge of the pattern, it is limited to the contained environment of a Shadow. But if one is an adept of the Pattern, and combines those skills with Translocation magic, then the sorceror can use those skills across shadows.

    1: Understand spatial relations. Direction sense.
    2: Sense spatial relation of everything within a contained environment (eg. a room)
    3: Simple Co-locate senses (See around corners)
    4: Sense spatial relation of everything within an open environment (eg. shadow)
    5: Complex Co-locate senses (scrying)
    6: Teleport objects
    7: Teleport self, simple colocation of self (being in two places at once)
    8: Teleport others
    9: Manipulate spatial distances.
    10: Complex co-location of self (appear in many places at once).

    Conjuring

    1: Sense patterns of matter.
    2: Identify the material structure of an object (identify a precious metal)
    3:
    4: Basic transmutation.
    5: Complex transmutation.
    6: Create Simple Object.
    7: Create Complex Object
    8:
    9:
    10:


    Enchanting Items


    Lost Magics

  • Temporal Magics: The knowledge ofmanipulating the time stream was lost just before the creation of the pole of Order.
  • Death Magic:
  • Blood Magic:
    Updated03/03/98

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