Magic & Constructs

Attributes and Shadow Spells
The power of a Shadow spell is controlled by Psyche and sometimes relies on Endurance depending on the casting time. In order to perform an invasive spell you Psyche must be higher than your target. If your target has a higher Psyche than you the spell will either fail or have less effect than anticipated. Use your Shadow's rank in Psyche to see how powerful your spells will be. For example, if you have a Human Psyche in a Shadow that is ranked Amberite your spells will be minor at best and ineffectual at worst. If you have an Amerite Psyche in a Shadow ranked as Human you could very well be the most powerful sorcerer in the entire Shadow and your spells will have significantly more effect with less effort on your part.

Shadow Sorcery:
Cost: 5 points
Prerequisite: None
Shadow sorcery is a specific form of the Sorcery power. Spells can take anywhere from ten minutes to several days to prepare and cast. Most people will not have the luxury of time required to prepare and cast a spell when it is most needed. To counteract this time consumption there are two problems that must be overcome.
The first is that a person can only focus on and maintain one spell at a time and if his focus wavers even for a moment this can cause the spell to be lost or to misfire. Enter the idea of spell storage.
Spells may be stored in containers that are either living or non-living but are designated for no other purpose. If you have a squadron of slaves that each hold a different spell locked inside of their minds to be ripped away when you need it the most or if you tear slips of paper with specific glyphs written on them to shreds to release the spell is flavor text only. This "hanging" of spells by casting them in advance is the only sure way to avoid being deprived of a spell when you need it the most.
The second problem with prepared spells is that they are very specific. These spells rely on certain conditions being met to be valid and that is unlikely to happen unless you have planned the execution of the spell flawlessly. The most common way around this is to hang the spell with missing sections to be filled in later when they are needed. These missing sections are called lynchpins.
Lynchpins most often define the following circumstances: Power Source (the name of the power source for the spell), the target of the spell, the duration of the spell, and the conditions for turning the spell off.
Shadow Sorcery will only work within one specific Shadow and must be based off of a power source contained within that Shadow, and in several Shades out from that Shadow until the original power source becomes too diffuse to drive the spell. Spells may be racked on Shadow Logrus or on Shadow Pattern. Shadow Logrus spells may have multiple lynchpins and will take longer to fill in the missing components, but are more versatile than spells racked on the Shadow Pattern. Shadow Pattern spells may have one lynchpin only and are both fast and powerful, but somewhat limited in their use.

Shadow Conjuration:
Cost: 20 points
Prerequisite: None
Shadow Conjuration is one of the few things that remains the same for both the Shadow and Real power. Complete rules are found on page 65 of the core rule book until they can be paraphrased here. The only powers that can be combined with Conjuration are powers that the character possesses.

Constructs and Artifacts
Se Conjuring Rules pg. 65 of the Core rule book.

Power Words
Power Words:
Cost: 10 points
Prerequisite: None
Power Words are one of the few things that remain the same with there being no Shadow variation of the power. Power words are a limited form of magic that are nearly instantaneous to cast and leave little to no lasting effects. Power Words *cannot* cause death but only distractions that last for a moment (such as a hot foot or making an opponent flinch) or a defensive edge (a quick bit of luck that works in your favor, or makes a wound less severe) that will provide a character with a momentary advantage.

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