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| Magic (Including Pattern) in | |
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The Campaign
The Game
The HeroesInactiveThe AmberitesThe Others
The Realms |
LinkageEvery magic discipline must be linked to an appropriate element. This does not mean that Everway magic is restricted to "elemental magic" that you might be familiar with from other systems - "fire mages" who do tricks with flame; "air mages" who summon sylphs and storms etc. Magic links to an element in its Everway sense. Air is the element of speech and logic, so if your discipline involves researching spoken and/or written spells, it would be "Air magic," even if one of those spells conjured a fireball and another summoned a gnome. Fire is the element of energy and transformation, so a tradition that enabled the mage to create effects by drawing on his internal stores of bodily energy would be linked to fire, even if one of those effects was a huge windstorm and another a flood. The Limits - Your magic score (what you spend) can not be higher than the score of its linked element. If you have Nasty Allies magic (Air- linked, since you summon them with spells and converse with them) and an Air score of 5, you can't have more than 5 points in your magical discipline. No beginning player character may have more than 7 points in a single magic discipline. Note that the 20-point budget for beginning characters sets some practical limits on PC magical ability. To buy 7 points of magic is to spend 7 points on one element also, for a total of 14 points. That leaves just 6 points for the other three elements. Since PCs may not have scores of 1, the 7-point mage will have scores of 2 in three of his four elements. Any magic score over 5 ensures that at least one element will be below average. Magic LevelsLike element scores, these range from 1 to 10 with an average of 3. Here follows a general guide:
Shadow-WalkingShadow-walking is treated as magic because it allows for levels of competency from beginner to legendary master. It is linked to two elements - your shadow-walking score can not be higher than the lower of your fire and air scores. To shadow-walk one must survive a traversal of the Pattern in Amber/Rebma.
Pattern MysteriesThis power contains the abilities one can get from STUDY with the Pattern (rather than semi-instinctive shadow-walking, which involves merely visualisation) The techniques require rigorous mental acuity and sensitivity to mystical energies: Water and Air. One must survive a Pattern-walk to be initiated into the mysteries.
Back to the Character Creation - Powers, Elements and Magic Back to top rules summary and campaign material
by Fred Wolke (ed. Jim Henley)
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The Links
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A selective, and we do mean selectiveset of links - cool Everway pages, cool Amber pages, cool related or relatable pages by our participants. |
The Fine Print |
Everway is © 1996-1999 by Rubicon Games. Everway and Spherewalker are trademarks of Rubicon Games. None of the materials found herein are intended as challenges to the trademarks and/or copyrights of Rubicon Games. That goes for Amber and Phage Press too, by the way. Fred Wolke owns all other contents of the Amberway campaign site unless stated otherwise. Characters found on this site are the sole property of the players who have created them. Images found on this site are the property of their creators. The site design is © 1999 by Jim Henley, for what that's worth. Same for the Amberway logo and the trumps. |