Amber REBMA Sorcery
Amber REBMA Sorcery
Amber REBMA Sorcery
SORCERY
Foreword
This small e-book presents an alternate Sorcery
system for the Amber Diceless RPG. Although is
has been specifically designed for use with the
alternate REBMA rules, it can easily be adapted
to the official Amber Diceless game system.
Unlike the basic REBMA mechanics, this variant
system takes some serious liberties with the
Amber canon about Sorcery, spells and
related subjects (topics which are major elements
of the Merlin saga but are almost left untouched
in the original Corwin cycle). The main purpose
of this variant system is is not to provide an
accurate simulation of what Merlin and other
sorcerers perform in the second Amber cycle but
to offer a simple, flexible and Amber-compatible
approach to Sorcery, without bothering with
lynchpins and other complications. That being
said, the various spells described in the Amber
rulesbook and in the Shadow Knight supplement
can be used with this system but in a much
simplified manner.
What is Sorcery ?
Sorcery can be defined as the art of using
magical energy fields to affect ones
surroundings or other individuals.
Olivier Legrand
SORCERY
Version 3.0 - March 2007
Spell Weaving
What, no Lynchpins ?
For simplicitys sake, this variant system
does not use lynchpins which make
Sorcery a bit faster to use and significantly
more versatile, since spells can now be used
as all-purposes powers, instead of being tied
to a specific target, location or other factor.
This change is especially important in the
case of racked spells, which are made much
more useful and become quite close to the
quickfire, single-shot spells of traditional
many fantasy games (keeping in mind the
restrictions about Shadow attunement).
Magical Nexi
Cross-Shadow Sorcery
These variant rules greatly restrict and
simplify the way Sorcery can interact with
the stuff of Shadows.
Last Word
The above ideas only scratch the surface of
what might be done with Sorcery in an
expanded, magic-heavy campaign. Some
ancient, primal powers could give the ability
to use spells in all Shadows where a specific
element exists (such as the sea) or through a
special medium (such as dreams).