Magical Talent Classifications
- "You undervalue
yourself. Those who you would follow," he gestures to Erin and himself,
"know your strengths, even if you do not. Trumps are a rare skill, and
you're proficient at Correspondence and Communication. Without Gabriel, you
fill a much needed role. Thank you for reconsidering. I think you'll find
this matter closer to home than you realize."
- Lucifer, talking to Laertes, in Thy Kingdom Come.
Introduction
Sorcery is a pretty broad subject in the Amber Diceless Role Playing Game. It can be
annoying, too. Even seperating out, and seperately classifying things like Fey Magics and the
more outre types of magic, the core basis of Sorcery is a hodgepodge power without any
real structure and form. The many flavors of magic, from the weather mage who uses her spells
to call rain, to the shaman who speaks to the spirit world, all generally can be classified
under the basic power of Sorcery, but there seems to be no good way to organize the many
possibilities.
There are better ways to organize the possibilities, and this is my humble attempt to do so.
In fusing the four classical elements, with the Spheres of White Wolf (no copyright infringement
intended or implied), the following system can be used to classify magical talents in Sorcery.
Elements
The First part of the Classification is the Greek concept of Element. Every Sorcerer has a
greater
affinity for one of the Four Elements, Earth, Air, Fire and Water, than the others. They may use
any or all of them in their spells, but there is always one which has greater significance and ability
than the others.
The Nine Spheres
The Second part of the Classification is the Nine Spheres. This is the style and types of magic
that the Sorcerer is better or more proficient in, than the rest. Again, the Sorceress could very
well enjoy and use a wide variety of different types of magical spells (and multiple spheres
in a single spell too)...but there is always one she
is better at, came to first, and is generally more known for than the others. The Spheres, and
their areas of speciality are:
- Correspondence
- The Sphere of Correspondence deals with location, space and distance. Spells dependent
on Correspondence usually involve magic at a distance, scrying, wards, and teleportation. Sorcerers
who are very good at Correspondence are often likely to also have Trump Artistry, or have the
innate talent to do so.
- Entropy
- Entropy involves decay, probability and destruction. Chaos, confusion and the general
path from order into disorder are the hallmarks of Entropic Magic, as well as Fate and Destiny.A
typical spell from an Entropy sphere might destroy a dam...not by an application of raw brute
power, but simply causing it to erode away...
- Forces
- Forces are the direct brute application of magical power and energies. A sorceress who
specializes in Forces uses spells designed to harness energy. Depending on the Element(s) used,
such a sorceress might be very proficient at unleashing a hurricane...or a firestorm, or a pressuirzed
jet of water.
- Life
- Life magic is the magic of organic and living materials. Life magic involves healing and
spells which work directly with living organisms.
Life magic users often have talent in Conjuration (of living things), and of course, Shapeshifting.
- Matter
- Matter magic deals with the manipulation and study of inorganic materials. Matter magicians
almost always have Conjuration, to better and more permanently affect changes in materials, or to create
matter out of "thin air".
- Mind
- The Sphere of Mind, or Neuromancy, deals with spells involving psychic connections
and the realm of the Country
of the Mind. Psionics fall into this sphere, as well. Mind magicians are adept at spells which
read minds, telepathic dispatches, and some forms of Astral travel. Sorceresses proficient in this sphere
often use Mind Magic, and likely Dream Magic as well.
- Spirit
- Spirit is the Sphere of spells which deal with the world of ephemera. While the Sphere of
Mind to an extent does this as well, the sphere of Spirit is one which allows one to create
spells involving spirit creatures, and manipulations on either side of the Spirit world.
- Time
- Time spells are spells which deal with effects based on temporal delay, dilation and so forth.
The Time Sphere is most useful combined with other Spheres in spells rather than spells
completely within this area of magic.
- Prime
- Prime is the sphere of Magic as an entity and material of its own...some call it Ether and
some, Quintessence. Thus spells based on this sphere are often designed to manipulate
the material of magic, as well as existing spells. Another name for this is Meta-Magic.
The Thirty Six Combinations
As you can see, four elements and nine spheres means a set of thirty six possible flavors of
Sorcerer. The table below should make the concept fairly clear to the mathematically challenged.
For fun, I have placed sorcerer PC and NPCs of mine which I have been able to classify using
this system. Laertes, from the quote at the top of the page, was really the guy who got me to
thinking about this.
| |
Fire |
Air |
Earth |
Water |
| Correspondence |
Fire-Correspondence |
Air-Correspondence |
Earth-Correspondence |
Water-Correspondence Laertes |
| Entropy |
Fire-Entropy |
Air-Entropy |
Earth-Entropy |
Water-Entropy |
| Forces |
Fire-Forces |
Air-Forces |
Earth-Forces |
Water-Forces Marcus |
| Life |
Fire-Life |
Air-Life |
Earth-Life |
Water-Life |
| Matter |
Fire-Matter |
Air-Matter |
Earth-Matter |
Water-Matter |
| Mind |
Fire-Mind |
Air-Mind Lorius |
Earth-Mind Valerian |
Water-Mind |
| Spirit |
Fire-Spirit |
Air-Spirit |
Earth-Spirit |
Water-Spirit |
| Time |
Fire-Time |
Air-Time |
Earth-Time |
Water-Time |
| Prime |
Fire-Prime |
Air-Prime |
Earth-Prime |
Water-Prime |
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