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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