| Mage Sight | The power to see magical energies |
| Mind Magic | Magic based upon and extending the powers of the mind |
| Water and Mirror Magic | Magics of reflection, purity, and scrying |
| Reshaping Magic | Using excess, raw magical energies in a crude yet effective manner |
| Blood Magic | Using the power of, and the advantages of, blood in order to effect spells |

The first step to Sorcery in my campaign. I allow partial buying of the powers, Sorcery included. Investing 5 points toward Sorcery gets you this ability.
It is a weak version of a Pattern Lens or Logrus Sight--the ability to recognize the magic auras of things. It does NOT allow one to distinguish traces of Pattern, Trump, etc as do the more powerful Pattern and Logrus sights, but it would allow you to notice unusual variations in Pattern or Logrus energy if you are at least a basic initiate of that Power. In campaign, for example, Bleys and Fiona (seperately) looked at the respective Patterns they were at with this power, looking for variations in the energy.
In shadows which have "field lines" , "magic pools" and other concentrations of magic, Mage Sight allows for an easy identification of these markings, which is especially useful to those who also have Reshaping Magic. Things like enchanted items are easily seen as such, although, as said before, Trump does not work the same. A sword which just has a Trump image will not show up, but a sword with a Trump image AND does deadly damage will show up as empowered.
How to perform Mage Sight: It is not a continual power. The sorceress has to raise her personal energies and look at the object or area slightly out of focus, just like those crazy eye puzzles. Then, auras of various colors and brightnesses will appear, and so forth.

Mind magicians often influence their own minds, building shields to protect their minds. While these mental shields are especially helpful in mental combat, they interfere will all intrusive magic, beneficial and foul. It takes a conscious choice to raise or lower mental shields.
Without a psyche conflict, a mind magician can sense the truth. If a person lies, the mind magician will know it intuitively, unless the target is taking some measures to prevent it. However, the magician will always know two things: whether or not the target is resisting, and if the target is not resisting, then whether or not the target is telling the truth. Stronger masters of the mind can force targets to reveal what they know. The master merely gazes into the subject's eyes (or touches the subject flesh to flesh) and asks a question. The subject has to answer literally and directly, though if the control is loosened a bit, the victim can converse normally (though on topic and truthfully).
Masters with sufficient psyche advantage can take over the voluntary muscles of a target, forcing the target to (physically) do anything the magician chooses. Usually this requires the complete concentration of the master combined with close proximity and established psyche domination (through any means). Mind magic also grants the "compelling abilities" akin to High Compelling. In particular, the abilities are Geas, False Memories and Artificial Personality.
| Ka-Ching | Spell instantly projects a 50 meter field around the caster which reports any mental signatures, familiar minds, or hostile thoughts. Spell lasts one minute. | Spell Type: Mental Casting Time: 1 Minute |
| Mental Pages | Spell creates a magic holding for notes and thoughts. Can be used to make copies of diagrams or written material being studied by the caster. |
Spell Type: Mental Casting Time: 1 Minute |
| Psyche Compelling | Similar, but more versatile than the magical High Compelling. Geas, personality changes, prohibitions, manias and obsessions can be created or destroyed. Magical energies tapped into the victim's own psyche are used to reinforce the new condition and are almost impossible to remove from within. Someone other than the caster taking the work apart must beware of traps that would damage the victim severely. Clumsy interference could result in the victim's ally being contaminated with the same Psyche Compelling. | Spell Type: Mental Casting Time: 8 Minutes |
| Mind over Matter | "If you don't mind, it don't matter." With this spell, the mage can
channel his psychic energy to boost his strength and reflexes,
temporarily raising his STR or WAR attributes. Points are converted
on a 4:1 ratio. Maximum duration is one minute, perhaps a bit longer with higher ranking END. Minimum END required is Amber, due to the severe stresses this spell places on the caster's body. Sorcerers who barely meet the END requirement will usually experience minor muscle and ligature injuries due to over-stressing their body. |
Spell Type: Mental Magic Casting Time: 9 minutes |
| Mind Blank | The simplest of the mental defense spells, Mind Blank simply helps the caster defend against psychic assaults by making the target, that is the caster's mind, difficult to find. While a good psyche or strength in mental magics can easily penetrate this defense, it works well against neophytes to mental combat. | Spell Type: Mental Casting time: 1 Minute |
| The Helm | It appears, to the caster, as headgear...be it something out of a cyberpunk world, or something more mundane or something ornate.
It's purposes and uses are several fold. It acts as a cushion against directly targeted psychic assaults, the raw bloody kind that mental monsters try to overpower one with. Also, it acts as a masque, partially disguising and making unclear the next mental move the caster will make. Finally, it helps hone ones concentration, making your own mental attacks more effective. While not as strong as more defensive mental defense spells, and not as fast as Mind Blank, the Helm takes the best of both worlds. |
Spell Type: Mental Casting Time: 4 minutes |
| Tower of Iron Will | For sheer defense, there are few spells as potent in a mental magician's arsenal as Tower of Iron Will. Appearing as an actual fortress, the Tower is an impressive defensive work, greatly increasing the effective psyche of a caster. However, the Tower can only be used in defensive purposes and is rather inflexible in that regard. If the caster is in a true archetypal psychic combat, the appearance of a Tower of Iron Will can be rather impressive. | Spell Type: Mental Casting Time: 12 minutes |
Relaxation of mind is perceptual, so benefit may accrue. Rest of mind and body is not perceptual and cannot be gained through use of the Fugue.
Access the the mind is required to use the Mind Map.
Lack of contact with the mapped subject for years will decrease the effect.

Given a reflective surface, like a pool or lake, the magician can cause images to appear of distant places, looking much like an activated Trump, but functioning much like a Pattern lens. Novices might not get anything beyond the image, while masters might be able to communicate through the surface to the place depicted, much like a Trump...or even odder powers.
Water is also renown for purifying, and is often used to symbolize life itself. A magician of water can perform healing, or drive off curses and dispel magics. This has to be done after the fact, rather than as a preventative measure. The purer the water, the better the results. A really pure mountain spring is a god(dess)send to the water magician. (Merlin could really have used one to help get rid of the Blue Stones!)
Mirror Magic is an upgrade to Water Magic, allowing the use of Mirrors as well as water for scrying. Mirrors usually have to be glass, although polished metal may work to a lesser degree. Mirror Magicians often learn how to blow their own glassware and make their own mirrors.
A master of water and mirror magics might learn how to slow or even reverse aging or even more surprising things not listed here.
All of these require water that the sorcerer has prepared or gotten from a special site or source. If it is water prepared by the sorcerer then it should require some time in the undertaking
.Obviously a reflective surface is needed for many of these magics. Preferably one that was prepared by the sorcerer.

This style of Magic is unique, in that it cannot create magic. However, it can reshape existing magic and enchantments. The magician must have access to a power source, whether it is an enchanted suit of armor or a pool of magic. The magician can shape the energies into a newly desired form. There is a drawback however- a great deal of energy is lost in the process....a very inefficient process at best.
For example, Anwell, a reshaping magician pressed by many strong opponents might tap his enchanted armor and unbalance the energies, resulting in an outward blast of magical force that throws the opponents away, but leaving him with unenscorselled armor. The effects of this magic are always simple, though they may possess immense power. There are several examples of this type of magic shown in Merlin's assaults on the Keep of the Four Worlds. When Merlin assaults the Keep the first time, Mask diverts the magic well's liquid and makes them flow toward Merlin. In his later assault, Mask scoops up energy from the Fount and throws it at Merlin. In response to Merlin's falling wall, Mask simply creates a sphere of force, powered by the Fount.
Offensive spells created by this power are pretty easy to counter by magic of any kind. Spells of this kind can be parried by any Sorcerer (and most magicians) if the sorcerer or magician is aware. However, if the defender is not aided by a power source, the energy used to parry can quickly wear away even the toughest mage's endurance. In other words, this kind of offense is like a simple mace--unadorned, not fancy, but, ultimately, can break down opponents.

Legends about Blood Magicians usually concentrate on the cruelty and lust for power that these magicians have. The psychic stench attached to their spells is usually filled with overtones of pain and suffering. Most blood magic is not rackable, but must be cast on the spot. However, there are many advantages to this method, which keeps it attractive.
A blood magician who casts a spell using blood can ignore certain Lynchpins. For example, if the blood magician has the target's blood, the spell does not require destinations nor does it follow line of sight requirements. If the caster uses a power word against a target, the blood tie functions as a true name.
A blood magician can also use a victim's endurance to power his spells, instead of his own. This can quickly kill a mere human, especially if the blood magician's spells are powerful. To use his victim's power, the magician must completely subjugate the victim either physically or psychically- unless the victim offers itself freely.
Blood magicians also can possess powers of sympathetic magic. In sympathetic magic, a magician doesn't strike against a target directly, instead a linked substitute is used. For example, suppose a blood magician hates a meddling Amberite. We'll call the hated Amberite Willowa. The magician might capture Willowa's younger brother and slowly bleed him to death. With the proper spells, Willowa will weaken also. This avoids the nasty psyche vs. psyche contests that usually accompany an invasive spell.
A less direct example would be this: A strong magician wants a force of dragons, but can't dominate any. Using great powers (and many sacrifices to fuel the magic), the sorcerer might link the dragons to his pet lizards. Then, by influencing the lizards, he can influence the dragons. Blood magicians might gain some control over his form, allowing duplication of some shape changing powers. However, this type of shape change is completely analytic and thought out, not intuitive like a shape shifter's power. So, while both could assume the form of a dog, the magician must work out two spells (one to assume dog form and one to return from dog form) and hang or cast them. The shape changer merely thinks "I'll be a dog" and shifts toward dog form. Also, blood magicians don't have primal or alternate 'home' forms- each is as alien as the other. There is no instinctive shape shift for a blood magician either. For example, a shape shifter pushed off a cliff might sprout wings and fly, while a magician had better have hung the right spell that morning!
Blood magicians can also tell the true nature of a person by comparing the target's blood to a sample they already have. Thus, merely shape shifting is not enough to throw off a powerful sorcerer intent on using you to fuel the magician's next spell. Even a change in psyche or memories (like Corwin's) wouldn't throw off a blood sorcerer, as the blood remains constant, even if the mind does not.
Blood magicians may possess even greater powers, but any others would be up to the GM.