Powers Overview
Pattern Is a Good Thing
Pattern Imprint is the key power to have. A character can learn
Magic, and maybe even Shape Shifting, but without Pattern Imprint
you cannot easily move through Shadow and must rely upon expensive
transports with their own schedules or debt-ridden smugglers to
haul you around the universe.
Trumping Around
Normally, characters would rely on Trump for transportation. However,
it isn't that easy any longer. Over the centuries Trump Artistry
has changed into a complicated communication network called TrumpNet
that uses arcane coding embedded into specific Tir-na
Nog'th components.
What this has done is made the original artwork of drawing Trumps
more or less obsolete and extinct. TrumpNet communication systems
are found in all modern shadowships and is used by all Republic
Shadow Systems. TrumpNet allows long distance communication and
even displays three dimensional holographic images. Transportation
by Trump is very draining on the system and on any who perform
this feat. It is also worth noting that many TrumpNet systems have
failed when attempting to transport individuals through while in
Hypershadowspace. Only rare specialists who work in the Mt. Kolvir
manufacturing facilities seem to know how to repair TrumpNet systems,
and they always attach large pricetags. Also, the art of creating
Trump cards and traditional Artifacts seems to have more or less
died out with the fall of the Courts of Chaos (i.e. no PCs can
begin play with Trump Artistry), and the rise of Force Users.
Forced Open
Force Users are potentially quite powerful. However, in comparison
to the power of Pattern Imprint, a Force User's effects can be
pushed aside as reality changes. Note: Force Users who use the
Force to cause fear, pain, anger, and/or death automatically earn
Dark Side Points (which may instead erase Light Side Points) each
time used in this manner.
A character possessing both Pattern Imprint and Force Use makes
the Force more real and more powerful. In fact, some of the effects
created by Magic and Shape Shifting may be duplicated with the
Force/Pattern power combination, though usually only temporarily.
Anyone who is a descendant of Master Dworkin might survive walking
a Pattern and may also be Force sensitive. Shadow beings (Humans
and Aliens) can be sensitive to the Force, but rarely have the
blood line for surviving and using the Pattern. Most Shadow beings
who have Powers have training in Magic or have a natural gift in
Shape Shifting.
Morphing Rules
Shape Shifting on its own is generally considered a mutation,
or something that aliens may need in order to survive in hostile
environments. Most characters from an Amber background will not
likely know how to unlock their Chaosian genetic power, but it
is not impossible. Rebmian characters have a little more access
to Shape Shifting, but will retain some Rebmian characteristics
in whatever form they assume until reaching Advanced Mastery in
Shape Shifting. In general, unless you have a fantastic idea about
why your character should have Shape Shifting, the Gamemaster is
only going to allow this power to Alien characters. Humans, for
example, are generally restricted to either Force or Magic use,
which may provide for a wide range of results, some of which may
imitate other Powers.
Magical Limitations
Magic varies from Shadow to Shadow. What this could mean is that
a Shadow's Magic Level, or ambient energy available for using Magic,
will change depending on the ones Shadow location. This can be offset
through the use of Pattern Imprint. Magic is a versatile Power and
potentially quite useful in conjunction with other Powers.
Shadow Wars Magic is a combination of Sorcery
(spellcasting), and Conjuration (creating things). Players must decide
if they want to have one or both abilities for their Character at start
of play.
Logrusless
Note: Logrus Mastery is not available with the fall of
the Courts of Chaos.
Power Cost Table
| Power Cost Table |
| Mastery Level |
Magic |
Shape Shifting |
Force Use |
Pattern Imprint |
|
| Sensitive |
10pts |
15pts |
20pts |
25pts |
| Basic |
20pts |
30pts |
40pts |
50pts |
| Advanced |
40pts |
60pts |
80pts |
100pts |
| Exalted |
80pts |
120pts |
160pts |
200pts |
The following table lists the costs for each power at their mastery
levels. Beginning characters generally never start play with powers
higher than Basic mastery level. Note on Pattern Imprint: You must
buy the Sensitive or Basic mastery level at character creation
in order for your character to ever have or use the Pattern power
in the game. In order to advance in Power Mastery Level, your character
must find either an NPC, or more preferably, another PC who will
instruct your character through some kind of arrangement. This
may involve a brief summary of the training or some actual role-playing
of training threads.
Questions and Answers: Magic
A: The raw power would come from the caster's Psyche. With a
character's Psyche you have X (the amount of points or Rank in Psyche) to
affect everything, one target, or several targets. Multiple targets means
that X has to be divided between all of the targets. Some mages seek out
Artifacts or Constructs of Power that will enhance their magical capabilities,
but this generally leads to catastrophic ends for either the Artifact, or
the mage.
Also, Shadow Magic Laws affect the outcome of a spell, since Magic
is Shadow specific. An exception is if a character has at least
Basic Pattern Imprint. Pattern may act as a guide for Magic in
many Shadows by slightly Shifting the Magic Laws to accommodate
the Pattern-using mage's needs. This is not always possible.
However, to really alter Magic Rules a mage should have at least
Advanced Pattern Imprint. An example of this is if your character
learned Magic in Shadow Amber. In this case, the Magic will work
best in Amber and nearby Shadows, such as Rebma, and the former
Golden Circle Kingdoms. If your character also had at least Basic
Pattern Imprint, then it is very likely that the character could
also cast spells and conjure items successfully farther away
from Shadow Amber.
Q: Casting each spell takes the Basic Magician down one Endurance level. For how long?
A: Casting spells and Conjuring things tends to drain Endurance
fairly quickly. Spending extra time hanging spells and conjuring items
beforehand is generally safer for a mage to do. Here is an Endurance table
that explains how quickly Endurance points recover.
Q: A Basic user with an Endurance of 20 can cast 3 spells before
hitting an Endurance of 0. What happens then? What happens if you try to
cast another spell then?
A: Hitting 0 means falling unconscious. You can't cast spells
while unconscious. With an Endurance of 20 a character will remain
unconscious for about 20 minutes and then the character will be quite weak
for a while longer. It is wise to never reach 0, but sometimes it happens.
Q: A Basic Magic user can memorize 20 spells. Is that at a time,
or for all? That is, can you swap out some spells and carry others
depending upon what you are doing?
A: You can swap spells. It takes time to do, to empty out the
old and input the new spell, but by all means it is possible. This is the
number that your character can carry with them. There is also the option
of hanging spells on Artifacts too.
Q: Can a basic Magic user cast a spell that is
effectively permanent, or that lasts "until dispelled" (I.e.,
paralyzing someone to use as a hayrack, for example). Can a spell have a
long enough duration that one can cast a spell of, say, protection on
one's self, and then recover endurance before continuing with a full clip?
A: "Permanent" spells are generally
classified in the Advanced or Exalted levels of Magic for this game. At
Basic level you can maintain a spell so that it acts permanent, however,
your character would have to provide energy to the spell either from
Endurance, or another's Endurance, in order to keep the spell going.
This is where things like Blood Magic get used by the Baddies who don't
want to use their own energy in Magic. At Basic level Magic, a character
could cast a Self-protection spell and rest up from the original casting,
but in order to keep the spell going a character would have to keep
spending a point of Endurance per hour to maintain the spell. An
alternative to this might be to conjure a ring of conferred protection.
Once the ring was created your character would not have to maintain a
protection spell since the item would be doing the work for your character.
Of course you should always put points into anything conjured if you want
it to last when crossing over to other Shadows with varying Magic Laws.
Magic Laws are generally tied to the core reality
behind a Shadow and how that Shadow interacts with bodies of Power nearby.
Here is a list of Magic Class for the game.
| Shadow Magic Class Table |
| Magic Class |
Explanation |
Example |
| M0 |
Magic Does Not Work |
Shadow Hoth |
| M1 |
Limited Magic Use (1/2x) |
Shadow Earth |
| M2 |
Most Magic Works Normally |
Shadow Amber |
| M4 |
Magic Works Better than Normal (2x) |
Shadow Rebma |
| M5 |
Magic is a Way of Life (3x) |
Courts of Chaos |