Amber: War of the Crossings
The School of Energy
Energy spells deal with various forces and natural forms of power such as fire, gravity, kinetic force, and lightning. Energy spells are almost always used for damaging effects, but have other applications as well. One decision a Sorcerer must make is to create the energy from whole cloth from the power of the spell, or to use what is present in the area to convert into the spell effect. The latter can have unintended consequences and sometimes limits what can be done. The former causes the spell to have a much greater power drain.
Energy spells in conjuction with other schools can add a damaging component to another spells’ effect, or provide some kind of motive energy for the target of an object or other creation defined by another school. In the absence of access to the Spirit School, the Energy School may be used to power spells by taking from local energy sources like large fires or lighting strikes.
Low Magic Abilities:
Magic Hand: A minor telekinetic ability, this spell allows moving of objects that weigh no more than five pounds or so. As long as the Sorcerer wants to maintain the spell, the object can be manipulated or moved. The power drain on this spell is minimal.
Spark: A small expression of power-creation, spark can be used to light a candle or other small flame, jumpstart a machine, or cause some minor damage to an enemy. The energy created by a Spark spell can be of any kind, kinetic, electrical, flame, etc, and the Sorcerer decides what type it will be when the spell is cast. Spark, like many Energy spells, is a one-shot casting. It drains minimal energy even when the energy is created, and drains an almost unnoticeable amount when taking energy from other sources. Spark is unusual in that it can be cast with a single Lynchpin, as if it were a Power Word.
Lesser Energize: An item can be imbued with energy stronger than the Spark spell, so that it transmits that energy on contact with someone other than the caster. Used primarily for imbuing weapons and empowering wards.
Ground Energy: Often a lifesaver, this spell will snuff fires, ground electrical power, stop a rolling boulder, etc. It cannot stop energies being created by a living being, such as a punch or sword swing, as the person in that case is providing a constance source of motive energy. For projectiles and other hazards however, it more than suffices. This spell can also be reversed so that the energy of a reaction or projectile is increased.
Force Arrow: So named because it hits about as hard as a longbow arrow, Force Arrow creates a damaging expression of energy that can be of any type, and will do as much damage as a successful hit from a Longbow arrow. The range is nearly unlimited, but the energy must originate from the caster, so extreme ranges are impractical without the addition of Dimension magic.
Deflection: This spell creates a shield of kinetic force that can block anything that touches it. The shield is not large, at most 3 or 4 feet across. The shield consumes little energy until it repells an attack, at which point the power consumption jumps substantially.
Silence: Not a true silence spell, this power dampens sound considerably. It can be cast as a bubble or a shell, either allowing no sound in the area at all, or not allowing sound to pass out of the area. Extremely loud sounds may overpower the spell and escape slightly muted. The maximum size of the bubble is about 10 yards in diamater.
Witchlight: This spell creates a minor light that is easily sustained. It cannot provide much illumination however, and cannot go more than a few feet away from the caster.
Normal Magic Abilities:
Telekinisis: Larger objects can now be moved, up to fifty or so pounds. Alternately fifty pounds of force could be applied to a mechanisim or object. This spell has a reletively low power cost for the amount of force it applies, but it can only apply force in a steady fashion, it cannot create sharp blows.
Burst: An upgrade to the Spark ability, in a better magical environment a campfire could be quickly lit. used to harm a person, the greater magical power pushed through this ability generally goes awry. Anything that can resist magic at all is a bad candidate for using Burst. However, it retains the single-lynchpin casting time, making it very useful for throwing around energy at inanimate objects.
Force Bullet: Much stronger than Force Arrow, this bolt of energy of any type kicks like a shot from a high powered rifle. It suffers from the same range issues, the range is not limited, but the Force Bullet must originate with the caster.
Energize: More powerful energies can now be infused into a physical object or spell.
Control Temperature: This spell allows control of the temperature in a room no larger than the average ballroom. Using the spell outdoors will result in a very temporary effect as the rest of the air rapidly reverses the spell’s changes. This spell can be maintained, but at very high cost. The standard form of the spell simply changes the temperature and allows the room to insulate it.
Snuff Energy: Stronger than Ground Energy, this spell entirely kills a reaction, or alternately causes huge surge. As with Ground Energy, it does not affect living beings or objects directly connected to living beings.
Levitate: The Sorcerer can cause herself to float, and move slowly in any direction. Maximum height above the ground is unlimited, but total speed is no faster than walking, so it can take quite a while to get any real altitude. This spell requires very little power input as long as the caster stays within six feet of the ground or other stable surface. Using this spell to ascend to the sky causes a much more substantial drain, but not a crippling one.
Transmute Force: All Energy spells can take forces from the surrounding environment, this spell targets a specific force and turns it into another force entirely. A flame can become a burst of lightning, a rolling vehicle can have it’s motive energy turned to a consuming flame. This spell cannot target forces that are directly connected to living beings, unless the Life School is also used, and then the Sorcerer must have Psychic Superiority, as per the rules for invasive spells.
Forcewall: This spell creates and sustains a solid wall of force, be it kinetic or of some energy. It provides more complete protection than the Deflection spell but cannot be moved around. Also, the Forcewall is omnidirectional, so a wall that protects a Sorcerer from gunfire will also prevent the sorcerer from shooting back. Power drain is dependant on how much punishment the wall is taking, if it is a barrier, or what the wall is consuming, if it is an energy wall. In the absence of any resistance to the wall, the spell consumes little energy.
Light Mastery: Nearly any kind of light can be created by this spell, brightness and distance are not a problem, presuming the Sorcerer can see where he’s putting the light. Sustaining a light requries energy proportional to the power of the light.
Sound Mastery: Sounds can now be totally silenced, or otherwise altered to seem like a different sound. Altering sounds requires concentration on the part of the caster, while silencing or amplifying sounds can be left as a standing effect. Only sounds within 100 yards or so of the caster can be affected, and the power drain is proportional to the amount of change that’s happening to the local sounds. It is much easier to silence quiet, padded footsteps than it is the charge of elephant cavalry.
High Magic Simple Spells:
Flight: In a high magic shadow, the sky is no longer the limit. A sorcerer can cast this spell to fly at up to 70mph, though the spell provides no protection from collision and windburn by itself.
Force Shell: Protection can now be formed into a hollow shell, providing a Sorcerer with a bubble of protection. The bubble will block things in both directions, as with Force Wall.
Multi-Shield: More useful in a melee than Force Shell, but unable to protect against an explosion, the Multi-shield creates multiple moveable discs of force that can block attacks. Some Warfare skill is required to make the shields truely useful, though a caster with a high Psyche can still derive a lot of protection from the shields even if he is a dunce at Warfare.
Tempest in a Teapot: In high magic shadows, even the weather can be affected, albiet only in a small area. No more than a few city blocks can be affected at once, and the power drain makes maintaining this spell require Nexus. Nearly any type of weather can be created, though precipitation cannot be reliably created without the addition of Transmutation to this spell.
Nova: More powerful than Burst, the Nova spell creates a potent explosion of energy that absolutely does not descriminate between the caster or allies or enemies. Anyone caught in the forces unleashed will be hurting, and structures may be damaged. The type of force is chosen at the time of casting, even including multiple types. A Nova cannot be created at more than 100 yards range, and unlike Burst and Spark, it does require two lynchpins.
Call Lightning: A bolt from a clear blue sky. Or a cloudy one, whatever. This spell has an advantage over other attack spells in that it originates in the sky somewhere, not directly from the caster. It also does not descriminate between friend and foe. An actual bolt of lightning is produced. The power consumption is considerable.
Greater Energize: Items can now be imbued with deadly energy. However, unless steps are taken to protect the item, the sheer power will consume the item. Wards fare better, but this level of energizing spell requires a lot of power to maintain even if the item or ward can survive the effect.
Flare Energy: A new type of energy is avaliable in high magic shadows, Flare. This extremely destructive energy consumes everything it touches, and cannot be made to exempt allies, or even the caster herself. Creating Flare Energy requires a massive power drain.
Twist Energy: This spell creates normally impossible conditions. A fire provides heat but no light, or vice versa. Electricity conducts but does not shock. Kinetic force increases over distance instead of decreasing. The effects are up to the Storyteller, and the power cost is not low.
Puppetry: An item can be made to move in a complex manner as if it was the caster’s puppet. Applying this power to a living being requires the Body school and Psyche Superiorty.
Minor Gravity Manipulation: Gravity can be increased or decreased in power over an area the size of a football field. It can only be pushed to about 3 times normal, or to one half normal, the spell can do no more. As with many high-level energy effects, the power consumption is terrific.