Amber: War of the Crossings
The School of Spirit
Spirit effects operate on magic directly, either creating standing spell effects or altering spells themselves. Raw magical power is the purvew of Spirit, along with some ephemeral effects that are only poorly understood. Any long-term item enchantment requires Spirit, though it will likely require another School of magic as well to provide the effect.
Low Magic Simple Spells:
Analyze Enchantment: This spell allows the caster to examine an enchanted item or standing spell in detail, determining function, the best way to repair or destroy it, and often times the identity of the caster, should the Sorcerer have seen that person’s style before.
Lesser Ward: Low Magic Simple Spells can be embedded in a ward, to be cast when trigger conditions pertain, even if that spell is normally a one-shot or low duration spell. The ward must be powered by something, though if the magic environment is rich enough, a small Lesser Ward can be sustained merely by the local shadow. Any ward that is not consumed when it goes off requires a power source of some kind, and cannot be connected to a distant Sorcerer unless the Dimension school was used, and that Sorcerer is within the Shadow’s tolerance for dimensional reach. It’s best to simply attach wards to a local power source.
Dispel Magic: Magic of any school can be dispelled by tearing apart the weave that the other Sorcerer so painstakingly constructed. The amount of power and Psyche this requires depends on the power that was put into the spell to be dispelled, and the Psyche of the Sorcerer who created it.
Inscribe Grimoire: Used to aid the less able members of one’s retinue, a mystically inscribed Grimoire can allow a non-magic user to cast a single, specific spell as long as they have the book in their posession. The casting time for the spell is tripled, and cannot be hung. To inscribe the Grimoire, the Sorcerer uses this spell in conjuction with whatever simple or ritual spell is to be made avaliable to the ally. Once cast, the Grimoire lasts until destroyed or dispelled. The power consumption for creating a Grimoire is quite high, enough to exhaust a Sorcerer of Amber Rank Endurance.
Mage Sight: This spell allows the target to see magic, but not always determine what exactly that magic is doing. Less specific than the Analyze Enchantment spell, it merely gives the target the ability to see magical effects, places, items, ley lines, and Nexi with a glance. Using this spell also makes it much easier to resist and dodge enemy magic.
Disguise Signature: A Sorcerer gifted in the ways of Spirit can alter the tell-tale signature that accompanies all spells one casts. Each Sorcerer has a reconizeable style, just as artists do, and with this spell, those style tell-tales can be obscured and scrambled such that the work bears no identifying marks. More difficult, but also possible, is making one’s spells mimic the style of some other Sorcerer. This requires a Ritual Spell to do two effects at once, and the caster must also know the other Sorcerer’s style well.
Remote Source: Any Sorcerer can connect a spell to a power source such as a Nexus, Ley Line or Artifact, but the spell must be in the same physical place as the power source. With this spell, the power can be shunted to a different place, though it must be within the same shadow, and unless Dimension magic is used, it cannot be more than a half mile away.
Normal Magic Simple Spells:
Counterspell: A rare one-lynchpin spell, this spell attempts to destroy another spell as it is being created. The Counterspell must be cast as the other spell is going off, and a contest of Psyche determines which spell wins. Whichever Sorcerer has the stronger power source gets a boost to his effective Psyche.
Mage Shield: A more passive defense than the Counterspell, this spell provides a direct bonus to all resistance against Sorcery, often enough to block weaker spells. It also provides some resistance against Powers such as Pattern, Logrus, and Trump, but its effectiveness against Powers other than Sorcery is limited.
Transform Aura: This spell can alter the magical and mental signature of a person such that they cannot be recognized in a Psychic contact, or Trump, while still allowing the person’s trump card to function. If not used in conjunction with Hidden Magic, anyone able to sense magic will know that the target’s aura has been altered, but will not know who the person is unless they can break the spell.
Hidden Magic: Most spells are not very subtle, but with some magic to play around with an knowledge of Spirit a spell can be made hidden, must harder to detect. Anyone who can sense magic but is not actively looking for a spell of the type that is Hidden will have little chance to detect it. Spotting a hidden spell when specifically looking for one requires a contest of Psyche.
Celestial Fire: Raw magic, vented onto a target. This effect will almost always be damaging, but in unusual and unpredictable ways. It will also scramble and warp woven spells, and may even scramble spells that are hung on an item. The power requirements are extremely steep for this spell.
Channel Power: Power sources for spells can now be sourced in other shadows. Without Dimension magic, the power source must be in an adjacent shadow. This will also allow power sources to be linked to spells anywhere in the same shadow without the use of Dimension magic.
Create Aether: A Sorcerer of Spirit is not limited by the power sources at hand. With great effort, power can be distilled from a Nexus or Ley line into a solid, consumable form. Aether must be attuned to a living being to allow it to be carried away from the place it is created, and any particular being can only hold a few drams of Aether, as determined by Psyche. Even the greatest minds would be hard pressed to hold 5 drams of Aether together, more than that simply evaporates and returns to the weave of magic between Shadows. Casting a spell while consuming a dram of Aether is like casting a spell on a Ley Line, and consuming 3 drams would be like casting a spell on a Nexus, albiet without the ability to source the spell long-term.
Imbue Item: Minor magical items can be created with this spell. Often the effects will require other schools. Regardless of the magic used, at least 1 dram of Aether must be consumed, or the caster must be standing in a Nexus. Also, the items created do not hold their magic permenantly, eventually after enough use and movement through shadow the enchantment will fade.
Ward: Stronger wards can now be created, these wards may even contain multiple spells, and trigger on a variety of subjective conditions.
High Magic Simple Spells:
Awaken Nexus: Not every confluence of Ley Lines produces a Nexus. Should a Spirit Sorcerer find a crossing of lines in a high enough magic environment, that area can be awakened to produce a Nexus. Unlike most simple spells, this spell takes over an hour to cast, and is intensely draining. Naturally the benefit of having a new, unclaimed Nexus usually outweighs such considerations.
Phantasmal Gear: For precious seconds, the Spirit Sorcerer can form an object from nothing, made of pure magic. A sword, a grappling hook, a shield, a sled, anything horse sized or smaller can be created. The Phantasmal gear cannot duplicate living animals or overly complex machines. More than three moving parts are impossible to create. The object remains in existance for only 30 seconds, unless a dram of Aether is spent to sustain it, and each dram only gives another 30 seconds. This spell is cast with but a single lynchpin.
Siphon Essence: This spell allows the pulling of magical power from living creatures. The creature must be willing, or must be completely Psychically dominated. The usual use of this spell is to weave a protective spell on a person, and then select that person as the power source for the spell. It can also be used to draw power in dark rituals from slaves, but one must often spend years conditioning the slaves to not resist spells even to the point of death in order to make this work. Even then, some percentage of a large population of slaves will always resist.
Forge Spirit: A spell only to be cast in truely powerful magical environments, this spell allows the caster to create a spirit creature and direct it to perform tasks independantly. The spirit creature cannot survive in a Low Magic shadow, but it can travel through shadows along Ley Lines, and it can survive in an underpowered state in normal magic shadows. The creature can perform a variety of Low Magic effects from various schools, even if the caster does not have access to those schools. It manipulates objects via Magic Hand, it can search with Scrying, and so on. Unless Dimension magic is used and the caster stays in range, the Spirit will not be able to automatically find the caster, though it will be intelligent enough to return to some kind of safe house or stronghold and leave a note. The spirit lasts for a few days before expiring, no method of extending the life of a spirit is known, not even if it is created in, and bound to a Nexus.
Phantasam: Minor illusions can be created with Spirit in high magic shadows. To anyone who can see magic they will be obviously magical, but they will pass casual muster to any mundane observers. The illusions can be left with a duration, in which case they do not change or they can be directly manipulated for as long as the caster concentrates on them.
Complex Spellmatrix: The ultimate expression of the Spirit Sorcerer’s art, this is not a spell so much as an ability that is useable in high magic areas. With Spirit knowledge, spells can be woven together so that they affect and inform each other, working together into a greater whole. The wards and other hanging spells around a Nexus Fortress are usually woven together in this way, with magical servents and ward effects woven into complex and extremely useful combinations.