[5] Magickal Potential (see also: Fae Sight) [1 each] Power Words [5] Basic Sorcery Components [5] Advanced Sorcery Components [5] Spell Rack [3] Personal Spell [2] Bestow Spell [5] Basic Item Conjuration/Empowerment [5] Complex Conjuration [5] True Conjuration [10] Advanced Powers and Qualities [5] Item Analysis [5] High Compelling [10] Basic Dream Sorcery [10] Dream Influence [10] Shared Dreams
The character has the potential to develop skills with power words, sorcery, and conjuration/artificing.
One point Words as described in the Rulebook, with a few additions. Note the advantage of Power Words over Sorcery is that they are powered by the character, and work regardless of the local Shadow rules about Magic.
This is the capacity to create new spells using by combining Sorcery's basic spell qualities or 'components', and also includes the capacity to rack and cast one spell. The basic spell components out of which whole spells are created are:
Sometimes, as with the Pressurized Lava spell, a Shadow Opening spell is useful as a weapon. Similar
gateways can be used to channel in water, wind, or other natural elements.The lightning Bolt spell uses a Shadow Opening to gate in the lightning, but the area must first be prepared with a Shadow Manipulation; otherwise, the bolt would pass through the nearest object, namely the caster.
Each change counts as a separate use of this component. For example, casting a single spell that turns a rock into an amulet, and then prepares that amulet for storing magical energy, would require two uses of this component.
Overcoming the Psyche of the victim is always a consideration (unless the object of the spell opens their mind and becomes a willing subject). This means a Psyche superiority, where the caster dominates the victim, is usually needed.
Named and Numbered spells can be stored in the mind, but this precludes the calling up of the Signs of the Powers,
unconsciousness, heavy physical damage or other mitigating circumstances.The Sorcerer can rack a spell in another person's mind for that other person to use. The Sorcerer cannot leave any Lynchpins open because non-Sorcerers cannot fill them in.
One spell can be racked permanently; it is usable over and over without maintenance because it does not leave the Sorcerer's memory when cast. It is usually memorized with all Lynchpins open for maximum flexibility, so it is not exactly an instant spell.
Trying to invoke two Powers in one spell is a very bad idea... As is trying to rack a Pattern or Trump invoking spell in the Logrus. If you allow players to draw upon Powers without requiring the Advanced form, simply reduce the benefits from those of Invoking the Advanced Power.
The object takes one minute per point to build, but it will fade away after a while (several days out in Shadow, less time near Pattern, more time near Chaos). It also instantly vanishes if moved across Shadow. Such items can only be created where Shadow is malleable; this will not work in Amber and is difficult in the Golden Circle. On the other hand, Chaos Shadow is highly magically charged and easy to manipulate.
An object can be temporarily implanted with magical power. Attunement takes an hour, and each point of power adds ten minutes. The power lasts ten times as long as a simple Conjured Shadow Shape would, but it also fades when moved across Shadow.
A Conjured Shadow Shape can be designed to be permanent within the Shadow it was created in. This takes one hour per point.
This is a permanent magical effect. If the Conjurer has the advanced 'Invoke Power' ability, it lasts even through Shadow travel. The effect can either be an Empowerment or a Complex Conjuration, and it takes six hours per point.
Up to the 8 point level
The character can
analyze a conjured item by touch, slowly identifying its various abilities. It is possible to identify the creator of the item if you have experience with their style of conjuration.As Shadow Knight Rulebook
Dream Sorcery (+30 Points Total Package)
(10 points) Basic Dream Sorcery: A person with basic dream sorcery can reach out psychically into a sleeping person's dreams and watch what happens, getting a glimpse into how they see the world and what sorts of issues they are dealing with.
(10 points) Dream Influence: This allows the dream
sorcerer to influence the dreams of the person that is being spied upon. It is possible to direct a dream in a different direction, insert characters, clues, and messages. Depending on psyche, this can even be used to leave the dreamer with strong compulsions put there by the sorcerer. This power must overcome any shields of the target.(10 points) Shared Dreams: This last aspect of dream sorcery allows the
sorcerer to reach out to two separate dreamers and influence them to dream about each other. Or it can be used to cause them to both to share the same dream(s).