Here’s a list of a couple of hundred Power Words for the Amber Diceless RPG. Most of this particular list was originally associated with a set of Great Weapons – each built on about 30 points – some of which were available during the initial attribute auction. Even if youdon’t play Amber, if you’re looking for some odd effects to enhance your combat abilities, there’s probably something here.
Ability Analysis: Gives the user a fair idea of what a creature is like and what its capabilities are. While this works quite well on most creatures, any link with a primal power tends to obscure the results. Using it against an amberite / lord of chaos usually limits the results to generalities, perhaps on a scale of 1 to 5, for characteristics and powers. It will, at least, tell you what the target is good and bad at. It also allows you to recognize anyone you’ve analyzed before.
Absolute Command: Allows the user to impose his will on inanimate objects through raw psychic power. While exhausting, the user can issue brief (one or two word) commands and have them obeyed. The effect is virtually instantaneous, commanding a statue to “walk” is fairly useless – commanding a stone wall to shatter, explode, or open is another matter.
Abyssal Disruption; This dangerous power word does not attempt to nullify abyssal forces, instead it disrupts the wielders control over them. Usually this lets them dissipate via annihilating chunks of the surroundings, but skillful timing can backlash them upon their user. With poor timing, the power words user may still be in the area affected – although the results are rarely as bad as being hit with a properly focused attack.
Access Trump: Allows the user to bypass the nuisance of actually pulling out a trump and concentrating on it. Instead, he can simply “access” any trump image in the immediate area, trumping himself through or contacting the subject without preamble or delay. While this word can be used on its own to expedite travel, it can also be combined with other, relevant, power words.
Adapt/Repair Tech: This word lets the user engage in “instant tinkering”, making minor repairs, rearranging functions (What do you mean you’re going to rewire the sonar set into sonic masking device ?), and even (most importantly), adapt devices to the local natural laws. While this is very useful, it is limited by the degree of change necessary, the size of the device, and what- ever special restrictions local natural law imposes. A realm where combustion is impossible makes attempts to get a flamethrower to work fairly futile. Similarly, attempts to turn a sonar device into a jammer, a sonic blaster, or even an ultrasonic cleanser may work – but trying to turn it into a warp-drive unit is hopeless.
Analyze Style: This word lets the user try to spot a “weak point” in an opponents style, anticipate special moves, and get a “feel” for how he fights. This can be roleplayed out or simply treated as a modest (say five point) bonus to the users warfare rank that only takes effect when a fight goes on for several minutes. This is only usable for the duration of a fight, afterwards the opponent will learn to compensate for whatever you found this time, although this usually creates another flaw for you to analyze.
Auric Disguise: This word can be automatically used whenever someone attempts to scan, probe, or otherwise analyze the user. Such probes will give back whatever information the user desires – whether true, false, or some mixture of the two. It is commonly used by shape- shifters to conceal their real persona and by the more paranoid amberites and lords of chaos to conceal their true powers. The word is not infallible, exceptionally skilled or powerful “scanners” can partially penetrate its screen, while anyone can attempt a contest of will to actively look for more accurate information if they suspect that something is wrong.
Auric Transfer: While this word isn’t 100% effective, it can transfer much of the impact of a blow or energy of an energy-based effect “through” the user, mimicking the easy transfer of force and energy through water. If the user isn’t currently in contact with anything that he can transfer the force or energy to (or prefers not to) it can be transmitted over the swords trump link.
Beastmastery; The Beastmasters Word projects the users psychic power in a field tuned to the minds of animals and animalistic beings, either in a radius or directed against an individual target. This automatically sets up a mindlink with the target creature(s) and allows the user to deal with a group en mass and with individuals at a substantial bonus (around +10 psyche). Creatures owned by other amberites/lords of chaos cannot usually be turned against their masters – but can be dismissed or made to “sit it out”.
Bergenholm Field: This doesn’t really reduce inertia to zero, merely to about .00001 of its usual value. As far as most people are concerned, the effect is pretty much the same (although scientists may disagree). This is useful if the user is being subjected to some great impact – and doesn’t want to be. As the field extends around the user in an aura, it makes it much easier to push aside air (or water), vastly increasing the speed at which any form of propulsion can drive the user.
Berserker Shift: Allows the user to shift points from his endurance to his strength and warfare. While this can be very useful it comes with the usual “problems”; inability to retreat or use tactics, ignoring pain and injury, attacking allies, etcetera. The major advantage is that subtracting, say, twenty points from endurance adds twenty points to both strength and warfare.
Binding Command: An enhanced version of “suggestion”, this word allows a victor in psychic combat to install lasting compulsions and “simple” behavior patterns, an effect similar to classical hypnotism and posthypnotic suggestion.
Binding Field Control: Allows the user to manipulate his own personal intermolecular binding fields, either damping or amplifying them. “Damping” them transforms the user into a cloud of “mist”, while amplifying them vastly increases the users natural toughness, reducing the injuries caused by impacts and most weapons by two levels. Either effect can only be maintained briefly, as the strain on the users body is terrific.
Bio-Focusing: Allows the user to focus and project the energies of his body, albeit with a range of less then ten feet. Such energies include neural bioelectricity, metabolic heat, and muscular force. Damage is usually roughly equivalent to that inflicted by a strength rank equal to the users combined strength and endurance – but the form may differ radically.
Blood Link: This exotic power word uses a portion of the targets blood to establish a magical link, capable of transmitting an attack, spell, or noxious effect of whatever sort to the unfortunate victim. This word can usually be invoked up to three times before the “blood sample” is exhausted and needs to be renewed. The link can be used to transmit a “blow” or energy discharge, magic, power-based attacks, an evocation, other power words, or just to locate the target. Due to the use of the victims blood such links are very difficult to block or to defend against.
Channeling: Allows the user to transmit some power or effect over a psychic link, just as spells can be. The power used may be a power word, pattern energy, or any of a wide variety of other things. In each case it can either be channeled through the “target”, allowing him to use the power as if it were his own, or into him as assistance or even as an attack. If used as an attack, the victim, just as with spells, has no defense.
C’hi Focusing: These words are designed to focus the users “C’hi” and “channel” it into a variety of feats. The result is highly “individualized”. Two characters using the the same procedure (word) can, and usually do, wind up with two entirely different results. Those who take this word are therefore entitled to “develop” one special c’hi-based “stunt” of their own each time this word, or a variant thereof, is taken. The nature, and precise effect, of any one “stunt” is a matter for the user to negotiate with the GM.
C’hi Spiral: Generates a spiraling energy “discharge” from the users palms. The exact shape is determined by the position of his hands, but the primary division is between inspirals and outspirals. Outspirals are “whirlwind” attacks on everyone caught within them, while an inspiral generates a focused needle of enormous force. Both work in exactly same way if used with a weapon.
Circle Of Despair: This specialized empathic “broad- cast’ draws on the powers of true darkness, generating a field of negative emotions so powerful that those in it will often simply allow themselves to die of thirst or exposure if the effect is maintained. Victims will eventually recover if the user chooses not to maintain the effect, but the process will require some time, as “shadows” of the despair this projects tend to linger. Note that the user is not immune, and will probably need a fairly high psyche to muster the will to stop.
Cloak Of Fear: Allows the user to radiate an aura of overpowering fear, ranging from cruel authority to the subtle chill of creeping horror or the pure emotion of primal terror itself. While this is most effective versus creatures with weak psyches, it has some effect on any creature who beholds the user. It is commonly used to “reinforce” illusions or attempts at intimidation.
Cold Resistance: Is fairly self-explanatory. Unlike most defensive power words, this one continues to work for a considerable period of time. If linked with some form of innate (or conferred) resistance, it makes the user essentially invulnerable to the effects of cold.
Combat Intuition; This curious psychic discipline puts the user “in tune” with the immediate environment – an effect allowing him to react without conscious thought to any attack or threat. In effect it boosts the users Warfare attribute to equal his psyche, if that happens to be higher. Sadly, this can only be maintained for a few seconds, so the users timing must be good to avoid having a skilled opponent simply fall back before this surge of effort.
Command Demon: Allows the user to impose a “geas” or long term command / compulsion on any “spirit” that he defeats in psychic combat. Up to three commands may be imposed after defeating the spirit, but must be ranked in by priority to allow conflicts to be resolved.
Command Spirit: Lays a single task on a spirit. While this only works on spirits released from the blade, it is pretty much infallible with them. Due to the power of darkness backing the command, the same command word can be used several times on an individual spirit.
Corrosion: This word is essentially a variant on the “Entropic Bolt” describe below, with the provisos that it tends to affect surfaces first and is slightly less effective against inanimate objects, but slightly more effective against flesh and living creatures.
Darksight: Lets the user see in the dark as if it was broad daylight. This handy talent supersedes lighting conditions ranging from the dimness of twilight to the unnatural, more then total, penumbra of the darkforce itself. Note that merely having this word suffices to see through any darkness you are “generating”, it only needs to be used actively when you want to see through another characters darkness effects.
Detection Screen: This “word” allows its possessor to “cloak” him- or her- self against most forms of super- normal detection, including magic, psyche, technology, and the primal powers. Sadly, it offers no protection against ordinary, unaugmented, senses, and isn’t fully effective against the primal powers, although it helps a lot. Any “direct” probe with one of the powers will penetrate the screen, but will still be a bit blurred. Any general “scan” of an area is, however, very likely to overlook the user. While it is proof against items such as cameras, motion detectors, radar, and mystical analogues thereof, it leaves a detectable “blind spot” on the psychic level, which may alert those characters with high psyche ranks.
Detoxification: Neutralizes poisons, drugs, and toxins, whether they have been introduced into the body or are somewhere in the immediate area. This includes most of the “recreational substances”, including alcohol. This word is most effective if applied to the target in its concentrated form but works fairly well even after the target substance has been injested.
Dimensional Stabilization: Prevents the user, and anyone else in the immediate vicinity, from departing via any of the usual means of shadow travel. This includes trump travel, teleport spells, shadow walking, pulling yourself out with a logrus tendril, abyssal portals, and pattern travel. While the users may be able to “solve” the problem of the words interference – it takes time. The word can be applied to a single target at range if the user so desires, but in this case there is no area effect. The target may be the user himself.
Dispel Elementals: Disrupts or banishes beings based on one of the four classical elements, and may work on those of light, darkness, and such as well. Whether or not this is true, it can readily banish anything up to a dozen or so classical elementals.
Disrupt Psyche: Temporarily lowers a targets psyche, reducing it by about 15 points (25 vrs named targets). While this effect only lasts for a few moments, it can be a tremendous help in critical situations.
Disrupt Spirit: Disrupts psychically-based creatures of all sorts, including psychic constructs and ghosts. It has some effect on demons, but these usually manage to pull themselves back together in minutes.
Disrupt Technology: Generates a radiating “pulse” of energy that disrupts technological devices, usually on a more or less permanent basis. The exceptions are for those items that were “paid for”, or which were a fair distance away when this word was used.
Distraction: This curious word “conjures up” a brief delay, granting the user a few moments to come up with something else, recover, try to talk, dive through any handy aperture, or whatever. What form the delay takes varies drastically, as the word takes advantage of the local possibilities ranging from triggering explosions to simply causing a moments doubt in the targets mind. It becomes less and less effective if repeatedly used in any single situation as the best delaying possibilities are used up.
Dominate Sea-Creatures: This word is closely related to the beastmasters word but only affects creatures of the sea. Due to this specialization, the psyche bonuses are increased by 20 points.
Duplicate Spell: Allows the user to analyze any spell he sees used or overhears – deducing the basic formula and procedure and so acquiring the spell for his own later use. Unlike the usual guesswork method of duplicating someone elses spells, this is entirely safe.
Earthsense: Allows the user to “sense” things of the earth or which are in contact with the earth, anywhere within several miles. Note that, the greater the area so surveyed, the more specific the user has to be. It also helps if your target is unique or very large. It can also be used to track things, as long as the trail remains earthbound.
Electrokinesis: A fairly straightforward telekinetic effect capable of generating, redirecting, scrambling, and deflecting electrical energies. While the user can produce impressive voltages, the amperage is a bit low for most purposes. It is extremely handy for directing (or deflecting) lightning bolts, manipulating devices, and assaulting peoples nervous systems, a tactic usually resolved by comparing the users psyche with the psyche plus endurance of his opponent. Note that losing this contest doesn’t indicate a failure to harm the target, it merely indicates a failure to kill or knock him out outright.
Empathic Bolt: Lets the user “send” an overwhelming burst of emotion, sufficient to dominate the emotional responses of those with low psyches for a considerable period while even those with higher ranks will respond for a few moments.
Empathic Sending: Lets the user generate an emotional broadcast, inflicting an emotion on his targets, with- out a psychic link. While only an overwhelming psychic advantage can allow the user to completely control the emotions of the target(s), even a greatly inferior one can influence them. Unlike most power words, this word is exceptionally subtle, practice and ingenuity helps.
Energy Channeling: Allows the user to “redirect” and channel energy, of whatever type. This can be used to redirect incoming energies or to channel energy out of some concentration of it, such as a fire or storm. The effect only lasts for a few seconds, but this is often sufficient.
Energy Parry: Deflects or negates almost any energy- based attack including lasers, plasma beams, and other high-tech or magical annoyances. The overall effect is to add about 4 points to the users existing defenses, armor, or whatever. As this gives a base of “Immunity to Conventional Weapons” without additional defenses, it usually suffices.
Energy Transfer: A more specialized variant of “Auric Transfer”, limited to energy, but offering nearly 100% effectiveness. The user can either allow the energy to transfer through or discharge it into some object with which he is in contact.
Engineering: Gives the user an intuitive understanding of the local laws of physics and how they interact with device design. This in turn allows him to readily analyze or design devices for the local conditions. It also enhances his ability to actually build devices as he will intuitively understand the steps necessary and the problems involved.
Enhance Tech: Temporarily boosts the performance of a technological system, either as a unit or with respect to a single aspect of its operation. Thus all aspects of a cars performance (E.G. speed, acceleration, braking, and mileage) could be slightly boosted – or one aspect could be boosted a great deal. Like many other words, this one can be “maintained” – at the cost of devoting part of your attention to it, an annoying distraction.
Entrancement: Induces a momentary hypnotic trance in anyone looking at the user. While this is a relatively “light” trance and cannot be invoked during combat, it may suffice to let the user duck through a door, stick something in a pocket, palm something, or trade a fake gem for a real one without being observed. While this can be used to stimulate “disappearing”, the user will need good reflexes. Alternatively, the user can seize the chance to make a brief verbal suggestion while his victims are momentarily receptive. Suggestions must be brief (a maximum of six words), simple, and relatively innocuous. “You should all kill yourselves” will never work, but “It’s time for lunch” very well might.
Entropic Bolt: Also known as the “Word of Unbinding”, this word acts to disrupt the energy balance within an item, structure, material, or creature. The effect is truly dramatic if the target contains a great quantity of bound-up energy, since it will often be explosively released, but even an “uncharged” target has plenty of molecular bonds to be disrupted.
Envenomment: Creates a sorcerous “elemental” poison, either as a coating on a weapon or an “injection” into whatever the user touches. While the exact effects do depend on the element chosen and the users tastes, the end result is always the same, death or injury. Unlike a conventional toxin, this stuff is independent of the vagaries of shadow. It works everywhere. They’re also very difficult poisons to treat, resistant to ordinary antitoxins and countermeasures. Those with decent End ranks will usually survive, but the effects are highly debilitating in any case. Just for the record, a water venom either liquefies or freezes tissue, fire withers or induces terrible fever, earth petrifies the victims flesh or liquefies his bones, air disrupts the central nervous system or induces “the bends”, and exotics, such as wood, shadow, light, and collapsium, have very very strange effects.
Environmental Compensation: Lets you cope with exotic conditions and environments without hindrance. If you happen to be underwater, this word will let you move and see normally, in a cavern it would enhance your senses to the point where you could function normally, and so on. It will only compensate for, or adapt you to, the normal conditions for the local environment. Unless the user has shapechanging it’s also limited to relatively minor variations on the users basic pattern. A Mammal will remain a mammal, and so on.
Environmental Field: Creates a “bubble” of a safe and comfortable environment around the user that can stand up to most ordinary environments and reduces the effects of extreme ones. For example, it can easily shield the user against the heat, flames, and smoke of a house fire but wouldn’t work very long in a blast furnace or near the surface of a star. Once invoked, the field decays gradually, but is generally good for 5 to 10 minutes.
Evaluate Opponent(s): Gives the user a “fairly good” idea of what he’s up against, whether on an individual or on a battlefield level. This usually includes some notion of what the opponents attributes are like, what kind of weapons he’s carrying, and whether he has any of the major powers.
Evocations are a class of power word only available to those with some form of trump powers and a fairly high psyche. An evocation creates a temporary trump link to some powerful “entity” in shadow, allowing the user to tap some of that beings power for his own use. Sadly, the link is purely psychic and too tenuous to transmit “primal” powers – restrictions that limit evocation to magical energies. As “raw” magical power is useless to anyone except mages (who can get their own), Evocation is commonly used to tap into more specialized sources, already attuned to a particular type of magic, so that most of the work of spellcasting is already done – the user can simply provide the finishing touches and turn it loose. The process is exhausting, both physically and psychically, is limited to “quick and dirty” spells of limited power and sophistication, requires a different word for each “field” of magic, is blocked by barriers versus trump, is limited by all the usual defenses versus magic, and can be blocked like other power words – but also requires little magical skill, is quick and easy, and is fairly flexible. Evocations need not be adapted to the magic of the “local” shadow, since the spell is actually cast there, it happens automatically. Sample evocations include:
Dreamweaving: Covers telepathic and purely mental magics, such as Psychic Charging, Glamours, Hypnotism, Psychic Illusions, and Mental Shields.
Eldritch Force: Covers magical energy constructs, such as Force Shields and Bolts, Mystic Chains, Walls, and so on, as well as simply Disrupting/Dispelling Magic.
Element Mastery: Covers the “manipulation” of the four classical elements; Fire, Air, Earth, and Water. It does not cover alchemically-related forces.
Enchantment: Covers Enhancing and Binding spells, as well as Attuning things to permit easy manipulation via other powers – most commonly by his high psyche.
The Holy Blaze: Covers the magic of Purification, Light, and Solar Forces. Unlike the principle, and despite the name, the Holy Blaze has few positive spiritual or intellectual aspects.
Living Forces: Covers Biomanipulation, the magics of Life, Healing, Death and more subtle effects based on the control of the body and metabolism. Sadly, these are limited by the “quick and dirty” aspect of evocation.
Nightweaving: Covers the magics of Darkness, which includes those of Deception, Illusion, and Negation. As with the Holy Blaze, Nightweaving covers only a few of the spiritual and intelectual aspects of the principle.
Northern Winds: Covers the many magics of Winter, Necromancy, and simple Destruction as well as those of Ice, Blizzard, and Freezing Winds.
Fast Shift: Momentarily boosts the users metabolism, subconscious rate of subjective time, and control over his internal processes. The net effect is to accelerate shapeshifting by a factor of between 60 and 120. While this effect only lasts for a few seconds, the user can accomplish up to “five minutes worth” of shapeshifting in those two to three seconds.
Fire Merge: Allows the user to temporarily merge his body with living flame, becoming a sort of fire elemental. While in this form he can fly, hurl bolts of fire, project and shape the flaming corona he radiates, and otherwise make like the “Human Torch” (any of them) from the comic books. Only quasi-material at best, the user is pretty much immune to mundane physical assaults and (obviously) totally immune to flame and most energies.
Flame Scrying: Allows the user to employ the “second sight” through a flame, peering clairvoyantly into any point within nearby world(s), gaining a vision of some specific person, demanding a survey of the area around any flame, seeking the future thru an obscuring screen of symbolism, or revealing the major influences acting on a situation. Sadly, the second sight is a quixotic and unpredictable talent. Symbolism can intrude on the simplest of visions, although it is far more likely to intrude on visions of people, the future, and “truth”, then it is to intrude on simple clairvoyant and survey effects.
Flare: Generates a terrific flash of energy designed to temporarily overload the senses of those around the user. This resembles a peculiar combination of a sonic boom, a huge flashbulb, a blast of odor, and a psychic scream. The overall effect is, to say the least, most disorienting. At a minimum it usually provides several seconds worth of distraction or cover.
Focus Energy: Concentrates energy from the immediate environment. The energy must be present to be focused, this power word does not create it. Like “thrust”, the duration can be extended, at the cost of weakening the effect.
Force Field: Channels the users own internal energies into a fairly powerful force-field aura – although any determined clash will soon deplete its energies. This word can tap into whatever other talents the user has, hence a character with trump or pattern could generate a trump or pattern based force field.
Fugue: Creates a time-distortion field, “stretching” .01 seconds into several seconds. While this has many applications, it only affects the user and his property, thus the vastly “increased” inertia of everything else tends to limit its utility. For example, a human body will seem to “weigh” many tons, and have the toughness of solid oak.
Force Lens: Serves to focus and concentrate available forces and energies, ranging from light to gravity. The word can either be used to focus the force from a wide radius into a modest radius or be used to focus energy from a small area into a narrow beam. Neither version is 100% efficient, but the narrow beam version comes a lot closer then the area effect.
Focusing: Lets the user “channel” his total energies into a single supreme effort, although the effort will leave him completely exhausted thereafter. The effort can be sustained for a maximum number of seconds equal to the users endurance rank number. If it’s maintained for less then a second it merely leaves the user tired and weakened (temporarily subtract ten points from the users total until he gets to rest – weakening his most expensive powers and attributes first.
Forgery: This handy word allows the user to “commit” instant, and virtually perfect, forgeries, impressing the desired form directly on the paper (or any similar material) without the necessity for ink, seals, or any other appurtenance. The nature, and contents, of said forgery is up to the user – but need only be specified in general terms. Any necessary specifics are provided by the power of the word itself.
Gate of Death: This dangerous word allows the user to open a “portal” into the realms of the dead – granting true death to the undead, rest to unquiet spirits, and a chance to return to any spirit with “unfinished business” whom the user names. This is all well and good, or at least fairly safe. The peril lies in attempts to compel unwilling spirits to return. Such attempts open the way for anything that wishes to enter the realm of life, from ancient malevolent spirits, to creatures of the realm of death, nameless and unnatural things that have never knwon life, that cannot be slain since they do not live now, emissaries of the realm of dust. Such creatures can be defeated – but each requires a unique approach – and all are capable of permanently draining away a portion of any power turned against them. They do seem to have some relationship to the forces of the abyss, but instead of mere destruction, from which new creation can come, they embody annihilation, the final end of life and power.
Ghost Strike: “Transfers” an attack thru a projection or into the basic structure of an intangible opponent, allowing the wielder to injure those beings who refuse to meet him in straightforward physical combat. It is usually applied to a weapon, the effects of the attack are as usual for the weapon involved.
Grant Substance: Gives a spirit a quasimaterial form of “ectoplasm”, allowing it to use whatever physical and quasi-physical abilities it possessed in life, without giving up its natural ghostly “powers”. In this case, the “ectoplasm” is made up of quasi-material darkness.
Guide Matter: Channels or redirects any matter which is already in motion. It can be used against a single target or against a “flow” of smaller items. Against a “flow” the effect persists for a few (psyche) seconds, against larger items it only lasts for an instant. The total mass manipulated is limited by the users psyche.
Heart Seeking: Raises the damage done by a weapon by two ranks, such as from “double” to “destructive”, but only works against a particular type of target. Such a category could include; “Pattern Ghosts”, “Dinosaurs and large Reptiles”, “Dragons and Serpents” or even “Lords of Chaos”. The exact limits or any category, and those categories which will be allowed to begin with, are up to the individual GM. Alternatively, the GM may choose to raise the category of the actual injury by two (see the basic amber rules, pages 97 to 100).
Increase Damage: Boosts a weapons “damage rating” by one level, such as from “double” to “deadly”. This is far less effective then just buying a weapon that does “deadly” damage since it does not increase the weapons “advantage rating” to that of the superior weapon, due to the intermittent, “unattuned”, and basically “clumsy” nature of the effect. GMO; This word may increase the weapons damage rating by two ranks versus a particular type of creature, depending on the power source of the weapon. In particular, magical weapons versus magical beings, and trump powered weapons versus abyssal beings.
Inflict Shapeshift: Allows a character with standard shapeshifting to shapeshift others as per the advanced ability. “Advanced” shapeshifters can use this word to shapeshift willing characters quickly, or to transform them regardless of resistance if they are surprised or otherwise distracted or they are in “intimate” contact with the user.
Inner Light: Generates a terrific, blinding, “shield” of light around the user and amplifies the effect of the next word that he employs. Channeled into a weapon, it causes it to shine blindingly, making it difficult for an opponent to keep track of it, and often producing a strobe-effect illusion of multiple weapons. It’s often followed by Kinetic Aura.
Inspiration: Channels a surge of trump energy out to anyone who with a psychic link with the user – in this case the wielder and those shadow creatures it compels to obey. This energy surge effectively “heals” wounds through the “Cuts, pricks, and strains” level, negates fatigue, and momentarily boosts the recipients abilities by about five points.
Invoke Shadow Storm: This dangerous word feeds a huge surge of power into one side or the other of the usual balance between order and chaos in any particular place, triggering a shadow storm. While usually small and self- limiting, such storms sometimes expand uncontrollably, feeding on some natural imbalance to become full-scale storms raging across shadow. Even self-limiting storms may grow indefinitely if the invoker continues to feed power into them. Such storms can transform, transport, or otherwise assail anything within them, although any character feeding power into one will be surrounded by a small “dead zone” until he stops.
Item Disruption: Disrupts artifacts and other devices, either permanently (in the case of unpaid-for devices) or temporarily (for those that have been paid for, and so are “linked” to their wielder). It can be directed against a specific device or against an area, in which case it only affects unpaid-for devices.
Kata: This useful word allows the user to combine up to three additional power words as one “action”. This can greatly increase their effectiveness, at the price of extremely rapid exhaustion of the user.
Kiai; This terrific yell can not only startle and deafen your opponents, it can also hurl them back, channeling the users strength into a powerful “sonic” shockwave. Oddly, yelling a word beginning with a vowel generates a directable, conic, shockwave, while a word beginning with a consonant merely radiates out spherically.
Kinetic Aura: Generates a telekinetic “vector field” around the user. While the fields basic structure must be relatively simple, the user can adjust fine details at will. It can be maintained, but this requires quite a lot of concentration. It’s not the most powerful of attacks, but it has a variety of defensive uses and is useful against a crowd. It also offers a selection of interesting possibilities if combined with a weapon or weapons.
Kinetic Damping: Closely related to Kinetic Transfer, this word drains kinetic energy from everything in the vicinity, including the air. The overall effect is to slow everything except the user, giving the air around him the consistency of molasses and making projectiles virtually ineffective. It can also be directed against a single target at range, slowing it instantly.
Kinetic Imbuement: Transfers kinetic energy from the sword to any object within a few feet, hurling it with enormous force. While this is often used to accelerate arrows and such to supersonic speeds, more spectacular tricks are possible (parrying speeding trucks, hurling a sphere of air at 20 miles a second, and using a tank for a fastball). Note that without such a source, the effect is limited by the strength of the user.
Kinetic Transfer: Allows the user to transfer kinetic energy (and momentum) between objects in the immediate vicinity, normally within a few inches of his skin. In the case of the sword, it uses “localized” trump links to extend this effect to the immediate vicinity of its bearer. It also commonly uses this word, and its basic trump link, to become an immovable object, imbued wuth an effective inertial mass of several trillion tons.
Law Distortion: This useful word taps into the power of any shadow the user has made a “part of himself” by paying points for, projecting its “natural laws” in an aura around the user. While this does not override the local laws, it does provide an alternative. Within the aura both sets of laws are equally valid, the powers and devices of both worlds will function normally. Sadly, this is an extremely exhausting effect to maintain for long. Trying to maintain the effect at range makes the strain even worse.
Leadership: This word imbues the users orders with a carrying quality which allows them to be clearly heard across a noisy battlefield, at least by those whom the user is addressing. No one else will hear them. This quasi-telepathic talent has the side effect of imbuing the users orders with enormous authority, allowing him to easily seize command of any force currently lacking clear orders, in disarray, or otherwise undirected. It may even allow him to walk into the commanders office/ post and simply seize command, provided that his basic warfare rank is fairly high, and that he’s on the same side.
Magic Focusing: Allows the user to “refocus” a spell after someone uses Magic Negation to disrupt it, which can be very handy for the user and a nasty surprise to the person with the negating word.
Magesword: This handy word allows the user to use an “invasive” spell on a target without need for a psyche battle provided that the spell is ready to be released and that he has just inflicted a wound with the sword. If so, the spell can be released through the blade and directly into the victims body, bypassing their normal resistance.
Mask Spell: Unlike most power words, this one is very “quiet”. It not only “cloaks” itself, it cloaks other spells released at the same time. In effect, it allows the user to release (or cast) a spell without obvious gesturing or gathering of energies, and without alerting anyone in the area who happens to be using the pattern lens, logrus vision, or merely has a very high psyche. It even extends to concealing the spells source and/or target, provided that the spell itself doesn’t make it obvious. Fiery bolts leaping from the users fingers to hurl themselves against a target are pretty obvious, a hypnotic spell is less so.
Manipulate Flame: Extends the swords power to “mold” flames in shadow to Amber and the Courts. There are no other effects, unlike the similarly-named words which allow the user to manipulate fire on their own.
Masters Parry: Allows the user to make an impossible parry or dodge, blocking or evading a blow that by all reason should have inflicted a grave wound. While this maneuver becomes less and less effective each time it is used against any single opponent it always suffices to reduce the injury taken by at least one level. (Pg 97)
Metabolic Control: Allows the user to manipulate his metabolism and biochemistry, to the point of being able to “tailor” enzymes and pheromones, compensate for almost any toxin, drop into hibernation, adjust to hot and cold weather, heighten resistance to disease, and accelerate healing. The problem is that this requires trancelike concentration, careful thought, a through knowledge of biochemistry on the part of the user (and at least basic familiarity with it on the part of the player).
Mindblock: A total psychic block, boosting the users psyche by around 40 points for defensive purposes, but making it impossible for a user to engage in any other psychic activity.
Mindcloud: Generates a “field” of psychic “fog” which cloaks the user and, to a lesser extent, the surrounding area. Like all power words, the effect is governed by the users psyche. Creating a mindcloud will “blur” the psychic senses of those with higher psyches, allow the user to conceal himself entirely from those with equal or lesser psyches, while those with drastically lesser psyches (Human versus Amber+, Chaos versus High Ranked) will be unable to detect the user by simple physical means, let alone by psychic ones. – Gifted with a mysterious ability to cloud the minds of men. Who knows what evil lurks in the hearts of men ? The Shadow knows! (This digression brought to you courtesy of Radio Classics.
Mind Link: Sets up an instant “psychic link” between the user and any target either within line-of-sight or whose location is known with reasonable precision. The effect is roughly equal to the standard “magical” mind link used by magical devices and creatures. As such, a power defense (logrus, trump, or pattern) will suffice to block contact in most cases.
Mist Tentacles: Lets the user generate “tentacles” made of mist – but powered and directed by his psyche. These are essentially extensions of the user, parts of his aura given form by psychokinesis. The effect is to give the user a set of ectoplasmic appendages, with a strength equal to his psyche. Since the tentacles are only quasi-material, they are immune to most attacks – but do count as a touch for the purpose of using other power words, making psychic contact, or whatever.
Mold Life Force: This word is normally used to allow the horn to “mold” creatures in seconds rather then in minutes or hours, allowing the bearer to simply blow a “call” on the horn, and have his creatures arrive at its end. It works best with creatures the user has called before, and requires a different call for each type of creature. Due to these limitations most wielders will only be able to “summon” a dozen or so kinds of things at a moments notice.
Multitasking: Lets the user “concentrate” on several things at once. While his performance will be slightly degraded (by about 20%), he will be able to perform up to seven tasks at once for short periods. He will also be able to perform up to three tasks at a time with no noticeable hindrance for periods of up to an hour.
Nightmare Visions: This psychic assault “attempts” to unleash the targets unconscious fears and terrors. While a reasonably effective tactic in isolation, the effect gains power as the user gains a more through knowledge of his target. Use of this word grants a temporary +15 point “advantage” in psychic combat, increasing to +20 against a casual acquaintance, +30 against close ones, +40 against those you’ve spent lots of time mindlinked with, +60 against those who have permitted a full open mindlink in the past, and +120 against those who’s minds have been subjected to a through telepathic study.
Nights Illusion: This word taps into the “deceptive” qualities of true darkness, channeling it into master- level, and potentially lethal, illusions. Possessed of spiritual, intellectual, and physical aspects, such an illusion is quite capable of inflicting lethal psycho- somatic damage and is virtually indistinguishable from reality. They can be revealed as illusions, and there- fore rendered virtually harmless, by appropriate power word, by the powers of light, and by any psyche or power based attempt to probe for that specific information.
Note Of Shattering: “Tunes” the horns “deadly” sonic field so that it only affects a particular category of targets, such as ‘swords”, or “wood”, or “all metallic objects”.
Nova Flare: Channels the users total energies into a single pulse of enormous power, summing the many hours of hard effort it would normally take to fully exhaust an amberite or lord of chaos into a fractional second, a single surge of effort. While this is normally used in combination with some form of energy tap, it can be used in other ways.
Nymic Awareness: This weird “word” is only available to those with trump energies available, since it draws on closely related forces. A character with this word is automatically alerted when his name is mentioned, and may eavesdrop on the speaker(s) by concentrating on the conversation. Sadly, the user can only eavesdrop on the parts of the conversation that involve him. Note that the users name need not be mentioned for him to listen in on such conversations if he is concentrating at the time – his affinity to his name merely serves to alert him to the opportunity.
Nymic Tracking: Allows virtually infallible tracking, as it gives the user an excellent idea of the current location of anyone he spends some time thinking about, by focusing on their personal aura. If the user would rather follow their trail he can “focus” on the traces of their personal energies that are left whenever they touch anything. The first application can be foiled by barriers against magic, the second by the use of items that confer “psychic neutral”, a power which prevents energy leakage.
Opening: The word of opening can undo locks, shatter seals, reopen collapsed passageways, even breach walls and open tunnels through rock or even (if temporarily) through water.
Palm Force: This “word” channels an energy pulse down the users arm(s). This can either be discharged as an energy bolt or be “recirculated” to boost the power of the users next “word” (by holding the palms together). With good timing, it can be used in conjunction with a palm strike, boosting its impact tremendously. If the user is holding a weapon of any kind, the energy pulse will be focused into it, boosting the users “effective warfare rank” by 10 for a few seconds.
Password: Allows the users vague mutter to be heard as whatever the appropriate countersign, password, or authorization is.
Pathlore: Is essentially a specialized psychic probe which traces/explores/examines paths and tracks, whether ordinary or intershadow. It gives the user the name of the path (if any), its “destination”, the location and nature of any barriers along it, and a wide selection of other pieces of information as the GM desires. It also makes the user nearly immune to getting lost, since it provides a basic “picture” of the route.
Penetrate Barrier: Allows the user to breach “Shadow Barriers” against passage, although such barriers will swiftly renew themselves. Bypassing a barrier usually includes bypassing any guardians as well, as these are (of course) set on the normally-possible routes. This word can be countered by a shadow “owner” who observes the effect on his barriers, but not until then.
Penetrating Blow: Allows the user to cleave through “ordinary” materials (Stone, high-tech alloys, wood, and anything else nobody’s paid points for) almost without resistance. He can cut stone as easily as soft clay or flesh – an effect achieved by allowing molecular bonds to “flow” around the point of contact. It can be used to gouge out handholds in a cliff, to punch holes in a brick wall, or to slash open battleship armor. In any case, it’s very impressive to watch.
Phase: Makes the user briefly intangible, an effect which lasts for a maximum of (psyche) seconds. While “phased” the user is virtually immune to physical, and most energy, attacks, and can “pass through” solid objects without hindrance.
Phasing Strike: Allows the user make a single attack which ignores the effects of armor and arcane defences provided that he 1) does so at an appropriate dramatic moment, 2) announces his intentions loudly, and 3) can reasonably claim to be acting in the name of “justice” or to avenge someone else. (Sword flashing in a lethal arc, he drove the evil Sir Loris into the corner; “You can retreat no more Sir Loris ! Now you shall pay for the foul murder of the Lady Devorah !”. With a crackle of arcane energy, he plunged his suddenly incandescent blade through the villains upraised shield and breastplate, piercing him to his very heart ! With a look of utter disbelief at the failure of the dread protective enchantments upon his armor, Loris measured his length upon the floor, his dying curse frozen upon his bloody and twisted lips). Variations on this word include any other set of conditions that the GM decides to permit, a simple armor-piercing variant which only reduces the opponents defenses by one rank, and one that only lets the strike pass through mundane armor and any ordinary objects that things that happen to be in the way.
Photon Conversion; Allows a shapechanger with “photon transformation” to shift part of his mass into energy, using shapechanging to keep it under control as it is, at least until released, still a part of him.
Photon Transformation; Allows a shapechanger to change his body into a field of electromagnetic energy, which can then be manipulated via “shapechanging”. The user can return to material form at any time, although this form can be maintained indefinitely. Like other power words, the effect can be extended to anything the user has paid for with points.
Presence: Temporarily imbues the user with an awesome force of personality, capable of forcing any character of lesser psyche to consider carefully what he/she has to say, while even those of equal or slightly superior psyche are likely to hesitate briefly. Characters with vastly inferior psyches may even follow commands, run, faint, or surrender (as seems appropriate). Note that presence affects everyone who hears the user speak but “friendly” characters are more likely to be encouraged then they are to be adversely affected.
Psychic Blast: Allows the user to generate and project a “charged” mental bolt, which strikes on both psychic and physical levels. The physical portion strikes with a strength equal to the users psyche, the psychic bolt strikes normally. The real advantage lies in the fact that the physical portion acts as a carrier – hence no pre-existing psychic link is necessary.
Psychic Bolt: A straight-forward telepathic assault, designed to stun or injure the target. If “fired” over an existing mental link it intensifies and focuses the users power, however it can be launched at any visible target without a link, but without benefit of amplification.
Psychic Equivalence: This curious “word” gives an item a psychic aspect to match its physical one, whether as weapon, defense, or tool. If a weapon, anyone who is in psychic contact with the wielder is close enough to be attacked. Similar rules govern other gear.
Psychic Form: Temporarily converts the “user” into a psychic energy field. While intangible in this form, and so able to pass thru most defenses, the “user” is also unable to actually harm anyone, although he can induce a sever neural shock. This effect, while momentary, is about equal to inflicting a similar wound. If you “cut off” someone’s head with a psychic energy field he will certainly convulse and probably black out for a moment or two.
Psychic Illusions: Allows the user to generate telepathic illusions, projecting whatever he envisions. If used against a specific victim, these illusions can do psychosomatic damage if a mental attack succeeds, used against a group they are realistic images, but nothing more. In either case, the duration is brief unless the user concentrates on maintaining them.
Psychic Reflection: A fairly obvious power word that allows the user to “reflect” a psychic attack, turning it back on the attacker. While this effect diminishes with repetition, the user may be able to gain a large, if short-term, advantage by “augmenting” the reflected attack with his own psychic energy. If hopelessly out- matched, it’s probably best to save this word until an opponent is “closing for the kill” and most of his power is focused on attacking. While you may not be able to “follow up”, he, she, or it will probably have too big a headache to prevent you from getting away.
Psychic Shield: A straightforward psychic defense, a psychic shield is essentially a delaying maneuver that frees the user to focus on attack or on something else entirely for a minute or so. A more subtle application leaves a small portion of the users mind exposed while “screening” the rest, creating the illusion of success for a psychic attacker or would-be mindraper. In this fashion the user can give the attacker true, false, or mixed information as he desires.
Psychic Venom: This nasty word is closely related to “Envenoment” – but its toxin affects the victims mind, rather then his body. The venom induces fear, despair, depression, brooding, forgetfulness, and uncertainly, on a level that may well suffice to induce suicide. Even if the users psyche is sufficient to allow resistance, the effects will debilitating on the psychic level for a considerable period. More subtly, the victim may not even realize the source of this depression and malaise for a lengthy period.
Psychokineses: Allows the user to channel his psychic energy into a brief telekinetic burst. While the users control is relatively crude, it suffices for simple PK bolts, repulsive fields, grabbing things, and throwing things around, with a Str equal to the users psyche.
Psychomantic Focusing: Concentrates the users mental and physical energies, channeling them into a variety of psychic feats. Sadly, flexibility comes at the cost of power. The user can psychokinetically move items of up to about a twenty pounds, clairvoyantly scan places up to a few hundred feet away, light a campfire, generate a force-bubble sufficient to keep the rain off, and do a huge variety of other things – all trivial. This can be useful in practice, but only if the user is clever.
Purging: Generates a “surge” of trump energy within the users body. While this has some minor effects, its primary purpose is to drive out intruding energies and substances. Secondarily, the surge tends to “rebuild” the users body to some degree, at least enough to halt blood loss and do a little patching. While it lasts, the surge is roughly equal to using “trump defense”. This word can be applied to someone else via mindlink.
Purification: Purifies liquids, removing contaminants and fractions as the user desires. It can even be used to remove poisons – but cannot be used to harm someone by, say, removing all the salt from his body. Combined with “waters of cleansing” or some such material drawn from the sword, this can be extended to cleansing such things as curses, possession, and mental effects.
Purifying Flame: This word allows the user to attune flame to a particular target or class of targets, such as a particular class of poisons, zombies, or anything else he desires. Once attuned, the flame has no effect on anything else, even passing harmlessly through such objects and persons as may be in the way. It can even be used to, for example, “burn” poison out of someone’s system without otherwise harming them, although it may look both spectacular and fatal.
Ranged Blast: Allows the user to make a ranged attack with the blade. This mystic projection is equivalent to a normal attack – save that the effects of other power words used at the same time are drastically lessened and that such attacks leave no apparent woumd.
Reabsorb Spirit: Compels a released spirit to return to the blade. Like “Compel Spirit”, this only works on spirits that have been released from the blade, but is pretty much infallible with those. Due to the spirits natural resistance, each reabsorption requires another variant of this word.
Recognizer: Allows the user to memorize a characters “style”, the various subconscious mannerisms, movement patterns, and intangibles that convey identity below the level of mere dress, voice, and physical form. The user can readily penetrate any ordinary physical or magical disguise (Wait! – That limping hunchback in the alley! He arrived yesterday as the high priest of Bandara!) and basic shapeshifting. Those using “shapeshift persona” are harder problems, the user will know that something is wrong but is unlikely to be able to “recognize” the underlying character. Note that this word only allows the user to recognize characters he’s seen before – it doesn’t necessarily tell him their real identity.
Reconstruction: Allows the user to “summon”, or even “recreate”, any artifact that he’s made “a part of his portfolio” by paying for. It channels a terrific surge of trump energy into the artifacts “pattern” imprinted within the user, either “drawing in” the original item or simply creating another from the energy matrix. In either case the strain on the user is terrific, but in the case of total reconstruction it’s nothing short of absurd, temporarily reducing the users endurance level by 20% of the point cost of the item(s) recreated. As a final note, this word can only be used on items that are at least partially paid for, and actual recreation is limited to whatever has been paid for. Things which haven’t been completely paid for will exist as partial versions.
Reflection: A fairly straightforward word, used when an attack is coming in. The word reflects all forms of energy, including kinetic, back on their sources. This is reasonably effective against lesser attacks, but is fairly easy to overwhelm – unless backed by some other force. It’s also of limited use against subtle effects such as hypnotic spells. It works nicely on lasers and bullets – but catapult missiles and charging elephants are pushing it a bit and it has no effect on things like nerve gas.
Reflective Shield: Raises a barrier designed to turn energies back upon themselves, providing a defense (or even a sort of offence) against many attacks. While a certain advantage does accrue to a defense, the rather “generalized” nature of the shield tends to weaken it. The shield only affects a single “form” of attack at a time. A shield can be maintained for several seconds, say against an avalanche, but the effort is exhausting and leaves the user open to other assaults.
Reflect Spell: Allows the user to turn spells back on their caster if they are a) individually targeted, and b) directed by the casters warfare. While this can, and does, include most simple energy bolts and other basic attacks, it will not work on spells that target areas, attack indirectly, or which take the user by surprise.
Repulsion Field: Creates a powerful “repulsion field” around the users palms. If they are turned towards an opponent it repels incoming attacks, and may drive him back. Held at right angles, it can reflect or redirect incoming forces, while holding them together channels the field into a beam of force. If used in conjunction with a weapon the field is focused “through” it. While this prevents the use of the “right angle” trick noted above, it greatly increases the impact of a successful attack.
Reveal Fate: Reveals the major “influences” that are affecting a character or item – although it often does so in a symbolic or dreamlike fashion. Such influences usually include any of the elders who are manipulating the target, intriguing members of his own generation, and anyone else who is trying to manipulate him or who has some sort of “string” on him. At best this informs you of who is fooling around – save for vague symbols, it never reveals what they’re up to. It will reveal if the target is afflicted with a destiny or curse.
Reverse Combat: lets the user fight in unconventional positions without penalty, such positions include when the opponent is behind you, when you’re lying down, or when you’re swinging from a chandelier.
Runic Endowment: Allows the user to create minor and (very) temporary “artifacts”, worth up to four points, by simply touching the item to be enchanted and imprinting a rune upon it. These enchantments last anywheres from seconds to an hour (as the GM feels appropriate), but are enormously draining to create and maintain.
Scrambler Pulse: Generates an energy pulse that will temporarily disrupt electrical, electronic, high-tech, and bioenergetic systems. While the effect on biosystems is limited, a specific target can be “stunned” briefly by the disruption of his central nervous system. Items of technology have no such protection, and can be burned out or disrupted until readjusted or repaired.
Secure Link: “Seals” a trump, psyche, or magical link so that no one else will be able to “listen in” on the conversation with whoever’s on the other end. The power of this word can be overcome, but this produces enough interference with the link to make it quite noticeable.
Seeking Spell: Allows the user to imbue a spell with the ability to “seek” a named target, adding a “keyed” energy field to the structure of a spell. Such spells can be evaded as usual – but will turn around and come back to try again until somehow nullified, permanently blocked, or their power dissipates, a process that can require anywhere from seconds (a lightning bolt) up to an hour or so (a simple hypnotic spell).
Selective Targeting: Allows the user to exempt up to a dozen people, animals, or things, from the effect(s) of an area-effect spell. It can be very handy when you want to get the guards but not the prisoner, and so on.
Self-Healing: Does a quick job of “patching” a users injuries, allowing him to continue functioning for the moment. Actual recovery is only slightly accelerated, but the full effects of wounds are delayed at the cost of increasingly rapid exhaustion. This can be used to allow the user to survive poisoning long enough for it to be expelled from or dissipated by his system.
Set Wards: Creates a basic set of magical wards that draw on whatever power the user has access to. Pattern is a common choice, but trump, logrus, or simple magic all have their advantages. A set of wards is immobile, but provides a fairly good, basic, defense against all forms of intrusion. Any really determined attacker can break through by merely applying enough power, whether on the physical level or the supernal but this usually delays them for long enough for the user to get ready. Wards are always especially effective against power(s) which are opposed to the energy used to set them up.
Shadowmeld: Merges the users body with the substance of darkness, making him a living shadow. In his quasi- tangible form the user is highly resistant to physical harm and can merge invisibly with a shadow, making him almost impossible to detect. He can even teleport from shadow to shadow. While this normally only has a range of a few blocks, with Soulcutters limitless tap on the “darkforce” to back it up, the range is planetary – if only within one dimension.
Shapeshift Blood: Essentially, this word substitutes for “conjuration” for the purpose of conjuring “items” from the users blood, and for that purpose only. While this can be very useful, it’s also a terrific drain on the users vitality. Each use of this word temporarily drains three points from the users endurance unless he has access to some other source of raw vitality. These “lost” points will return, but only at a rate of about one point per day.
Shapeshift Gear: Lets the user transform his gear as he shapeshifts himself. While organic material may be incorporated into the user, inorganics can only be re- shaped to suit the new form. The effect is achieved by channeling vitality through the user and into the stuff, giving it sufficient temporary “life” to shapeshift.
Shattering Strike: Boosts a weapons damage rating by two ranks, such as from “double” to “destructive”, but only works against barriers and walls, things that stand still and let you hit them Jest right.
Shift Path: Lets the user manipulate “shadow paths”, making slight changes in their routes or destinations. Using this power the user can add or eliminate various barriers, divert travellers to a similar, but slightly different, shadow destination, get people lost, and even open a route into a barriered shadow – maybe. Pathways tend to gradually revert to normal unless a power such as pattern imprint is used to fix them, lots of people travel them, the changes are quite minor – or the user concentrates on maintaining the change. Pushing a path through someone’s shadow barriers is extremely obvious, automatically attracts any available shadow guardians, takes enormous concentration, and will quickly collapse. It can also be blocked once the shadows owner observes this word in action.
Sonic Cone: Projects the horns deadly sonic field in a cone, affecting all those within it.
Spell Adaption: Lets a mage “fine-tune” his spells as he releases them, making minor alterations to suit his current needs or adapting them to fit the magic of the local shadow.
Somatic Control: Lets the user manipulate his bodies gross physical processes – including such items as his blood pressure, heart rate, skin temperature, hunger, and oxygen demand. While any shortfalls can be supplied by psychic means, this is a stopgap measure at most and can only be maintained for a few minutes. This can be used for a wide variety of yoga tricks, to slow bleeding or to accelerate healing, to fake being dead, and so on on its own, combined with metabolic control it allows the user to manage a wide variety of further tricks.
Sphere Of Defense: Allows the user to defend against multiple opponents without penalty. While maintaining this whirling guard is very tiring, it also allows the user to attack everyone around him at one-half of his basic warfare rank provided that his basic rank is above the zero-point amber level. In either case, it also offers the user protection from standard hand missiles – such as daggers, arrows, and crossbow quarrels.
Sphere Of Power: This power “word” can either extend the effect of some specific power “out” in a radius or it can extend the effects of a device and (if they’re in the device) / or a set of power words similarly. Thus a device which does “deadly damage” and contains a set of power words could either do damage in the radius or extend its power words over that radius. The user may leave a “hole” in the center of the area if desired, and words that affect a target at range will have a radius effect around that target. Other precise effects vary with the words or powers extended.
Sphere of Privacy: Channels the users trump energies into a low-level “jamming field” which interferes with attempts to spy on the user and his general vicinity with trump or any of the powers trump conflicts with. This isn’t powerful enough to block any form of attack, but has little effect on ordinary or technological methods of spying, although it will make it impossible to just listen in from more then about thirty feet away. Items such as planted microphones, laser pickups, and people hidden inside the field work perfectly. The only other problem is that maintaining the jamming field requires a great deal of power, limiting other activities while it’s in use.
Spirit Summoning; This useful word enables the user to call forth the “spirits” (if any) of an area – and ask them to perform some simple task. The problem is that some places don’t have any spirits and those that do are not necessarily cooperative. Some, say the spirits of a haunted graveyard, may be downright hostile. In any case, the user is relying on charisma/luck to get them to serve, hence “good stuff” is very helpful. The user will normally be most comfortable with some particular type of spirit, choosing a speciality when he acquires this word. Related words allow the user to extend this power to major or distant spirits, compel reluctant or hostile ones, dismiss them, and to feed them the power to produce major effects. Alternatively, the user can simply draw on his own spiritual energies, temporarily reducing his reserve of “good stuff” or increasing his level of “bad stuff” to achieve similar results.
Spirit Summons: Allows the user to call up a “demon”, a creature of chaos or order from far beyond the usual limits of shadow available to material characters. The “spirits” so summoned are immaterial entities and have their own, innate, magical powers. Sadly, the summoner does not have any special method of compelling them to his will, and so will have to rely on bargains, psyche battle (and maybe the “command spirit” power word), or spells of compulsion. Note that this is different from “spirit summoning”, which calls on local spirits.
Steal Spirit: Drains a creatures psychic essence into the blade. This can be done at range against a human- level psyche, on inflicting a wound versus a chaos-level psyche, or upon slaying an amber or higher psyche.
Stress Perception: Allows the user to “see” the spots where stress is concentrated, pick out the “key” stone in a wall, and locate the best places to break things. If you want to collapse a building with a single blow, this is extremely handy, since it allows you to locate the appropriate place to strike. It also allows you to know if you have enough power available, as some items are pretty tough even at their weakest points.
Subdue: Converts the damage from an attack to a non- lethal form, allowing the user to render his opponents unconscious rather then inflicting any serious injury. The special effects may vary but the overall effect is quite simple: The users blows are fully effective for all intents and purposes save that of inflicting serious long-term damage. Any injuries he inflicts prove to be superficial but are as effective in subduing opponents as if they were “real”.
Summon (Device): This useful word allows the user to “call” an item to him, teleporting it across shadow or through virtually any barrier, provided that he or she has paid the points for it. Those “primal” items which can only be “attuned”, and not bought, can be summoned only if the user has some special link with them. They also cannot be called if they are in the possession of another attuned user. Thus Corwin or Dworkin might be able to learn to summon the Jewel of Judgement because they’ve used it to create a pattern, but not even they could summon it away from another initiate.
Summon Totem: Summons a totem spirit, an incarnation of the qualities and magics associated with a particular animal type. The user can either ask the spirit for a favor or draw it temporarily into himself, fusing with it for a period of time. While this gives the user the power to “control”, “speak” with, use magic involving, transform into, or draw on the powers and instincts of the appropriate animal type it also makes him bestial, gives him animalistic features and instincts, and other- wise attunes him to the powers of nature. He can even be manipulated by things like the “Beastmasters Word”.
System Link: Allows the user to create a supernormal “link” with a technological system, manipulating it and, if necessary, fueling it with his own energies. While this has its limits the user can easily control things like computers, planes, and cars. Fueling them is more difficult, as these devices can often require enormous amounts of energy. Note that, using this word through the sword in many ways reverses these limitations. The sword has access to virtually limitless energies – but the wielders control over the system is indirect – and therefore less accurate.
Tap Link: Allows the user to tap into psychic links, whether based on trump, magic, or mere mental contact. Tapping magical or mental links requires that the user be able to see one of the principles, but a trump link can be tapped using a trump image of either principle. This allows the user to listen in almost undetectably, to launch a psychic or magical attack on either party, or, if either principle “trumps through”, to come thru with him if he so desires.
Tertiary Disruption: Temporarily dampens/negates the local “tertiary” natural laws, such as gravitation and electromagnetism. It affects a modest radius around a target point selected by the user and is selective, in that the user can either disrupt some specific natural law or all of them. Oddly enough, the effects seem to depend more on what the user expects then what physics would lead a scientist to expect, possibly because the disruption leaves the area open to manipulation by any being of true reality. Despite this safeguard, or side effect, this word can be quite dangerous if used with- out sufficient knowledge.
Tracking: Quite simply makes the user a virtually in- fallible tracker, capable of following the faintest of trails through perfectly horrible conditions. Used at some scene of interest it allows the user to determine what occurred. Interestingly, this also allows the user to follow a shadow-shifters trail through shadow if, and only if, the travellor is less then a day ahead.
Trailtwist: Warps, partially erases, and redirects the users back trail, making him almost impossible, or even dangerous, to track. While such redirection is usually random, the user can direct the false trail into some convenient hazard if he desires, sending trackers into quicksand, some vast, labyrinthine, cave, an avalanche zone, or even (for shadow walkers) a hostile shadow.
Transfer C’hi: Unlike Transfer Vitality, which merely transfers a portion of the users current vital energy, Transfer C’hi can transfer the ability to generate it as well. Such a transfer is usually temporary, but can be permanent if the donor desires. C’hi (endurance) is usually transferred one point at a time. The user will recover from a temporary transfer in a few hours, just about as long as it takes to wear off. The loss from a permanent transfer is just that, the user will have to buy his endurance back up. The exact results of a C’hi transfer vary considerably, depending on the recipient and the source. In general, the donor must have an End rank of Chaos or better but any ranking level produces equivalent effects. Transferring C’hi to a creature or item will give it attributes of human/chaos/amber rank if the user has an End of chaos/amber/ranked level. An inanimate object of any type is brought to life and is under the control of the donor, living things are free to act as they wish. Transferring a point of C’hi to a being with attributes already at the appropriate level merely adds one to its endurance rank. A living thing has an option of keeping the transferred C’hi separate from its own reserves, drawing on it at need. This can be used to “save” the energy of a “temporary” transfer for later use, but this doesn’t extend the actual time available. A “few hours” is a few hours, whether taken in one lump or in bits and pieces. Note that temporary C’hi transfers are often used as an emergency measure, to keep someone alive while their injuries stabilize.
Transfer Spirit: Transfers a spirit from the blade to some other vessel, provided that the “vessel” is empty at the time. While most commonly used to give a spirit a “new life”, a particularly nasty use is to transfer a spirit into an inanimate object, imprisoning it.
Transfer Vitality: Transfers life energy between two creatures the blade is touching. While this is usually used to steal vitality from injured / dying opponents, it can also be used to transfer a part of the wielders vitality to a wounded companion or even a corpse (This creates a “zombie” unless the corpse is very fresh and the user also transfers a spirit).
Transmute Waters: Accelerates the “molding” of shadow waters, and extends the effect to the waters of Amber or the Courts as well.
Trigger: Acts to release potential energies, whether the gravitational potential of a rockslide or the more exotic potentials of magic or weird materials. It does not give any control over the energy released, it just behaves according to its nature. This can make the use of this “word” rather hazardous. The energy must be in a releaseable form, a sealed tank of gasoline cannot be triggered to explode, but the gasoline and air mixture in a carburetor can be.
Trump Animation: Pours vitality into a trump “image”, creating a temporary doppleganger of the person shown. This feat requires an enormous amount of vitality, and will (temporarily) reduce the users endurance by three points – unless he has some additional source on which to draw. The duplicate is similar to, if weaker then, the original – save for being under the control of the user. In this state they are effectively unconscious, and can’t answer questions. The user can turn them loose and so awaken them to full consciousness – but in this case they’re rarely inclined to answer questions.
Trump Gate: Transforms a trump image into a temporary gateway. Sadly, duration is limited by the size – the larger the portal, the more quickly it collapses. This is also an enormous drain on the user, and, unlike the ability of an advanced trump artist, can only be “held open” by continuous concentration.
Trump Powering: Backs evocations with trump energies drawn from the user. Note that this doesn’t weave such energies into the spell, it merely allows the spell to cross into other shadows without being negated. Hence it allows Doomgiver to lay curses on shadow-travellors with some hope of them lasting for a few days.
Trump Projection: “Projects” any trump image the user has available. Like any ordinary projection, position, size, and orientation can all be varied at the will of the user. While insubstantial, the image is otherwise functional, equivalent to a normal trump.
Trump Pulse: Amplifies, and projects in a small area, the power-disrupting effects of trump energy, allowing the wielder to “parry”, or disrupt by contact, attacks and effects based on powers which clash with trump. As usual, this shock is most effective the first time but it never actually loses effect entirely.
Trump Rift: Creates a sort of short-lived trump gate from a trump image, an irregular transdimensional rift expanding from the edge of the image. If opened around the user, the rift closes again in moments, taking the user with it. As a rift in space it has a duration of anything from twenty seconds to two minutes, depending in part on the users concentration. The image must be moved to “cut open” a rift, an action that also serves to help define it. This can be used with objects that contain a multiple trump image by simply specifying (in advance) which one is desired.
Trump Surge: Feeds an extra “surge” of trump energies into whatever trump-based feat the user is attempting, boosting the effect and/or the speed with which it can be achieved. It’s commonly used when the possessor is in a hurry to contact someone or to trump out.
Trump Tap: Essentially “pulls through” something from a trump image if – and only if – the subject is either inanimate, cooperative, or has a human rank psyche and is completely unprotected. This can be used to make a trump image act as a miniature “portal” for whatever it depicts, allowing light, flame, water, or whatever, to pour through in a continuous stream.
Vamphyric Drain: “Grounds” the victims life energies through a wound or touch, draining them into the vast, if low-potential, reservoir of the sea. Overall, this drains the victims strength and endurance, weakening him enormously. Victims with poor attributes can actually be drained to death, but most amberites (or chaosians) can only be weakened. It’s still a very nasty thing to do in a hand-to-hand fight.
Variation: This word (which itself comes in numerous variations) modifies another power “word”, altering it just enough to bypass the effects of counterspells set up to counter the unmodified word. The only problem is that this word modifies any other word it’s used on in the same way – so once observed it can be countered just like any other power word.
Vibratory Sphere: Generates a spherical, quasi-sonic, field of vibrations around the intersection of the two “beams” of force projected from the users palms. Those within the sphere are subjected to terrific stresses – roughly the equivalent of a dozen full-power blows from the users fists.
Virtual Creation: Taps into the energies of trump to materialize whatever relatively small (up to about ten pounds), simple, object the user envisions. While this cannot create high-tech, “magical”, or artistic items, things like rope, blades, saws, and simple pistols are quite possible. Keeping such an object in existence is a considerable drain on the users physical energy out- put, reducing his effective strength by one per item.
Voice: Represents mastery of inflection, “involuntary responses”, and verbal cues. Voice can be used to issue brief commands, make “suggestions”, and otherwise manipulate people in a wide variety of ways. Those of Amber psyche and above are almost impossible to control with voice, but even they can be manipulated or momentarily startled by it.
Wardshatter: Disrupts and drains the energy from the various types of mystic “wards”, barriers, and shields by earthing them, draining their energy into the near- limitless sink of the planetary crust, over the swords continuous link if necessary.
War Fugue: This word produces a minor time-distortion effect, often mistaken for mere adrenalin, which gives the user just a little more time to react in dangerous situations, speeding the users subjective time rate by a factor of 2 to 3 and his reflexes by about 1.5. This only happens at critical moments (As the dagger-thrust plunged towards his eye the world seemed to slow and a terrible feeling of paralysis gripped his limbs as the blade crept forward. The world seemed frozen, narrowed to the glint of light upon the steel until his muscles at last responded to his desperate will, wrenching his head to one side as the blade, its full terrible speed restored, plunged deeply into the turf). This curious digression comes direct to you courtesy of fathers old “Thrilling Stories” magazines.
Wave Of Force: Generates a great wave of “telekinetic force” projected along the users forearms. The user is usually carried along with the “wave” – but may resist if he so chooses. Used alone, the wave can drive back weaker opponents. Used to drive the wielder against an opponent, it adds enormous impact to his attack. While this is useful, boosting the users “effective rank” by about 15 points, it has all the disadvantages of other “headlong” assaults. If the wielder chooses to oppose his palms, the “wave” will dissipate its energies as a radiating shockwave, but this places a great strain on the user.
Wounding: Lets a weapon to inflict a wound that will take a long time to heal. Those with “human” endurance will never do so, those with higher endurances take at least ten times the normal time. Such wounds will not stop bleeding until treated.