Amber: All Roads End
- Tier 1: Sorcery
There is only one tier of sorcery, and it allows access to the entire array of sorcery. Most sorcerers liken the act of weaving a spell from the power of Shadow as akin to painting a masterpiece. No two spells, even those from the same sorcerer, are precisely the same. By the very nature of sorcery, they cannot be. A sorcerer can weave a spell, either casting it immediately or leaving it open via lynchpins to be filled in later. As a sorcerer can only cast one spell at a time, they can hang such incomplete spells upon items called spellracks. Spellracks are coveted items possessed by many sorcerers, and are often used as stakes in sorcery duels. Additionally, any sorcerer can recognize the style of sorcery cast by another sorcerer they are familiar with. Some can even recognize the style of who taught the sorcerer, as the influence is often prevalent. Also, a sorcerer can instinctively sense the level of magic in a Shadow by a simple extension of their Psyche, provided they have been outside their native Shadow before. The rules for constructing a spell is found in the Amber Diceless core rules, and work unchanged for this game.