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Amber _ New Sorcerous Spells

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Page 1: Amber _ New Sorcerous Spells

Amber : New Sorcerous Spells

http://www.wolfram.demon.co.uk/rp_am_new_spells.html[4/22/2013 12:53:58 PM]

NEW SPELLSFor Sorcery in the Amber System

This page contains descriptions of a number of new Sorcerous spells and effects which have been created over time.They are:

New Spells

Combat TeleportConstructionCurseDelusionDisassembly / Re-AssemblyDispel MagicDrug/PosionExsanguinateFacelessFlamethrowerFlightThe Gentleman's (Or Ladies) ToiletteGodsbreathHealingIllusionsLightMass HealingPrepare MaterialsThe RackRun Molten Lead Into The Bone MarrowScryingShatterSoul RipperSpeed DrainStamina DrainStarfallSwarm of BeesSwarm of ButterfliesTechnology DrainTelekinesisTransmuteTrue Light

New Lynchpins

Chain Reaction

Click on the spell or lynchpin names to return to the top of the page.

COMBAT TELEPORTCreated by Alastair Beadle, who plays Jihx in the "Now These Her Princes Are Come Home Again" game.

Spell Type : SummoningBase Casting Time : 30 Minutes

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Lynchpins (an additional 5 minutes casting time each)Magic of ShadowOrientation (optional)

EFFECT

A variation on the standard Teleport spell, this is meant for use in combat. Rather than the variabledestination of the normal Teleport spell, this version has a fixed target (usually a fixed distanceaway in the direction the caster is looking), and carries the caster and all of their equipment to thatpoint. Because the destination is fixed, the spell only has a single lynchpin, Magic of Shadow, andthus is very quick to cast. The optional Orientation lynchpin allows the caster to specify whichdirection they will be facing in when they appear, but in general this too is hard-coded into the spell,for speed of casting.

CONSTRUCTIONSpell Type : SummoningBase Casting Time : 6 Hours, 40 MinutesLynchpins (an additional 10 minutes casting time each)

Magic of ShadowTarget AreaDispel Word (optional)

EFFECT

This spell takes a mass of prepared materials (bricks, timbers, stone blocks and so on, perhaps madeusing the 'Prepare Materials' spell) and assembles them into a predetermined structure. A differentspell is required for each structure, a mansion different to a sailing ship. Once the assembly of thething is complete then all the magic fades away, leaving a normal, mundane structure (which couldthen be Empowered, if necessary). If there are insufficient raw materials for the structure, then thespell will go as far as it can with the materials at hand and then stop.The time taken for this spell is based on its being a racked Empowerment with the followingproperties:

Double Speed [20 minutes] - to move the materialsSelf-Charging [40 minutes] - for powerAble to Speak and Sing [20 minutes] - to know the thing to be built5 x Quantity Multiplier [x5] - to handle as many component parts as required

For a total casting time of:

(20 + 40 + 20) x 5 = 400 minutes = 6 Hours, 40 minutes.

This spell could also be done as simply a normal spell.

CURSESpell Type : InvasiveBase Casting Time : 1 HourLynchpins (an additional 10 minutes casting time each)

Magic of ShadowTargetDuration (optional)Dispel Command (optional)

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EFFECT

With a Psyche advantage, curses the target with bad luck. In game terms, it gives the target themaximum possible Bad Stuff for as long as the spell lasts (essentially permanent in one shadow, butit'll be dispelled by too much movement through shadow or on a given command by the caster). Itwill probably make the target break out in boils or some such blemishes, too.

DELUSIONSpell Type : InvasiveBase Casting Time : 1 HourLynchpins (an additional 10 minutes casting time each)

Magic of ShadowTargetType of DelusionDuration (optional)Dispel Command (optional)

EFFECT

With a Psyche advantage, projects an illusion of some defined kind directly into the mind of thetarget. This is not visible to anyone else, and so is more subtle than a visible illusion. The illusion(delusion) can cover any and all of the targets senses, and can be quite good for making people thinkthat the target has just gone mad. The delusion is also simpler than a real illusion in that most of thedetails are created in the mind of the target - all the spell does is give the basic idea which thetarget's mind then fleshes out (e.g. 'you're covered in biting insects'; 'a man is attacking you'; 'there'ssomeone lurking in the bushes over there'; 'there's the bridge over the crevasse').

DISASSEMBLY / RE-ASSEMBLYSpell Type : InvasiveBase Casting Time : 1 HourLynchpins (an additional 10 minutes casting time each)

Magic of ShadowTargetReverse Word (optional)Dispel Word (optional)Duration (optional)

EFFECT

This spell takes an item and disassembles it into its component parts; for the purposes of the spell a'component part' is thesmallest piece into which the thing can be disassembled without damage (thatis, a car would be disassembled to the level of its individual nuts and bolts; a living thing would beunaffected, as disassembling it beyond the level of itself, such as to the level of individual cells,would cause damage). The disassembled parts hang suspended in the air for as long as the spelllasts. If the spell is reversed (to reassemble the item) then all the parts fly back together leaving thething as good as new. If the spell is dispelled then the parts fall to the ground and must bereassembled manually.Note that simple items (such as a sword or a club) are unlikely to be much affected by this spell.In the case of items with their own Psyche then the caster must overcome that Psyche before thespell can take effect.

DISPEL MAGICSpell Type : Defensive

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Base Casting Time : 1 HourLynchpins (an additional 10 minutes casting time each)

Magic of ShadowMagical Effect To Be Dispelled (includes both what and where)

EFFECT

Undoes a single specific magical effect specified by the caster. This can be the spell of an attackerbeing used against the caster, the magic in an item, or a spell the target has cast on them, such asinvisibility. This replaces the 'Magic Drain' spell listed in the ADRP Rulebook, which is far toopowerful and undiscriminating for my liking.

DRUG/POISONSpell Type : SummoningBase Casting Time : 1 HourLynchpins (an additional 10 minutes casting time each)

Magic of ShadowSpell Type of SubstanceAmount of SubstancePoint of Appearance

EFFECT

Creates a specified substance in a specified amount at a specified point within line of sight. Somekind of slight of hand skill (and perhaps a Warfare advantage) is necessary to subtly place thesubstance into someone's food or drink without them noticing. Obviously the effects of the poisondepend on the Endurance of the target as well as the type of substance.

EXSANGUINATESpell Type : InvasiveBase Casting Time : 1 HourLynchpins (an additional 10 minutes casting time each)

Magic of ShadowTargetDispel Word (optional)Duration (optional)Stop Condition (optional)

EFFECT

This spell causes its target to begin to bleed through the skin at a rate proportional to the Psychedifference between the caster and the target. As the target bleeds they will become weaker andweaker, eventually lapsing into unconsciousness and death. This bleeding will not stop until thespell's duration expires, it is dispelled, or the Stop Condition (which can be, for example, the targetfalling unconscious) is fulfilled.

FACELESSSpell Type : InvasiveBase Casting Time : 2 HoursLynchpins (an additional 20 minutes casting time each)

Magic of ShadowTarget

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EFFECT

This is a rather nasty punishment spell. It causes the victim's skin to flow and cover their whole faceand ears in a seamless sheet. Of course, when this happens they can no longer breathe, and sosuffocate. A 'Dispel Magic' spell, or moving the victim through shadow, will undo the effect of thisspell. It can also be partially undone, to the extent that the victim will at least live, by mundanemedical means - the victim's eyes, mouth and so on are still present under their new faceless visage,and surgery can reveal them.

FLAMETHROWERSpell Type : SummoningBase Casting Time : 3 HoursLynchpins (an additional 20 minutes casting time each)

Magic of ShadowShape of BlastSize of BlastHold/Restart Word (optional)Cancel Word (optional)

EFFECT

The caster generates a jet of fire from (for example) their hand, which acts as a flame-thrower does.The caster specifies how far the flame reaches out from them and in what shape (usually a line or acone) when the spell is cast. The fire is aimed by Warfare (though a large cone of fire is obviouslyharder to dodge than a fine line!). The spell lasts until dispelled, until the caster moves throughshadow or until the caster cancels it, but the Hold/Restart Word lynchpin allows the caster to stopand restart the spell if necessary. While on hold the spell's flame is reduced to a lick of fire on thecasters palm (if the spell is being cast from their hand) until they choose to restart it again.A variant of this spell which generated (for example) a water cannon or air jet effect would also bepossible.

FLIGHTSpell Type : InvasiveBase Casting Time : 2 HoursLynchpins (an additional 10 minutes casting time each)

Magic of ShadowTarget

EFFECT

Allows the Target to fly at Engine Speed, under their own control, and taking only as muchconcentration as normal running.

THE GENTLEMAN'S (OR LADIES) TOILETTESpell Type : SummoningBase Casting Time : 15 minutesLynchpins (an additional 5 minutes casting time each)

Magic of ShadowScent/Perfume (optional)Hair Style (optional)

EFFECT

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A personal hygiene and grooming spell. It cleans and spruces up the target. They become as clean asif freshly bathed, with the scent or perfume of their choice, and their hair arranged in the style oftheir choice. Their clothes become as clean and pressed as if freshly washed and ironed or whatever,with any minor damage and imperfections removed.

GODSBREATHSpell Type : SummoningBase Casting Time : 1 HourLynchpins (an additional 10 minutes casting time each)

Magic of ShadowKeep Control or Fixed CommandDuration (optional)Dispel Command (optional)

EFFECT

Allows the caster to bend the local winds and air currents to their command, creating breezes,winds, hurricanes, tornadoes and any other wind effect they can think of, both indoors and out. Theycan cast this spell in two ways, depending on the 'Keep Control or Fixed Command' lynchpin. Ifthey do not keep control then the spell simply keeps the winds doing what the Fixed Command tellsit to (for example, create a hurricane) until it is dispelled, the duration runs out, or the DispelCommand is used. If they do keep control then the caster has conscious control of the air about themand so can vary the effect of the spell until it is dispelled or cancelled.

HEALINGSpell Type : InvasiveBase Casting Time : 1 HourLynchpins (an additional 10 minutes casting time each)

Magic of ShadowTarget

EFFECT

Supercharges the natural healing process so that wounds heal in a tiny fraction of the normal time(whatever that may be for target), as an extension of the 'Life Force' Power Word. It also puts anybroken bones etc. into the correct positions before starting them healing, so they do not setcrookedly. It can be used on targets of greater than the casters Psyche if the target is willing.

ILLUSIONSSpell Type : InvasiveBase Casting Time : 2 HoursLynchpins (an additional 10 minutes casting time each)

Magic of ShadowTarget AreaDescription of IllusionActions it will PerformDispel Command (optional)Duration (optional)

EFFECT

Creates any kind of animated illusion to sight and hearing (and perhaps other senses) over an areadefined by the caster, which can move about. These are actual physical illusions and will be

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detectable by everyone in the vicinity, and also things like cameras. Although the illusions may lookthreatening, they can do no physical harm, and are seen through by those with a Psyche or Warfareof greater than that of the caster. The actions which the illusions are to perform are defined when thespell is cast, and cannot be changed once it has been set off. The illusions can be dispelled at acommand from the caster, or after a specified time. This spell allows an effective invisibility in anarea by casting an illusion of 'nothing there'.

LIGHTSpell Type : SummoningBase Casting Time : 30 minutesLynchpins (an additional 5 minutes casting time each)

Magic of ShadowIntensityColourAttached or MobileDuration (optional)Dispel Command (optional)

EFFECT

Creates a point of light to illuminate an area. The Attached/Mobile lynchpin means that if Attachedit is attached relative to some being or thing and moves with it if it is mobile; if Mobile it appearsfloating in the air and the caster can then control where it goes.

MASS HEALINGSpell Type : InvasiveBase Casting Time : 4 HoursLynchpins (an additional 20 minutes casting time each)

Magic of ShadowTarget

EFFECT

Used for tasks such as getting a whole ships crew back on their feet after battle, it supercharges thenatural healing process of everyone in a defined radius (the larger this is, the more tiring the spell isto cast) so that wounds heal in a fraction of the normal time (whatever that may be for target). It alsoputs any broken bones etc. into the correct positions before starting them healing, so they do not setcrookedly. It will only affect targets within the area of effect of greater than the casters Psyche if thetarget is willing. It is limited in the same way as the individual healing spell, and takes considerablymore effort and concentration than it.

PREPARE MATERIALSSpell Type : SummoningBase Casting Time : 2 HoursLynchpins (an additional 20 minutes casting time each)

Magic of ShadowTarget AreaDispel Word (optional)Duration (optional)

EFFECT

A spell which is complementary to the 'Construction' spell. It takes the raw materials of trees, rock

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and so on and reshapes them into stone blocks, shaped timbers and so on ready for use by the'Construction' spell.Perhaps a different type of spell is required for each building material, or indeed for each form andshape of prepared material (so that, for example, different spells could be needed to shape trees intofloorboards and timbers for shipbuilding).

THE RACKSpell Type : InvasiveBase Casting Time : 1 HourLynchpins (an additional 10 minutes casting time each)

Magic of ShadowTargetDuration (optional)Dispel Command (optional)

EFFECT

A spell designed mainly as an interrogation device. It holds the target in place hovering a foot or sooff the ground; they remain conscious and able to speak, but cannot move or use any powersbeyond that. Once they are caught, the caster can, by means of hand gestures, induce varying levelsof pain in parts of the target's body without physically damaging them.

RUN MOLTEN LEAD INTO THE BONE MARROWSpell Type : InvasiveBase Casting Time : 2 HoursLynchpins (an additional 10 minutes casting time each)

Magic of ShadowTarget

EFFECT

What its name suggests. With a Psyche advantage, it causes molten lead to fill the marrow of thetarget's long bones. This will immediately incapacitate them with agonising pain and may kill thoseof weak constitution. Even if they survive the initial attack (anyone of at least Amber Endurancewill), if nothing is done the target will die slowly of lead poisoning and anaemia, plus the effects ofdeep burns; how slowly depends on their Endurance. Because the lead is actual matter, which isonly put in place by the spell, moving a victim through shadow will not get rid of the effect. This really very nasty spell is less effective on shapeshifters in the long term, as they can heal thewounds it causes, remove the lead and grow new bones (though it is still as incapacitatingly painfulwhen it is used). Those who are not shapeshifters will require major surgery to remove the lead andrebuild their bone and bone marrow. It is possible some kind of special spell could also undo theeffects of this spell. Normal healing will not work; it will only get rid of the burns the molten leadinitially causes but not remove the metal. Based on a spell used in one of the 'Earthsea' books by Ursula le Guin.

SCRYINGSpell Type : SummoningBase Casting Time : 30 minutesLynchpins (an additional 10 minutes casting time each)

Magic of Shadow

EFFECT

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Produces a point from which the caster (and possibly others, if spell is cast via a bowl of water orcrystal ball) can see, hear and sense magic as if they were there. This is produced at a definedposition (either somewhere the caster knows, or at the caster's present location), but once cast can bemoved from there as if flying at high speed. The scrying point may be visible to others with magicalawareness whose Psyche exceeds that of the caster. Also known as Farsense.

SHATTERSpell Type : SummoningBase Casting Time : 30 minutesLynchpins (an additional 5 minutes casting time each)

Magic of ShadowTarget

EFFECT

Creates a wave of force which looks like a ripple in the air, which shatters any hard object it hitsinto shards. This includes weapons, armour, walls and bones (how much effect this has on a livingthing is dependant on its Strength). In a small (up to man-sized) object the whole thing is reduced tofragments; in a larger object it will only shatter a roughly man-sized volume, though it may weakenthe rest and perhaps make cracks through it.

SOUL RIPPERSpell Type : InvasiveBase Casting Time : 1 HourLynchpins (an additional 10 minutes casting time each)

Magic of ShadowTargetAnimate Body (optional)Person Body Obeys (optional)

EFFECT

With a Psyche advantage it changes the 'spiritual environment' of the body of the target such that itviolently rejects and expels its soul, which is normally left to dissipate and die in the air. Thechanges made to the body prevent the soul from returning to its body. The expelled soul can bestored in some pre-prepared manner if necessary. Without a soul the body normally falls into abrain-dead coma, but as an option this spell can, in addition to expelling its soul, animate the bodyinto a kind of mindless zombie under the control of the caster or someone they specify. Even peoplewhose minds are strong enough to resist the spell will fell a highly unpleasant internal wrenchingsensation which may be enough to stun them.

SPEED DRAINSpell Type : InvasiveBase Casting Time : 2 HoursLynchpins (an additional 20 minutes casting time each)

Magic of ShadowTargetDispel Command (optional)Duration (optional)

EFFECT

As the Strength Drain spell in the ADRP rulebook, but affects the target's Warfare, reducing it to

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Human ranked for the duration of the spell.

STAMINA DRAINSpell Type : InvasiveBase Casting Time : 2 HoursLynchpins (an additional 20 minutes casting time each)

Magic of ShadowTargetDispel Command (optional)Duration (optional)

EFFECT

As the Strength Drain spell in the ADRP rulebook, but affects the target's Endurance, reducing it toHuman ranked for the duration of the spell. Among its effects on Stamina, this means that the targetwill not be able to use the Pattern without falling over from exhaustion immediately. This spell isalso known as Steal Breath.

STARFALL (based on 'Fantasia for Six Acetylene Torches' from 'Shadow Knight')Spell Type : SummoningBase Casting Time : 1 HourLynchpins (an additional 10 minutes casting time each)

Magic of ShadowTargetDuration (optional)Dispel Word (optional)

EFFECT

The caster points at a person or object, and six small ball of intense, blue-white flame dart from thecasters finger and take up close orbits around the target. The balls of flame do a mad dance over thesurface of the target, doing damage on touch. A target in armour will be roasted like a lobster in itsshell. If there is no armour, the effect is even worse, since the full force of the flames will be felt.

SWARM OF BEESSpell Type : SummoningBase Casting Time : 30 minutesLynchpins (an additional 5 minutes casting time each)

Magic of ShadowTarget or Excluded IndividualsDispel Word (optional)Duration (optional)

EFFECT

Summons or creates a swarm of angry bees which is directed at a target, swarms about them, andstings. It won't do much harm to an Amberite, but will certainly be distracting, especially to thosetrying to cast spells. The bees will continue to swarm until destroyed or the dispel word is used,when they will simply disperse back to doing normal bee things. Depending on the environment ofthe shadow the bees may not last very long anyway (e.g. if it is very cold).The 'Target or Excluded Individuals' lynchpin allows the spell to work in one of two ways (chosenwhen the spell is cast and racked). With the 'Target' lynchpin, the bees attack only the specifiedbeings and ignore everyone else. With the 'Excluded Individuals' lynchpin, the bees attack everyone

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other than the specified individuals.Of course, different versions of this spell could be used to summon swarms of other kinds of insects(wasps, butterflies, mosquitoes and so on; in the latter case the insects could also drain the blood ofthe target and be an actual danger rather than simply an irritant).

SWARM OF BUTTERFLIESSpell Type : SummoningBase Casting Time : 30 minutesLynchpins (an additional 5 minutes casting time each)

Magic of ShadowTarget or Excluded IndividualsDuration (optional)Dispel Command (optional)

EFFECT

Summons or creates a swarm of metallic butterflies with razor-edged mirrored wings which isdirected at a target, swarms about them, and slashes them to pieces. Their mirrored wings are alsohighly distracting. The butterflies will continue to swarm until destroyed or the dispel word is used,or the duration runs out, when they will simply disperse away. The butterflies are largely immune tothe environment of shadow. The 'Target or Excluded Individuals' lynchpin allows the spell to workin one of two ways (chosen when the spell is cast and racked). With the 'Target' lynchpin, thebutterflies attack only the specified beings and ignore everyone else. With the 'Excluded Individuals'lynchpin, the butterflies attack everyone other than the specified individuals.

TECHNOLOGY DRAINSpell Type : DefensiveBase Casting Time : 1 HourLynchpins (an additional 10 minutes casting time each)

Magic of ShadowArea of Effect (optional)Duration (optional)Dispel Command (optional)

EFFECT

Like the Magic Drain spell, but it affects technology (whatever that is in the current shadow),nullifying it within the area of effect for the duration of the spell so that nothing above the level ofsimple muscle-powered items will function.

TELEKINESISSpell Type : SummoningBase Casting Time : 1 HourLynchpins (an additional 10 minutes casting time each)

Magic of ShadowDuration (optional)Dispel Command (optional)

EFFECT

Allows the caster to move physical objects they can see without touching them, out to the limit ofvisual range (and beyond if they just want them to move in a straight line). Fine manipulation ispossible at close range, as long as the caster can see what they are doing, but the less they can see

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the coarser their control inevitable becomes. The amount which this spell can left depends on thePsyche of the caster.

TRANSMUTESpell Type : InvasiveBase Casting Time : 2 HoursLynchpins (an additional 20 minutes casting time each)

Magic of ShadowTargetNew FormDispel Word (optional)Duration (optional)

EFFECT

With a Psyche advantage, turns the target into something else, defined by the spell caster. Mass (notvolume) is conserved, but elemental composition can change at the will of the caster. Useful foreverything from turning a person into a (large) frog to turning lead into gold. The effect of the spelllasts indefinitely in one shadow, or until the defined Duration has passed, or the Dispel Word isused. Moving a victim through shadow will remove the effects of the spell before very long haspassed.

TRUE LIGHTSpell Type : InvasiveBase Casting Time : 1 HourLynchpins (an additional 10 minutes casting time each)

Magic of ShadowIncluded AlliesArea Of EffectDuration (optional)Dispel Command (optional)

EFFECT

Causes pure white light to fill the area of effect. For the caster and any included allies this lightmerely illuminates. For anyone else it is bright enough to temporarily blind them while they remainin the light, and it is too bright to allow accurate ranged weapons fire into the illuminated area whilethe spell lasts. The area of effect can be fixed or cast on a mobile thing (such as a person); in thislatter case it moves with them.

CHAIN REACTION (New Lynchpin)Invented by Jane Winter.This optional lynchpin is added to spells in the same way as any other lynchpin. However, if it is activatedwhen the spell is cast, it is used to specify another spell which the caster has stored in their spell rack.The lynchpin then activates that second spell. If the second spell has a Chain Reaction lynchpin too, then itcan activate a third, and so on. This means that the caster only has to cast one spell, and anything up to allof their racked spells can be cast. As a default, all of the spells cast by the Chain Reaction have the sametarget and so on, as their lynchpins are copied from the previous spell. However, if the caster keeps an eyeon the spells as they are cast, then new lynchpins can be substituted as the spells are cast in sequence.

Go to the Grand Sorcery or Specialised Sorcery sections of the Amber Magic Page.Or go to a page of Rebman Mirror Magic Spells.

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Or go back to My Amber Page.