The Abyss power is not generally available to players within the QOA campaign. For one thing, this power causes the slow degradation of the body and mind. The only creatures who seem to be able to survive the long-term effects of Abyssal exposure are creatures who possess demonic shapeshifting abilities. Standard or even advanced shapeshifters are not protected from the baneful effects of the Abyss.
Another potent side effect is that Abyssal powers are far from subtle. Anyone with the Pattern Lens, Logrus Sight, Sorcerous Sight, or even a medium-degree of psychic sensitivity (medium-ranked Psyche) can recognize the Abyssal Taint in an individual. Furthermore, it is nearly impossible to conceal the taint, even through the use of magic or shapeshifting. Passage through Shadow using Abyssal powers always leaves a noticeable trail, and tends to damage the Shadows as well. Abyss is a destructive and unsubtle power, and generally not well-suited for anyone attempting to operate within Amber.
Abyss | ||
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Abyssal Initiate | 35 |
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Abyssal Taint | 10 |
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Abyssal Defense | 15 |
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Abyssal Sight | 5 |
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Abyssal Shadow Walk | 5 |
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Abyssal Adept | 35 |
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Abyssal Negation | 10 |
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Abyssal Gate | 10 |
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Abyssal Manifestation | 15 |
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Abyssal Tunnel | 5 |
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Entropy | 10 |
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Summon Abyssal Minions | 10 |
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Summon Abyssal Storm | 15 |
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Infuse with Abyss | 15 |
Abyssal Initiate (35)
Abyssal Taint (10) - This power gives the Abyssal Initiate the ability to survive in the Abyss and handle Abyssal energies. Without this power, exposure to the Abyss will result in immediate physical deterioration and possibly death.
Abyssal Defense (15) - This power enables the Abyssal Initiate to infuse his/her body with Abyssal energy, such that the initiate is resistant to attacks by Pattern, Logrus, and Trump. Spells that utilize such energies are much reduced in efficacy, though they may have some effect. The initiate must concentrate to activate this power, but after activation the effect lingers for 10-40 minutes, during which time the initiate is protected. Note that it is impossible to contact the initiate with Trump while he/she is infused with Abyssal energy. Another facet of this power is that while imbued the Initiate's touch becomes harmful to non-Abyssal creatures. Wounds inflicted by the Initiate while in such a state do not heal normally, and often become infected.
Abyssal Sight (5) - This power enables the initiate to perceive the presence of greater energies, in much the way that Logrus Sight works.
Abyssal Shadow Walk (5) - This power enables the Abyssal Initiate to move through Shadow, at much the same slow rate that someone bearing the Broken Pattern Imprint does. Note that this power damages the boundaries between Shadows on a temporary basis, such that anyone with Pattern or Logrus can easily track the passage of an Abyssal Initiate.
Abyssal Adept (35)
Abyssal Negation (10) - This power accomplished two effects. On one hand, it can be used to 'edit' a Shadow. The adept can use this power to destroy a Shadow, to weaken it, to increase the overall entropy in the Shadow, or to alter the passage of time within the Shadow. Another effect of this power is that the Adept can use it to disrupt manifestation of greater powers. It can be used to break Trump contacts, to hinder the raising of the Sign of the Logrus, or the Pattern, and it can even inhibit shapeshifting. Note the choice of words: inhibit, hinder, disrupt. This power is in no way perfect, but it does make it harder for someone to use the greater powers.
Abyssal Gate (10) - This power enables the Adept to open a physical gate to the Abyss, through which he/she can flee. Please note that the opening of such an Abyssal Gate generally disrupts the use of greater powers in the area and increases the strength of the Adept's powers.
Abyssal Manifestation (15) - Much like Logrus tendrils, an Abyssal Adept can summon a physical manifestation of the Abyss, which can be used to manipulate and damage. Damage caused by such Manifestations is slow to heal and can be instantly fatal to non-real creatures. Possible manifestations include: tendrils, swords, energy pulses, etc.
Abyssal Tunnel (5) - This power enables the Abyssal Adept to open a rift between any two locations, which allows him/her to effectively teleport. The rift closes immediately after the adept has passed through, but always leaves some kind of trace destruction at both sites.
Entropy (10) - Essentially, Anti-Conjuration, the power to destroy objects or steal reality from 'real' things.
Summon Abyssal Minions (10) - This power enables the Abyssal Master to summon Abyssal Demons to his/her current location.
Summon Abyssal Storm (15) - Self-explanatory. Not available to players.
Infuse with Abyss (15) - This power enables an Abyssal Adept to infuse a creature with the Abyss. Creatures so infused will either die immediately, or adapt by taking on an Abyssal Taint (meaning the creature is forced to buy the power Abyssal Taint). Not available to players.
All text on this page is © 1997-2000 by Matthew Richardson and Kris Fazzari.
Last modified on August 28, 2000 by Kris Fazzari.