From: mfterman@phoenix.Princeton.EDU (Mutant for Hire)
Newsgroups: rec.games.frp.misc
Subject: Amber Sorcery: II. Pattern Powers
Date: 4 Sep 92 19:47:56 GMT
Reply-To: mfterman@phoenix.princeton.edu (Mutant for Hire)
Organization: Mutant for Hire, Inc.

What can a Pattern initiate do? Quite a bit, if the Amberite in 
question is prepared to pay a little (or a lot) of energy to 
accomplish the specific result. Walking through Shadow is the 
simplest uses of power. It takes minimal training to accomplish, 
and indeed is the simplest of Amber powers.

The next simplest step is to use the Pattern to disrupt a Logrus 
based effect, such as Corwin cutting a path across the Black Road 
by holding the Pattern in his mind and pitting it against the 
Road. Essentially, that is all there is to the effect. One uses 
the Pattern as a focus for the mind and throws willpower against 
the effect until it goes. Its not easy for a well-entrenched 
effect, but it is possible.

Going on, bending Shadows over time to ones will is also possible. 
Longer term the buildup, the stronger the effect can come. Special 
properties of the Shadow can be bent and exploited spectacularly, 
but that requires a full knowledge of the Shadow. Oberon bent 
Tig'n'roth into a time loop intersecting with Amber in this way, 
using the fact that fragment of Shadow was slightly adrift in 
time. But that also required exact knowledge of how to bend it, 
and he isn't around anymore to explain how he did it.

After that, instruction is required as well as experimentation. 
Building Trumps is one of the simpler effects. One creates an 
image of the person or place that one wishes to reach and then 
inscribes the Pattern on the card in such a way as to connect the 
card to the target. Inscribing the Pattern is the trick, and while 
it isn't terribly hard once one has learned how to do it, 
manipulating Pattern forces is the key.

An advanced effect of Pattern powers, that can only be learned 
with a lot of time and study, and requires a good background in 
Pattern sorcery, is advanced Pattern scrying and movement. These 
two are where one searches through Shadow while staying in one 
place, studying through the Pattern. Objects can be fetched to and 
from the target Shadow. Brand was reputed to have this power, and 
Oberon used it to send Corwin away at one point. Pattern Sorcery 
is a prerequisite for this particular power.

Pattern Sorcery can be learned, but its not as easy as could be 
liked. As with Logrus magic portrayed in the books, its a long 
series of gestures and incantations which can be reduced to a few 
key words. The more key words, the less chance the spell has of 
accidentally going off on its own. The spell can be hung in the 
personal vision of the Pattern, to be recalled at a later date. 
Pattern spells go stale a lot less quickly than Logrus spells. On 
the other hand, they're a pain to create in the bargain. 
Additionally, as with the Logrus, one can use the Pattern symbol 
to see mystic forces around the person.

Pattern magic is especially good at transportation and at scrying 
through Shadow, since these are effects that minimally disrupt 
Shadow and are simple rearrangements of what is. The latter is 
especially good, as the Pattern is in some ways the epitome of 
information and collecting information is very simple with it. All 
spells which are these two effects have minimal energy consumption 
for that very reason.

Pattern spells to create objects usually don't operate off of 
creation. Instead the objects are summoned from Shadow. Since all 
objects that can be imagined exist in Shadow, and the spell would 
define such an object, the spell works as a Shadow walk in 
reverse. Pattern magic is good at summoning things. Destroying 
things is harder. Usually one summons a destructive effect and 
hopes it will obliterate the target. Sending someone to a 
destructive Shadow is also a good possibility.

Pattern initiates grow in power over time. Being initiated with 
the Jewel of Judgement will speed the effect up, and allows 
greater refinement and control of powers. In general, players will 
rarely hit limits that only Jewel initiation will allow to happen, 
usually there'll be Dworkin or someone else around to do the 
effect. There is no Advanced Pattern Initiation, rather as time 
goes on, the difficulty of wielding Pattern effects, like Shadow 
walking, becomes easier and requires less willpower. The effects 
also go faster if the same amount of work is invested.

Pattern Powers (in order of purchase)
Pattern Initiation
	Shadow Movement
	Chaos Effect Disruption
	Shadow Bending
Create Trumps
Pattern Sorcery
Shadow Scrying, Advanced
Shadow Movement, Advanced

Indented powers are simple enough that a few minutes instruction 
is sufficient to tell someone how to use the powers, and naturally 
derive from the Pattern power above it. Other abilities have to be 
purchased in the order they are listed, because each new ability 
rests on the former.
-- 
    Martin Terman, Mutant for Hire, Mad Scientist, Priest of Shub-Internet
    Disclaimer: Nobody else takes me seriously, why should you be the first?
mfterman@phoenix.princeton.edu mfterman@pucc.bitnet terman@pupgga.princeton.edu
"Sig quotes are like bumper stickers, only without the same sense of relevance"
Newsgroups: rec.games.frp.misc