Powers



Pattern:

     Pattern Imprint (50) - Requires an Amber END and Chaos PSY to walk
without some sort of help.  Pattern users can travel through Shadow in
three ways; 
     Shadow Shifting (standard)
     The Royal Way (slower, but lots of control & subtlety)
     Hellriding (fast but scary). 
     Pattern is unmatched for easy shadow transit.  It's easy to lead
others, you can make small changes and affect probability within a shadow,
and most important of all, the Pattern, being both sentient and nearly
omniscient, can fill in the gaps when you try Hellriding for a
poorly-defined target, like "the source of my problem," "the stranger in
red," "a shadow where X will happen".  NO OTHER POWER CAN DO THIS, except
the Logrus, which does not do it very well. 
     If by some chance, the Pattern cannot figure out where you want to
go, you simply won't shift shadows, an obvious clue that you need more
target information. 
     Pattern Defense is unmatched.  Merely having walked the Pattern
charges your blood enough to create problems for Logrus masters, and the
presence of an actual Pattern Defense is hazardous to Logrus wielders,
demons, and their kin.  Focusing on the Pattern strengthens the very
existence of the Pattern walker, protecting both mind and body from
hostile magic and powers. 
     Finally, there's the Blood Curse. The Blood Curse costs ten points
to create, lowering the Stuff of the caster.  This power is usually only
used when near the point of death or in extremis.  Curses are one of the
few ways to permanently maim an Amberite or Chaosian, and in myth and
legends there are plenty of tales of curses that turn one to stone, 
put the target into an enchanted sleep, or cause a monster to torment the
target. More subtle are curses such as Corwin's that doom the target 
to misery, failure, or betrayal.  Curses cannot be fatal in themselves, 
but might cause the death of the target indirectly. 
     There is no known way of removing a Blood Curse, nor of 
evading it, but a Curse is not a random blast of Bad Stuff inflicted on the 
target, it is directed at causing a certain condition.  Many curses are 
fulfilled at some point, and have no further effect.  Had Eric abdicated, 
Corwin's curse would have had no further power over him.  Sometimes there 
is a rare event or special individual which can break the curse, or an 
epic quest to attempt.  Such solutions are never known, but may be hinted 
at in the wording of the curse, and it is up to the GM to decide on 
appropriate means of lifting the curse, if any.

     Novice Pattern Imprint (40) - This includes all the powers listed 
above, but none of the skill.  Hellriding is foolhardy, the equivalent of 
running blindfold near the edge of a cliff.  Abstract variables (such as 
time flow) cannot be controlled when walking through Shadow, and 
Probability Manipulation is limited to simple things, such as finding 
change 'by chance', and the like.  Finally, Pattern Defense (once the 
Pattern user learns how to manifest it), takes twice as long as normal to 
bring into existence.
     It is recommended that the user buy this up to full Pattern Imprint 
as soon as they have sufficient practice with their abilities.  Not all 
those who first walk the Pattern go through this intermediary stage.  
Some will have had previous experience walking through Shadow via other 
means, and others have simply recieved enough advance instruction (and 
have the ability to apply such), that this power level is completely 
bypassed.


Logrus:

     Logrus Mastery (45) - Surviving the shifting maze of the Logrus
requires at least Limited Shape Shifting and Chaos END.  The Logrus walk
invaribly leads to injury and madness, and unlike Pattern, is often walked
only once by initiates.  While the obvious madness fades in time, the
Logrus marks anyone traversing it permanently, and most Logrus Masters
remain somewhat unbalanced, particularly when they have been using the
Logrus for a long time or are put under great stress.  It is suspected in
some circles that the Logrus manipulates its wielders through this
madness.  The Logrus walk is as effective as the Pattern for destroying
mental suggestions and spells, but always leaves one injured and insane,
no matter how many times it is walked or how skilled the Logrus Master. 
     To use the Logrus, the initiate concentrates on the image of the
path they took through it.  This path is unique to every Logrus master, and
changes every time the Logrus is used.  Unlike the Pattern, the Logrus
imprint is always buzzing in the back of the character's thoughts, and can
be brought to mind much faster, about 1/2 the time it takes to summon the
Pattern on average.  It is also somewhat easier to maintain. 
     By looking through the Logrus, the Logrus master gains the Sight,
and can see magical energies, Logrus tendrils, Pattern lenses, and whatnot
in the area. 
     The many branches of the Logrus can be given physical force, shape
and substance, and possess a STR equal to the Master's Psyche attribute.
These tendrils can be used to manipulate objects or shaped into crude
weapons, like gauntlets, clubs & blades.  Logrus tendrils are visible as
shimmering objects or lines of energy when they are used for physical
tasks, but invisible except to magical sight normally.  These tendrils can
also be used to act on magical forces in a similar manner, unweaving
spells, forcing sealed portals, attacking wards, and the like.  The
tendrils provide tactile & magical feedback to the wielder, allowing a
sense of touch but leaving the Logrus Master somewhat vulnerable to
feedback, especially of the magical variety.  They can also be used to make
psychic contact.  It takes a bit of additional time to take shape the
tendrils once the Lorgus is brought to mind, and increased concentration
to maintain and direct them. 
     The Logrus is extremely sensitive to Pattern; Logrus tendrils are
unable to effect Patterners directly, and if they touch someone with an
active Pattern Defense, the Logrus master will receive a shock strong
enough to make them lose concentration, have any spells racked on the
Logrus burned away, and get a migrane. Touching an actual Pattern is
usually fatal.  Logrus is also ineffective on most trumps, which must
contain an element of true power to function.  Trumps and other items
created with Pattern cause painful feedback as well. 
     Logrus tendrils can be pushed through shadow and used to grab
objects.  Once this is done, the Logrus master can either attempt to pull
the target to them, or can follow the tendril to the target.  Tendrils can
either be directed to known locations, or in a systematic search directed
by the wielder, or flailed about randomly.  The success of this random
flailing about method depends on luck and on the Logrus master's ability
to recognize the target when it is located.  While the Logrus can assist in
a manner similar to that of the Patterns, it is not as effective, and
there is no way to tell whether the search will work or not.  The wielder
must simply persist and hope for the best, and without a clear idea of
what is being searched for, may encounter endless red herrings. 
     Once the target object or desitination has been located (or the
wielder /thinks/ it has been located) either pulling the object to the
wielder or pulling the user to the object is relatively fast, depending on
the distance, psychic strength of the tendrils, and mass involved.  It is
not instantaneous, however, and the distance /is/ traversed.  Particularly
near the Courts, travel in this method requires shape shifting to be even
marginally safe, preferably Basic or better.  While traveling is faster
than with Pattern, finding a target can take longer than the shadow walk
or hellride would have. 
     It is possible to traverse Shadow by walking, as well.  By 
manifesting the Logrus, and moving, the user can push their way through 
the barriers between Shadows at a speed slower than that of a Pattern 
user, but more certain than a tendril search.  Exceptionally skilled users 
can burn a more permanent path (called a Black Channel) through Shadow, but 
this is an advanced use of the Logrus.
     If the Logrus master has Sorcery, spells can be racked on it.  The
spell must be prepared first, then the Logrus is summoned and the spell
(except for the lynchpins) spoken into it.  Such spells tend to decay in
weeks or days, depending on how heavily the Logrus is used (and thus
changed) and on the skill of the caster.  It takes ten extra minutes to
prepare a spell that can be woven into the Logrus.  The Logrus must be
summoned to mind to cast the hung spell. 
     The Logrus can also be used defensively, either by giving the image
substance and using it as a shield against physical attack, or by filling
the Logrus Master's body with the power of Chaos, protecting it from
magical assualt and preventing most mental contact.


Trump:

     Trump artistry requires some sort of power over magic and shadow as
a prerequisite, and at least Chaos psyche.  Pattern and Logrus work best,
for obvious reasons.  Shadow Manipulation will do the trick, and Broken 
Pattern can also be used.  Trumps created through the use of Shadow
Manipulation take far more time and effort to make, two or three times
longer for normal effectiveness and range.  Trumps based on the Broken
Pattern are sometimes flawed.  A flawed trump might seem to be fine, but be
useless, not making contact no matter how much effort is expended.  Or it
could contact unpleasant shadows of the target.  Badly flawed trumps might
send one into the Dark Well, which would be fatal. 
      It's possible for a trump artist to detect which power was used to
make a trump, and the skill of the artist bears on the usable range of the
card.  A trump artist has an advantage over a non-artist in terms of range
and power, and an artist using his own card can do better still.  But for
the most part, a trump is a trump, regardless of how it was made.  This is
particularly true from the point of view of non-trump users.
      Trumps are power foci, capable of bridging the distance between the
trump and its subject. Anyone with at least Chaos psyche can use them to
mentally contact the trump's subject.  A place can be observed or travelled
to, an object watched or retrieved.  Either person can travel to the other
through a trump contact, but both must be willing.  (Sentient beings,
including magic artifacts and constructs count as people). 
      While you cannot attempt to call more than one person at a time, it
is possible to receive multiple trump calls simultaneously if the callers
have enough PSY to maintain the contact without help from the receiver,
and the receiver accepts both contacts.  Generally only trump artists or
those with high Psyche attributes will notice a second incoming call; most
will be unable to respond until the call in progress is over.  The
receipient can choose whether to relay the contact or not, but both
callers will be able to tell that /someone/ else is in contact with them.
Psychic combat between the callers is impossible without involving the
mutual contact. 
     Trumps are /not/ indestructable.  They are resistant to power and
magic, and will work anywhere, although it is possible to block trump
sendings.  A trump has a full-time power defense.  Effectiveness is about
half that of the creator's actual power defense.  Trumps can be destroyed
by magic if sufficient power is brought to bear, or by normal physical
means. 
     It is possible for a Trump to become nonfunctional over time.  This 
rarely happens with person Trumps, unless the Psyche changes so much as 
to become unrecognizable as the original person.  It is more likely with 
place Trumps, as there is less of a psychic imprint.  Significant, 
long-term changes in the area will degrade what psychic imprint is 
present, until the Trump becomes useless.

     Trump Sketching (15) - The simplest technique is the trump sketch.  A
sketch does not have the resistance to magic and shadow editing of a
normal trump.  They will be ineffective if the subject changes form, or if
the trump sketch is moved through shadow. They also require more effort to
use. (Amber PSY).  However, they only take 30-40 minutes to do from 
memory, and can be done with inferior materials (particularly if the 
Sketch Artist has a high PSY).
     Though not capable of trump spying as a full Artist (see below), 
Sketch Artists are able to use a limited form of such to identify an 
incoming trump call before answering.  However, other artists 
(particularly more proficient ones) and those of greatly superior PSY 
might detect the spying attempt, and be able to force the contact.  Thus, 
spying on certain people (like Fiona) may be hazardous to one's health, 
whatever the reason.  It is also possible that the caller could give up 
while the artist is trying to discover who they are.

     Trump Artistry (25) - The artist is now capable of creating full 
trumps.  These require two days if the subject is present and posing, and 
about five days to a week from memory, if the artist is familiar with the 
subject.  Trumps do not have to be cards, sculptures and the like will 
work equally well, but it helps for the artist to have some skill with the
conventional techniques, as well as the magical.  It is possible to create
trumps of subjects you are unfamiliar with, or have not even encountered,
but extremely dangerous, as virtually anything could be lurking out of
view of the image, and the artist might draw a shadow of the subject and
not be able to tell the difference. 
      Trump Artists can also create "trump-powered" objects.  These objects
gain both the power defense of a standard trump, and any other qualities
and powers they have can be Trump-driven, and will work anywhere a trump
by the same artist would, regardless of local magic and tech rules.
Creating trump artifacts is a long process, usually requiring several days
per point of qualities/powers.  Trump-artifacts can simulate life, but are
rarely actually living creatures.  Despite the great power contained in a
trump, they are relatively difficult to detect except at close range.  A
trump artist can often recognize trumps without using a power sight to
examine them, and will recognize the style of an artist whose work they
are familiar with. 
      There is no trump defense, but a trump-powered item or construct
could confer (or implant) its trump-powered nature on its owner, providing
them the same magic resistance (half the effectiveness of the creator's
power defense, at best). 
      A trump artist can open a contact in such a way as to receive
without broadcasting.  He can spy on the target and overhear obvious
surface thoughts, and detect their emotional state.  This can also be used
to eavesdrop on trump calls. 
      Ability to remain undetected is based on PSY difference, and a
target who is also a trump artist is much more likely to notice the
tenuous contact.  If the spy is detected, subject can learn their identity,
make a mental attack, or simply snap the connection, giving the spy a
migraine with the backlash.


Shapeshift:

     Shape shifting is essentially a chaotic power, and is easiest near
the Courts, more difficult in shadow, and extremely hard in Amber.
Additionally, shifting will grow gradually more difficult the longer one
is in Amber or its shadows, and this can lead to a temporary but otherwise
harmless loss of shape shifting ability.  This loss is not absolute, and
can be prevented or reduced by regular moderate exercise of the power. 
     Shifting a single feature takes about 10-15 seconds, a well-known
form takes a few minutes, and a natural form about a minute.  These times
are for shadow, it takes half as long in the Courts of Chaos, twice as
long in Amber.  This assumes that the shifter is well-rested, well-fed, in
good physical shape, uninjured, etc.  Abscence of even one of these factors
can double the time required to shift.  Shifting is also extremely tiring.
Someone with Human END can only shift once per day, and that will exhaust
them.  Chaos END allows a couple of shifts per day without unusual strain.
Amber END characters can shift without any major worries as long as they
have enough food, rest, etc. 
     Learning a new form usually takes a few days of dedicated practice
and a model.  Maintaining a form that is not "learned" requires constant
concentration. 
     Shape shifting alters the character, and has the potential to go
horribly wrong.  In fact, the more shape shifting power one has, the worse
the potential damage can be. 

     Limited Shape Shift (25) - The shifter can shape body parts and
facial features, to disguise themselves &/or imitate another.  This
requires constant concentration to maintain, as the body will try to slip
back to a natural form.  It is harder to shape cartilage than flesh, still
harder for bones, and nerves are the hardest of all. 
     The shifter can learn forms of relatively mundane creatures like
people, animals, and the like.  These forms can be maintained with relative
ease, but may not have any supernatural powers or qualities. 
     The shifter also shift wounds shut.  This has the advantage of
stopping bleeding, and encouraging faster recovery, but is not true
healing.  This ability cannot help regenerate lost tissue.  Shifting wounds
closed requires concentration and is rather fatiguing. 
     The shifter also gains three natural forms, which can be maintained
with ease.  Each form has its own advantages and limitations. 
     The Chaos or Demon form is suitable for life in the shadows near
chaos and in the Courts themselves.  Demon forms tend to have scalely armor
and dangerous teeth, stingers, claws, horns, and such.  Demons (and
creatures in Demon form) are sensitive to Pattern, and find Amber and its
shadows as inhospitible as the courts are for non-shape shifters. 
     Demons in the realms of order will begin to slow down.  Within
twenty- four hours, their reflexes are at roughly half speed, and after
three days the demon will be completely immobile, and gradually appear to
turn to stone.  Demons unable to shift into a more appropriate form or
leave the area must be rescued. 
     The Avatar form varies, depending on the shifter's heritage and
powers. A chaosian usually has an elemental form.  Elementals are generally
very dangerous in combat, but are vulnerable to attacks designed with that
element in mind.  Additionally, because the elemental is actually in a
state of constant shape shifting, maintaining such a form is extremely
tiring, and almost impossible in or near Amber.  An elemental creature
trapped in Amber or its shadows would rapidly weaken and die. 
     An Patterner's avatar form is often some sort of amazing animal
native to Amber and the Golden Circle, that is to normal animals what an
Amberite is to a human.  Note that "normal" includes a variety of creatures
of myth and legend, and some of these have minor innate magical 
abilities. 
     The human form, while physically the weakest of them, can exist in
Amber and shadow indefinitely without becoming paralyzed or dying, and is
most resistant to Pattern tampering.  This resistance is shared by other
mundane shadow forms, and it is possible for a shifter's "human" form to
be a some other form of creature common near the Patterns. 

     Basic Shape Shifting (35) - The shifter can do everything a Limited
shifter can, plus the following: 
     Automatic shape shift:  The shifter's body will act on its own to
protect itself.  When falling, drowning, subjected to disease or poison, or
badly wounded, the body will automatically shift accordingly.  It might
soften bones and toughen muscles during a fall while growing flaps of skin
to slow the fall.  Poison will be ejected from the body, or metabolized.  If
drowning, the body will shut down, conserving oxygen until it has time to
shift into an aquatic form or take other action.  It can grow
heat-resistant skin, feign death, etc.  In battle, the shifter might find
himself automatically going to chaos or avatar form.  Shifting wounds shut
becomes an automatic process (though it is still faster if actively
concentrated on).  Automatic shifting is not always the best response, just
the most instinctive one, and can be resisted with some concentration.
     Primal form:  At times of extreme stress that the shifter is simply
unable to cope with, the Automatic shifting power will take over
completely.  The primal form is constantly changing to adapt to any threat,
shifting much faster than normally possible.  Unfortunately, the character
is bestial, out of control, and dominated by the fight/flight response. A
shifter is an NPC whenever in primal form.  While the shifter can enter
primal form voluntarily, it is more difficult to come out of it.  The
primal condition will not end until the primal form feels safe and rests,
is subdued, becomes exhausted, or is faced with conditions where shifting
is no help. 
     Primal forms are extremely dangerous.  While some will flee, others
are vicious killers, and will attack anything vaguely threatening until
calmed, including friends and allies. 
     Shifters sometimes go into primal form if mortally wounded, but a
shifter can be killed fast enough to prevent this, under the right
circumstances (murder), and even a primal form can be hunted down and
killed, though this is difficult.  Primal forms can have any qualities they
happen to need, and can change them very quickly, but cannot have all of
them at once, nor can they gain any powers from the creature list.  A
primal form cannot use any powers or skills that require more than animal
cunning to use. 
     Automatic shape shifting and Primal form are potentially dangerous,
because the shifter is giving up control.  Shifting into a different type
of creature can alter one's mind and perception of events in both subtle
and obvious ways.  In addition, uncontrolled shifting can push the power
and the shifter's body too hard, resulting in problems that could normally
be avoided.

      Bodiless Shape Shifting (+15) - This power can be added to any level
of shape shifting listed above.  The shifter does not have a natural body,
but exists as a disembodied ethereal presence. 
     A bodiless shifter is capable of posessing any creature it can beat
in a Psychic duel.  The bodiless form may be only barely visible as a
ghostly apparition, gaseous cloud, or will o' the wisp.  When possessing
another's body, the shifter is only detectable by magical means or
possibly through mental contact.
     The shifter can shift any possessed body at its normal level of
ability.  Additionally, a bodiless shifter's disembodied senses are very good
at analyzing the body of another creature, and can sometimes detect
vulnerabilities of another's form. 
     Bodiless shape shifting is not normally learned, but is innate and
must usually be chosen when the character is created.  While it may be
possible to become a bodiless entity and survive, by accident or design,
such events are extremely rare. Gaining this power must be approved by the
GM. 

     As mentioned, shape shifting has the potential to go horribly wrong.
The more skill at shifting you possess, the more damage you can do to
yourself.  Bodiless shifters have tend to me more susceptible to the mental
problems, like altered perceptions, loss of personality, and loss of shape
shift skill, but are somewhat more resistant to the physical dangers, as
they can leave a body they have damaged.  Some of the possibilities for
your own personal horror story follow. 
     Altered perceptions -- Your view of reality is controlled by your
senses and your mind.  The forms of inhuman creatures have powerful
instincts.  Even in a "learned" form, care must be taken to compensate for
them, and in an unfamiliar one, the character could be taken by surprise.
Even worse, altering your personality is subtle, and hard to resist, as
the thought patterns and emotions of the person you are imitating bleed
into your view of events.  The instincts of Primal form are overwhelming.
     Loss of Personality -- If you succumb completely to the shift,
whether an alien form or a foreign persona, your character is an NPC until
the shift ends.  An unfamiliar form will usually fade when the character
goes to sleep, and there are other methods of snapping out of it.  Some
forms (like many Primal ones) can go for extended periods without rest. 
     Involuntary Shape Shift -- Automatic shape shifting is sometimes too
much of a good thing.  It might make an inappropriate or undesired shift
when faced with an unusual or seemingly hazardous environment.  Automatic
shifting is prone to causing altered perceptions, and Primal form is the
ultimate form of loss of personality. 
     Loss of Shape Shift Skill -- Generally caused by mental trauma,
either from shifting gone wrong, or an unrelated incident (psychic
attack).  The character retains the shape shifting power, but has lost
control over it.  Advanced techniques may be partially or completely lost,
leaving the character with only Basic or Limited shifting ability.  All
forms (except natural ones) must be relearned.  The length of time to
regain lost skill depends on the psyche of the shape shifter, the amount
of time devoted to practice, and the amount of skill lost, but is usually
a matter of weeks. 
     Loss of Shape Shift Ability -- This is almost always the result of
shape shifting to the point of exhaustion. The body is fatigued, and
generally stuck in whatever form the character happens to be in.
Regeneration of the ability is based on endurance.  Someone with Human END
will require a year to recover, a Chaos END only a month or so, and Amber
END a week.  Higher endurance scores can recover in days, or even hours.
The loss of ability is often not total, but pushing shape shifting that is
bordering on exhaustion will not only worsen the ability loss, but runs an
increased risk of causing Chaos cancer. 
     Chaos Cancer - One of the greatest risks of shape shifting is that
of chaos cancer.  Every shift carries the risk that one or more cells will
escape control and go rogue.  Normally, the character's automatic shifting
and supernatural immune system is capable of killing rogue cells without
much trouble, but when a shifter loses control for an extended period of
time or pushes their shifting to the point of exhaustion, the body's
defences are impaired, allowing the rogue cells to begin replicating
themselves and/or corrupting healthy cells. Chaos cancer can also be
caused by exposure to Primal Chaos. 
     The rogue cells are capable of shifting, as are the tumors they
form, and are extremely difficult to kill by normal means.  The cancer will
shift from one form to another to match the host body, while remaining
dangerous. Shifting to elemental forms will not kill it.  Like normal
cancer, the chances of successful treatment are dependent on early
detection (though END certainly helps).
     Once the cancer is out of control, rogue cells will begin travelling
through the blood, lymphatic, and any other circulatory systems, and
tumors can form anywhere.  The character's END will be effectively lowered
as the body devotes more and more effort to stopping the cancer. If the
character's own shifting ability is exhausted, the cancer will kill them
in typical fashion as it destroys one or more vital organs.  Sometimes, a
character's automatic shifting will keep them alive long enough that the
cancer will consume much of their body, severing nervous connections and
turning the body into an amorphous blob of battling cancer and healthy
cells. 
     It is possible on rare occasions to save someone so afflicted if the
cancer can be killed, or enough healthy cells can be extracted from the
amorphous mass.  There is a high risk of brain damage, but this can be
repaired through normal regeneration in time. This usually requires the
aid of a skilled shape shifter, and success is never certain.
     Because the cancer is unintelligent, there is relatively little
danger of it successfully infecting another creature or surviving beyond
the death of its host.  The occasionally dangerous exceptions are usually
destroyed by Primal Chaos, or by being thrown in the Pit or the Abyss to
die. 
     As mentioned previously, the best chance of surviving chaos cancer
is early detection.  A shape shifter's body is continually destroying rogue
cells and the occasional small tumor, and a little aid from a more skilled
shifter, Logrus surgery, sorcery, etc., can go a long way toward getting
the cancer back under control, and the natural immune system will mop it
up. 
     Once in the advanced stages, only more drastic measures will get the
cancer under control.  Tumors are relatively easy to destroy, while rogue
cells are difficult to deal with.  The primary difficulty is in destroying
enough of the cancer that the body can regenerate, without killing the
victim in the process.
     Some chaosian experts use various techniques to shape shift the
victim into a malleable or elemental form, and attempt to 'sift' out the
rogue cells and tumors, sometimes with the aid of sophistcated devices.
These techniques are universally unpleasant, and frequently do extensive
damage, requiring a long recovery. 
     Pattern energy will kill the cancer, but unless the shifter is of
Pattern blood, it will kill the character just as easily.  Even for a
Pattern user, this is risky, as the cancer cells will literally explode
within the body, doing internal damage.  This can be fatal, but exposure to
Pattern energy is the surest method of killing rogue cells. 
     While not as powerful, walking a Broken Pattern or exposure to its
energy might kill enough of the cells in the same way to facilitate
recovery, as could some magical constructs.  Logrus, on the other hand,
would make things worse.


Broken Pattern:

     A few general notes - this writeup assumes one of the Broken 
Patterns closest to Amber has been walked.  Should the character have 
walked one further away, it is suggested additional Bad Stuff be taken, 
defined as the added danger of the Dark Well.  This can be noted on the 
character sheet by a seperate number, if desired.  If the Broken Pattern 
the character walked is destroyed, they will lose the power, until such 
time as they can walk another Broken Pattern.

     Broken Pattern Initiate (25) - The Broken Pattern gives a limited 
version of the Pattern's power over Shadow.  Since the initiate walks the 
imperfection in the Broken Pattern, rather than the normal method of 
following the lines, the character also gains the imprint of the break, 
known as the Dark Well.  This 'Flaw' is constantly present when the 
initiate is utilizing Broken Pattern.  It shifts about, can appear 
anywhere at a moment's notice, and is as small as a hair-fine crack or as 
large as a chasm.  To fall into it means death, and thus the initiate must 
remain vigilant.  Avoiding this fate is one of the hazards of the art, 
though it is not a true danger as long as the proper precautions are taken.
     Shadowwalking is done in the same fashion as Pattern, altering 
portions of the environment until the desired Shadow is reached.  Travel 
is significantly slower than that of a Pattern initiate, mainly due to 
the care taken in its use.  The Royal Way is possible, but largely 
useless, as the initiate cannot afford to relax while Shadowshifting. 
Hellriding is basically impossible, as the speeds involved leave little 
time to avoid the Flaw, should it appear.
     Unlike normal Pattern, there is no sentience capable of filling in 
the gaps when searching for a poorly-defined target.  Indeed, the flaw 
tends to lurk in these gaps, so it it very important for the initiate to 
be precise when searching for something, whether it be creature, item, or 
a Shadow of Desire. The Broken Pattern also has a limited range.  Since it 
shares only a tenuous connection with the true Pattern, and no 'Primal' 
image of its own, the closest one can get to Amber is the shadow of the 
Broken Pattern that the initiate has walked.  Reaching that shadow is, for 
the initiate, as difficult as reaching Amber itself.
     The normal additional benefits of Shadowwalking with Pattern are 
limited, as well.  Leading others slows the initiate, and the added 
concentration required distracts the initiate from watching for the Flaw, 
making Shadowwalking progressively more dangerous for each person led. 
Probability manipulation within a Shadow is beyond the reach of the 
initiate.  Whether this is due to the Flaw or simply because the Broken 
Pattern is not truly sentient is unknown.
     By concentrating on the image of the Broken Pattern, a defense can 
be manifested that strengthens the initiate's existence, protecting mind 
and body from hostile powers.  This defense is nearly as strong as the one 
generated by the Pattern, but has a tendency to draw the Flaw, often 
requiring the initiate to lower the defense at undesirable moments.
     Finally, contrary to Pattern Imprint, the Logrus has no special 
susceptability to Broken Pattern, producing a tingling sensation rather 
than a violent backlash when manifestations of the two powers touch. 
Thus, the initiate does not gain the protection from Logrus use that a 
full Pattern initiate has.

     Broken Pattern Adept (45) - An Adept of the Broken Pattern has 
gained a deeper understanding of the Flaw.  Not only do they function more 
like traditional users of the Pattern, but they also have discovered some 
Logrus-like abilities.  At this level of use, the Flaw is more of an 
inconvenience than a true threat, though it still is dangerous to the 
unwary or reckless.
     Travel with the Broken Pattern becomes easier, approaching the 
standard travel rate of normal Pattern users, if not quite as fast. 
Hellriding becomes possible, although still dangerous.  Where a normal 
Pattern user could be injured by one mistake, the Adept could be killed 
instantly by the Flaw.  The Royal Way still requires vigilence, though the 
danger is minimized enough to use it in relative safety, at least for 
short trips.
     As the Adept knows the Broken Pattern to be drawing power from the 
true version, it is possible to travel even to Amber, focusing on the 
Broken Pattern as if it were whole.  This is risky, as the Dark Well can 
spontaneously reappear at the most inconvenient of times, and thus travel 
must be undertaken slowly and with great care.
     Like the Logrus, the Adept can call up a lens, which can be used for 
magical sight and spotting other esoteric phenomena.  This vision is 
accurate, but, like other uses of the Broken Pattern, must occasionally 
be discontinued in order to avoid the Flaw.  The lens itself appears 
similar to that manifested by an advanced initiate of the Pattern, though 
it is somewhat cloudy and distorted.  The lens can be used as a shield just 
as a Logrus lens can, though, as always, the Dark Well can be drawn to 
such an active use of the power, requiring the Adept to discontinue its 
use as inconvenient times.
     The lens can be used to 'rack' spells, as well, though this is not 
without its risks.  The danger of the Dark Well lies in any spell racked 
on the Broken Pattern, a constant danger to the spellcasting Adept.  To 
avoid this hazard, an extra lynchpin is put in place to check for the 
presence of the Flaw, and safely defuse the spell should it be present.  A 
spell racked on the Broken Pattern will last several days, perhaps a week 
or two, before being corrupted in this fashion. Active use of the Broken 
Pattern tends to be the determining factor - the more the Adept uses 
their powers, the more likely it is that this will occur.
     Manipulatory energies similar to those manifested by the Logrus can 
be created by the Adept, and can be used for much of the same tasks.  They 
appear as tendrils of smoke-shot yellow light to magical sight, and can 
remain hidden from normal sight until they are manifested physically. 
Unlike those used by a Logrus Master, the tendrils cannot search through 
Shadow, and are thus limited to the Adept's immediate vicinity.  Note 
that since the Broken Pattern does not share Logrus' vulnerability to 
Pattern, it is in fact more useful against the royalty of Amber.

Magical Powers

     The Art of Magic - Magic is created by the interplay of the great
powers.  Between the Patterns and the Logrus are ebbs and tides of flowing
magic.  By analogy, if Shadow is matter, Magic is energy. 
     The magic arts are found both among highly trained adepts and as an
instinctive ability of a variety of creatures, including Demons, the
faerie folk, and the like.  Magic is not technology by another name,
although it is often difficult to distinguish between the two.  Technology
takes advantage of the physical environment of the shadow, without
breaking the "laws of physics."  Magic is generally used to break the
rules.  The interaction of magic and technology is part of the rules of the
local shadow environment, and they can work together, ignore each other's
existence, or be anathema.
     Magic is present to some extent on nearly all shadows, but its
effectiveness is limited by the amount of magic available and the nature
of the shadow.  Shadows may bind magic into ley lines or local power
centers, or limit the ways magic can be used.  In many shadows, the magic
is dominated by powerful local wizards, creatures or would-be gods.  In
these cases, both the shadow's nature and the local denizens might resist
the magician's attempt to cast any non-native spell.  Additionally,
magic-rich shadows are valuable prizes, and are widely sought after by
magicians capable of shadow travel.  Magic tends to be strong near the
Patterns and Logrus, but more difficult to control. 
     Local magic abilities do not cost any points to gain, only time,
practice and skill.  Many shadow sorcerers use magic weapons, tools, and
other props to brace their magic ability, or call on local shadow gods or
other 'powers' for their abilities.  Some shadow sorcerers are virtually
helpless without these crutches, and their abilities will fail in foreign
shadows unless the magic environment is very similar.
     Magic forces are usually no match for the great powers.  Skilled 
Pattern and Logrus users are capable of altering the magic environment, 
and thus they can block or bind the magic in the area.  Logrus or Pattern 
Defense are impervious to all but the most powerful magical forces, and 
shadow travel is a simple way to escape magicians and their spells. 
     Though magic is fickle and neither as strong nor as dependable as
the Pattern or Logrus, it is versatile, as the magician has learned to tap
the energy that underlies all shadow. 
     Magic is often used to make psychic contact with a target, allowing
mental combat to begin. (This technique is sometimes called Respondences
in the Courts of Chaos). 
     Magic can enhance the strength of a mental attack (but not the
skill).  Magic energy can also used to strengthen or weaken a target
physically.  Again, this can alter the brute force of the Strength
attribute, but not the skill.  Endurance can also be affected. (Not
warfare, however).  In skilled hands, magic is used to alter shadow itself,
allowing for small violations of the local shadow's laws of physics
(whatever they might be).  The most powerful magicians can create gateways
between shadows.
     Magic can be broken down into two distinct subcatagories, Casting
and Conjuring.  The former is the manipulation of magical energy to create a
temporary effect, while Conjuring shapes fragments of Shadow into more
permanent forms.

Casting:

     Magic Intuition (5) - The character can see or otherwise sense the
presence and shape of magical forces.  This ability is similar to the magic
Sight of Pattern and Logrus, but often less precise and easier to mislead.
If a character with Magic Intuition can bring to mind the image of the 
Pattern or Logrus, they are able to use the Pattern or Logrus lens with only 
casual concentration, rather than summoning the image of the power to 
mind and then fighting to hold it there.
     Note that magical sight provided by other means (e.g. a Logrus lens) 
can substitute for having this ability as a prerequisite for other 
powers, such as Sorcery.

     Mantic Manipulation (5) - A living creature tends to contain more 
magical energy than an equal mass of inert matter, and a sentient one 
still more.  This 'life force' is essentially magic. Someone with mantic 
manipulation can cast quick, simple spells, using the magic power of their 
own body.  This is generally even weaker than the local magic environment, 
but ensures that magician always has a little bit of power in reserve, no 
matter where they are.  Using mantic manipulation can rapidly exhaust the 
user, making Endurance an important attribute. 
     The initial 5 points gives the user the ability to channel small 
reserves of energy.  This can be used in conjunction with Ritual Magic 
(see below) to create and cast simple spells much quicker than normal 
(within a minute, regardless of the local shadow environment).  These 
spells are generally considered 'flavor' spells, used for lighting 
cigarettes and the like, and have little significant effect. Without 
Ritual Magic, Mantic Manipulation has little use on its own.  However, it 
is still often bought as the prerequisite to Power Words (see below)

     Power Words (special) - This is an enhancement to Mantic 
Manipulation.  Instead of using Ritual Magic to focus the reserves of 
energy created by mantic manipulation, the magician learns specific 
spells which can be cast at a moment's notice.  Use of even a simple Power 
Word will tire someone of Chaos Endurance, and exhaust someone with only 
Human rank.
     The magician has trained his mind in such a way to automatically
trigger a surge of mantic power channeled in a specific way. Once a power
word is defined, there is no changing it.  Because the power word does not
take into account the local magic environment or the proximity to the
powers, the exact affects are often uncertain, particularly far from the
place the Word was created. 
     The Power Words do not have to be verbal, and could be gestures,
whistles, etc.  However, speech provides the best means of mastering an
exact trigger that will not be used accidentally.  Power Words designed to
do the same thing by different magicians will be unique.  The effects are
restricted to the immediate time and place of the caster, and are
virtually instantaneous, having no useful duration. Power Words with a
target other than the speaker must always choose their target in the same
way as the Word is spoken, limiting each word to either line-of-sight
(must be able to see the target location) or touch (must touch the
target), or some other location relative to the speaker's body. 
     Buying this power grants the magician the ability to learn 5 power
words. Additional power words can be purchased for one point each.  Once 
20 power words have been bought, the magician is assumed to have mastered 
the basics, and can invent additional ones over time without a further 
investiture of points.  Like a new sorcerous spell, a new power word must 
be approved by the GM.  Power words can be countered in the same way as 
any other magical effect, though they have the advantage of speed in use.
     The effects of Power Words are limited to the sort of magic powers
the magician possess.  The more sophisticated the effect, the greater the
drain on the speaker.  The strength of the word is dependent largely on
Psyche.

     The following example words do not require other powers:
All these effects are either internal, or otherwise originate from the 
magician.
     Burst of Magic - This simply releases the magic unchanneled at the
target point.  Besides acting as a sort of flare for the magically
sensitive, this can be used to prime a magical construct temporarily
rendered inert, or can be grabbed and manipulated by another prepared
magician before it fades. 
     Burst of Strength - Give the speak a brief burst of intense
strength.  This can be used to jump farther, hit harder, break things, etc,
but timing must be good. 
     Chaos Negation - Used to counter the influence of chaos on the body,
protecting one from destructive changes brought on by shape shifting or
Logrus.  This is largely redundant for Pattern users. 
     Fling - This gives the target a instantaneous push directly away
from the speaker.  It is only capable of flinging relatively small objects
away, and does not possess enough force to move something braced against
it, nor to throw a weapon with any force or accuracy.  Hitting the target 
is based on Warfare.
     Lifeforce - This transfers some of the user's living energy into a
target.  This does not actually heal the person, but can counter
destructive life-consuming energies, wake the unconscious, or help in
medical emergencies when the heart, lungs or brain have stopped briefly. 
     Magic Negation - Scatters random magic energy, disrupting spells and
enchantments in the immediate area.
     Pattern Negation - Works internally as protection from the energies
of the Patterns.  The Patterns energies are similar enough that this word
will work against either of them equally well. 
     Psychic Defense - Uses the magic to reinforce your psyche for an
instant.  Useful for breaking unwanted mind links suddenly. 
     Light Strobe - Releases a flashbulb effect.  Mostly useless for 
illumination, but can be used to temporarily blind a target. 
     Spark - Creates a brief spark.  Not very intense, but enough to ignite
combustable materials or trash sensitive electronics. 

     The following sample Power Words require Ritual Magic:
     In some cases, other powers can substitute for this requirement.  It 
could be theorized that Corwin's use of a Power Word against Strygalldwir 
was a variant on Pain Attack, usable against Chaos creatures, and based 
on his imprint of the Pattern.  All these words are twice as tiring as the 
simpler ones, if not worse.  They are different from ordinary Power Words 
because they either utilize a mental link, or manifest energy which 
appears at a distance (like Grab, which pulls a target towards the caster).
     Grab - This gives a telekinetic pull on the target, always on a
direct line to the speaker at that moment.  It will only work on small
objects that are not held somehow, and once the object has launched
itself, it could be intercepted and the speaker must still catch it on
their own.
     Neural Disrupt - This attacks the nervous system of the target,
causing them to twitch or flinch, and throwing off their coordination for
an instant. 
     Pain Attack - Works against a target person or creature.  The
momentary burst of pain does real damage, and against tough opponents is
only valuable for its surprise value.  Weak creatures can be tormented into
helpless terror. 
     Psychic Disrupt - Breaks the concentration of the target.  This can
interrupt magical spells, the summoning and control of the Logrus or
Pattern lens, or a weak trump call.  This attack grows less effective after
the first use, as the target can brace themselves against the attack. 
     Resume True Form - This will return magically transformed objects
back to their normal form.  It is somewhat effective on shape shifters who
are not in a natural form, but can be resisted by them with some effort. 

     The following sample Power Word requires Shadow Manipulation, and 
is as tiring as the ones based on Ritual Magic:
     Weaken Structure - This works best against rigid objects, weakening
the material.  Timing is important, as the effect is fleeting. 

     While it is possible to combine Power Words with the effects of
Conjuration, only a small amount of mundane matter can be summoned even by
the most skilled magicians, and would require tremendous energy to
compress the conjuration into such a short span of time.  Something like
the following is possible (although tiring) for a mage with Conjuration: 
     Create Throwing Dart - Creates a small throwing dart out of thin
air, appearing in the speaker's hand.

      Likewise, the uses of Compelling-style Power Words are limited. 
There is almost no duration to speak of, making the compulsion weak at
best, and its abruptness would serve to warn the target of what was going
on.  However, a strong psyche might be able to come up with something like
the following: 
      Fear Attack - Broadcasts a psychic burst of intense fear at the
target.  This can inspire panic in the weak, uneasiness in others, but
passes quickly and can be resisted by those of higher or psyche.  This can
inspire an attack as easily as flight, as the target's instincts regarding
threats are not impaired.  This is best used to heighten the effect of some
dramatic or threatening action on the speaker's part.

     Ritual Magic (5) - The magician can alter the flow of local magical
energy.  It does not include Magical Intuition, but using Ritual Magic 
without such is dangerous, for the caster will not be able to tell when 
mistakes appear in the spell, creating a potentially-fatal situation.  The 
amount, skill and range of abilities are dependent on psyche and on 
practice.  It is easier to warp magic in familiar ways.  Once the magician 
stops concentrating on the flow of magic, it will tend to return to 
normal.  This can be nearly instantaneous, or take minutes to years, 
depending on the psyche of the magician, the nature of the shadow and any 
attempts to disrupt the spell.  Thus completed spells must be renewed 
periodically or they will expire.  Ritual magic and its effects cannot 
leave the shadow of their creation without being dispelled.
     At this level of skill the magician can create psychic contact with
a target, allowing for the normal probes, attacks or psychic duels (see
"news psyche").  This ability is occasionally referred to as 'Respondences'
by magicians.  The magician can also tap whatever local magic is available,
increasing the raw power available for psychic contact and combat, but not
skill.  Likewise, the magician can draw on magic forces to extend their
brute strength (again, not their skill) or increase their stamina (but
not true healing or regeneration). 
      Magic energy can often be converted into more conventional forces
and energy, such as heat, light, electricity.  This allows for telekinetic
effects, fire starting, lightning bolts, wards, shields, power bolts and
other brute force operations.  It can also give the inanimate the
appearance of life or enhance its qualities.  The magician can also attempt
to unweave or shatter another spell or disrupt magic items. 
      As usual, the effectiveness of any of these techniques varies wildly
across shadow, and they usually require both total, uninterrupted
concentration and a significant amount of time.  Unaided, ritual magic is 
usually far too slow and too weak to be useful in combat.  The real art of 
spell casting comes in getting the greatest effect out of the least 
energy expended, and is one reason many magicians' subtler spells 
resemble coincidence in action.  Many magicians' spells have a unique 
style to them or a sort of trademark special effect.

      Sorcery (+5) - This requires at least Magical Intuition to see 
the spell as it is hung (a Lens can substitute for this), and Ritual Magic, 
but is much more effective when Shadow Manipulation is known as well, and 
grows more useful still when combined with more advanced magical powers.  
In many shadows, magic is too weak or too slow to be useful.  A sorcerer 
can cast a spell in a known shadow environment, leaving a few key 
lynchpins out, and "rack" the spell on a magical artifact or a power 
focus.  The racked spell can be released later by invoking the lynchpins, 
which are normally only a quick word or gesture each.  In addition to 
allowing spells to be released fast enough for some combat effectiveness, 
the lynchpins act much like variables in a computer program, allowing the 
sorcerer to leave essential parts of the spell undefined.  The sorcerer 
usually casts the spell on a shadow they are familiar with magically.  The 
magic force required is locked away in the racked spell, making sorcerous 
spells relatively effective in most shadows, not merely the one they were 
cast in.  Anything not defined in advance must be replaced by a 
lynchpin.  Lynchpins can be optional, such as one to end the spell rather 
than wait for it to expire on its own.  Optional lynchpins still increase 
the casting time of the spell, but do not have to be used to release it.
     Racking a sorcerous spell actually takes even longer than normal
ritual magic due to the added complexity of the variable lynchpins. 
Sorcerous spells are created using combinations of Ritual Magic and 
Shadow Manipulation, called microspells.  Each microspell takes about 30
minutes to cast on a shadow that has sufficient magical energy available
and is familiar to the caster.  Unfamiliar or magic-weak shadows can take
several times longer.  In addition to the base thirty minutes, every
lynchpin adds an additional 5-10 minutes to the casting time (under good
conditions).  If it takes Merlin 20 minutes to cast an invisibility spell
on Earth using ritual magic, it will take 30-40 minutes to cast a
simple sorcerous spell that would do the same thing there, plus more time
for any variable lynchpins (such as the target of the spell). 
     The basic microspells are Portal, Transformation, Channel Magic, and
Mind Touch, all based off of Ritual Magic.  Portal and Transformation
require Shadow Manipulation, as well.  Sorcerers who are exceptionally
adept with another power can combine the effects of that powers with a
sorcerous spell by means of an Invoke Pattern (or Logrus, Shape Shifting
or whatever) micro-spell, which basically brings the power to mind when
the spell is released and weaves its power into the magic.
     Channel Magical energy summons a burst of power prepared in advance
during the casting of the spell, and forces it into a chosen form.  This
energy can be combined with other micro-spells to enhance their power
and/or duration, or used to create simple magical shields and wards. 
Alternatively, the energy can simply be released into the environment, and
manipulated directly, which is occasionally useful in magic-poor shadows. 
Channel Magic can also be used to attempt to disrupt other spells.  
     Using magical energy spells to increase the raw power of a spell is
extremely risky, and can result in a dramatic and dangerous magical
accident, or a spell escaping control.  They are more often used to
increase the duration of a spell.  A single magical energy microspell can
maintain a spell for about twenty-four hours, on average.  Local shadow
conditions and the strength of any attempt to resist or tamper with the
spell can cause the actual duration to be much shorter. 
     Mind Touch makes a mental contact with a target, allowing direct
psychic combat or an invasive spell that attempts to alter the target's
mind or body.  The mental contact will not last long enough for serious
psychic combat unless the Mind Touch is reinforced with a Channel Magic
micro-spell.  A Mind Touch is often combined with Transformation spells
intended for sentient targets, and is also useful for lie-detecting spells
and the like.  Spells containing Mind Touch almost always have an optional
lynchpin to break the target, as a precaution against having the spell
turned against the magician.  Spells with Mind Touch often do not require
Warfare to hit. 
     Portal creates a short-lived portal between a point near the
magician's location and a known shadow.  The location of both sides of the
portal can be determined at the time the spell is cast, or lynchpins can
be substituted.  The other end must be focused on a known location, either
someplace the caster has been or has magically researched.  The opening
only lasts for an instant unless fed additional magic power, and is most
often used for teleportation or a summoning attack spell.  Magic only has 
a limited range through Shadow, and thus summoning spells may fail if too 
far from the item being summoned.
     Transformation alters the local shadow in a small way.  Changes will
rapidly revert to normal unless maintained, at a speed relative to the
shadow's nearness to the Patterns.  Most spells will last only moments
without an added Channel Magical microspell or the caster's magic
manipulation to reinforce them. 
     Shadow items are easiest to alter.  Attempts to alter sentient beings 
require mental contact (usually through an added Mind Touch microspell) 
and psychic resistance must be overcome.  This spell is usually used for 
altering mundane shadow items or creating illusions, but can be used to 
transform weaker or willing sentients into something else.  Some variation 
of the transformation is possible through use of lynchpins.  This allows 
only small changes in style, color, etc.  A spell designed to turn a 
target into either a sword or a staff would require two micro-spells, and 
one would be wasted.  In addition to making physical changes in the target 
or small changes in the environment, the spell can be used to prepare a 
target for an influx of magic energy. 
      A sorcerer can memorize or "rack" a single spell at a time.  However
magic items can be made to hold a racked spell for later release, as can
summoned powers like the Logrus. 
      Racked spells tend to decay over time unless actively maintained.
Sorcerers must therefore spend a great deal of time casting and
maintaining spells to take advantage of this skill. 
      Sorcerous spells usually have a lynchpin to designate the target,
and another to adjust the spell for the shadow it is released in (magic
strength/ proximity to the Powers). 

     Sample Invasive Spells: 
     Telepathy - Mind Touch + Channel Magic. 
     Sleep - Mind touch + Channel Magic energy.  Often has a lynchpin to
wake the victim before the spell ends normally. 
     Cardiac Arrest - Usually only fatal to those of Human END,
an inconvenience at best against those of Amber END or better.  Mind Touch 
+ Transformation.
     Stone Binding - Mind touch + Channel Magic energy, for a paralysis
spell.  Some versions add Transformation, and actually put the target in
stasis or turn them to stone. 
     Strength Drain - Mind touch + Transformation (+ Channel Magic if the
spell is intended to do more than provide a few moments of weakness). 
     Psychic cloak - Mind touch + Channel Magic for duration.  Those
affected by the spell will ignore the presence of the caster (they will
not ignore being stabbed or otherwise attacked, which will generally cause
the spell to fail quickly). 
     Return Shape Shifter to (Human/Demon/Avatar) Form - Mind touch +
Channel Magic.  Useless on non-Shape Shifters. 

     Sample Defensive spells: Sometimes have no target lynchpin, assuming
the spell is released on the magician.  This provides a little better
response time, at the cost of versatility. 
     Invisibility - Transformation + Channel Magic.  Usually is not quite
total, as this would temporarily blind the caster.  This is physical
invisibility, not mental cloaking. 
     Disguise - Transformation + Channel Magic.  An illusion. 
     Bodily Defense - Channel Magic.  Floods the body with magic, helping
protect the sorcerer from invasive magic and power attacks. 
     Ward - Channel Magic + Transform (to define & prepare the target
area to hold the magic).  Similar to Bodily defense, but generally forming
a sphere around the target. 
     Defensive Shield - Channel Magic + Transformation.  Enchants a target
object, making it temporarily very resilient. 
     Spellbreaker - Channel Magic.  Scatters wild magic in the area,
disrupting standing spells and enchantments.

     Summoning Spells: All these spells require somehow locating the
substance to be summoned, before the spell can be cast and released. 
     Call Lightning - Portal + Transformation.  Creates a bolt of
lightning drawn from an elemental plane or laboratory, which arcs down a
path created by Shadow manipulation.  Another way of electrocuting 
someone. 
     Pressurized Lava - Portal.  Squirts out magma at the target. Warfare
determines accuracy. 
     Self-Teleport - Portal.  This spell comes in two forms.  One teleports
the user and all their possessions, or even a small group of people, but
will not work if the caster is physically tied to their present location.
The other leaves everything but the caster's body behind, and allows
escape from any non-magical bonds. 
     Piano Gate - Portal. (Created by David Sommerfeld, and one of my
personal favorites).  A piano appears in midair above the target, falling
normally. 

     Sample Attack Spells: 
     Lightning Bolt - Channel Magic + Transformation (to insure the bolt
travels in a useful path, rather than frying the magician)
     Fireball - Channel Magic
     Magic Missile - Channel Magic + Mind Touch.  A mental link guides the
bolt to target, so the chance of hitting is not as dependent on the
magician's warfare.

     These spells barely scratch the surface, and sorcerers are encouraged
to create their own spells.  Building a custom spell is a simple matter of
combining the necessary microspells and determining which lynchpins are
needed, including the optional ones.  You should have the GM look over the
spell to make sure they agree it will work as you intend.  It usually takes
a couple of weeks' research for a magician to develop and test a new
spell. 
     The effects of the spell must be spelled out precisely in advance,
with lynchpins used for anything that the sorcerer wants to decide "on the
fly".
     Increasingly sophisticated spells are possible by combining Sorcery
with Conjuration or Compelling.  Spells of Conjuration can be created... 
the spell takes as long to cast as the normal conjuring time added to the 
time to rack the spell, but the spell can be prepared, stored and 
released normally.  A Spell of Compulsion works in the same way, the
preparation time must be spent normal, plus the effort of crafting the
spell, but the compulsion can then be released with a couple of lynchpins
at the magician's whim.  This allows for psychic attacks without going into
direct psychic combat or a possible psychic duel.

Conjuring:

     Shadow Manipulation (10) - Though it is possible to possess this 
ability without having any Casting powers, most users of this also have 
at least Ritual Magic, if not full Sorcery.  The magician is capable of 
manipulating Shadow with this ability. Though it is more difficult than 
the manipulation of magical forces, it allows for the creation of 
objects, and (if Ritual Magic is known) more sophisticated spells.
     With Shadow Manipulation alone, the magician can create objects out 
of raw shadow stuff.  These items have little power - they may only have 
item qualities or powers at the GM's discretion, and never higher than 
the 2-point level.  They quickly dissipate once they are out of the shadow 
they originated from, but only take a matter of minutes to make 
(depending on the psyche of the manipulator).  More permanent creations 
are possible, if the item is 'mundane' (no Qualities or Powers), and 
significant time is taken (hours or days, though the shaping can be done 
with breaks in between sessions).
     Since the shadow manipulator can directly affect the stuff of 
shadow, they can create transformation spells not possible with ritual 
magic alone.  Lead can be turned to gold, cloaks made as strong as armor, 
water to wine, etc.  Attempts to alter sentient creatures require entering 
mental contact, and need a psychic advantage for full effectiveness. 
'Real' targets (Logrus and Pattern masters) usually cannot be affected 
unless the magician has Advanced Shape Shifting, and an active power 
defense is usually absolute against such spells.  Transformation spells 
are not long-lived.  Without regular maintenance they will fade like any 
other at a rate determined by the shadow environment and caster's psyche. 
Sentient targets' psyche also helps reverse the spell, as does shadow 
travel. 
     A shadow manipulator (if capable of Ritual Magic, as well) can create 
short-lived gateways to a known location in shadow.  These gates will 
quickly seal themselves unless actively maintained, but a gate becomes 
somewhat easier to open through repetition.  These spells are frequently 
used to contact off-shadow sources of power (sentient or not), for 
summoning of hostile environmental attacks (smoke clouds, lava rocks, 
etc) with mass that mere ritual magic cannot provide, and for 
teleportation spells.  Note: it is possible to open a gate to a location 
that is known only through magical research, or learned of from someone 
else.  It's not, however, wise... one of the many reasons so many 
magicians without proper training tend to get killed or let something 
horrid into their world. 

     Conjuration (+10) - An enhancement on Shadow Manipulation, the 
magician may now quickly create 'mundane' Shadow items.  Naturally, the 
conjurer can choose to alter existing shadow objects just as easily as 
pulling them out of 'thin air'.  In addition, enchantments can be placed 
on items that are more powerful than is possible with Shadow 
Manipulation, and resilient enough to survive shadow travel to a limited 
degree.  As difficult conjurations require hours (or even days) of total 
concentration, Endurance is an important attribute.
     Conjuration can be broken into different techniques, as follows. 
     Basic Conjuration: The character can conjure up mundane objects or
creatures (note that mundane is a relative term, depending on the shadow).
The artifacts or creatures behave normally, just like any natural specimen
of the sort.  These conjurations last just as long as a normal one would,
but have no special abilities.  This is the same as what is provided by 
Shadow Manipulation, but is quicker on average, with small items capable 
of being produced within a matter of seconds.
     Conjure Shadow Artifact: The character can conjure up an artifact or
creature with any of the qualities or powers normally available to the
character.  Such a conjuration is faster than normal, usually requiring
only an hour or two of work at most, but is designed to be temporary.  It
cannot leave the shadow of its creation, and in any event will weaken and
fade away quickly, depending on the amount of Pattern in the shadow. 
A guideline would be as follows: about six hours in Amber, a day in 
the Golden Circle, and days to years in shadow.  Because of the 
unpredictable nature of Chaos' environment, an item could last a few 
hours, or decades, or anywhere in between.
      Empowerment: The conjurer can temporarily implant magic power into a
mundane object or creature.  Preparing the target requires about thirty
minutes. Once the target is ready, Qualities and whatever Powers the
conjurer has control of can be implanted in the creature.  This requires
about ten minutes per point of Qualities, and about an hour per point of
Power.  These times can vary depending on the amount of magic in the
shadow, of course.  Like Shadow Artifacts, empowerments will fade quickly,
especially if near a Pattern.  However, because the magic is contained
within the target, the empowerment will survive a limited amount of shadow
travel intact.  It is also possible to extend the empowerment for a more
permanent effect, but this can take ten times the normal time required.
The conjurer can also store raw magic in an item for use in relatively
magic-poor conditions, but the magic will fade like any other empowerment
and must be used relatively quickly. 
      Complex Conjuration: Any or all of the techniques above may be
combined without difficulty.  Combining Empowerment and Basic Conjuration
allows the creation of permanently enchanted artifacts and creatures. 
Their powers will weaken with time away from the shadow of their creation
or exposure to Pattern or Chaos, but will recover if returned home before
total loss of power occurs, or can be re-empowered. 

     Compelling (+5) - This requires both Ritual Magic and Shadow 
Manipulation, at minimum.  This allows mental impulses (feelings, 
emotions, memories, desires, and the like) to be bound into an item, 
creature, or person.  While a psyche advantage is important, the 
effectiveness of High Compelling is also based largely on two other 
factors.  The longer the time spent creating the compelling, the longer it 
will last and the stronger it will be. The more subtle the change, the 
less likely it is to be challenged and resisted.  Or noticed by others 
near the target.  Subtle compellings can sometimes affect those whose 
psyche would be too strong to defeat in a psychic duel.
      A Compelling can be removed by the use of magic, and a magic/power
defense will often weaken one rapidly.  Walking the Pattern or Logrus will
destroy all compulsions utterly.  Compellings without a significant psyche
advantage will begin to break down as soon as they are questioned. 
      The possible effects of Compelling are as versatile as any psychic 
attack.  A geas can be laid, memories created or blurred, or a totally new 
personality could be overlaid.  The more subtle the change, the longer it 
is likely to last.
      Compelling a subject directly requires a mind link, but not
necessarily psychic contact, although this could result if the subject
notices the compulsion being placed. This can be achieved through a
magical spell effect, Logrus tendril, Trump contact, physical contact,
prolonged close eye contact, etc.  However, one of the sneakier ways to use
Compelling is to plant it in a object like any other conjuration.  Once 
the object or creature is touched or otherwise able to make mental 
contact, the compelling will take effect.  Typically, the item will have
two or more compulsions, one to encourage possession of the object, and
the others to have the desired effects.  A target may have the compulsion
broken, only to have it restored by the object later.