Vance's gloves allow him to mimic the imprints left by the Broken Patterns he has walked. Below is a list of the various imprints, and which abilities he has learned how to use. Those abilities which are not derivatives of Vance's own powers are marked with an asterisk (*). Begma: The abilities of this Broken Patterns is so close to Vance's own abilities as to be nearly indistinguishable. There is little reason for Vance to mimic it. Kashfa: * Walking the Endless Desert (has limited ShadowFind capability) * Talismans Naming the Body Corilaine: Unknown (this version of Broken Pattern has not been written) Weirmokken: Walk the boughs of the forest * Seek out paths/find water, game, and shelter Esoteric defense * Dream assault (Vance has used the Weirmokken BP to defend against this, but never to attack) Ghenesh: * Magical Intuition ShadowWalk ShadowSeek Power Defense Power Lens Spell Rack Arcadia (dual initiate): ShadowWalking The Sight * Glamours (limited without Mantic Manipulation) * Healing (light only) * Necromancy (dark only) Spell Rack (the spell rack is very similar to Vance's own - it is even possible, with time and effort, for Vance to keep access to his spells as he alters his imprint to match that of Arcadia's BP) Ys: None (Vance has not yet found a Ys initiate) Chiare: ShadowSeek Power Defense Power Lens (Vance also can cast Ritual Magic spells using the runes) Thule: Shadowwalk Shadowseek Power Defense * Magic Intuition Power Lens Spell Rack