Flavors of the Pattern: Difference between revisions
Created page with "Flavors of the Pattern The term "Flavors" annoys most practitioners of sorcery and holders of pattern imprints. But a better term was not developed in time for this one to r..." |
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The term "Flavors" annoys most practitioners of sorcery and holders of pattern imprints. But a better term was not developed in time for this one to reach common usage in those circles. | The term "Flavors" annoys most practitioners of sorcery and holders of pattern imprints. But a better term was not developed in time for this one to reach common usage in those circles. | ||
This refers to a sense of the mood of the pattern at the time that a walker first assays the pattern . It has been compared to its age and familiarity with its users. | |||
Wild: Wild refers to those who walked the pattern during its earliest days while it was fresh and powerful and active and had not developed a sense of its own self and its place in the universe. Users say a Wild imprint was terribly dangerous to assay, fighting the walker viciously, as if it considerd the act of being assay a violation. Bearers of a Wild imprint have a dramatically high level of power backing thier spells and efforts, especially after coming to terms with the imprint within them. | |||
Calm: This is the imprint most pattern wearers have. Gained after the Pattern had accepted its role and place and matured into its role. | |||
Fiery: This imprint is one taken when a normally calm pattern is enraged or damaged somehow. Use of spells through a Fiery Imprint can be unpredictable. | |||
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Usually the first imprint a walker takes is the one they maintain but there are ways for walkers to carry more then one imprint. They are not however easy or safe. |
Revision as of 14:49, 12 August 2015
Flavors of the Pattern
The term "Flavors" annoys most practitioners of sorcery and holders of pattern imprints. But a better term was not developed in time for this one to reach common usage in those circles.
This refers to a sense of the mood of the pattern at the time that a walker first assays the pattern . It has been compared to its age and familiarity with its users.
Wild: Wild refers to those who walked the pattern during its earliest days while it was fresh and powerful and active and had not developed a sense of its own self and its place in the universe. Users say a Wild imprint was terribly dangerous to assay, fighting the walker viciously, as if it considerd the act of being assay a violation. Bearers of a Wild imprint have a dramatically high level of power backing thier spells and efforts, especially after coming to terms with the imprint within them.
Calm: This is the imprint most pattern wearers have. Gained after the Pattern had accepted its role and place and matured into its role.
Fiery: This imprint is one taken when a normally calm pattern is enraged or damaged somehow. Use of spells through a Fiery Imprint can be unpredictable.
Usually the first imprint a walker takes is the one they maintain but there are ways for walkers to carry more then one imprint. They are not however easy or safe.