LOGRUS

[15] Imprint:/Summon the Sign of the Logrus.
        [5] Logrus Sight  (through Sign)  
        [5] Summon/Control Tendrils of the Logrus
              [10] Tendril Magic
              [5] Shadow Travel
              [5] Logrus Defense

ADVANCED LOGRUS

[5] Shadowmastery
      [5] Mold Shadow
[5] Logrus Tendril Servants
[5] Summon and Bind Creatures of Chaos (1hr/pt)
[5] Summon Primal Chaos

LOGRUS

[15] Imprint/Summon the Sign of the Logrus

Traverse the Logrus and recover from the induced madness.  Those knowledgeable about the Logrus and its inner workings are able to Summon the Sign of the Logrus, which is a shifting, angular, glowing construct invisible to the naked eye.  additionally spells may be hung within the symbol of the Logrus, see the AmberDRP book  for more details.

[5] Logrus Sight: (through Sign)

The Summoned Sign of the Logrus can be used as a improved sensory organ which one looks through.  It provides "sight" in a great many more spectrums than are normally available and can be "fine-tuned" by it's user to meet the demands of the situation. The user can see Magic, Pattern, Logrus, Trump, as well as things which are hidden.  He/she can use it to analyze any of the above things to gain greater information regarding them.  Things can also be seen to be either of Shadow, of Amber, or of the Courts of Chaos.

[5] Summon and Control the Tendrils of the Logrus

This Power allows one who has brought the Summoned Sign to mind to manifest Tendrils from the Logrus.  To use these  tendrils the character must then "put his/her arms into the Arms Of The Logrus" which takes a minute or so.  The Logrus Master may shape its force into useful shapes, extensions far more powerful, and more flexible than normal Shadow matter.  These extensions of the Logrus operate with a Strength that is equivalent to the Psyche of the Logrus Master who wields them.  Combined with Logrus Sight, touching of the subject by Logrus tendrils will reveal whether or not a character is Shape Shifted, if they are charged with Ambient Magic (ie.  Power Words), and the general level of the subject's Psyche, health,  and mental state.  The tendrils of the Logrus can also be used to "link" into the delicate web-work of magical spells and deactivate them, or it can be used to send a raw-power feedback along a mental or magical contact.  Touching things of Magic with a Logrus tendril usually will tell what type of spell it is, and the exact spell if it is a common one or one known by the character.  Logrus tendrils can "pry" open inactive Gates, insinuate themselves into a magical "sending" and backtrack it to its origin, or spells can be cast out along the tendrils and sent into Shadow.

[10] Tendril Conjuration

He/she can use Tendrils to reach through Shadow, or to reach things at a distance on the current Shadow.  When reaching through Shadow, the Logrus tendrils can be made to seek anything desired, locate it, grab it and draw it back to the Logrus Master.  Searching in Shadow or Chaos for something with the Logrus has advantages and disadvantages.  The advantage to using Logrus is that you can find generic objects fast.  Grabbing any defined object, sword, a plate of food, a lantern, anything defined in a general sense comes quickly as the Logrus finds the nearest occurrence in Shadow and snaps to it.
 
Unfortunately, the more specific you get, and the further out in Shadow you are, the longer it takes the Logrus to locate something.  If you are in a Medieval-type Shadow, trying to use a Logrus Summoning to get a specific piece of high-tech equipment will take a LONG while.  The game mechanic effect is that if the player wishes to define the object
in terms of points, it takes a long time (up to a day per point for items that are not anywhere near in Shadow), and the Quantity Multiplier is limited to Named and Numbered.  If the player will define the object in general terms it takes much less time, but the GM will have full control over the results...

[5] Shadow Travel

He/she can use Tendrils to reach through Shadow, or to reach things at a distance on the current Shadow. When reaching through Shadow, the Logrus tendrils can be made to seek and grab a suitable anchor, and draw him/her to the object. This way is usually the manner in which a Logrus Master traverses Shadow. This is actually easier than Tendril Conjuration, because when the undiscerning Logrus Master starts pulling objects through Shadow, they can often be the type of Shadow object that dissolves when moved across Shadow.

[5] Logrus Defense

The Tendrils of the Logrus can also be used for defensive purposes.  With the Sign summoned to mind you can fill your body with the force of Logrus Tendrils, making it resistant to the effects of Pattern, Magic, Psyche, or other forces, but providing no physical protection.  Alternately, the Logrus Tendrils can be made into a shield of Power, blocking in any one direction, which is effective against physical, energy and most Magical attacks, but doesn't provide protection against Pattern, Logrus, Trump or Psyche.  You cannot use both techniques at the same time. 


Advanced Logrus


Shadowmastery (5 points)

Characters with this Power can use the Summoned Sign to spot weak areas in the Shadows of Amber and the Courts and by using the Logrus Tendrils they are able to create "Shadow Veils" or areas which may be stepped through to the next Shadow without further manipulation.  This is especially useful in the Courts where areas change so drastically from one Shadow to the next. 

Most of the areas of the Courts are strewn with Shadow Veils linking the entirety of the Courts together. This Power also enables the character to recognize existing Veils without prior knowledge of their existence, and includes all powers associated with Shadowmastery as described by Merlin in the novels.


Mold Shadow (5 points)

Using the Logrus, and the Chaos resident in any Shadow, it is possible to manipulate the structure of that Shadow, altering it to fit your wishes.  In this way, for example, the physical laws of the Shadow, or the form of its inhabitants, or any simple detail, will be changed.  It takes about as long as it takes Pattern initiates to Shift Shadow.  Eventually, if not tended, the Shadow will drift back to its original form.  The closer to Primal Chaos, the easier a Shadow is to manipulate, and Shadows near Amber are nearly impossible to change.

Unlike Amberites, who simply Shadow Walk or Hellride to their perfect Shadow retreat, those of the Courts of Chaos will find a Shadow, and then manipulate it to perfection. Since Shadows modified with Shadow Molding have a tendency to lose their form and start continually changing, which is the normal way of Chaos Shadows, most Logrus Masters settle on a particular domain as home, called a Way (This naming can take one of two forms, either the character's first name is included, ie. Mandorways, or, more commonly, the family name, such as the Ways Of Sawall). It is then shaped and maintained with a combination of Logrus, Magic, and powerful Chaos creature servants. While the personal realms of Shadow will, with precautions in place, survive a long absence, very few Chaos Lords ever maintain more than one personal realm at a time.


Logrus Tendril Servants (5 points)

It is possible to separate a tendril of the Logrus, give it a simple instruction, and leave it, unattended, to
perform its duty.

Logrus servants have Strength and Psyche each equal to Chaos Rank, and a Human Level Warfare. In place of Endurance they have tireless Stamina, but can only heal or regenerate in a place where Logrus is strong. They have no "minds" as such, and will simply dissolve if attacked by a superior Psyche. The number of Logrus servants on "duty" at any given time depends on the Psyche of their creator.


Summon and Bind Creatures of Chaos (5 points)

As detailed in the Shadow Knight rulebook (1hr/pt).  This is the only way Demons can be conjured.

Summon Primal Chaos (5 points)

This is the final lesson of the Logrus Master only taught to those formally in the Shadow Master's guild and only with their permission.  Primal Chaos, a force in direct connection with the untamed Chaos at the remote center of the Courts, will bring total destruction to whatever Shadow it occupies.  Once summoned it must be
dispelled quickly, or it will run amuck, eventually absorbing the entire Shadow back into nothingness.

When it is summoned, the tendrils of the Logrus are used to keep it in check and contain its area to a small, controllable force. While in this condition it can be moved with the Arms Of The Logrus to selected areas, utterly destroying everything of Shadow substance it contacts. This is extremely taxing on the character's Endurance and Psyche. Only characters with Amber Rank or better in both can hope to contain the Chaos, once summoned, and even if more highly Ranked this control can only be maintained for a few minutes. After this time, the Logrus Master must either attempt to dispel it (using the Logrus tendrils to snuff it out) or release it. Once released, unless halted by some force (perhaps some disciplines of the Pattern), Primal Chaos will destroy the entire Shadow where it was summoned.


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