Post by Phsycodelic on Feb 6, 2017 21:58:50 GMT
Correspondence
Specialties: Conjuration, Gates, Scrying, Teleportation, Warding
Specialties: Conjuration, Gates, Scrying, Teleportation, Warding
Many mages posit the existence of an additional Sphere or Spheres. Each Tradition has its pet theory as to a " 10th Sphere," and the Technocratic Union seeks a Grand Unification Theory. Still, despite years of study, no one group has been able to find an over-Sphere or a missing element to fill this mythical role. Like some posited Northwest Passage, the "10th Sphere" draws students but never reveals itself.
The levels of Sphere expertise feature five advancing steps:
Perception (Sphere Rank 1): An initiate grasps the essential principles and begins to perceive the ways in which that Sphere behaves. A Correspondence initiate learns to spot connections and reckon distances; a Forces initiate notes elemental phenomena; and a Time initiate achieves an uncanny sense of the ebbs and flows of time. The mage can't alter anything just yet, but she can put her observations to good use.
Manipulation (Sphere Rank 2): The mage begins to use the Sphere to make small alterations in her local reality. The Correspondence student can look across distances or pull small objects from "nowhere"; the Forces student can make burning candles flare or go out; and the Time student gains limited pre and postcognition. Although not yet able to perform dramatic Effects, the mage gains a small degree of control over the Sphere's principles... but for many tasks, a small degree of control is all you need.
Control (Sphere Rank 3): Achieving a greater level of accomplishment, the mage can make notable changes to elements connected with the Sphere. Our Correspondence devotee can step through intervening space; the Forces devotee could conjure winds or make fire leap; the Time devotee might speed up or slow down her speed relative to her surroundings. Remarkable feats become possible, and the mage approaches the realm of true wizardry.
Command (Sphere Rank 4): An impressive command of the Sphere in question allows the mage to perform dramatic feats. The Correspondence adept might appear in several places at once, the Forces adept conjures storms, and the Time adept can literally stop time in her vicinity. Even when such Effects aren't obviously magic, the mage attains significant influence over the principles associated with that Sphere.
Mastery (Sphere Rank 5): Magnificent feats become possible with such dominion within the Sphere. Our Correspondence master can stack several places into a single location; the Forces master commands vast phenomena - firestorms, blizzards, even nuclear blasts; the Time master can step outside of time, achieve limited immortality, or travel back and forth through time. Literally godlike miracles greet the master of a Sphere, and Reality literally shapes itself to her whim.
Rumor has it that levels of Archmastery exist for each Sphere, granting abstract powers that even gods might envy. In game terms, these would be the extremely optional Sphere Ranks 6-10. Such powers are beyond almost every mage alive, take centuries to attain, and turn chronicles into blasted wreckage. Groups that want to bring such powers into play can find them in the sourcebook Masters of the Art. We cannot, however, overemphasize the destructive potential of these, again, optional Sphere Ranks. Though technically canon, they should be avoided for all but the most outlandish Mage chronicles.
Quick Terminology Reference
Arete: The Trait rolled to cast an Effect. Enlightenment is the same Trait by a different name.
Coincidental Magic: An Effect that an average person would consider possible within the prevailing beliefs. Examples: Using a GPS to find something, making a lucky guess about something you shouldn't be able to know, employing karate to bust a hole in a wall, etc.
Conjunctional Effect: An Effect that uses two or more Spheres, combining their powers in order to do something that neither Sphere can accomplish on its own.
Effect: Game term for the effect you have on reality when you use magic to make things happen; also, Spell or working.
Focus: Game term that summarizes the belief, practice, and tools that a Mage character uses in order to craft Effects.
Mage: All characters who employ Sphere-based magic, regardless of their practices or affiliation.
Magic: Freeform reality alteration; done with Spheres and Arete. The word magic applies to making things happen by using the Spheres. Certain characters don't consider what they're doing to be magic.
Paradox: The reality backlash associated with Sphere-based magic.
Pattern: A material substance, filled with Quintessence energy.
Pattern Arts: The Spheres of Forces, Life, and Matter, which can create, adjust, and alter physical Patterns. Spirit is an "unofficial" Pattern Art which does not deal in physical materials or elements.
Quintessence: The energy that creates and fuels all things.
Rote: A pre-prepared Effect; called an Adjustment or Procedure by the Technocracy.
Sphere: One of the nine Traits that define what a mage can do with magic.
Vulgar Magic: An Effect that the average person would consider impossible by the prevailing beliefs. Examples: Turning into a housecat, stepping out of thin air, snapping your fingers to make someone's bones snap too, etc.
Working: Another name for an Effect; also, effect or spell.
By manipulating the ties between places, objects, and people, the Correspondence Sphere allows a mage to sidestep distances, sense things that would normally be out of range, pull objects out of thin air, levitate or fly, or connect an Effect to some other place or character. Some mages proclaim this Sphere is proof that distance is an illusion, whereas others view it as the Art of pulling strings between different places and people.
Because this Sphere deals with space and relationships, its Effects use a special Correspondence Sphere Ranges chart. Most Effects require touch or close contact, but Correspondence lets the mage reach across distances and affect hidden or faraway targets. When adding Correspondence to an Effect, use that Correspondence Sphere Ranges chart to find the connection and then exploit it. Tenuous connections require several successes, but spanning close connections is easy for a mage who understands this Art.
On its own, Correspondence allows the mage to reach across distances, even to places she cannot see or touch. At Rank 2 or higher, she can grasp items and work with them from a distance. To manipulate other objects or beings in ways other than physical contact, however, that mage must combine Correspondence with another Sphere - typically a Pattern Sphere (Forces, Life, or Matter).
When combining Correspondence with other Spheres, however, the Effect is limited - in game terms - to the mage's Rank in the Correspondence Sphere, not to the Rank of the other Spheres involved. A mage, for instance, who has only Correspondence 2 tries to use a Forces 3/ Correspondence 2/ Prime 2 Effect to try to start fires at a distanceā¦ except that she is limited to Forces 2, a Rank that's too low to conjure fire. In order to boost that effect, she'd need to raise her Correspondence to at least 3.
Despite its ability to warp space and distance, Correspondence deals only with whole Patterns, unless a target has been altered by another Pattern Sphere; Correspondence alone, for example, cannot teleport someone's head off - the mage would need to use Life magic to separate the head from its body. A gun, on the other hand, could be snatched away by Correspondence alone.
Mages who specialize in Correspondence tend to have a faraway look. To them, the separations of space and form are meaningless illusions that disappear when you understand how the universe truly fits together.
For an optional Technocratic approach to Correspondence, see Data.
[ 1 ] Immediate Spatial Perceptions / Landscape Of The Mind [ Mage: The Ascension (20th Anniversary) - Page 513 ]
Description 1: Basic spatial understanding allows a mage to sense things in her immediate vicinity even if she can't perceive them with her normal senses. Using that perception, she can estimate the distances between objects; intuitively find a direction (North, South, East, West); notice hidden objects or characters; and spot spatial instabilities - warps, anomalies, wormholes, etc. - especially the ones caused by other Correspondence Effects.
Description 2: Basic understanding of Correspondence allows a mage to develop precise and intuitive judgments of distance or area. A simple Effect enhances the mage's awareness of space to determine exact directions and distances. The mage can cast spells to "feel out" the contours of space around her, using mystical senses to determine the placement of other Patterns even beyond the normal senses. With the proper Effects, a mage can also detect warps in space or the presence of gates, sinks, wormholes and other instabilities or tears in the very fabric of perceived distance.
Combined with various Pattern Spheres, the mage can determine exact sizes and distances to creatures, objects or forces. With more ephemeral Spheres, the mage could develop a rough idea of the locations of nearby thinking beings, the area of power in a Node or the direction and distance to a peculiarity or strange coincidence.
[ 1 ] Landscape Of The Mind [ XXX - Page X ]
One of the most basic Correspondence exercises, this Effect opens the mage's awareness to her surroundings without recourse to normal senses. With concentration and ritual, the mage can "feel" or perceive a great area of space, although extreme areas are both difficult to encompass magically (requiring many successes) and difficult to process mentally (generally requiring the aid of Mind magic for anything beyond a city block in area).
[ 1 ] Sense Connection [ XXX - Page X ]
Powerful uses of Correspondence pull places together or wrap space around like taffy. The proper rituals allow the mage to sense such distortions. This Effect is handy in determining if there's a gate nearby, whether someone is scrying or whether an object is being manipulated remotely. The mage can also determine if a Pattern has a specific connection to another Pattern. Obviously, this knowledge is extremely useful in sympathetic magic, or in determining what would be a good item to use or place to work a specific Effect. Note that a mage can't necessarily tell what something is connected to. The Effect merely indicates the presence or absence of an unusual Correspondence.
[ 1 ] Whereami? [ XXX - Page X ]
Absolute sense of space gives the mage a perfect determination of her relative location. Combined with Spirit, the mage can even intuit location within spirit worlds, and thus find her place almost anywhere in the Tellurian. Mind magic lets the mage determine the validity of her senses and establish whether she's hallucinating or dreaming. Naturally, wards can alter or block such perceptions, and Paradox or Quiet might confuse the issue. In most cases, this Effect simply Jets the mage get a rough idea of where she is relative to some axis other normal, familiar world, so that she can get home or find her way. This Effect gets its name from the Virtual Adepts, who tend to use computer-aided maps and positioning to determine location.
[ 2 ] Sense, Touch, Thicken And Reach Through Space / Correspondence Sensing [ Mage: The Ascension (20th Anniversary) - Page 513 ]
Description 1: That mage can now extend her senses across intervening space, sensing things in other locations. Such extensions, however, leave minor ripples in spaceā¦ the kind noticed by Rank 1 Correspondence. Fortunately, she can also thicken space to cover her tracks; each success used in doing so deducts one success from the roll of a character who's trying to spy on her or notice her sensory Effects.
By adding Life or Matter to Rank 2 Correspondence, the mage can grasp small items or organisms (housecat-sized or smaller) and then pull them through tiny holes in space. This lets her snatch business cards, guns, rabbits, and such from another location, apparently pulling them out of nowhere.
Description 2: With scrying magic and projection, the mage can cast out her senses to various places beyond her physical form. The mage could touch and feel something physically at a distance or use magic to see a vista at a far-away location. The mage chooses one target and performs an appropriate Effect to scry there. Sensing a distant area forges a sort of connection between the mage and the location - a warp of Correspondence as the mage brings her Pattern in contact with the place - that can be detected with simple Correspondence awareness. This connection also extends the mage's perceptions to allow him to use his magic at such places. Conversely, the mage can make wards that bar scrying, or defend the Patterns that she perceives from conjuration or transportation, by strengthening the hold of space and hedging out such distant perceptions.
Combining Correspondence sensing and touching with Pattern Spheres lets the mage affect small Patterns at a distance. The mage could reach out and touch a stone from a far distance, then use Matter with Correspondence to pull it into his hand, conjuring it from across a field. Similarly, the mage could deposit an animal some distance away with a touch and a conjunctional use of Correspondence and Life. As with all uses of Pattern Spheres with Correspondence, the mage is limited to his lesser understanding in the possible Effects. In conjunction with other Spheres, long-range Correspondence allows the mage to seek someone out in order to establish mental contact or read thoughts, project probability manipulation at a far distance, search for powerful sources of Quintessence to manipulate or even look into distant spirit worlds.
[ 2 ] Apportation [ XXX - Page X ]
Although the rudiments of Correspondence are insufficient to actually teleport safely over long distances, a mage can affect some small Patterns. A quick Effect causes an object or creature to transport to or from the mage. The mage must also use the appropriate Pattern Sphere, typically Life or Matter. Apportation can't affect any Pattern more complex than the mage's Correspondence knowledge. That is, even a Master of Life or Matter can transport only very simple Patterns with this limited understanding of Correspondence (plants and very simple animals for Life, basic homogenous substances for Matter).
[ 2 ] Correspondence Sensing [ XXX - Page X ]
The ancient arts of scrying take many forms. The mage might use a tiny camera, a reflecting bowl, a magic mirror or any number of means. The end results are the same: the mage draws a connection between her senses and the desired location. The mage can use her normal senses there, and thus she can watch events unfold, listen in on a conversation or perform similar feats. With Time or Spirit magic, the mage can even look into other worlds or ages, although such Effects are substantially more difficult and prone to interference or unusual results.
Correspondence Sensing can follow the traces picked up with a more basic Sense Connection, allowing the mage not only to determine if something's a gate or if someone's scrying on an area, but to trace back to the location at the other end. This Effect lets the mage determine where a gate goes before passing through, or find out where a spy is lurking and look back. Spirit magic is also required if such a connection crosses the Gauntlet or into certain protected Realms.
Once the mage knows how to sense an area, she can defend against such senses, performing countermagic against other spies by using her Correspondence knowledge - her own knowledge of scrying techniques - to block the perceptions of the spy.
[ 2 ] Ward [ XXX - Page X ]
Just as a mage can sense distant locations, the mage can also defend against such perceptions. A ward prevents sensory intrusion from most varieties of supernatural perception. The mage simply creates a bar against the connections of space that would form with Correspondence Sensing. Such an Effect pits its successes against the successes of any scrying attempt, so a well-built ward can keep out even determined spies while a hasty one just makes scrying a little blurry. The ward's successes subtract from any scrying attempt's successes, but the spy's work of battering down the ward is noticeable unless the spy is also careful enough to rebuild the ward while worming through it.
With the proper conjunctional Spheres, a ward can be set with specific conditions or blockades. A ward with the right Mind magic might let through certain viewers or certain people in a particular state of mind, or who know the right password. Time magic can key a ward so that it's penetrable to viewers in a specific range of time. Matter or Life magic allows wards to be woven directly over such Patterns, and it makes scrying on the objects themselves difficult.
Once the mage can actually pierce or strengthen space (Correspondence 3), a ward can be built as a ban, an actual barrier to passage. The ban might appear as a force field or a set of glowing runes, or it might have no visible manifestation. The Spheres used in the creation of the ban determine what it keeps out. A Matter ban could be keyed to resist intrusion by bullets, iron or radioactive material; a Forces ban might block certain energies; a Life ban can keep out specific creatures or types of creatures; a Spirit ban naturally protects against demons and spirit entities. The ban strengthens space against the creature, combined with the power of the appropriate Pattern Sphere, to hedge it out, though anything not keyed to the ban passes through normally. Thus, a ban against spirits would still let a spirit's spells and thrown weapons through, so be careful! Bans must usually be cast over an area, and unless the mage spends a lot of time adding to the duration and conjunctional Effects, they aren't likely to last for too long.
[ 3 ] Pierce Space / Open Or Close Gates / Co-Locality Perceptions [ Mage: The Ascension (20th Anniversary) - Page 513 ]
Description 1: Now the mage can tear holes in space, large enough for her to step through. These minor gates are small and temporary, but they allow that character to step from one place to another, so long as she's alone and lightly encumbered. (Teleporting large items, or while carrying heavy loads, demands Correspondence 4.) Scoping out the new location is a good idea, of course. A close, familiar destination requires fewer successes than a distant, unfamiliar one.
Using the Co-locality Perceptions Effect, the mage can also perceive several places at once. Those locations all appear as ghosts overlapping each other, as if they'd been layered on top of the closest location.
Also, by combining Correspondence 3 with Forces, Life, or Matter, the mage can move things around from a distance, levitating, manipulating or teleporting them without physical contact.
Description 2: Tearing the very fabric of space itself, the mage can open a brief gateway to other places and step through. While the mage could only cast her senses out to distant locations previously, she can now actually travel via teleportation. The mage needs only sense the destination - or even haphazardly cast out to a random place, although doing so is extremely dangerous, then perform an appropriate Effect to change her Pattern's location. Drawing together connections in various Patterns - or severing them - is also possible, and it causes the Patterns affected to build a stronger or weaker bond that can be exploited later through Correspondence.
By strengthening the bonds of space instead of warping them, a mage can seal gateways and block the passage of Correspondence Effects. The mage can actually bar an area from passage, be it mundane or through Correspondence. Such an Effect prevents transportation in an area, and it can be cast over Patterns other than the mage herself.
Finally, moderate comprehension of Correspondence allows a mage to split his perceptions over several locations at once. Although the mage can open a door to only a single place, or manipulate individual Patterns without major effort, she can use her scrying to view multiple places simultaneously. The mage could experience the show in any form appropriate to her paradigm. She might see a set of ghostly superimposed images around her as she spies on multiple locations, or perhaps she has a series of small simultaneous images for different places.
With Pattern Spheres, the mage can use Correspondence to teleport Patterns or move objects from a distance. The mage reaches out and bypasses space to touch the object from range. Searching through multiple locations at once lets the mage perform very acute investigations, especially when using other Spheres to look for specific results.
[ 3 ] Chain [ XXX - Page X ]
"As above, so below." Like objects often bear similar Resonance, and changing one can change the other. With Correspondence magic, a mage can strengthen or weaken the ties between objects or places. Such a chain makes for a powerful tool in building magical links, or a good way to defend against Correspondence senses and attacks. A simple Chain Effect lets the mage change the attachment between two Patterns as expressed on the Correspondence Ranges chart on p. 163.
[ 3 ] Filter All-Space [ XXX - Page X ]
Spreading senses across the Tellurian, a mage can search for specific objects or creatures as she extends her senses. The early Correspondence power of Correspondence Sensing may allow for scrying of specific areas or Patterns, but this more advanced technique lets the mage look in many places at once! The mage senses everything going on in all the places scried, which may call for the judicious use of Mind magic.
A mage who isn't looking for anything in particular could simply split perception across multiple locations and draw in a welter of sensory input. Conversely, a proper filter, especially with the right Pattern knowledge, lets a mage sift through many places to find an exact and particular target. The mage can then eliminate scenes from the multiplied vista until homed in on the right spot.
[ 3 ] The Seven-League Stride [ XXX - Page X ]
Legend has it that the Order of Hermes made magical boots that would take the wearer exactly seven leagues with each stride. Though such boots are an artifact of the past, this Effect mirrors their capabilities. A competent mage can step from place to place nearly instantaneously. Depending on the exact sort of magic used, the mage might seem to blur past in an instant, or just vanish and reappear somewhere else. Regardless, the mage effectively teleports to any place he desires, although near and better known locations are easier to reach, of course.
Just as a mage can teleport himself through judicious use of Correspondence, objects or creatures can be moved with the right Effect. Simple Apportation can affect only simple Patterns, but as the mage's Correspondence knowledge improves, she can affect similarly more complex Patterns. Simple living things or composite objects can be moved with variations on the Seven-League Stride. Adepts and Masters of Correspondence can even use their greater rituals to bring along other people or to transport large or unusual substances.
Combined with Correspondence Sensing, the mage can travel to just about any place that can be scried - which is a good thing if the mage doesn't want to land in a hostile environment by accident. With Sense Connection, the mage could detect a scrying adversary, trace that connection and then teleport to the spy.
[ 4 ] Rend Space / Ward / Co-Locate Self [ Mage: The Ascension (20th Anniversary) - Page 513 ]
Description 1: Creating larger holes in space, the mage can now open permanent gates between locations (10 or more successes); isolate forces, spaces, objects, or people into their own tiny realms (by combining Correspondence 4 with Forces, Life, Mind, or Matter); and ward certain locations against specific Patterns (again, combining Forces, Life, Mind, or Matter with Correspondence) or Resonance energies (combining this Sphere with Prime 4). This warding effect can impede or even block the forbidden elements from crossing into, or out of, the protected space.
Using the Co-location Effect, that mage can also appear in several different places at once. To function, however, she must add Mind 1 to that Effect. Each self mirrors the original's actions unless she also adds Life 2 to that Effect, granting independence to every self.
Description 2: Adepts of Correspondence can not only tear through the Tapestry to create warps or rents in space, they can force such distortions to remain instead of just sliding their own Patterns along brief slips of distance. The mage can create a free-standing wormhole or gate that transports anyone to another place, or he can bend space to remove something from the bounds of the normal Tapestry entirely. Space isn't necessarily mutable at this level, but various points can be connected or Patterns can be placed in new locations or even outside the concept of "space" altogether. Combined with specific wards, the gates through space can be made selective so that only certain types of Patterns may pass through.
By causing her own Pattern to manifest in several perceived spaces, the mage can appear to exist in multiple places at once. Judicious use of other Spheres can let the mage think separately in these places (with Mind magic) or even act differently in each (with Life magic).
Pattern magic used by an Adept of Correspondence can not only teleport or move objects, but establish gates that bar or warp certain Patterns. A particular Pattern can even be thrust into its own bubble of non-space, closeted away from the universe. In such a bubble the mage can scry safely or put away an object where it can't be found or manipulated.
[ 4 ] Bubble Of Reality [ XXX - Page X ]
By removing a Pattern from interaction with "space," a Correspondence Adept can cause an object to exist in its own sort of pocket dimension. Actually, the subject exists beyond the bounds of space, but the distinction doesn't matter much. What's important is that normal space and reality can't interact with the target. However, the mage can still make Correspondence connections between normal space and the "bubbled" subject, so that it's possible to see back out to the world or to scry on the object even as it's cocooned away. Normally, the object exists in its own non-space and the mage establishes a link at need. If the mage wants to keep a link going, cause the bubble's apparent linkage to move or encompass a large area, he must generate a sufficiently large Effect.
[ 4 ] Hermes Portal [ XXX - Page X ]
Free-standing gates or doorways to other places are staples of magical travel. The Order of Hermes claims to have pioneered a specific version that creates a permanent Gate through the Tapestry and then includes a ban (see Ward) to prevent the passage of any thing but sentient, willing creatures. Such a Gate makes for quick and accessible transit between any two places desired, and the mage can make it usable by others easily.
Usually, a properly banned Gate seems like a darkened window; Correspondence Sensing allows the mage to trace and view the other end, or the Gate might not ban light and therefore would appear to be a panorama of the destination. Without a ban, anything on the other side of the Gate can pass through freely, which can cause all sorts of complications - the Wu Lung reportedly use an Effect called tsuiho that blasts an enemy with the fires of Heaven (Gated in from the sun). Either sort of Gate is a vulgar Effect, although a banned Gate is usually worth the additional work due to its greater safety. Of course, putting the bans on the Gate requires knowledge of the appropriate Spheres (usually Life, Mind and Matter).
Portals can also open into multiple and varied locations. Such a portal might be keyed to a specific thought or password (with Mind), to a sequence of places (passing through them with Time), or to different places according to the subject (with Matter or Life). A particularly defensive portal could cause anyone without the right password to be deposited in one place while all of their material possessions wind up somewhere else. Such portals are staples of travel between heavily guarded Nodes and Chantries, as the magical defenses let mages discriminate easily between who can use such portals and where they'll go.
[ 4 ] Polyappearance [ XXX - Page X ]
Instead of disappearing from one place and reappearing in another, an Adept of Correspondence can choose to simply stack himself in multiple places simultaneously. The mage seems to inhabit all of the spaces at once. Onlookers in the various places see the mage react to the surroundings of all the locations. Thus, the mage could react to things that aren't there in one place but are present in another. The mage takes in the sensations of every place at once.
Just because the mage exists in multiple places doesn't mean that he can cause those multiple objects to interact, though. The mage might grab or use something in one place, but it won't have any effect on the other places that the mage exists, unless additional Correspondence magic teleports or co-locates the subject. The mage also suffers the consequences of everything in all the locations. If a mage is in an open area and a small room at the same time, the walls of the small room block the mage's sight entirely (since there's still really only one mage, just experiencing multiple spaces). Getting attacked by multiple people is a bad idea....
On the other hand, polyappearance can be advantageous. Akashic Brothers multiply their positions to strike from multiple angles at once, while Hermetic mages hold conferences with multiple groups simultaneously.
If the mage actually wants to process information from multiple locatio ns, a Mind Effect is invaluable. With Life and Prime, the mage can also make additional bodies, and then use Mind to split her attentions between them, though only one body at a time can actually do magic (in effect, the mage's attention focuses only on one actual body at a time).
[ 5 ] Spatial Mutation / Co-Location [ Mage: The Ascension (20th Anniversary) - Page 513 ]
Description 1: Distance and dimensions become child's play to a mage at this Rank. She can distort space; alter sizes and stretch or compress objects (Matter), bodies (Life), or forces (Forces); connect different Patterns to one another across intervening space; or even superimpose places or objects on top of one another (extremely vulgar). Combining this Rank with Life 3, the mage may also expand her senses to perceive many different places at once.
Description 2: Mastery of Correspondence allows a mage not only to pull spaces together or hold them apart, but to bend, twist and flex space itself like taffy. The mage can stretch distances, alter volumes and spin around die very concepts of arcs or angles. A three-foot-long rod might be made to span an apparent 10 feet, or a gun could be folded so that its bullet comes out the apparently curving barrel heading toward the shooter, since the bullet travels along curved space and thus follows a straight line through a curved barrel.
Just as an Adept of Correspondence can stack her perceptions or presence to see and interact with multiple locations, the Master can pull entire chunks of space together so that they can interact freely. Instead of gates through which things pass to travel, the whole areas become superimposed on one another. Objects and creatures can exist in two places simultaneously, because the places are now a single location. Items could be made to overlap without damage; in effect, more than one thing can occupy a single space at one time.
Correspondence Masters can use other Spheres to cause Patterns to interact bizarrely in overlapped space, to allow themselves to appear in multiple places with independent bodies and thoughts, to cause an object's spatial warping to also reflect in its physical characteristics or to shield areas from intrusion.
[ 5 ] Co-location [ XXX - Page X ]
With this bizarre magic, a mage may stack multiple locations and allow them to interact freely. No damage occurs to objects that superimpose themselves on one another during co-location, yet they are solid to one another. Once separated, they will not superimpose again. Stacking entire areas (instead of just objects) is possible, but highly vulgar, difficult and usually only done by desperate or crazed mages.
[ 5 ] Spatial Mutations [ XXX - Page X ]
With true Mastery of Correspondence, the mage can alter distance and direction as desired. Though the mage can't really "create space" per se, she can easily cause a perceived distance to change without affecting the relative outside world. She can bend space around to make strange shapes that don't hinder objects or creatures inside. To those on the inside, the space seems normal while the outside appears distorted. She can cause things to appear shrunken, grown or distorted, though such magic does not actually affect the subjects directly - it just makes them appear different relative to the rest of the world.
Since the mage can change distances or directions, she can cause an object to become very small relative to herself, but it would still have the same mass and strength. She could make something larger but it would not become any more resilient. In effect, the material properties of various Patterns don't change, just their appearance in three-space.