Prime

Apprentice
Etheric Senses - The mage can sense quintessence and the amount of quintessence that is being stored. The mage can sense the free quintessence whether it is stored in a talisman, stored in a pattern, stored in an avatar, coming out of a node, or in the form of tass) and the amount of quintessence that is there. Sensing Tass or a node is the easiest, only requiring an effect rating one one. Sensing quintessence stored in a talisman or prime stored using Store Prime requires a rating of two, sensing quintessence stored in any other pattern or an Avatar requires three.

Store Prime (immediate) - The normal amount of quintessence a mage can store without Initiate rank in Prime is determined by their avatar. The Apprentice of prime may use this Sphere power to store excess quintessence on the outside of their body. This allows the mage to store a maximum number of 20 points of free quintessence both on their body and in their avatar. The mage may store a number quintessence equal to the result rating of the magical effect, and may only use this effect once per quintessence source. This stored quintessence is not stored in their avatar, so this effect stores quintessence above and beyond their avatar rating.

Initiate
Weave Idyllic Force - The mage has now attained some level of control over the shifting patterns of prime, and may now infuse this magical energy into objects or divert small streams of the stuff. The mage may infuse a weapon with Primal force, allowing it to to aggravated damage to supernatural creatures if the mage attains a minimum effect rating of three. This enchantment lasts as long as the duration of the effect, and then wears off. Each time the weapon is used to inflict an aggravated level of damage, one point of quintessence must be spent. If the weapon enchanted is being used by a non-mage, then the casting mage may 'charge' the effect with a number of quintessence points by casting this conjunctionally with Channel Quintessence. In this case, the charged quintessence is used instead of the user's quintessence. Also, the mage may divert a small amount of a Life pattern's quintessence flow away, causing a great amount of pain and disruption to them, and they start to flicker in and out of reality. Upon successful casting, the target of the spell is stunned and cannot function for the duration of the effect, which is effectively one rating lower than normal. The target may spend a point of quintessence to smooth this ripple effect out (Or a Disciple of prime may spend it for them with any degree of success on their magical effect). The target may also spend a willpower trait to allow themselves to act for 10 minutes.

Fuel Pattern - This is needed to create any of the Pattern magicks: Forces, Life and Matter. If a mage wishes to create a pattern, the pattern magick must be casted conjunctionally with this level of prime, or else it does not work.

Disciple
Channel Quintessence - The mage may act as a conduit for free quintessence (for a discussion on the difference between Raw and free quintessence, read the description for this effect in Mage:The Ascension, 2nd Edition). The mage may channel up to five points of free quintessence from one pattern to either themselves or another pattern for every effect rating result they acquire.

Create Talisman (immediate) - The mage may now create talismans. To create a talisman takes time, a node, and usually a horizon realm.
First off, the talisman must have a pattern into which the power will be placed. This can be any pattern, but a forces pattern is not suggested (Unless it's been frozen in time, which is kinda cool, but anyway). As soon as the pattern is located, the pattern must be prepared to be able to contain magical effects. This is done with a vulgar Adept Prime Rote, which requires expending a *PERMANENT* point of willpower and accumulating a total number of effect result ratings of 10 or more, each magical effect taking a a day.
After this, the talisman is ready to receive it's capacity to work magick. This action is what requires Disciple-level Prime to do. The mage focuses 10 points of quintessence for every Arete trait the talisman is to have. Every 10 points of quintessence must be slowly focused in over a complete day. A mage cannot create a talisman with more Arete traits than they have themselves. After this, the mage can add whatever effects the talisman is to have. Each effect must be considered static in the realm the talisman is being created in, and requires one point of quintessence per Mastery level of the effect, and a complete days' uninterrupted work. At the end of the day, the mage does the tests that normally would be required to cast the desired effect. The mage must accumulate a total magical effect rating of 4 or more before the effect is successfully put into the talisman. Note that a talisman cannot have more effects than it has Arete Traits.
After all of the effects have been put into the talisman, the mage must initially charge it with an Adept level Prime effect, which mimics Channel Quintessence for game mechanics. The talisman can hold five times it's Mastery level in quintessence.

Adept
Expel Base Energy - The mage may pull raw quintessence out of static patterns, changing the degree to which they manifest in reality. The raw quintessence is recycled back into the Universal pool of quintessence, and cannot be captured by the mage. The mage may extract the quintessence from the pattern and have it fade into nothingness. This affect can be used conjunctionally with the Initiate level of the pattern magick to dissolve certain parts of a pattern, otherwise the entire pattern is affected. So solids could become insubstantial, a magnet could have only one pole, remove a chemical's ability to form nuclear bonds with other chemicals, or cause an object to lose it's weight while sill remaining solid.
Note that effects the recycle the raw quintessence of patterns is considered a damaging magical effect, which does damage as per the general effect result table, and if the effect is vulgar, the effect does aggravated damage.

Master
Alter Flow - The mage may control established flows of quintessence, such as those that flow between a life pattern and the pool of quintessence. As with Expel Base Energy, the quintessence is recycled back into the universal quintessence pool. The mage may attempt to extinguish the spark of life within a pattern, having it fall dead then fade into nothingness. The amount of damage done by this effect is determined by the general effect result table, and this damage is aggravated (if the effect is vulgar). A mage with Initiate level Life knowledge may cast this effect conjunctionally with Initiate level Life to affect only part of the Life pattern, otherwise the effect affects the entire pattern. As well, the mage may instantly recharge their avatar, whether they are in a node or not, but casting this effect vulgarly. The amount of quintessence gained is equal to the effect result rating. Lastly, a mage may channel a quintessence blast in a way that nullifies paradox energy not stored within a pattern. A number of free-floating paradox is dispelled equal to the effect result rating of the magical effect.


Back to Index