Prime

Spheres of Influence

Prime


Prime is the Sphere presiding over the very fabric of the Tellurian and the building blocks of reality.
Quintessence, Paradox, Nodes, and all general Effects are governed over by Prime making it a wellspring of utility with no real direct influence of its own.

special notes
Prime attacks deal lethal damage 1 suxx to 1 suxx


Prime 1 – Dedicant


Active -

- Sense and read the intention and Resonance of Effects
- Sense and locate Quintessence and it’s Resonance
- Expend Quintessence to stabilize reality in an area increasing difficulty for all Effects in the area +1 per point of Quintessence expended

Passive -

- Dedicants of Prime are blessed with advanced Awareness and will automatically check Awareness + Perception without the character being actively aware/suspicious of Effects
- Dedicants of Prime are gifted with the ability to expend 1 point of Willpower to prevent Paradox from being rolled for a time


Prime 2 – Initiate


Active -

- Induce one’s own Paradox
- Create a Prime weapon (this can be transformed into a blast of Prime energy with Forces 2)
- Increase the lethality of existing weapons (blunt to lethal, lethal to agg) assuming the mage has the appropriate sphere (Life for hands/claws, Matter for weapons)
- Restore Quintessence from a free source of Quintessence instantly (Node, Wonder, Talisman, Tass)
- Activate Tass
- Permanently Enchant simple Patterns (Forces, Matter, Mind)
- Draw Quintessence from own Pattern (Take equivalent levels of lethal damage)


Prime 3 – Disciple


Active -

- Create Tass with free Quintessence
- Permanently Enchant intermediate Patterns (Life, Prime, Spirit)
- Draw Quintessence from simple Patterns
- Transfer Quintessence from one Pattern to another (From yourself to a friend, from Tass to a friend, from one wonder to another)
- Activate Quintessence (allow the Quintessence to act of its own volition/follow its true nature)

Passive -

- Initiates of Prime may sense active Paradox with a normal Awareness + Perception roll


Prime 4 – Adept


Active -

- Counter any existing effect regardless of Spheres involved (+ 1 diff for every 2 spheres involved, max +2 diff – i.e. diff 7 for one, diff 8 for two or three, diff 9 for four or more – total success is necessary or the Pattern returns to its previously Enchanted state)
- Permanently Enchant advanced Patterns (Correspondence, Entropy, Time)
- Directly attack a Pattern’s Quintessence
- Draw Quintessence from intermediate Patterns
- Create Soul Gems (requires Spirit 3 and a willing subject or Spirit 4 to create a soul first)
- Quell lesser Paradox (remove lesser Paradox Flaws and Effects)
- Open Wellspring Gates (create a Juncture in a place with a strong Resonance)

Passive -

- Adepts of Prime are graced with the division of all incoming Paradox from any effect (reduce incoming Paradox by 1/4 rounded down to nearest whole)


Prime 5 – Master


Active -

- Awaken Nodes (open a Node in a place with a strong Resonance)
- Draw Quintessence from advanced Patterns
- Eliminate a Pattern from existence
- Quell greater Paradox (remove permanent Paradox Flaws and Effects)
- Create Wellspring (regardless of Resonance in a place open a Juncture)
- The divine contract (a poorly understood art of casting Effects – this contract is very specific, and most importantly cannot be undone through counter magic; however, it must have some clause in it that allows it to be broken – the most popular example is the sleeping curse, only breakable by true love’s first kiss)

Passive -

- Master’s of Prime are graced with further division of Paradox (reduce incoming Paradox by 1/2 rounded up to the nearest whole)


Spheres of Influence

Prime

Mage: The Ascension - Hawthorne Heights Atxmagehh Syllabus