Prime Cheat Sheet

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Prime Cheat Sheet
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Contents

This is a quick reference only. Refer to the main Prime page and individual spells carefully as Mage House Rules will take precedence.


Prime • (Initiate)

  • Compelling
    • Dispel existing magic of any Arcanum (caster has to know each Arcanum being used).
    • Inscribe Rotes into a Grimoire (caster loses Rotes, has to relearn them: but can read and activate them from within the Grimoire).
  • Knowing
    • Scrutinize an enchanted item, and (with exceptional success) identify its nature and powers, including any curses on it, etc.
  • Unveiling
    • Mage Sight Supernal Vision. Sense magic. Scrutinize magic.
    • See through Prime-based illusions.



Prime •• (Apprentice)

  • Ruling
    • Activate a contingent Artifact or imbued item.
    • Squaring the Circle: Create a mystical space where two mages can fight the Duel Arcane.
  • Veiling
    • Transform one’s own Aura.
    • Hide oneself from other mages’ magic senses when scrutinizing their spells.
  • Shielding
    • Counterspell Prime: counteract any spell as it is being cast, Covert or Vulgar (must first detect it with Mage Sight). Do not need to identify any of the Arcana used. A Counterspell not using the Prime Arcanum (see “Counterspell”, p. 123, Mage: the Awakening) requires knowledge of at least Rank • in one component of the spell being used; further, it can only counteract Vulgar magic.
    • Magic Shield (protect against magic directly cast at the mage, not aimed at the mage).
  • Unveiling
    • Sense Th e Th reads: Sense when a mage is scrutinizing one of your spells or items. Space ••.
    • Primal Flow (Grant Supernal Vision to others).



Prime ••• (Disciple)

  • Weaving
    • Draw Mana from a Hallow without needing to perform an Oblation. Touch range.
    • Draw Mana from Tass or an enchanted item. Touch range.
    • Convert Mana into Tass.
    • Enchant a weapon, allowing it to strike at Twilight or Shadow creatures.
    • Enchant armour to protect against Twilight or Shadow creatures.
    • Create an imbued magic item.
    • Imbue a living creature with Mana. Touch range.
    • Tap ley lines at a node where they cross for perpetually - replenishing energy.
    • Create an inanimate Phantasm - an illusion, albeit a solid one.
  • Fraying
    • Smite the foe: manifest celestial fire (direct Prime attack). Aimed.
    • Selectively dispell an existing spell to exclude selected subjects only, letting the spell carry on to affect others.
    • Dissolve Tass back into the Tapestry.
  • Perfecting
    • Perhaps cleanse a magic item of dark Resonance, replacing it with a healthier Resonance.
    • Higher levels might be able to cleanse Tainted Hallows, or even work on Wounds (Prime ••••• or Prime ••••••).
  • Shielding
    • Bestow Magic Shield upon others.
  • Veiling
    • Weave a barrier around a soul, preventing it from being stolen or severed (Should be Shielding, but what the hell ...).
    • Alter the Resonance of an area, or even disperse it altogether.
    • Alter another’s Aura, as the Prime •• Effect.


Prime •••• (Adept)

  • Patterning
    • Awaken a dormant Hallow.
    • For a brief time, endow a Sleeper with Mage Sight. They can affect Paradoxes, but no longer affect magic with Disbelief whilst this spell is operating.
    • Create a solid illusion which the mage must concentrate to move around like a puppet.
    • Create a sturdy phantasm, and even functional illusionary weapons and armour.
  • Unravelling
    • Pull Essence from a spirit, ghost or Locus and convert it to personal Mana.
    • Pull Mana from an object, damaging its Structure (each point of Structure damage = 1 Mana, max 1 Mana per 3 Size of object. Caster can replenish oen Mana only once per 24 hours: Mana gained from successive castings has to be funnelled into other objects).
    • Dispel any sort of magic. Don’t need to know any Arcana being used.
    • Suppress an active Hallow.
  • Weaving
    • Draw Mana from a Hallow, Tass or an enchanted item. Sensory range.
    • Imbue a living creature with Mana. Sensory range.



Prime ••••• (Master)

  • Making
    • Create a highly detailed, solid, animated phantasm (if used to mimic a person, has that person’s Social and Mental Attributes), but requires caster concentration to animate it.
    • Create a temporary Hallow.
    • Create a tulpa (an independent thought form). (Mind •••••).
  • Unmaking
    • Expel Mana from an area, creating a magical “dead zone.”
  • Weaving
    • Draw Mana from a Hallow, Tass or an enchanted item with Synpathetic magic (Space ••).
  • Unravelling
    • Siphon Mana from an unwilling mage (their Mana goes into caster’s Mana pool). Sensory range.




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