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For other meanings of Fate, see Fate (disambiguation).
ArcanumFate
Fate is one of the ten Arcana of Mage: The Awakening, and the Subtle ruling Arcana of Arcadia. It's purview covers all aspects of destiny and probability, though it cannot predict the future; that is the purview of the Gross Arcana of Time. Common uses for Fate are creating good or ill fortune, bestowing blessings and curses, mystically sealing an oath, or predicting or influencing random events. This last effect is not always clear; mages often differ over whether using Fate to predict a coin toss, for example, informs of the outcome or creates it. The Arcanum of Fate grants perception and control over the threads of fate. It deals with the bestowing of blessings or curses, the swearing of inviolable oaths, and the ability to perceive the destinies of others (though not their future). A mage learned in the ways of this Arcanum can level a geas on another, forcing this person to do the mage’s whim. He/she may increase their luck or that of another to incredible levels, or decrease the fortune of a foe. The control over the strands of fate granted by this Arcanum makes it quite attractive to the Acanthus; they are deeply reliant on fortune in their itinerant lifestyles.

Its associated summoning is the Moira and the Exarch who supervises it is the Ruin. Within Astral Space, Fate is incorporated by the Aeon Merdraut.

InfluencesEdit

Blessings, curses, destiny, fortune, chance, luck, oaths, and probability.

Nature and PowerEdit

The Arcanum of Fate is the Subtle Arcanum of the Supernal Realm of Arcadia, a realm that also generates the power of Time. Arcadia is a place of chance and risk; taking no risk while in the realm of the Fae will lead to disaster, so will too many leaps into the unknown without looking or thinking about the consequences. There are two things that can be done to ward this off. One is simply to moderate one’s risks, to do what is likely if you’re not certain the consequences of said actions, will go in one’s favor. This works for a time, but eventually random will catch up and something will go wrong, often disastrously. Arcadia teaches one to have faith, but not blind faith. The second and better route is to tip the scales of fate in one’s favor, to increase with magic the odds of success; this can be achieved by the use of the Arcanum of Fate.

Within the Fallen World, actions carry less risk, the material realms do not actively seek to foil the works of their inhabitants, and so Fate carries less power. The rise of the Abyss has weakened that power still, but chance still plays its part in the Fallen World.

When one takes a good long look at the universe, its easy to see why luck has been so important to us. Conditions on Earth were just right for life to begin, the Earth is on an exacting orbit around the sun, a few thousand miles either way and it would either be too hot or too cold for life to exist on this planet as we know it. Dinosaurs, the species that would have kept us as small rodents scurrying in the earth were all wiped out by a chance asteroid causing their extinctions, and our race has been has been fortunate enough not to have received such an end, so far. The entirety of human history is one long history of coincidental cause and effect which could have changed human existence if the event had gone differently. Destiny’s hand is evident behind the nature of the world, and our existences upon it.

On less grand scales, the Arcanum of Fate allows for the altering of the luck that runs mundane society. A mage can bless himself or others with great luck, influence events to bring an object into his possession, imbue an object with good or bad luck, act perfectly in social situations, bind oaths that must be fulfilled on pain of poor luck, and send others on Geasae that draw a similar punishment. He/she may induce chaos in a given area, creating extremely improbable events that serve to make Sleepers more open to the idea of the supernatural, and so make them induce less Paradox. He/she may forge Dooms - objects, places, conditions events or even people which cause bad luck to a specific person when interacting with them - or he may forge Godsends, similar happenings, locations, objects, or creatures that bring protection to a specific person when that person is around. He may even change the destinies of people, altering the fate of a living being or object any way he/she pleases.

VisualiseEdit

If it will help, use your imagination to visualise the concept of fate. If you think of time as a body of water, think of fate as the currents, eddies, tides, and waves of the surface of the water.

Common PracticesEdit

Initiate (●)Edit

The power of the first level of mastery, an Initiate of Fate may use Mage Sight to detect the peculiar resonance of threads particularly woven into the fabric of destiny. He may examine common themes or links between objects, places, or people. The mage can mitigate bad luck to an extent, nullifying small factors of probability rather than making events, such as rolling dice or flipping a coin. Finally, he/she may perform relatively inconsequential changes to his fate or that of another, enough to inconvenience or ease a happening rather than overtly harming or helping.

NAME OTHER ARCANA PAGE REQ SOURCE DESCRIPTION ROTE POOL ASPECT
Aim for the Dead
Space 1, Death 1
56
Ban
subtract Potency from penalties to call shots on an undead target
Covert
Counterspell
123

M:tA
counter Fate spells
Composure + Occult + Fate
Covert
Friendly Face
208
Summ
determine which creature to summon from which realm to assist with a problem
Covert
Interconnections
148
M:tA
analyze fate threads
Intelligence + Investigation + Fate
Covert
Quantum Flux
148
M:tA
"aim" any action
Wits + Occult + Fate
Covert
Reading the Outermost Eddies
149
M:tA
gain small good fortune
Wits + Investigation + Fate
Covert
Sharpshooter's Eye
Space 1 + Life 1 or Matter 1
149
M:tA
get "target lock" when shooting
Composure + Firearms + Fate
Covert
Sacrifice Fortune
131
TotM
item crafting, alternate relinquishment cost - downgrade exceptional successes
Wits + Occult + Fate
Covert
Study Final Name
Death 1
101
L:tS
view a recorded Final Name or Momentary Name
Covert
Synchronicity
60
TotM
gain clues from random events
Wits + Streetwise + Fate
Covert
The Sybil's Sight
149
M:tA
Mage Sight
Wits + Occult + Fate
Covert
Winds of Chance
150
M:tA
slight boon or bane
Wits + Subterfuge + Fate
Covert


Apprentice (●●)Edit

The second level of mastery gives an Apprentice of Fate the power to bring about minor curses or give himself a little good luck, helping or hindering in a crucial task. They may bestow their perception of destiny onto another or create a field of protective luck around themselves causing bullets to go astray or melee weapons to slide off them and not slice through them. They may imbue themselves with exceptional luck in a social situation, allowing them to say and do the right things in a given interaction. They can create plausible twists in the skein of fate, creating events that are reasonably likely, or they may cause a machine to function perfectly for a time. Lastly, the mage picks up the basics of swearing an oath, a magical contract that grants the mage strength of will to perform feats of great mental fortitude when the oath demands it, at the cost of poor fortune if they act against their oath. Apprentices of Fate may use special conjunctional effects. A mage may give another spell a "conditional duration," causing it to last slightly longer than normal at the expense of setting a condition under which the spell will cease earlier. The more easily the condition may be met, the greater the boosted duration of the spell. Fate spells with conditional durations are the only spells which can affect living creatures indefinitely (other spells with conditional durations may not).

NAME OTHER ARCANA PAGE REQ SOURCE DESCRIPTION ROTE POOL ASPECT
Dialing the Lucky Number
Forces 2 + Space 2
105
FC
call the phone nearest your target
Wits + Crafts + Fate
Covert
Exceptional Luck
151

M:tA
gain 9-Again
Manipulation + Occult + Fate
Covert
Fate's Justice
Mind 2 + Time 2
106

FC
retroactively curse an attacker
Wits + Science +Fate
Covert
Fortunate Timing
Time 1
106
FC
manage event timing
Wits + Persuasion + Fate
Covert
Fortune's Protection
152
M:tA
Shielding
Composure + Athletics + Fate
Covert
Grant the Sybil's Sight
152
M:tA
grant Mage Sight
Manipulation + Occult + Fate
Covert
Heroic Effort
175
AA
increase next Chance Die pool by one
Covert
Loyal Possession
Mind 2
107

FC
item crafting, item returns after loss
Intelligence + Persuasion + Fate
Covert
Platonic Mechanism
152
M:tA
negate dramatic failure of device
Intelligence + Occult or Science + Fate
Covert
Querulous Minds
Prime 1
187
GotV
detect Sleepers with magical experiences
Covert
Reveal Enigmas
Mind 2 opt Matter 1
193
Myst
uncover and understand patterns
Covert
Scribe Final Name
Death 1
101

L:tS
record a dying person's history; or a living person's Momentary Name
Covert
Shifting the Odds
153

M:tA
minor boons and banes
Wits + Occult or Science + Fate
Covert
Sniffing the Winds of Fate
Death 2
187
GotV
determine magnitude of Destiny
Covert
Swearing an Oath
153
M:tA
minor Oathbinding
Presence + Persuasion + Fate
Covert
The Evil Eye
151

M:tA
penalizes target's rolls
Manipulatin + Persuasion + Fate -Composure
Covert
The Perfect Moment
152
M:tA
affects social situations beneficially
Wits + Occult + Fate
Covert
Something here
60
TotM
all successes and failures exaggerated
Presence + Occult + Fate
Covert

Disciple (●●●)Edit

Disciples of Fate, using the third level of mastery, may grant their shield of protective luck to others, or bless them with minor good fortune in a similar manner to the blessings the mage could lay on themselves previously. They may alter the terms of an oath, changing the nature of their service (but not alter it completely), or imbue certain objects with good or bad luck to anyone using or handling them. The mage may conceal a great destiny from the eyes of other Fate users, or change the appearance of that destiny so it seems to be a different sort of fate. Finally, the mage may bless themselves with incredible luck, gaining the ability to perform feats of amazing luck that defy credulity.

NAME OTHER ARCANA PAGE REQ SOURCE DESCRIPTION ROTE POOL ASPECT
Alter Oath
154
M:tA
change the terms of an Oath
Manipulation + Politics + Fate
Covert
Alternate Scenerio
Time 3
57
(x)●
GoG
choose best of multiple attempted rolls
Vulgar
Bad Penny
136

TotM
item crafting, curse
Manipulation + Subterfuge + Fate
Covert
Bestow Exceptional Luck
155

M:tA
grant 9-Again
Manipulation + Persuasion + Fate
Covert
Blessing
61
TotM
survive a named fatality
Manipulation + Subterfuge + Fate
Covert
Cursed Object
136
● (1 to 5)
TotM
item crafting, curse
Intelligence + Occult + Fate
Covert
Eleggua's Notice
75
MT
deprive target of Destiny and luck
Covert
Fabricate Fortune
155
M:tA
create false Destiny
Intelligence + Subterfuge + Fate
Covert
Grant Fortune's Protection
155
M:tA
grant Shielding
Presence + Persuasion + Fate
Covert
Instill Malediction
130
TotM
item crafting, relinquish by accepting a curse of ill luck on the item
Intelligence + Crafts + Fate
Covert
Lucky Coin
155
M:tA
give item Equipment or Armor bonus
Wits + Occult or Science + Fate
Covert
Monkey's Paw
155
M:tA
give item negative Equipment or Armor bonus
Wits + Occult or Science + Fate
Covert
Occlude Destiny
155
M:tA
hide target's Destiny
Intelligence + Subterfuge + Fate
Covert
Sense Strength and Weakness
72
GoG
discern best and worst competence in a group
Covert
Shared Fate
107
(x)●
FC
targets are done duplicate damage
Presence + Persuasion + Fate
Covert
Summon Supernal Being
73
Summ
(Acanthus only) call a Moira from Arcadia, with difficulty
Covert
Superlative Luck
156
(x)●
M:tA
gain 8-Again
Resolve + Occult + Fate
Vulgar
Tangle the Threads
Mind 2, Prime 2
176
AA
shield self against Fate effects
Covert
Technology Curse
Forces 2
190

SotT
prevent target from using electronic devices
Covert
Uncover Final Name
Death 2
102
L:tS
rebuild a passed Final Name
Covert

Adept (●●●●)Edit

Adepts of Fate, use the fourth level of mastery, which grants them even greater luck than they could previously. The mage may unbind souls chained to a specific place by a wielder of the Arcanum of Death or other supernatural being or power, allowing a soul to be removed from a soul jar or unbound from a creature to which it has been reattached. The mage gains the power to sanctify the oath of another in the place of that person (if said person cannot use the Arcanum of Fate to such a degree). Finally, the mage gains the power to completely annul a magical oath, freeing them or another from the bindings of an unwanted oath or forcibly parting another from an oath they wish to hold up. The mage also gains an increased hardiness against supernatural attempts to control his actions or bind him in oaths. This applies to all supernatural powers of the type, not just Awakened magic. Adepts of Fate are also "Unfettered," gaining a special connection to their own destiny. They are supernaturally aware of being targeted by certain magical effects which would disrupt their destiny, and may instantly attempt to disrupt them with a counterspell.

NAME OTHER ARCANA PAGE REQ SOURCE DESCRIPTION ROTE POOL ASPECT
Assuming the Name
Death 3
102

L:tS
wear the Final Name of the departed
Covert
Coincidental Travel
196
SL
series of coincidences help mage get to desired location much faster and easier than usual
Covert
Destroy Bindings
156
(x)
M:tA
dispel Anchors, Fetishes and Fetters
Resolve + Occult + Fate vs. bond Potency
Vulgar
Forbidden Fate
196

SL
target suffers bad luck when attempting to reach a specific goal
Covert
Fortune's Fool
177

AA
store failures to inflict on others
Covert
Gift of Fortune
Space 2
157

M:tA
deliver an object from anywhere
Intelligence + Investigation + Fate
Covert
Probable Cause
157
(x)●
M:tA
gain Rote Quality to rolls
Composure + Occult + Fate
Vulgar
Sanctify Oaths
157
M:tA
witness others Oath Swearing
Presence + Expression + Fate vs. Resolve + Gnosis
Covert
Sever Oaths
158
M:tA
dispel Oaths
Manipulation + Occult + Fate
Covert
Transfer Destiny
190
SotT
touch both donor and receiver, and transfer dots of Destiny between the two
Covert

Master (●●●●●)Edit

Masters (male and female) of Fate can lay Geasae upon others, an unbreakable oath with dire consequences for any who would seek to escape or avoid it. They may also break such compulsions, freeing them or another from service. The mage may create a Doom, a magical object, creature, happenstance, place, or time that gives bad luck to a specific person when that person interacts with it, or may create a Godsend, an article of similar nature that grants protection to them or another when it's near. The mage may bestow incredible bad luck on another person, causing them to fail at everything they try whilst under the power of the spell. The mage can radically alter the fate of another person, changing the course of their life in a severe way, create random happening of bizarre and unusual things, opening the minds of Sleepers to the impossible for a little while and reducing their ability to generate Paradox.

Break the Chains

NAME OTHER ARCANA PAGE REQ SOURCE DESCRIPTION ROTE POOL ASPECT
159
(x)
M:tA
unweave Oaths and magical bonds of all types
Wits + Occult + Fate vs. geas Potency
Vulgar
Forge Destiny
159

M:tA
give bonus to all rolls involving the destiny and penalty to all rolls resisting destiny
Manipulation + Persuasion + Fate vs. Resolve + Gnosis
Covert
Forge Doom
159
(x)●
M:tA
adds to all damage received while within presence of Doom
Resolve + Intimidation + Fate vs. Resolve + Gnosis
Vulgar
Forge Godsend
159
(x)●
M:tA
negate damage while within presence of Godsend
Composure + Survival + Fate vs. Resolve + Gnosis
Vulgar
Geas
160
(x)
M:tA
place target under Oath forcibly
Presence + Expression + Fate vs. Resolve + Gnosis
Vulgar
Great Curse
160
(x)●
M:tA
penalize all of target's rolls
Manipulation + Intimidation + Fate - Composure
Vulgar
Infectious Curse
Space 2
33
(x)●
TotM
affect all relations of target with Great Curse
Resolve + Intimidation + Fate
Vulgar
Swarm of Locusts
161
(x)
M:tA
prevent further Paradox
Wits + Occult or Science + Fate
Vulgar
True Love
132
●sw
GoG
lovers gain joined resistance, Willpower use
Covert

Imperial PracticesEdit

Archmasters are rare but not unheard of. They don’t follow the same rules as the other ranks. Archmasters become Avatars of the Arcanum they studied, living embodiments of the Watchtower their power comes from. They become conduits for power and are no longer barred from their power by the Abyss and so aren’t subject to Paradox. They take on the physical characteristics of their Arcanum. They should be addressed as Arcs (i.e. an Arc of Death). Archmasters can cast all the spells from Initiate to Master, without using any Mana, and in any preferred duration. They effectively gain the powers of a God, including limited immortality (e.g. they stop getting older, and become immune to all diseases), but they’re still human beings and as such can be killed just like anybody else should they become careless. They still suffer penalties of their Inferior Arcanum; a mage can’t over come that until he/she has become an Arc of that inferior Arcanum. Archmasters no longer belong soley to the planet of their birth; they become citizens of the cosmos, so their concerns must move beyond their home planet to the wider Universe.

The ability to see the strings of fate becomes a part of their visual spectrum, when they walk into a room their very presence can shift the fortunes of any others present, except other Arcs. The shield of probability becomes absolute, letting them walk in the midst of fiery battle without a scratch, and nobody can break an oath made to an Arc, be they mortal or supernatural. Arcs can alter the destinies of even metaphysical concepts, ideas, or philosophies; such as key concepts within magic, vampires, or werewolves, causing them to rise or fall as they will (though often at their own risk, since many such beings are spoken for by a higher power). They could gain the ability to lay Geasae upon whole cities' worth of people at the same time, creating a mass of people who must obey or risk damnation. The Arc can utterly destroy or completely confirm a person’s destiny, and not just alter it as he pleases, wrecking all the significance they once had or strengthening it so it can’t be changed at all.

Archmastery 6 (●●●●● ●)Edit

Bypassing Mage Armor or other defensive magics by automatically probing for weak points.

Complex, updating Destinies that change to meet new circumstances or have Bans that subvert efforts to avoid them. Spells that provide the necessary protection for whatever dangers the target is about to face.

Archmastery 7 (●●●●● ●●)Edit

Claim an unoccupied Chantry, incorporating it into the caster’s soul. “Adoption” of orphaned sub-souls using the Arcanum used in their creation. Create an Artifact that casts spells of the Arcanum. Create a Demesne of the Arcanum. Create or alter Legacies with attainments based on the Arcanum. Create Proximi with spells of the Arcanum as powers. Alter whether the targeted Arcanum is Ruling, Common or Inferior for a targeted mage. Alter how many spells of the Arcanum a mage may maintain spell control over, or how they affect spell tolerance. Alter the spell factors, target and other details of a spell of the Arcanum.

Alter changeling Templates, contracts and entitlements. Alter the powers and capabilities of the True Fae. Grant Destinies to places or objects.

Removal of a Legacy with attainments based on the Arcanum. Removal of a supernatural ability governed by the Arcanum (such as Mind to remove a vampire’s ability to use the Dominate Discipline). Dispelling an Imperial Spell cast using the Arcanum. Removing a mage’s ability to use the Arcanum. Destruction of an Artifact based on the Arcanum.

Removing aspects of a Changeling’s template or a True Fae’s powers. Removing the Bane from a destiny.

NAME OTHER ARCANA PAGE REQ SOURCE DESCRIPTION ROTE POOL ASPECT
Imperial Dispellation
38
IM
dispel Imperial Death spells
Not listed

Archmastery 8 (●●●●● ●●●)Edit

Create a Chantry rooted in the material world. Create an Ochema that lacks the Imperial Practices or possesses archmastery of the Arcanum used. Create a portal to the Supernal Realm that has the Arcanum used as a Ruling Arcanum.

Create an ananke (p. 330, Mage).

Archmastery 9 (●●●●● ●●●●)Edit

NAME OTHER ARCANA PAGE REQ SOURCE DESCRIPTION ROTE POOL ASPECT
Transfiguration
39
IM
gain complete control over the Arcana
Not listed


In Conjunction With Other Arcana Edit

A Fate condition can also be combined with Time magic to set a "conditional trigger" whereby a spell's effect is delayed, starting automatically when the condition is met. A spell delayed only with Time magic must be triggered by the mage. The same mastery of Fate may also be used to define targets to be exempted from an area effect spell.

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