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ArcanumForces

Forces is one of the ten Arcana of Mage: The Awakening. It is the Gross ruling Arcanum of the Aether, and controls all forms of energy and force, natural or artificial, found in the material world, including heat, light, electricity, radiation, gravity and kinetic energy. It cannot affect raw magic or the mystical energies of other supernatural forces - that requires Prime - but is nevertheless a very powerful Arcanum, allowing mages to throw fireballs or call down lightning. The Arcanum of Forces deals with the creation and manipulation of the Fallen World’s various natural energies. A mage knowledgeable in this Arcanum can fly, become invisible, hurl lightning, or cause earthquakes. It is one of the most blatant of the 10 Arcana, and as such is ideally suited to its largely unsubtle wielders, the Obrimos.

Its associated summoning is the Seraph and the Exarch who supervises it is the General. Within Astral Space, Forces is represented through the Aeon Azazel.

InfluencesEdit

Electricity, fire, gravity, heat, kinetic energy, light, magnetism, nuclear radiation, sound, sunlight (note that sunlight is different from regular light), weather.

Nature and PowerEdit

The Arcanum of Forces is the Gross Arcanum of the Supernal Realm of Aether, a realm it shares in common with the Arcanum of Prime. Here, Forces can be seen in unadulterated splendour, not limited in its scope by the nature of the Fallen World. Great sheets of fire light the ground and lightning tears through the skies, as wind howls and thunder roars, and the ground shifts and cracks violently. Thankfully for life and the universe, in the Fallen World, the power of Forces is diluted. But it still has tremendous power.

The burning of the sun and stars. The orbit of the planets. The slow rotation of the galaxy. Almost the entire universe can be associated at some point with the power of Forces, and on a smaller scale, so can the systems that keep the Earth running. Tides and the seasons are dependent on the same cosmic reactions that Forces holds sway over, and it has influence over the weather, heat, light, the movements of the tectonic plates, and many other systems, too.

On a lesser scale, many of the devices of mankind run on electricity or fire. Even at the lower levels of the Arcanum, a mage can manipulate the workings of these machines. And it's well suited for any combat a mage may become embroiled in. The ability to hurl fire, shoot electricity, or stab at opponents with blades of kinetic energy, can make short work of most opponents, especially when combined with invisibility or the ability to see in the dark. With sufficient levels of power, even things such as the true light of the sun or the radiation of an atomic blast can be created and controlled by the mage. Mages can speed themselves or others up, or slow them down. They can create rain, wind, storms, and even earthquakes, tornadoes, or tsunamis. They can meddle with gravity, fly, and manipulate objects from a distance. And those are simply the powers of a master. The powers available to an archmaster or higher are unknown, but one thing that can be certain is that they must be truly terrifying in scope. Mages who study Forces find that some types of energy are easier to manipulate than others. Heat, light and sound are among the easiest, while electricity, fire and kinetic energy require greater mastery. At lower levels, forces and energies may be influenced in subtle ways; as a mage learns more, she may manipulate them overtly, and eventually create some of them from nothing.Template:Ref More esoteric forms of energy like radiation and gravity require high mastery before they can be affected at all.

Common PracticesEdit

Initiate (●)Edit

At the first level of mastery, an Initiate of Forces gains the power to alter his perception to see in the dark, to increase the range of light and sound perceptible to him, or to detect energy as visible phenomena. Minor influence can be exerted over heat, light, and sound, altering their flow and direction. At this level, however, the mage cannot alter the intensity of the heat or light or the volume of the sound, nor can these forces be created from nothing. The mage can also pick up radio, electronic, and data signals and convert them into intelligible sounds.

NAME OTHER ARCANA PAGE REQ SOURCE DESCRIPTION ROTE POOL ASPECT
Counterspell
123

M:tA
counter Forces spells
Composure + Occult + Forces
Covert
Influence Heat
162
M:tA
redirect heat
Intelligence + Occult or Science + Forces
Covert
Influence Light
163
M:tA
redirect light
Intelligence + Occult or Science + Forces
Covert
Influence Sound
163
M:tA
redirect sound
Intelligence + Occult or Science + Forces
Covert
Nightsight
163
M:tA
see in darkness or low light
Wits + Composure + Forces
Covert
Outer Music
56
Ban
listen to the noise of outer space
Covert
Read Matrices
163
M:tA
Mage Sight
Wits + Occult or Science + Forces
Covert
Receiver
164
M:tA
hear sub/supersonic frequencies
Wits + Occult + Forces
Covert
Tune In
164
M:tA
listen to radio frequencies
Intelligence + Science + Forces
Covert

Apprentice (●●)Edit

With the second level of mastery, an Apprentice of Forces can grant his increased perceptions of energy to others. He can now increase or decrease the intensity of heat or light and the volume of sound, though these forces still cannot be created from nothing. Minor influence over fire and electricity is now possible; the mage can make existing fire and electricity move under his command, though they can neither be magnified and diminished nor created from nothing. Inanimate objects can be made invisible. The force of a blunt blow can be manipulated into a stabbing point. Radio signals can be altered to broadcast whatever the mage desires, and he can create a shield of energy to disperse, deflect, or halt physical attacks and rob energy-based ones of their power.

NAME OTHER ARCANA PAGE REQ SOURCE DESCRIPTION ROTE POOL ASPECT
Activate Police Band
56
Ban
send a pulsed "officers need assistance" signal
Covert
Aether Net
108
(x)
FC
wireless connection from any location
Manipulation + Science + Forces
Vulgar
Alter Frequency
188
GotV
increase or decrease frequency of sound
Covert
Circuit Television
Space 1
108
v
FC
tap into any local wired signal
Intelligence + Computer + Forces
See text
Control Heat
165
M:tA
increase or decrease temperature
Intelligence + Occult or Science + Forces
Covert
Control Light
165
M:tA
brighten or darken light source
Intelligence + Occult or Science + Forces
Covert
Control Sound
165
M:tA
increase or decrease volume in area
Intelligence + Occult or Science + Forces
Covert
Control Traffic
61
TotM
alter traffic control patterns
Wits + Science + Forces
Covert
Electronic Eye
108
(x)
FC
read data from touched disk or drive
Intelligence + Computer + Forces
Vulgar
Eyes of the Matrix
165
M:tA
grant Mage Sight
Wits + Occult or Science + Forces
Covert
Fireproofing
44
(x)
L:tA
prevent damage from flames
Vulgar
Friction Reduction
62
(x)
TotM
make surface slick
Wits + Science + Forces
Vulgar
Influence Electricity
165
(x)
M:tA
cause electricity to arc at targets
Dexterity + Athletics + Forces
Vulgar
Influence Fire
166
(x)
M:tA
force fire to burn in direction of choice
Strength + Athletics + Forces
Vulgar
Insulate
191
SotT
reduce damage from electricity by 2/dot of Forces, automatically pull away
Vulgar
Invisible Object
166
(x)●
M:tA
make stationary objects invisible
Manipulation + Subterfuge + Forces
Vulgar
Invisibility to Machines
108
v
FC
elude electronic surveillance
Wits + Persuasion + Forces (FC) OR Wits + Stealth + Forces (GotV)
See text
Invoke Password
109
FC
gain access to active computer function
Wits + Crafts + Forces
Covert
Kinetic Blow
166
(x)
M:tA
give a Bashing weapon Lethal damage
Strength + Brawl or Weaponry + Forces
Vulgar
Modulate Frequency
Fate 1
177
AA
create secure network of devices
Covert
Modulate Speech
Fate 1
197
SL
control own speech patterns and volume
Covert
Nullify Combustion
Death 2
177
AA
prevent or kill combustion in action
Covert
Spare Sleepers
Space 1, Prime 1
56
Ban
use ranged weapons without hitting Sleepers
Covert
Telekinetic Push
23
(x)
GotU
push results in knockdown; target rolls Dex+Athletics-Potency to stay up
Presence + Intimidation + Forces
Vulgar
Transmission
167
M:tA
alter radio exchanges
Manipulation + Expression + Forces
Covert
Unseen Shield
167
M:tA
Shielding
Stamina + Occult or Science + Forces
Covert

Disciple (●●●)Edit

The third level of mastery allows a Disciple of Forces to complete his mastery of heat, light, and sound; he is now able to create these forces from nothing. He can now bolster or weaken electricity and fire, though he still can't create them from thin air. He can bestow his shield upon others, and turn himself invisible. The mage can also call down lightning from a stormy sky, manipulate objects from a distance, attack with orbs of kinetic energy, or turn bullets, thrown rocks, and arrows aside. At this level, he gains the ability to redirect the flow of magnetism and radiation.

NAME OTHER ARCANA PAGE REQ SOURCE DESCRIPTION ROTE POOL ASPECT
Autonomous Servant
Mind 1/5; opt Space 2
167
(x)
M:tA
telekenetic assistant
Intelligence + Investigation + Forces
Vulgar
Bestow Unseen Shield
168
M:tA
grant Shielding
Intelligence + Occult or Science + Forces
Covert
Call Lightning
168
M:tA
pull lightning from cloudy sky
Dexterity + Athletics + Forces
Covert
Complex Transmission
109
(x)
FC
alter complicated signals
Manipulation + Science + Forces
Vulgar
Control Electricity
168
M:tA
change direction of current or diminish flow
Wits + Science + Forces
Covert
Control Fire
168
M:tA
increase or decrease intensity of fire
Presence + Occult or Science + Forces
Covert
Curse of Electrical Rebellion
139
s
TotM
item crafting, curse
Intelligence + Crafts + Forces
Covert
Cutting Scream
178
(x)
AA
deal damage and cause deafness with voice
Vulgar
Empowered Voice
178
(x)
AA
knockdown opponents with a shouted syllable
Vulgar
Floating Step
70
(x)
GoG
maintain balance, leap prodigious distances
Vulgar
Instill Shock
140
1-3
TotM
item crafting, defense
Intelligence + Crafts + Forces
Covert
Light Mastery
169
(x)
M:tA
create or extinguish light
Composure + Occult or Science + Forces
Vulgar
Optimize Kinetic Attack
71
GoG
gain bonus to future attack, up to weapon bonus
Covert
Personal Invisibility
169
(x)●
M:tA
become invisible while concentrating
Wits + Stealth + Forces
Vulgar
Sorcerer's Retribution
Prime 2
55
(x)s
GoG
protect self against spells and lash out at attacker
Vulgar
Sound Mastery
170
(x)
M:tA
alter qualities and direction of sound
Resolve + Occult or Science + Forces
Vulgar
Stay the Invisible Fires
109
FC
gain armor against radiation
Strength + Science + Forces
Covert
Summon Supernal Being
73
Summ
(Obrimos only) call a Seraph from the Aether, with difficulty
Covert

Adept (●●●●)Edit

An Adept of Forces with the fourth level of mastery has solidified his power over fire and electricity, able to spin these forces from thin air and hurl them from his fingertips. He may make non-destructive alterations to the weather, speed up or slow down objects or himself, and perform limited flight via levitation. His telekinesis is now expanded to work on living beings, and he may increase the force of friction to make any wind or motion deadly. The mage may now bestow his invisibility on others, bolster or weaken extant sources of magnetism or radiation, and transform one type of energy into another.

NAME OTHER ARCANA PAGE REQ SOURCE DESCRIPTION ROTE POOL ASPECT
Bag of Winds
Fate 2, Time 2
68
(x)●
L:tA
store weather for later use
Vulgar
Bestow Invisibility
171
(x)●
M:tA
grant invisibility to others while concentrating
Manipulation + Stealth + Forces
Vulgar
Burst of Speed
171
(x)s
M:tA
make yourself faster temporarily
Wits + Athletics + Forces
Vulgar
Change Weather
172
M:tA
create any non-disaster level weather condition
Intelligence + Occult or Sciences + Forces
Covert
Containment
195
(x)
Myst
protect against fast movement and environmental dangers
Wits + Crafts + Forces
Vulgar
Control Velocity
172
(x)
M:tA
alter the speed of an object
Intelligence + Science + Forces
Vulgar
Destroy Spirit
Prime 4
208
Summ
inflict lethal damage and remove essence from a Spirit
Vulgar
Fiery Transformation
Life 4; opt Matter 4
172
(x)
M:tA
become living flame
Stamina + Intimidation + Forces
Vulgar
Fiery Servant
Mind 5
43
(x)●
L:tA
create sentient being of fire
Stamina + Intimidation + Forces
Vulgar
Firebolt
179
(x)
AA
inflict serious damage, ignite flammable objects
Dexterity + Athletics + Forces
Vulgar
Firestarter
43

L:tA
kindle flames
Presence + Intimidation + Forces
Covert
Friction Knife
173
(x)
M:tA
increase air friction to lethal levels
Intelligence + Occult or Science + Forces vs. Stamina + Gnosis
Vulgar
Gravity Shift
179
(x)
AA
redirect personal center of gravity
Wits + Occult + Forces
Vulgar
Influence Magnet
63
(x)
TotM
make a magnet stronger or weaker
Intelligence + Science + Forces
Vulgar
Invisible Fire
110
(x)
FC
cause Lethal or Aggravated radiation damage
Wits + Science + Forces
Vulgar
Kinetic Ripple
180
(x)●
AA
create an outward blast of force
Stamina + Athletics + Forces
Vulgar
Levitation
173
(x)
M:tA
float slowly
Intelligence + Athletics + Forces
Vulgar
Quench the Invisible Fires
110
(x)
FC
remove radiation from area
Intelligence + Science + Forces
Vulgar
Sensory Deprivation
opt Life 3 and/or Mind 2
63
TotM
block a target's senses
Manipulation + Intimidation + Forces
Covert
Thunderbolt
173
(x)
M:tA
create electricity
Stamina + Athletics + Forces
Vulgar
Transform Energy
173
(x)
M:tA
change one energy form to another
Intelligence + Occult or Science + Forces
Vulgar
Trojan Horse
Time 2, Fate 2
57
(x)s
Ban
embed a Thunderbolt in a Sleeper subject that fires at the next Mage nearby
Resolve + Occult + Forces
Covert
Unseen Hand
173
(x)
M:tA
kinetically lift a creature
Wits + Brawl + Forces vs. Composure + Gnosis
Vulgar

Master (●●●●●)Edit

At the fifth level of mastery, a Master of Forces may now bestow his levitation and bursts of speed on others, and create directly harmful weather effects such as tornadoes and tsunamis. He may create earthquakes and control the direction or power of gravity, cause EMP pulses, and create or destroy magnetism or harmful radiation. The mage can now also fly, and as a final note, can create true sunlight, not just mere light, extreme deadliness to vampires and all.

NAME OTHER ARCANA PAGE REQ SOURCE DESCRIPTION ROTE POOL ASPECT
Adverse Weather
174
(x)
M:tA
create disaster level weather condition
Resolve + Intimidation + Forces
Vulgar
Bestow Burst of Speed
175
(x)s
M:tA
make someone else faster temporarily
Manipulation + Athletics + Forces
Vulgar
Bestow Levitation
175
(x)●
M:tA
allow others to float slowly
Intelligence + Occult or Science + Forces
Vulgar
Complete Invisibility
175
(x)●
M:tA
gain prolonged invisibility
Wits + Stealth + Forces
Vulgar
Control Gravity
176
(x)
M:tA
alter power and direction of gravity
Intelligence + Occult or Science + Forces
Vulgar
Create Sunlight
176
(x)●
M:tA
create a burst of light
Intelligence + Occult or Science + Forces
Vulgar
Earthquake
176
(x)
M:tA
shift tectonics in the area
Resolve + Athletics + Forces
Vulgar
Electromagnetic Pulse
177
(x)
M:tA
deactivate electronic devices
Resolve + Science + Forces
Vulgar
Eradicate Radiation
177
(x)
M:tA
remove traces of toxic radiation
Resolve + Science + Forces
Vulgar
Flight
177
(x)●
M:tA
gain perfect, but slow, flight
Dexterity + Athletics + Forces
Vulgar
Increase Gravity
178
(x)
M:tA
increase power of gravitational pull
Resolve + Occult or Science + Forces
Vulgar
Magnetize
63
(x)
TotM
make a non-ferrous substance magnetic
Intelligence + Science + Forces
Vulgar
Nullify Gravity
178
(x)
M:tA
cancel gravity entirely in a region
Intelligence + Occult or Science + Forces
Vulgar
Radiation
178
(x)
M:tA
create a burst of destructive radiation
Stamina + Occult or Science + Forces
Vulgar
Velocity Mastery
179
(x)
M:tA
increase or decrease speed of an object
Resolve + Athletics + Forces
Vulgar

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.

An Arc of Forces can see in all levels of the electromagnetic light spectrum; from microwaves to gamma radiation. They are immune to all forms of radiation, and can reach into a pit of lava or cauldron molten metal and not even get singed. They can speak and hear in the UL and UH frequencies. He or she is immune to electricity from static to lightning, to dynamic. An archmaster can move at the speed of light, and mimic any sound perfectly. An Arc of Forces can create a black hole if he or she wishes. They can create an explosion equal to the energy output of a solar flare, or bend the earth's magentic field to their will, becoming a true master of magnetism.

Archmastery 6 (●●●●● ●)Edit

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

Control of subatomic forces and nuclear decay by fusion or fi ssion, both to cause elemental decay and to halt it. Creation of antimatter (particles which annihilate their equivalents, releasing energy). Creation of continentsized weather patterns and ecological effects. Intelligent computer viruses that elude detection.

NAME OTHER ARCANA PAGE REQ SOURCE DESCRIPTION ROTE POOL ASPECT
Nuclear Cascade
35
IM
Generate radioactive fission or fusion
Unlisted

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 the fire or electricity rules within an area. Alter gravity. Make radioactive elements decay in reverse.

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.

Creation of superconductors or superresistors by excising the interaction between an object and electricity. Creating a location with no weather.

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 Forces. Create a portal to the Aether.

Imbue an Artifact with a Gnosis trait of its own, called a Talisman by archmasters. Create a Chantry rooted in a
specific energy state, so that entry is barred to beings not capable
of energy travel.

Archmastery 9 (●●●●● ●●●●)Edit

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

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