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The Arcanum of Matter deals with the transmutation and shaping of the Fallen World's various forms of physical matter. Mages proficient in this Arcanum can repair broken objects, transmute substances into other substances, shape solids, liquids, and gases as they please, annihilate matter, and even create matter out of nothing. It is primarily used by the Moros.
ArcanumMatter

Matter is one of the ten Arcana of Mage: The Awakening, and the Gross ruling Arcana of Stygia. It is used to manipulate all forms of unliving matter, including organic substances which are not themselves alive, like orange juice or milk. It encompasses the classical elements, alchemical arts like transmutation, and the workings of non-magical tools and weapons. As a mage gains greater mastery in Matter she learns to affect more complex materials. This is a more metaphysical distinction than a scientific one; it requires lesser mastery to transmute liquids than gases, for example, and mud is easier to affect than precious metal. Matter cannot be used to enchant devices - that requires Prime - but at high levels it can affect or destroy extraordinary substances. A Master of Matter can combine the Arcanum with Prime to create a unique magical substance known as Thaumium. This material is expensive to create, as it is a magically fortified alloy of perfected gold, silver and mercury, but it is prized by mages because items made from it can deflect Awakened magic.

Its associated summoning is the Apeiron and the Exarch that supervises it is the Chancellor. Within astral Space, Matter is personified through the Aeon Echidna.

InfluencesEdit

Alchemy, chemistry, elemental air, elemental earth, elemental water, shaping, transmutation.


Nature and PowerEdit

The Arcanum of Matter is the Gross Arcanum of the Supernal Realm of Stygia, a trait it shares with the Arcanum of Death. Stygia is riddled with objects of wealth to the cultures of the Fallen World, whether the piled gold and silver in the tombs of the dead, the veins of precious ore and gems that run through the rock, or the rich marble that composes the ground of the realm. The country of death is filled with base objects and solids, and so influence over these substances is strong in that realm. Of course, the Fallen World is not quite as riddled with matter as Stygia, but the power of Matter is still formidable. Though most of the Fallen World is composed of empty vacuum, awash in a sea of energy, everything that truly matters in the material universe is made of matter. Our stars are made of flaming gas. The planet we live on is built from metal and rock and magma, covered with oceans of water and sheathed in a protective shroud of air. Without the anchor of matter, stars could not burn, the galaxy could not remain tied together, and life could not come to be. Considering the power of matter on a less cosmic level, the Fallen World and its peoples are intimately connected to the material. Mundane matter is all around a mage who sets out to influence it. Humanity has a great reliance on tools and devices, and a mage with the full power of the Arcanum of Matter can make his devices or those of his allies superior to those of a mundane Sleeper, or reduce the quality of the tools of his enemies to the point where they become useless. He can create the means for himself to survive on from nothing, crafting devices, conjuring up raw materials, or simply spinning the gold to buy such things out of thin air. A mage can shape objects and substances as he desires, whether solid, liquid, or even gas. He can convert types of matter into other types, or simply render them unto dust, as he wills. Higher level mages are capable of creating the mythic substance of thaumium, a metal capable of storing Mana within its form, though this also requires some mastery of the Arcanum of Prime.


Common PracticesEdit

Initiate (●)Edit

An Initiate of Matter, with the first level of mastery, can read dense resonance, discern how to operate a complex machine, detect specific substances in his surroundings, and recognize the structure and density of an object. He can also alter the conductivity of a simple item, and detect hidden compartments and passages within walls and objects.

NAME OTHER ARCANA PAGE REQ SOURCE DESCRIPTION ROTE POOL ASPECT
Alter Conductivity
194
M:tA
make or prevent conduction in a substance
Intelligence + Science + Matter
Covert
Breach Point
Death 1, Space 1
181
AA
use successes to pierce cover
Covert
Counterspell
123
M:tA
counter Matter spells
Composure + Occult + Matter
Covert
Crafter's Eye
110
FC
gain insight to make repairs
Wits + Crafts or Science + Matter
Covert
Craftsman's Eye
194
M:tA
analyze workings of mechanical operations
Intelligence + Investigation or Science + Matter
Covert
Dark Matter
194
M:tA
Mage Sight
Intelligence + Occult or Science + Matter
Covert
Detect Substance
195
M:tA
locate chosen substance in area
Wits + Composure + Matter
Covert
Discern Composition
195
M:tA
identify components of a substance
Wits + Crafts or Science + Matter
Covert
Eye for Destruction
Death 1
19
TotM
increase effectiveness of strikes on an object
Wits + Crafts (for objects) or Occult (for the animate dead) + Matter
Covert
Find the Hidden Hoard
195
M:tA
locate hidden compartments in an object
Wits + Crafts + Matter
Covert
Sense Poisons and Drugs
Life 1
58
Ban
detect and understand effects of substance
Covert

Apprentice (●●)Edit

The second level of mastery allows an Apprentice of Matter to grant his perception of dense resonance to others. He can improve the balance and weight of an object, making it more accurate, or alter the transparency of objects to allow sight through walls or to bar the sight of others through normally transparent objects. He gains power over the composition and shape of liquid objects, allowing him to turn one liquid into another or shape it into any form he desires, without heed of gravity or cohesion. Finally, the mage gains the power to employ surrounding matter as a shield, using water vapour to douse flame, softening oncoming projectiles, or using air to dampen the inertia of blows.

NAME OTHER ARCANA PAGE REQ SOURCE DESCRIPTION ROTE POOL ASPECT
Alter Accuracy
196

M:tA
grant 9-Again to a weapon
Composure + Crafts or Occult + Matter
Covert
Control Object
Spirit 1
198
SL
make object perform function within the object's capabilities
Covert
Deceptive Appearance
Mind 2
197
(x)
Myst
disguise object without changing function
Vulgar
Eyes of the Earth
196
M:tA
grant Mage Sight
Wits + Occult or Science + Matter
Covert
Find the Cornerstone
Space 1
61
L:tA
locate weak point in structure
Covert
Loosen the Threads
103
GoG
open locks, knots, loosen doors
Covert
Shape Liquid
opt Forces 3
196
M:tA
give Durability and form to liquids
Dexterity + Occult + Matter
Covert
Steel Windows
197
(x)
M:tA
make touched substance transparent
Intelligence + Crafts or Occult + Matter
Vulgar
Temporary Repair
111
FC
cause a broken machine to work
Intelligence + Crafts + Matter
Covert
Transmute Water
197
(x)
M:tA
alter composition of a liquid
Intelligence + Occult or Science + Matter
Vulgar
Unseen Aegis
197
M:tA
Shielding
Intelligence + Occult or Science + Matter
Covert
Weaponize Object
181

AA
make Improvised Weapons formidable
Covert

Disciple (●●●)Edit

With the third level of mastery, a Disciple of Matter can bestow his shield upon others. His power over the composition of liquids expands to solids, allowing him to change one solid into another (though he cannot yet shape solid matter, or change things into rare or precious objects). He can make substances more or less resistant to damage, repair broken objects, and make weapons or ammunition armour-piercing. Also, he can now combine various parts of unrelated devices into a working machine to do whatever he pleases.

NAME OTHER ARCANA PAGE REQ SOURCE DESCRIPTION ROTE POOL ASPECT
Acidic Spatter
Life 2
182
(x)
AA
cause acid damage upon injury
Vulgar
Alter Integrity
198
M:tA
increase or decrease Durability
Intelligence + Crafts or Occult + Matter
Covert
Alter Raiment
190
(x)
GotV
change appearance of clothing
Vulgar
Animate Object
145
(x)
S&S
grant object locomotion
Presence + Occult + Matter
Vulgar
Animate Object
Spirit 3
199
(x)
SL
grant object sentience and animation
Vulgar
Armor Piercing
198

M:tA
grant weapon AP
Resolve + Crafts + Matter
Covert
Backbite
190
GotV
cause touched weapon to strike wielder
Covert
Books of Metal
Prime 1
78
L:tA
create a metallic Grimoire
Covert
Bundle Enhancements
128
TotM
item crafting, alternate relinquishment cost - all matter based finishing spells count as one spell
Intelligence + Crafts + Matter
Covert
Enhance Toxin
192
SotT
increase the Toxicity of a poison by 1/success
Covert
Gift of the Unseen Aegis
294
MET: Awakening
grant Shielding
Intelligence + Occult or Science + Matter
Unlisted
Jury-Rig
198
M:tA
transfuse properties of objects
Intelligence + Crafts + Matter
Covert
Manufacture Drop
Life 2
148

TotM
item crafting, gross matter -
gain preception altering spell
Intelligence + Medicine + Matter
Covert
Manufacture Medication
Life 2
147

TotM
item crafting, gross matter - spell that acts on biology
Intelligence + Medicine + Matter
Covert
Manufacture Oil or Jelly
147

TotM
item crafting, gross matter -
spell that alters an object
Intelligence + Science + Matter
Covert
Manufacture Powder
Forces 2
147

TotM
item crafting, gross matter - area effect spell
Intelligence + Science + Matter
Covert
Manufacture Salve
Life 2
147

TotM
item crafting, gross matter -
contains protective spell
Intelligence + Medicine + Matter
Covert
Manufacture Spray
147

TotM
item crafting, gross matter - spell that harms or manipulates an entity
Intelligence + Medicine + Matter
Covert
Perfect Lock
191
(x)
GotV
bind a sealed door to adjoining wall
Vulgar
Plasticity
199
(x)
M:tA
make substance malleable
Dexterity + Crafts + Matter
Vulgar
Reassembly
Space 3
198
(x)
Myst
summon pieces of an object to make it whole
Vulgar
Repair Object
199
M:tA
restore Structure
Dexterity + Crafts + Matter
Covert
Summon Supernal Being
73
Summ
(Moros only) call an Apeiron from Stygia, with difficulty
Covert
Transmute Earth
200
(x)
M:tA
alter composition of a substance
Intelligence + Occult or Science + Matter
Vulgar
Verminous Metamorphosis
Life 3
200
(x)
M:tA
transform object into swarm of vermin
Wits + Animal Ken + Life
Vulgar

Adept (●●●●)Edit

An Adept of Matter can, using the fourth level of mastery, alter the form of solid objects as he wills or create rare and precious substances out of base materials. His control over solid and liquid matter is extended to gaseous substances, as he can now alter the density and course of gas or change one form of gas into another. He also gains the power to transmute solids into liquids or liquids into solids, whether they are related (ice into water) or not (soup into iron). Mechanical objects may be altered to be more or less efficient. Finally, the mage can annihilate chunks of mundane matter, dissolving it utterly and leaving behind no trace of its existence.

NAME OTHER ARCANA PAGE REQ SOURCE DESCRIPTION ROTE POOL ASPECT
Alter Efficiency
201

M:tA
grant Equipment bonus to mechanical tool
Intelligence + Crafts or Science + Matter
Covert
Annihilate Matter
201
(x)
M:tA
inflict Structure damage to non-magical object
Resolve + Occult or Science + Matter
Vulgar
Chimerical Manifestation
Mind 4, opt Prime 3
117
(x)●
AR
apport a regular/magical item from Astral Space
Vulgar
Duplication
opt Forces 2 or Prime 3
198
(x)●
Myst
form object from pattern out of similar components
Vulgar
Fold Object
Space 3
182
(x)
AA
convert object to a two-dimensional image
Vulgar
Improve Quality
192
SotT
change appearance of object, but not efficiency
Vulgar
Lesser Transmogrification
201
(x)
M:tA
change liquids to solids
Intelligence + Occult or Science + Matter
Vulgar
Reconfigure Object
201
(x)
M:tA
change form of object
Dexterity + Crafts + Matter
Vulgar
Secret Compartment
58
Ban
create a hidden hollow area in solid matter
Covert
Shape Air
opt Forces 3
201
M:tA
alter form of gaseous substances
Covert
Stone Servitor
Mind 5
32
(x)●
TotM
animate sentient golem
Intellience + Crafts + Matter
Vulgar
The Golem
Fate 2
41
(x)
MT
animate statue servitor
Vulgar
Transmute Air
202
(x)
M:tA
alter composition of gaseous substance
Stamina + Occult + Matter
Vulgar
Transmute Gold
202
(x)
M:tA
alter substance to precious metals
Wits + Occult or Science + Matter
Vulgar
Transubstantiation of Content
Mind 3
199
(x)
Myst
convert medium of information
Vulgar

Master (●●●●●)Edit

At the fifth level of mastery, a Master of Matter may change the size of an object, making it larger or smaller as he pleases. His ability to transform substances grows yet again, allowing him to transform objects between states of solid, liquid, or gas. His faculty with objects increases to the point where he can cause them to constantly repair themselves, and he can create objects out of nothing. His powers over destruction also increase to the point where he can unravel even magically charged objects such as enhanced or imbued items, thaumium, or even Artefacts.

NAME OTHER ARCANA PAGE REQ SOURCE DESCRIPTION ROTE POOL ASPECT
Alter Size
203
(x)
M:tA
increase or decrease Size of object
Intelligence + Occult or Science + Matter
Vulgar
Annihilate Extraordinary Matter
203
(x)
M:tA
inflict Structure damage to any object
Resolve + Occult or Science + Matter
Vulgar
Chimerical Conjuration
Mind 4, opt Prime 4
118
(x)●
AR
tear an object from Astral Space
Vulgar
Construct Homunculus Form
149
(x)s
TotM
accumulate components of homonculus
Intelligence + Crafts + Matter
Vulgar
Forge Thaumium
Prime 3
203
(x)●
M:tA
item crafting, alloy
Dexterity + Occult + Matter
Vulgar
Greater Transmogrification
204
(x)
M:tA
change liquids to solids to gasses
Intelligence + Science + Matter
Vulgar
Petrification
Life 4
61
(x)●
L:tA
turn target to stone
Vulgar
Raw Creation
204
(x)●
M:tA
create substance
Resolve + Science + Matter
Vulgar
Self-Repairing Machine
204
(x)
M:tA
grant object ability to regenerate Structure
Composure + Crafts + Matter
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.

The exact powers of an Archmaster of Matter are, as with the powers afforded to any Arcanum at the sixth level or higher, largely unknown. Indeed, the limits of modern science make such powers difficult to guess at. However, and as with the abilities wielded by all archmasters, the imagination can easily fill in the gaps. Perhaps states of matter exist beyond solids, liquids, and gases. Maybe substances even more perfect than thaumium can be manufactured. A mage with sufficiently enormous power may be able to create or destroy matter at a prodigious rate, gaining the power to create mountains out of nothing or render cities unto dust. The powers of an archmaster may even go further; a mage at extremely high levels of power may create a new element known as Apeiron, the Grey lead of Stygia, which can replicate perfectly the function of any mundane object or machine of equal size. With sufficient power in Matter and Space, the archmaster may create his own personal planet or moon somewhere in the cosmos as a private sanctum.

Archmastery 6 (●●●●● ●)Edit

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

The creation of “Apeiron,” a substance that has whatever properties it requires according to what it is used for.

NAME OTHER ARCANA PAGE REQ SOURCE DESCRIPTION ROTE POOL ASPECT
Aperion
34
IM
create material that can have all properties and none
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.

Re-order the progression of states of matter, so that liquids freeze at higher temperatures and solids vaporize. Create adamas by enhancing the properties of a material. Create tools that perfectly perform the action for which they were designed.

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.

Rendering an object indestructible by removing its capacity to be damaged.

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.

Imbue an Artifact with a Gnosis trait of its own, called a Talisman by archmasters. Create a Chantry made dense by matter, so that entry is barred to beings not capable of material travel.

NAME OTHER ARCANA PAGE REQ SOURCE DESCRIPTION ROTE POOL ASPECT
Proxy
39
IM
create living sub-souls
Unlisted

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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