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ArcanumPrime

Prime is one of the ten Arcana of Mage: The Awakening, and the Subtle ruling Arcana of The Aether. It may be best described as the magic of magic; it controls the basic energy or "particle" of magic, the prima materia that mages usually experience as Mana or Tass. Knowledge of Prime allows mages to manipulate this energy, allowing a mage to alter the spells of others, imbue mundane objects with magical properties, and manipulate resonance and auras. The Arcanum of Prime deals with magic in its raw and unrefined state, wielding the Supernal Fire directly on the Fallen World, rather than merely altering its facets. A mage skilled in Prime can create illusion, dispel the works of other mages, shield herself from magical power, tap the power of tass, read the nature of a being through its aura, and hurl bolts of divine fire, the most powerful offensive weapon in Awakened society, according to its primary weilders, the Obrimos. So far, nothing has been found to dispute their claims.

Its associated summoning is the Cherub and the Exarch that supervises it is the Father. Within Astral Space, Prime is incorporated by the Aeon Lilith.

Influences:Edit

Hallows, illusions, magical imbuement, Mana, Patterns, resonance, spellcasting, and tass.

Nature and PowerEdit

The Arcanum of Prime is the Subtle Arcanum of the Supernal Realm of Aether, a realm that also produces the Arcanum of Forces, Aether seethes with magical energy. The realm is described as having rains of Mana, falling from the storm-wracked sky to the burning earth below. The very air is charged with mystic potential, the power of mighty works hanging over the landscape like a dense fog. Such is the power of Prime in the Aether that the whole realm is suffused with its glow, giving it an unearthly and terrible beauty. The Fallen World is nowhere near as magically charged as Aether and the Supernal Realms, but Prime still holds some power there. Of all the Subtle Arcana, Prime's influence has suffered the most by the gulf of the Abyss. Before The Fall, the universe was awash with in magic; now one cannot even cast the simplest spell without risking the invocation of Paradox. However, magic still exists, the Ars Mysteriorum is still humanity's best defense against the darkness, and the power of Prime is an effective tool in wielding and controlling these mercurial energies.

Magic is used by many, and a wielder of Prime can gain considerable power over all these people, simply by rendering their arts useless. A mage skilled enough in the Arcanum of Prime may work many wondrous and powerful changes upon the magical nature of one's surroundings, to the point where a true master can create Hallow and siphon the Essence from spirits or ghosts. One can pull Mana from Hallows or tear it from regular objects, making anything a potential source of power. The mage can dispel the efforts of any mage with ease or simply create a potent shield against magic energy rendering attacks and curses, null and void. One can see resonance and auras directly, detect and alter the ley lines of the world, bending these currents of magical energy to one’s whim. One’s powers can weave complex illusions, simulacra that can perfectly mimic anything one desires, or one can conjure up the destructive power of raw magic to rain destruction upon one’s enemies. A mage with the power of the Arcanum of Prime is a useful ally and a powerful foe indeed. Mage Sight using Prime, "Supernal Vision", is generally the most potent for examining resonance, though other Mage Sight spells are better for specific types of resonance. Supernal Vision also allows the caster to view a supernatural being's true nature.Template:Ref Another very useful application is in counterspelling; Apprentice knowledge of Prime allows a mage to counter any spell without knowledge of the Arcana used by the targeted spell.Template:Ref A mage who is an Apprentice of both Prime and Space gains the ability to supernaturally sense when others scrutinise or tamper with her active spells. This is known as "sensing the threads", and Prime magic may also be used to thwart this ability.

Common PracticesEdit

Initiate (●)Edit

An Initiate of Prime, using the first level of mastery, can see resonance more proficiently than with any other spell. One can also detect and analyze enchantments in items, and see through illusions (depending on the respective skill level of illusionist and observer). One gains a limited ability to dispel magic, though one must have knowledge of the effects being dispelled. Lastly, one can record one’s rotes in a grimoire, that the mage or another might use them.

NAME OTHER ARCANA PAGE REQ SOURCE DESCRIPTION Rote Pool
ASPECT
Analyze Enchanted Item
219
M:tA
learn properties of Imbued, Enhanced or Artifact items
Intelligence + Occult + Prime
Covert
Chronicle Resonance
Time 2
20
TotM
determine past magical events
Wits + Investigation + Prime
Covert
Copy Grimoire
Matter 1
48
Myst
copy Grimoire, even if not understood
Unlisted
Counterspell
123

M:tA
counter Prime spells
Composure + Occult + Prime
Covert
Detect Banisher
62
Ban
identify Banisher signatures
Covert
Discern Phantasm
220
M:tA
identify unreal objects
Wits + Occult + Prime
Covert
Dispel Magic
Any 1
220

M:tA
unweave existing spells
Intelligence + Occult + Prime
Covert
Ephemeral Postcognition
Time 2
210
Summ
view recent past of Ephemeral entity
Covert
Gauge Essence
Death 1 and/or Life 1 and/or Spirit 1
210
Summ
determine quality and quantity of Essence held in a creature, place or object
Covert
Inscribe Grimoire
220
M:tA
create Grimoire from known Rote
Intelligence + Expression + Prime
Covert
Supernal Vision
221
M:tA
Mage Sight, identify nature of aura
Wits + Occult + Prime
Covert

Apprentice (●●)Edit

An Apprentice of Prime has the power to bestow one’s resonance detection upon others. One may counter spells from any Arcanum, or create armor against enemy spells (though not against regular damage like punches, or guns). The mage’s aura may be altered, making one appear as something one isn’t, and one may create the dueling circle for the Duel Arcane, a ritualized form of wizardly combat. One may also cloak oneself from the mystical senses of other mages as one alters or examines their magic, and may activate Artefacts and imbued items without needing to fulfill their triggers.

NAME OTHER ARCANA PAGE REQ SOURCE DESCRIPTION ROTE POOL ASPECT
Activate Enchanted Item
221
M:tA
trigger Imbued Item at distance
Intelligence + Investigation + Prime
Covert
Cleanse Aura
opt Life 2
189
IEwtA
remove outside influence from aura
Covert
Counterspell Prime
222

M:tA
unweave spell being cast
Composure + Occult + Prime
Covert
Ephemeral Image
200
(x)
SL
create two-dimensional illusion over flat surface
Vulgar
Locate Node
124
MT
determine if a Node is in the area
Covert
Magic Shield
222
s
M:tA
gain Armor against Supernal magic
Resolve + Occult + Prime
Covert
Manipulate Contingent Trigger
Fate 2
194
SotT
alter the trigger of an Imbued Item
Covert
Paths of Power
139
GoG
see Ley Lines, or sense nearest
Covert
Primal Flow
222
M:tA
grant Mage Sight
Manipulation + Occult + Prime
Covert
Shadow Chess
Spirit 3 or 5
124
(x)●
TotM
manifest Spirits for Duel Arcane
NA
See text
Sigilization
37
S&S
imprint Aura onto object
Presence + Expression + Prime
Covert
Spell Cloaks
any conjunctional arcanum
70
+●
TotM
makes spells invisible to a mage’s Unseen Senses and makes it harder for Mage Sight to reveal the spell
(adjunct)
(adjunct)
Squaring the Circle
223

M:tA
form grounds for Duel Arcane
Resolve + Occult + Prime
Covert
Supernal Script
opt Any 1
202
Myst
write text only the Sighted can detect
Covert
Transform Aura
223
M:tA
falsify nature of aura
Intelligence + Occult + Prime
Covert
Unseen Spy
223
M:tA
scrutinize spells without detection
Composure + Subterfuge + Prime
Covert

Disciple (●●●)Edit

A Disciple of Prime may bestow one’s shield against magic, or alter the aura of, other creatures. One may channel Mana directly from Hallows or take it from inorganic tass or enchanted items, or dissolve said tass. The mage’s power over dispelling increases, allowing one to selectively dispel magic from some targets while still keeping the spell active against other targets, fortify the souls of targets, making them more resistant to attempts at soul theft, and one can imbue spells into items or make weapons and equipment capable of affecting Twilight or Shadow Realm creatures. One may transfer one’s Mana to other living creatures, create wellsprings of power from the ley lines that straddle the Earth, or weave simple, immobile illusions. Finally, one may wield the raw energy of magic as an offensive weapon, blasting at her foes with Supernal fire, not even arch masters can withstand Supernal energy for long, unless they kill the mage channeling this power they will eventually be burnt to ash.

NAME OTHER ARCANA PAGE REQ SOURCE DESCRIPTION ROTE POOL ASPECT
Armor of the Soul
223
M:tA
gain Armor against soul manipulation
Composure + Occult + Prime
Covert
Astral Tass Conversion
28
AR
reserve Tass for Astral travels
Covert
Celestial Fire
224
(x)
M:tA
inflict Bashing/Lethal damage
Dexterity + Occult + Prime
Vulgar
Channel Mana
224
M:tA
draw Mana from Tass or Hallow
Wits + Occult + Prime
Covert
Controlled Dispellation
224
M:tA
exempt targets from existing spell
Resolve + Occult + Prime
Covert
Create Tass
224

M:tA
form Mana into a solid shape
Resolve + Crafts or Occult + Prime
Covert
Disguise Resonance
225
M:tA
falsify Resonance of an area
Composure + Subterfuge + Prime
Covert
Disguise Spell
68

TotM
falsify aspects of a spell
Intelligence + Investigation + Prime
Covert
Dissolve Tass
225
M:tA
destroy Tass
Resolve + Occult + Prime
Covert
Energetic Tass
Forces 3
69

TotM
form Mana into a Forces pattern
Wits + Science + Prime
Covert
Ephemeral Enchantment
225
(x)
M:tA
allow physical object to affect Twilight and Shadow
Resolve + Occult + Prime
Vulgar
False Signature
opt Any 1-5
184

AA
disguise Arcana used in combined spell
Covert
Fortify Phantasmal Item
27
TotM
grant weak Phantasm an Equipment Bonus
Intelligence + Crafts + Prime
Covert
Girding the Champion's Faith
88
(x)
MT
gain +2 Armor, downgrade Agg to Lethal
Vulgar
Hallow Bond
94

S&S
prevent others from using Hallow
Composure + Occult + Prime
Covert
Imbue Animal
Life 3
62
Ban
create Imbued Animals; sin against Wisdom 5
Manipulation + Animal Ken + Prime
Vulgar
Imbue Item
225
M:tA
create Imbued Item
Composure + Crafts + Prime
See text
Imbue Mana
226
v/s
M:tA
transfer Mana to others
Presence + Persuasion + Prime
Covert
Instill Exclusiveness
142
●●●(3)
TotM
item crafting, defense
Intelligence + Occults + Prime
Covert
Item Failsafe
141
TotM
item crafting, defense
Intelligence + Crafts + Prime
Covert
Last Testament
143
TotM
item crafting, defense
Intelligence + Crafts + Prime
Covert
Ley Lines
226
M:tA
create Node from Ley Line juncture to produce power
Intelligence + Occult or Science + Prime
Covert
Ley Shift
97

S&S
alter direction of Ley Line
Strength + Occult + Prime
Covert
Magic Wall
227
M:tA
grant other Armor against Supernal magic
Manipulation + Occult + Prime
Covert
Mana Leech
139

TotM
item crafting, curse
Intelligence + Crafts + Prime
Covert
Marked Power
Space 2
62

Ban
implant signature into Hallow's tass, creating sympathy to users
Covert
Mystic Shackle
139
s
TotM
item crafting, curse
Intelligence + Crafts + Prime
Covert
Path in the Skin
Life 2/3
69
TotM
create Tool tattoo
Dexterity + Crafts + Prime
Covert
Payment in Power
129
20●
TotM
item crafting, alternate cost relinquishment - spend mana
Intelligence + Occult + Prime
Covert
Phantasm
227
(x)●
M:tA
create small unreal object
Intelligence + Crafts + Prime
Vulgar
Price of Hubris
Any 1
63

Ban
as Counterspell, but if successful, redirect attack to caster
Covert
Reset Platonic Exemplar
133

TotM
unweave all spells in a Platonic Exemplar
Intelligence + Occult + Prime
Covert
Subvert Ownership
145

TotM
choose new authorized user of item
Wits + Subterfuge + Prime
Covert
Summon Supernal Being
73
Summ
(Obrimos only) call a Cherub from the Aether, with difficulty
Covert
Target Interloper
140

TotM
item crafting, defense
Intelligence + Occult + Prime
Covert
Temporal Phantasm
Time 2
202
(x)●
Myst
create Phantasm from past template
Vulgar
Transform Other Aura
227
M:tA
falsify others aura nature
Intelligence + Occult + Prime
Covert
Tribute of Iron
Death 1
76
MT
gain Mana from death as if sacrifice
Covert

Adept (●●●●)Edit

An Adept of Prime can dispel any spell encountered without needing to understand the workings behind it. One may reactivate the flow of Mana from dormant Hallows or suppress active Hallows into temporary slumber. One may bestow one’s perception of magic and the arcane upon even Sleepers at this level of power, allowing them to glimpse into the magical world without fear of invoking Disbelief. Mana can now be siphoned from the Essence of spirits, loci, and ghosts or pulled from regular, non-enchanted objects. The mage can now also create animated illusions, but it still needs to be actively animated by the mage; they have no free will or mind. Finally, one may create functioning illusory objects, weapons or armor, which affect the world like regular such items would.

NAME OTHER ARCANA PAGE REQ SOURCE DESCRIPTION ROTE POOL ASPECT
Annihilate Spells
Time 3
62

Ban
counter all hung and Prolonged spells on target with touch
Covert
Awaken Hallow
228

M:tA
waken a dormant Hallow
Composure + Survival + Prime
Covert
Bodyguard's Blessing
184

AA
redirect next spell target casts to yourself
Covert
Channel Paradox
Life 3
47
GoG
redirect Paradox from others to self
Covert
Curse of the Fallen World
64

Ban
all of target's spells are Vulgar, uncloak Nimbus and give +1 to Paradox rolls
Covert
Delusions of Grandeur
64
Ban
target may spend one additional mana per turn, but all Mana expenditures are doubled
Covert
Disenchant Item
144

TotM
unweave spells in enchanted item
Intelligence + Occult + Prime
Covert
Eyes of the Awakened
228
M:tA
Sleeper does not suffer Disbelief
Manipulation + Empathy + Prime
Covert
Ley Flow
98

S&S
alter strength of Ley Line
Composure + Occult + Prime
Covert
Marionette
228
(x)
M:tA
create lifelike animal/human phantasm
Intelligence + Subterfuge + Prime
Vulgar
Phantasmal Weapon
228
(x)●
M:tA
create solid armor/weapon phantasm
Intelligence + Crafts + Prime
Vulgar
Pierce Magical Shield
64
Ban
Armor Piercing (Shielding spells only), 1 / Potency
Covert
Poison Mana
65
(x)●
Ban
taint points of Mana in a Hallow to cause Lethal damage when used
Vulgar
Primal Transfer
78
(x)●
L:tA
item crafting; alternate relinquishment; let other pay willpower dot
Vulgar
Scour Other's Pattern
Life 3
70
(x)●
TotM
transfer Mana from others
Presence + Intimidation + Prime - Stamina
Covert
Siphon Essence
229
(x)
M:tA
transfer Mana from Spirit
Resolve + Occult + Prime - Resistance
Vulgar
Siphon Integrity
229
(x)
M:tA
transfer Mana from object
Resolve + Occult + Prime
Vulgar
Supernal Augumentation
Life 3 or Matter 3
185
(x)
AA
spend Mana to make unarmed/armed attacks Aggravated
Vulgar
Supernal Dispellation
229
M:tA
unweave any existing spell
Resolve + Occult + Prime vs Potency
Covert
Suppress Enchantment
203
Myst
deactivate power of Imbued Item/Artifact
Covert
Suppress Hallow
229
M:tA
reduce Mana generation of Hallow
Presence + Survival + Prime
Covert
Tainted Source
65
s●
Ban
taint points of Mana in a Hallow to cause users to only spend 1/turn while any remains in their pool
Covert

Master (●●●●●)Edit

A Master of Prime to create complex illusions with a semblance of proper function, such as “working” computers or convincing shock troops. One can now siphon Mana from unwilling mages or create one’s own temporary Hallow to draw power from. One can also expel Mana from a given area, creating a ‘dead zone’ in which magic cannot function, though this may endanger the lives of creatures within the zone.

NAME OTHER ARCANA PAGE REQ SOURCE DESCRIPTION ROTE POOL ASPECT
Concealing the Dragon's Path
103
(x)●
GoG
hide a ley line, permanently
Vulgar
Create Complex Phantasm
230
(x)
M:tA
create solid complex phantasm
Intelligence + Crafts + Prime (objects) or Intelligence + Medicine + Prime (people)
Vulgar
Create Hallow
230
(x)●
M:tA
create Hallow (with prolonged duration)
Composure + Occult + Prime
Vulgar
Dead Zone
230
(x)
M:tA
remove ambient Mana from area
Composure + Occult + Prime
Vulgar
Dessicate
Life 3
65
(x)
Ban
drain target of Physical Attributes, Mana or Health
Vulgar
Forge Tulpa
Mind 5
231
(x)
M:tA
create lifelike sentient phantasm
Wits + Occult + Prime
Vulgar
Halt the Flow
66
(x)s
Ban
destroy a Hallow
Vulgar
Scorched Earth
66
s●
Ban
increase a Dead Zone to severely hinder spellcasting permanently
Covert
Siphon Mana
231
(x)
M:tA
transfer Mana from unwilling Mages
Resolve + Intimidation + Prime - Stamina
Vulgar
Supernal Sense
Space 3
71

TotM
become aware of all magic in area
Wits + Empathy + Prime
Covert
Universal Bane
67
(x)●
Ban
enchant weapon or ammunition to inflict Aggravated; object is destroyed at end of spell
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.

Archmasters of Prime sometimes emit a faint light. Arcs of Prime can create Hallows anywhere they want and even control the quality of the Mana and tass it produces. They can create permanent, self-correcting illusions, imbued items, even endow others with supernatural abilities when combined with the proper arcana. They can dispel the magics of other archmasters, and create "overseer" spells that repair its creator's magics when they've been dispelled or breached.

Archmastery 6 (●●●●● ●)Edit

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

Phantasms that vary in appearance by onlooker. Antimagic Zones that dispel or counter any lesser Practice cast in the area of effect. Spells that alter the resonance of any Mana or Tass in an area to best suit the uses to which they are put.

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.

Create adamas in the form of an advanced enchantment. Change the conditions by which a target regains Mana, the size of his Mana pool, or how many points he can spend a turn.

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.

Dispelling any Imperial spell. Rendering a mage unable to spend or regain Mana.

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 “overseer,” a spell which uses its own Gnosis and Arcana to repair the archmaster’s spells when they are dispelled. Absorb a Hallow into a Chantry, providing a supply of Mana to the beings inside.

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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