The Act of Hubris
INITIATE OF PRIME (●)
Analyze Artifact (Prime ●/Sensory/Knowing) This spell allows a mage to scrutinize an artifact. Each success determines a spell effect the artifact can generate or a circumstance in which a known effect can be activated or Shaped.
Cherub’s Ear (Prime ●/Sensory/Knowing) By listening and concentrating on a stream of spoken language, a mage using this spell can intuit that language’s precise meaning. This spell clarifies inherent subtext and idiomatic expression, but doesn’t break references, ciphers or innuendos with special meaning apparent only to specific listeners. Translating more than one stream at a time requires target factors.
Cherub’s Eye (Prime ●/Vulgar/Sensory/Knowing) By reading and concentrating on a stream of spoken language, a mage using this spell can intuit that language’s precise meaning. This spell clarifies inherent subtext and idiomatic expression, but doesn’t break references, ciphers or innuendos with special meaning apparent only to specific readers. Translating more than one stream at a time requires target factors.
Nimbus Flare (Prime ●/Vulgar/Signifying) This spell reveals the subject’s nimbus, limning a target mage in a halo of power. This display allows viewers to recognize the mage as a supernatural being and to note the distinctive features of the mage’s vulgar spells, potentially confirming or nullifying their perceived responsibility for some work of magic or providing an Edge on rolls to impress or terrify.
See the Extraordinary (Prime ●/Sensory/Unveiling) This spell reveals the supernatural aspects of characters’ auras, rendering them amenable to further scrutiny.
Sense Leylines (Prime ●/Sensory/Unveiling) This spell allows the caster to see and therefore scrutinize leylines and the junctions and Hallows they sometimes lead to. Investigation can reveal the resonance qualities of “upstream” locations and the location or use of distant Hallows.
APPRENTICE OF PRIME (●●)
Bleak Aspect (Prime ●●/Covert/Ruling) This spell draws forth the stark and depressing resonance of a landscape, poem, or other element of the scene. It subtly deadens sound, drains color, and darkens thoughts, boosting or hindering efforts at changing the subject’s demeanor and applying Edges or Difficulties to mental or social tasks that would be impacted by the conjured mood. Area and Target factors increase the scope of the effect.
Co-Opt Minion (Prime ●●/Covert/Ruling) A severe consequence over Resolve allows the caster of this spell to gain the same authority over zombies, golems, or other servants conjured by supernal magic that their creator has. A normal consequence boosts the caster’s resistance against the minions’ hostile actions.
Embellish Aura (Prime ●●/Covert/Veiling) While sustained, this spell adds or conceals one qualitative element of a subject’s aura per point of Potency. It doesn’t change the colors signifying emotional state, but can affect the sparkles, flames, or ragged edges associated with various supernatural states of being.
Enhance! (Prime ●●/Vulgar/Signifying, Ruling, Perfecting) This rote allows a mage to examine a resonant object and reconstruct its origin point, repairing the degraded or damaged resonance by extrapolating between the gaps with a low-grade phantasmal expression of Mana. In so doing, the mage can make the information visible and perceptible to anyone.
False Fluency (Prime ●●/Covert/Signifying, Veiling) This spell renders a message’s meaning apparent to listeners while making that message appear to be rendered in a language of the caster’s choice. For instance, an English speaker could give English directions to a French listener, who would believe themselves to be understanding those directions thanks to native literacy rather than direct revelation. Casters who don’t ensure that their listeners actually know the faked language risk immediate Disbelief.
Fortify Nimbus (Prime ●●/Covert/Perfecting) This spell shields a subject’s Mana reserves and spellcasting ability, boosting resistance against effects that would drain or disable them.
Malice Aforethought (Prime ●●/Covert/Knowing, Ruling, Perfecting) This rote allows a mage to examine a resonant object and reconstruct its origin point, within the purview of Prime to determine. With this, a mage can determine the meaning of an erased message whose trace memory still lingers, or backsolve for the precise metaphysical reaction that left a now-degraded thaumic impression.
Resonant Flame (Prime ●●/Covert/Perfecting) This spell metaphysically strengthens a fire, allowing it to fuel appropriate rituals and ephemeral beings while hindering magic of the opposite aspect; it might fuel the numina of a fire spirit or protect against a thaumaturgic curse of blindness. This spell works just as well on torches, matches, and lighters, but only lasts so long as its basis isn’t doused or quenched. The enchanted flame benefits or shields whoever bears or wears it; target or area factors determine how many beings can draw on it at once.
Soul Ward (Prime ●●/Covert/Perfecting) This spell contests attacks on the soul’s capacity for magic, whether short-term erosions that damage Mage Sight and Willpower or ritual attempts at extraction or destruction.
DISCIPLE OF PRIME (●●●)
Celestial Spark (Prime ●●●/Vulgar/Fraying, Weaving) While this spell is sustained, it causes the caster’s hands to blaze with Mana and allows them to make bashing attacks by hurling bolts of radiance. Celestial sparks strike with what feel like physical force, but inflict strangely diffuse and abstracted injuries, leaving targets fatigued and desaturated rather than bruised or burned. Variants of this spell produce different weapons wielded with different Skills, though almost all of them produce a spectacle so fearsome that it’s worth a +5 Edge on attacks.
Counterspell (Prime ●●●/Covert/Fraying) This scatters the magic of another, countering a spell before it’s fully cast. Dedicated duelists often learn a vulgar version of this rote.
Marionette (Life ●●●, Prime ●●●/Vulgar/Perfecting, Weaving) This spell sculpts one of its caster’s Mana points into a humanoid construct mentally puppeteered by the caster. The being isn’t mistakable for human but does enjoy a Perfected version of its caster’s own vitality, so it can launch attacks, hinder the actions of others, operate machines, or otherwise act physically on the caster’s behalf. Versions of this rote incorporating the Veiling Practices of Prime and other Arcana can generate convincing facsimiles of humans or other creatures.
Squaring the Circle (Prime ●●●/Covert/Weaving) This spell consecrates a space in which two or more mages can fight the Duel Arcane. Its target must be somehow set apart from its environment in the same way that a ritual anchor is, though this requires little beyond chalking a loose circle on the floor or picking a particular square of sidewalk. If the caster isn’t fighting the duel themselves, they can spend one Willpower point each clash to defray the Willpower costs of the combatants’ own actions in that clash.
ADEPT OF PRIME (●●●●)
Celestial Fire (Prime ●●●●/Vulgar/Unraveling, Weaving) A deadlier version of Celestial Spark, this spell allows the caster to launch bolts of obliterating energy from their hands. The mage deals lethal damage by default, but can use damage factors to inflict aggravated damage instead. Creatures or objects this spell destroys dissolve into light, while surviving victims are left with bizarre, glowing rifts in the place of normal wounds.
Classify (Prime ●●●●/Covert/Unraveling) This spell strips the meaning of any text, rendering it into total gibberish. No pattern can be found in written language or signage affected by this spell; any interpretation offered of Classified text is wholly a projection on the part of the reader.
Mana Burn (Prime ●●●●/Vulgar/Unraveling) Always cast with a damage factor and resisted by the better of Resolve and Stamina, this spell inflicts lethal damage and destroys one point of the subject’s Mana for each wound dealt. Subjects can’t take more damage than they lose Mana, so the spell is useless against targets without Mana of their own.
Marionette (Prime ●●●●/Vulgar/Perfecting, Patterning) This spell sculpts one of its caster’s Mana points into a humanoid construct mentally puppeteered by the caster. The being can inflict lethal damage, hinder the actions of others, operate machines, or otherwise act physically on the caster’s behalf. Versions of this rote incorporating the Veiling Practices of Prime and other Arcana can generate convincing facsimiles of humans or other creatures.
MASTER OF PRIME (●●●●●)
Adamant Spell (Prime ●●●●●/Covert/Making) This spell renders another spell impossible to dispel or alter except through Unmaking Prime. It needs to match its beneficiary spell’s area, size, and target factors or else it guards only a portion of its target.
Void Resonance (Prime ●●●●●/Covert/Unmaking) This spell scrubs its subject free of resonance, leaving them curiously blank until they regain resonance qualities over the course of normal experience. Objects and creatures usually regain qualities suggestive of their natures within a day or so, but resonance produced by contingent events such as the caster’s own presence or spellcasting is gone for good.