Prime Effects

mage rev

• • Enchant Weapon — A mage now leams to reweave the underlying Quintessence so as to clarify and intensify existing forms, enchanting

objects and creatures. Weapons treated in this manner — while doing no more damage than their mundane counterpart s — strike directly to the

Patterns of their targets, inflicting aggravated wounds.

The etheric form may also be made different from the physical, so that a dirty denim jacket may have the underlying structure of a Kevlar vest,

or a broken talismanic dagger may still have a whole blade with regards to magical structure. Such structures are still what they appear to physical

reality — the denim jacket would not stop bullets, nor could the nonexistent dagger cut butter — but to etheric, spiritual and astral reality, they are

quite real. The jacket could stop spirit darts while the dagger could stab wraiths, or even perform whatever magical or ritual functions it did before.

Note that a mage cannot yet imbue Life with static seething Prime energy at this level, so he cannot cause his own Pattern to tear into other

Patterns — but a clever mage could easily wear enchanted gloves for combat. Enchanting a Pattern in this fashion typically requires energizing it

with a point of Quintessence (the enchantment lasts for the duration scored, but is almost never permanent without a greater supply of

Quintessence).