Prime Effects

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• • • • • Master's Enchantment — This catch-all describes the greatest enchantments known to Masters of Prime — the enchantment of a

living being, place or time with the power of Prime. Enchanting a living creature enables the mage to create a Relic, a magical being or blessing on

a person. Enchanting an area, often by bending ley lines or channeling natural energies, creates a Node. By consecrating a specific time with

adherence to rituals and patterns, the mage can create Junctures where regular surges of Quintessence spring forth.

Naturally, such-superlative enchantments represent the pinnacle of the Master's craft. Few mages even attempt such vulgar feats any more, and

the number of mages who could complete such a task — or even know that it's possible — dwindles every day.

A mage who creates a Node or Juncture essentially makes a temporary ripple in the Tapestry, where a specific space (with correspondence) or

time (with Time magic) surges with Prime energy. The mage must meet the full requirements of the area and the duration, and such a task qualifies

at least as an outlandish feat (requiring 10 or more successes in addition to the duration and are?). Creating a new Node permanently is a job for an

entire circle of Masters, and it can backfire and blow all of the mages into oblivion. As rare as they are, Nodes are easier to find than create.