Sphere Mixers 018 - Correspondence 3 and Prime 3

Welcome to part 18 of Sphere Mixers! This is where every Monday and Friday I take two Sphere Ranks at random and ask everyone to post their ideas for...

  • Conjunctional Effects using both of these Spheres or
  • Two Effects, one of each Sphere, that work well together.

Correspondence 3

••• Pierce Space/ Open or Close Gates/ Co-locality Perceptions
Now the mage can tear holes in space, large enough for her to step through. These minor gates are small and temporary, but they allow that character to step from one place to another, so long as she’s alone and lightly encumbered. (Teleporting large items, or while carrying heavy loads, demands Correspondence 4.) Scoping out the new location is a good idea, of course. A close, familiar destination requires fewer successes than a distant, unfamiliar one.

Using the Co-locality Perceptions Effect, the mage can also perceive several places at once. Those locations all appear as ghosts overlapping each other, as if they’d been layered on top of the closest location.

Also, by combining Correspondence 3 with Forces, Life, or Matter, the mage can move things around from a distance, levitating, manipulating or teleporting them without physical contact.

Prime 3

••• Channel Quintessence/ Enchant Life/ Energy Weapon/ Craft Periapts & Temporary Wonders
By tapping into the flow of Quintessence around her, the Prime-skilled mage can draw both free and raw Quintessence from Nodes, Junctures (special times), and Tass (solidified Quintessence)… and she may also channel that energy into new and existing Patterns as well. With such powers, she could (with Life 3) enchant a living thing so that it could inflict or endure aggravated damage; inflict aggravated damage by shaking up that organism’s life force; pull small amounts of life force from a living sacrifice or (with Matter 2) from inert objects; instill Quintessence into a vessel called a Periapt; or – with other Spheres – craft temporary Talismans or Devices by infusing them with Primal Force. (Permanent enchantments require Prime 4 – see Crafting Wonders on p. 508, and Quintessence Amounts on p. 507.)

In desperate circumstances, a Prime-schooled mage can also create temporary weapons out of pure concentrated energy – blasts of Quintessence or swords of light. Such weapons inflict aggravated damage (as per the Base Damage or Duration chart) and cost one point of Quintessence per use… or, for weapons that last for a length of time, one point per turn. When the mage runs of out Quintessence, the weapon disappears. Unless channeled through energy-guns or conjured as miracles among the faithful, such attacks are inevitably vulgar.

Posted Jul 28, 2025, 12:02 PM UTC

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