Sphere Mixers 156 - Prime 3 and Spirit 2
"Welcome to part 156 of Sphere Mixers! This where we randomly choose two Spheres and two Ranks and brainstorm ideas for...
- Conjunctional Effects using both of these Spheres or
- Two Effects, one of each Rank, that work well together.
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.
Spirit 2
•• Touch Spirit / Manipulate Gauntlet
Perception moves to contact. The Spirit-savvy mage can now reach through the Gauntlet for a turn or two; call across the Gauntlet; speak to spirit entities, or touch them for a brief moment; and thin or thicken the local Gauntlet. In the latter case, each success lowers or raises the Gauntlet rating by +1 for each success rolled. (Four successes would raise or lower it by four levels, for example.) That said, a human mage cannot lower the Gauntlet to less than 4 within the mortal world.
By adding other Spheres, that mage could project thoughts across the barrier (Mind 4 or 5); stir up elemental disturbances within the Otherworlds (Forces 2 or higher); imbue material objects with ephemeral power (Matter 2); drain Essence from a spirit (Prime 3); or help other living creatures sense or contact the spirit realms (Life 2).
Previous Mixers: Check out our wiki page for past Sphere Mixers; feel free to go back and add your new ideas."
Posted Jul 8, 2026, 12:01 PM UTC