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3.4   Changes to the Matter Sphere

    * - Perceive Matter

   ** - Create Unified, Non-Reactive Patterns

  *** - Alter Matter
      - Shatter

 **** - Weave Quilted Forms
      - Create Reactive Patterns
      - Destroy/Transform Matter

***** - Create Impossible Materials

Perceive Matter:  As per Mage 1st & 2nd Ed.

Create Unified, Non Reactive Patterns:  This is similar to the
Mage 1st Edition version of Matter ** in that the Disciple can
only create, not transform, materials.  However, the definition
of 'unified' is not quite as strict.  Any relatively simple
matter pattern can be created.  The pattern does not have to be
strictly unified, it can be a homogeneous mixture (like mud) or a
few distinct patterns (like a bottle of water).  However, it
cannot have any moving parts or technological function. 
Materials that react with their environment cannot be created
without the use of conjunctional magick.  Examples would be:
explosives & incendiaries (Forces 3), acids (Entropy 3), and
poisons & drugs (Life 3).  Organic materials, like most foods,
wood, leather, and the like can be created, but will be obviously
'synthetic' unless conjunctional Life 1 is used.  
    Patterns of matter are simple to create, but very stable and
resilient.  They cannot be destroyed (broken down into
quintessence) without much more powerful magick, thus both the
destruction and transformation of matter can be done only with
higher levels of matter.  And, created matter is automatically
permanent - it does not fade away after the duration of the
effect that created it is over - but, wears or deteriorates
normally.

Alter Matter:  As per Mage 1st & 2nd Ed.
       The mage can alter the shape, state or density of any
single material.  For these purposes, valid states are solid,
liquid and gas.  Changes in state do not alter temperature. 
Likewise, changes in density do not alter total mass.  
 
Shatter:  Sufficient Alteration of matter can severely damage a
pattern.  This effect breaks down the structure of matter at the
macro level reducing it to broken chunks or even dust, but not
freeing up the quintessence of which it is composed.  Shatter
does direct damage to any matter patterns, even robots and the
undead.  However, it cannot inflict aggravated damage.

Weave Quilted Forms:  As per Mage 1st & 2nd Ed.

Transformation:  As per Mage 1st & 2nd Ed.

Create Reactive Patterns:  The Adept of Matter no longer needs
Conjunctional magick when creating reactive materials.

Destroy Matter:  An Adept can destroy matter patterns at the most
fundamental level, breaking them down into free quintessence that
may be formed into other patterns or allowed to return to the
universe.  This effect can be used on any type of matter not
created with the fifth rank of the matter sphere.  Damage can be
aggravated if the effect is Vulgar.

Impossible Materials: As per Mage 1st & 2nd Ed.

Pattern Disassociation:  The mage can now create tailored
patterns that are automatically disassociated from chosen
patterns of matter.  Broad enough definitions allow
disassociation from most life patterns as well.  This is
different from similar effects utilizing  lower level,
conjunctional magick, as the effect is a function of the new
pattern itself, not an ongoing magickal effect.  Disassociation
from forces requires Conjunctional Forces 1, Forces 4 is needed
to disassociate from Solid or Quickened Forces.  Dissociating
from Solid/Quickened Forces or from other Impossible Materials
takes an effect of greater intensity than that which originally
produced the material or force.


Commentary on Matter Rotes & Effects from the First Edition:

*** (& *** Correspondence) Matter Pattern Disassociation -  This
effect is possible for a Disciple if conjunctional Correspondence
is used.  The Correspondence aspect of the effect is something
like the reverse of the Chain effect:  instead of creating a link
between to objects, the mage cancels any sympathetic association
between them.  Some disciples of matter who do not wish to study
correspondence in a comprehensive manner learn a Rote version of
the effect, in a sense, bringing it into the Matter Sphere (for
PCs the cost of learning such a Rote is 6 exp, study points can
be applied).

*** Destroy Structures - This is an application of Shatter to a
specific material.  It is also possible to Shatter multiple types
of patterns at once, but Destroy Structures is considered a
useful effect in it's straightforward simplicity.

*** (& *** Life, *** Correspondence) Transphemeration Ray
Projector -  As with Matter Pattern Disassociation, this Rote
takes advantage of conjunctional Correspondence magick to produce
pattern disassociation without mastery of matter.


From the Book of Shadows:

** (& Prime **  Correspondence **  Mind *) Jury Rig:  This effect
would probably work better with Matter *** or **** but, it can be
used as written, it just requires creating replacement parts one
at a time.

**** (& Life ***  Prime **  Spirit **) Pygmalion's Paradigm: 
This effect supposedly creates a golem of matter with some
characteristics of a living thing.  But, the spheres given would
be better suited to transforming matter into simple life. 
Perhaps that is the intent.  To create matter with life-like
characteristics requires Mastery of Matter, Prime ** (to start
the flow of Quintessence through the pattern), and, if it is to
house a familiar, Spirit ** - Life is not strictly necessary,
though Life * would certainly be useful if the golem is to
resemble a particular type of creature.


Commentary on Matter effects from the 2nd Edition:

** Straw into Gold -  The line between creation and true
Transformation can be thin.  This effect is really a simple
Creation rote, that uses a common material as a focus.  Similar
effects can accomplish 'transformation' by adding a material to a
mixture, altering it's perceived properties, as with the examples
of improving wine or increasing the butterfat in milk.

*** Alter State:  Conjuctional Forces is not necessary.  Changes
in state do not also require changes in temperature.


New Sample Rotes for the Alternate Matter Sphere: 

Mana  Matter **  Prime **  Life *
     This deceptively simple rote causes a sweet bread-like
substance to rain from the heavens.  Some Chorus mages consider
this rote disrespectful, because it trivializes a Biblical
miracle.
     [The Power of the rote determines the area over which Mana
will fall.  Anyone in the area of effect can gather enough to
feed himself for the day, but the Mana does not keep beyond that
period.]
     F/X - So far, the Rote has always been Vulgar.  A typical
Paradox backlash is a bolt of lightning from a clear sky striking
the mage.

Spontaneous Generation of Contra-Terrene Matter 
Matter **  Forces ***  Prime **
     This rote creates a highly unstable form of matter charged
with raw quintessence.  Contra-Terrene Matter explodes at the
slightest provocation and the release of raw prime force causes
terrible wounds.
     [This rote inflicts Indirect Forces damage on anyone who
sets of the Contra-Terrene Matter (which explodes at the
slightest contact).  The rote works by creating a reactive
pattern similar to nitro-glycerin and charges it with raw
quintessence to do aggravated damage.]
     F/X - Contra-Terrene Matter is naturally inimical to normal
terrestrial matter, and is of bizarre and improbable appearance. 
It's creation is invariably Vulgar.

Walls of Air   Matter ***  Entropy **  Mind **
     A young Hermetic mage first created this rote to slow the
Superiors pursuing her.  The maze-like Walls of Air are literally
solidified air.  Though solid, they are nearly invisible.  In
addition, the use of Mind and Entropy causes anyone attempting to
traverse the affected area to lose track of the openings and
turns in the maze of solid air.
     [An Intensity of 5 is needed to solidify air.  To create a
large enough maze to significantly slow pursuers, at least 5
Power is also needed.  Anyone attempting to cross the Walls of
Air must make an extended Perception + Enigmas roll, difficulty 8
and accumulate more successes than the Power of the effect.  If
the roll is botched, the victim is hopelessly lost, and remains
trapped until the Walls dissipate.  Character who can ward
themselves from the Mind or Entropy aspects of the effect reduce
their difficulties by 1.  So a Mind-Entropy ward would reduce the
difficulty to 6.  Of course, it is also possible to break through
the walls - 5 HL will break through one wall.  Each new breach
created reduces the effective Power of the Walls of Air by 1.]
     F/X - This effect is Vulgar, though not spectacularly so,
witnesses only count if they actually come in contact with the
Walls.

Hiroshima Flowers   Matter *****  Forces ***  (Prime ***)
     A Son of Ether, intent on reversing the damage caused by the
Atom Bomb, created this rote to transform radiation back into
matter (in this case tiny foil-thin flowers of Plutonium).  The
effect, of course, proved too Vulgar to be of use in that
endeavor.  However, other mages have found ways absorbing
radiation and quintessence into forms of Tass, which Vulgar or
not is very useful.  
     [The Rote needs Matter 5 because plutonium is a Technocratic
man-made element.  Otherwise it is a simple transformation of
radiation into matter - the shape of the resulting matter is
chosen by the caster.  The Power of the effect determines the
area cleansed of radiation, leaving about 1 milligram of
Plutonium per point of Power behind.  Adding Prime to the effect
allows useable Quintessence (as from a Node) to be channelled
into the newly created pattern, forming Tass.  Up to 1 dram of
Tass can be created per success, subject to the availability of
Quintessence in the area.]
     F/X - The effect is generally Vulgar, especially when Tass
is being created.


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