Quintessential Bolts and Weapons
Rote · Mage
With blasts of sheer focused Quintessence, a Prime-savvy mage can throw bolts or punches imbued with pure metaphysical
force. Conjured through Prime 3, this power allows him to vi-sualize, and then employ, a “sword of light,” “plasma hammer,” or some other form of blazing energetic weaponry.
These blasts or weapons or raw Quintessence inflict aggravated damage. They do not, however, employ heat unless the mage also adds Forces 3 to the Effect. The energy is essentially a “cold fire” of channeled metaphysical force, and although it does “burn” on contact, it does not ignite flammable substances.
Each application of such energy uses one Quintessence point per turn, whether or not the attack is successful. Sure, you can swing your Prime-saber around without hitting anything, but the energy involved still comes from your mage’s Pattern. Thus, such raw displays of Quintessential might tend to be surprise attacks or last-ditch efforts – they’re simply too energy-intensive to last for long.
Game-wise, this sort of thing tends to be vulgar unless it’s crafted with technology (like a certain trademarked space-opera energy-sword), or else conjured among the faithful in a place that accepts miracles as part of the metaphysical landscape.