1 Dot — Initiate
With one dot in an Arcanum, an initiate can:
• Gain mystical knowledge about and understanding of
phenomena within the Arcanum’s purview. Atlanteans called
this the Practice of Knowing.
• Elementary manipulation of phenomena within the
Arcanum’s purview, enough to activate them and/or impart
directions. Atlanteans called this the Practice of Compelling.
• Gain sensory perception of phenomena within the
Arcanum’s purview. Atlanteans called this the Practice of
Unveiling.
A mage performs these practices with elementary understanding.
As he rises in Arcanum lore (i.e., dots), he gains
more advanced facility with these practices. For example,
with Prime 1, a mage can cast the Unveiling spell “Supernal
Vision” (p. 221) upon himself. With Prime 2, he can cast it
upon others (see “Primal Flow,” p. 222).
2 Dots — Apprentice
With two dots in an Arcanum, an apprentice can:
• Exert elementary command and control over phenomena
within the purview of the Arcanum. Atlanteans called
this the Practice of Ruling.
• Conceal, camouflage or hide phenomena within the
Arcanum’s purview from scrutiny. Atlanteans called this the
Practice of Veiling.
• Protect a target against attacks, usually by providing
points of armor. Atlanteans called this the Practice of Shielding.
In addition, he can perform advanced-level applications of
the 1st-dot practices.
3 Dots — Disciple
With three dots in an Arcanum, a disciple can:
• Alter the capabilities or functions of phenomena within
the Arcanum’s purview. Atlanteans called this the Practice
of Weaving.
• Injure a target. Atlanteans called this the Practice of
Fraying.
• Fortify, bolster or improve phenomena within the
Arcanum’s purview. Atlanteans called this the Practice of
Perfecting.
In addition, he can perform advanced-level applications of
the 1st and 2nd-dot practices.