Matrix 184 Ablative Quartz Shield

From: Item 512 of the Arcane Engram Codex

Description: A Tier 1 abjuration spell that manifests the user’s mana as a physical, geometric barrier. Instead of a traditional dome of energy, this spell creates three floating, interlocking hexagons made of hard, violet light. These hexagons automatically rotate to intercept physical projectiles or dampen the impact of concussive force, shattering one by one as they absorb damage.

Roleplay: To cast this, the avatar runs a thumb over the brass indexing gears of the codex until plate 184 slides into place. The avatar speaks the “Normal” chant—a rapid, staccato recitation of geometric angles. As the violet hologram projects from the book, the avatar physically strikes the light-construct with their casting hand, pushing the interlocking hexagons out into the physical world. The air fills with the sharp sound of grinding glass and the smell of ozone as the shield snaps into a defensive orbit around them.

Lore of Matrix 184

In the early days of the Tyrian industrial-arcane revolution, standard abjuration magic proved highly inefficient for the working Spark-Wright. Traditional “dome” shields were designed by old-world scholars to deflect magical energy across open battlefields, making them massive, mana-intensive, and prone to snagging on the cramped, labyrinthine steam-pipes of Saṃsāra’s underground factories. Furthermore, they offered little protection against the most common threat to a Tyrian engineer: high-velocity physical shrapnel from bursting pressure valves.

The Arcane Engram-Codex required a new defensive paradigm. Matrix 184 is the result of one hundred and eighty-three failed geometric equations. The breakthrough came when a master Spark-Wright theorized that mana could be aggressively hyper-condensed into hard-light constructs mimicking the molecular lattice of quartz. By restricting the manifestation to exactly three floating, interlocking hexagons, the spell achieved perfect thermodynamic stability. Because the matrix is so densely packed with raw arcane data, the human mind—and the physical codex—can only process and vent the required magical friction once per day without risking a catastrophic, localized mana-implosion.


The Use of the Quartz-Shield

Matrix 184 is a “fire-and-forget” defensive protocol. Once triggered, the three violet hexagons establish a tight, autonomous orbit around the avatar, requiring no further concentration to maintain.

The shields are strictly ablative, meaning they do not reduce damage by a percentage; instead, they violently intercept discrete instances of kinetic or concussive force. When a physical projectile or a shockwave enters the avatar’s personal space, the nearest hexagon snaps into the trajectory, absorbing the impact entirely before shattering into harmless, dissipating violet sparks. Its primary use is surviving ambushes, crossing hazardous industrial zones where falling debris is common, and closing the gap on ranged attackers without expending vital combat actions to dodge.


Assigned Values and Mechanics

Category Specific Assignment
Spell Name Matrix 184: Ablative Quartz-Shield
Tier Limit Tier 1
Frequency Once per day (Resets at dawn)
Mana Cost 10 Mana Points (or 1 Tier 1 Spell Slot)
Requirements Held Arcane Engram-Codex (Item 512), Somatic (Physical strike of the hologram), Verbal (“Normal” staccato chant)
Duration 8 Hours, or until all three shields shatter
Target Self only
Effect Summons 3 orbiting hard-light hexagons. Each hexagon completely negates one single instance of incoming physical, piercing, slashing, bludgeoning, or concussive damage. Upon absorbing an attack, one hexagon shatters.
Skills Used Arcana (to successfully channel), Athletics (to successfully perform the somatic strike sequence)

Export to Sheets

Tags

Tier-1, Abjuration, Once-Per-Day, Defensive-Orbit, Hexagonal, Hard-Light, Projectile-Interception, Concussive-Dampening, Engram-Specific, Somatic-Strike, Verbal-Chant, Industrial-Magic, Kinetic-Absorption, Autonomous-Defense, Ablative-Armor, Shrapnel-Proof, Mana-Condensed, Fire-And-Forget


Roleplay and Tactics

Tactical Applications

  • The Breacher’s Advantage: Because the spell takes a standard action and makes significant noise during casting, it is best utilized immediately before kicking down a door or entering a known hostile environment.
  • Weakness to Continuous Assault: Tactically, the avatar must remember that the shield only blocks discrete impacts. It is completely useless against continuous area-of-effect damage, such as a cloud of toxic gas, a flamethrower’s sustained burn, or psychic assaults.
  • Visual Threat Indicator: The orbiting hexagons provide an immediate visual cue to enemies. Intelligent foes may attempt to use cheap, low-damage attacks (like throwing rocks or rapid-fire small arms) to quickly shatter the three shields before launching their heavy, lethal strikes.

Immersive Roleplay

  • The Sound of Shattering: When a shield intercepts an attack, the player can describe the deafening sound of a massive pane of glass breaking right next to their ear. The avatar might instinctively flinch, only to realize the arrow or shrapnel is floating harmlessly in a cloud of fading violet dust.
  • Environmental Interaction: In dark environments, the rotating shields cast eerie, shifting violet shadows against the walls. If the avatar is trying to sneak, the soft, crystalline hum of the shields orbiting their body adds tension, as the noise might alert nearby guards.
  • The Somatic Strike: Roleplaying the casting is a violent, decisive action. The avatar doesn’t just wave their hands; they must physically punch the holographic projection out of the codex to solidify the mana. This can be described as a moment of intense frustration or aggressive readiness, setting the tone for the ensuing combat.

Activation Perception of Matrix 184: Ablative Quartz-Shield

When an avatar successfully strikes the holographic projection and solidifies the mana into Matrix 184, the sensory feedback is intense, mechanical, and sudden.

Visual Perception

  • What is Perceived: A blinding violet flash followed by geometric crystallization.
  • Description: The floating holographic projection violently solidifies. The light condenses into three distinct, translucent violet hexagons that instantly snap into a rotating, perfectly spaced orbit around the caster’s body.
  • Positives: Provides immediate, undeniable visual confirmation that the defense is active. The glowing shields also cast a useful dim light in dark industrial environments.
  • Negatives: The initial flash is bright enough to temporarily ruin the caster’s night vision. The constant glowing orbit makes attempting to hide or maneuver in stealth completely impossible.

Auditory Perception

  • What is Perceived: The sound of reversing glass-shatter and a continuous, resonant thrum.
  • Description: As the fist strikes the hologram, the air produces a sharp crack resembling a thick pane of glass breaking in reverse. This is immediately followed by the low-frequency, continuous hum of the hard-light cutting through the air as it orbits.
  • Positives: The constant, rhythmic thrum serves as an auditory safety blanket, constantly reassuring the avatar that the shields are still active without needing to look.
  • Negatives: The loud activation crack will alert any enemies in the immediate vicinity. Furthermore, the localized hum can mask the faint sounds of approaching stealthy foes.

Tactile & Olfactory Perception

  • What is Perceived: Solid kinetic resistance, sudden heat, and the tang of ozone.
  • Description: The caster’s punching hand meets sudden, jarring resistance—like striking a thick sheet of ice—at the exact moment the spell solidifies. Simultaneously, a wave of heat vents from the brass codex, and the air is filled with the sharp, metallic smell of ozone and burnt dust.
  • Positives: The visceral physical impact against the caster’s knuckles provides perfect tactile feedback, ensuring they know the exact microsecond the mana has condensed into a physical barrier.
  • Negatives: The physical jar to the wrist can be uncomfortable. The strong, lingering scent of ozone makes the caster easily trackable by creatures with an enhanced sense of smell.

Extra-Sensory Perception: Spatial-Kinetic Awareness

  • What is Perceived: An orbital expansion of the physical self.
  • Description: Through the Mind’s Eye, the avatar suddenly feels the three hovering hexagons as if they were phantom, numb limbs. The caster gains a perfect, 360-degree proprioceptive awareness of exactly where each shield is in its orbit at any given millisecond.
  • Positives: Allows the avatar to navigate cramped steam-tunnels without accidentally snagging or shattering their shields against the walls. It grants perfect subconscious coordination.
  • Negatives: The sudden expansion of the brain’s spatial map can cause a brief, disorienting wave of vertigo immediately following the cast.

Extra-Sensory Perception: Mana-Tension Feedback

  • What is Perceived: A heavy, localized atmospheric pressure drop.
  • Description: The extreme condensation of ambient magic into hard-light creates a localized “mana vacuum.” The avatar feels a heavy tightness in the air around them, identical to the oppressive atmospheric pressure felt just before a violent lightning strike.
  • Positives: This magical tension triggers a subconscious adrenaline response, naturally priming the avatar’s reflexes to anticipate a heavy kinetic impact.
  • Negatives: The high-tension magical state often manifests physically as an uncomfortable “pins-and-needles” sensation across the skin or mild paranoia, which only subsides when a shield finally shatters and releases the trapped energy.

184 Tries and Three Floating Stones of Purple Light

It is carved in the deep basements where the metal snakes carry the boiling water. This is the truth-story from the days when the makers of the yellow metal [brass] first walked into the narrow tubes under the earth.

In that time, the walkers of the loud tunnels carried the old math-magic of the before-people. The before-people fought under the open sky, so their math-magic was wide. When danger came, they would speak the words and make a great, fat bubble of the invisible pushing [abjuration dome]. The bubble covered the whole meat-body and the ground and the air.

There was a walker named He-Who-Stops-the-Leaking. He was a speaker of the counting-shapes [Spark-Wright]. One dark cycle, he was in the narrow tubes. The metal snake of the boiling water grew too angry. The belly of the snake exploded. The sharp metal teeth [shrapnel] flew through the air very fast, faster than the eye can run.

He-Who-Stops-the-Leaking spoke the old words. He pushed his life-water [mana] out to make the great fat bubble. But the tube was too narrow. The fat bubble pushed against the stone walls. It pushed against the other angry metal snakes. The magic rubbed the iron and made the bad friction. The fat bubble ate all of his life-water in one breath and then shattered like thin ice. The fast metal teeth bit his arm and his leg. He leaked the red water and had to crawl to the safe-place.

He was very angry at his think-box. He sat in his hot-room of making. He spoke to his tools: “The fat bubble is greedy and stupid. It tries to hold the whole cave, so the cave breaks it. We must make a door that is not a door. A shield that does not care about the walls, only the teeth.”

He took the clear stones that you can see tomorrow through [quartz]. He began to cut the counting-shapes of the old math-magic into pieces. He tried to build a new shape.

The first time, the shape was a square. The magic was too soft. His friend threw a rock, and the magic bent like wet paper. The rock hit his head. The fiftieth time, the shape was a long line. It was hard, but it did not move. His friend threw a rock, and the rock simply went around the line and hit his head. The one hundredth time, the shape was a spinning wheel. It was strong and fast, but it was too hungry. When he turned it on, it drank all the life-water from his think-box, and he fell on the floor in the sleep of no dreams for three turnings of the sun.

For one hundred and eighty-three times, the counting-shapes were wrong. The hot-room smelled of burning hair and sad failure.

Then came the one hundred and eighty-fourth time. He looked at the natural shape of the clear stone itself. Six sides. The strongest shape of the dirt. He did not make a wall. He did not make a fat bubble. He made the math for three separated six-sides, and he told them to chase the moving danger. Because they were small, they did not eat all the life-water.

He put the new counting-shapes into the heavy book of the yellow metal. He pushed his life-water into the purple-light-stone in the spine. The book made the purple ghost-picture [hologram] in the air. He did not just speak the words; he made his hand into a hard rock [fist] and punched the ghost-picture.

The air made a terrible noise, like a great window of glass that is forgetting how to be broken. A great flash of purple light hurt the eyes. Suddenly, three hard six-sides of purple light jumped into the air. They did not stand still. They danced around his body in a perfect circle, humming like the angry bees, but they were cold and hard.

He told his friend to throw the heavy iron wrench at his face. The friend was afraid, but threw the iron very fast. The dancing six-sides did not wait. The closest one jumped off its path. It threw itself in front of the heavy iron. CRACK. The sound was very loud. The purple six-side absorbed all the angry pushing of the iron and shattered into the purple nothing-dust. The heavy iron fell softly to the ground, sleeping.

He-Who-Stops-the-Leaking did not feel tired. His life-water was still full. The other two six-sides kept dancing, waiting for the next danger.

He went back into the narrow tubes. When the metal snakes exploded, he punched the ghost-picture. The three hard lights danced. The fast metal teeth flew, but the dancing six-sides jumped and broke, and jumped and broke. The meat of the walker was safe. Soon, all the walkers of the loud tunnels threw away the fat bubble. They only wanted the counting-shapes of the one hundred and eighty-fourth try, the hard lights that smell of the lightning.

Moral of the Story: The fat bubble that tries to touch everything is broken by everything; but the small dancing stone that only looks for the fast tooth will survive the bite.

Suggested conversions to other systems:


Call of Cthulhu (7th Edition)

Matrix 184: Geometric Deflection Matrix

This “spell” is treated as a piece of unstable Weird Science or a complex Formula that requires a focused focal point to enact. It does not provide a general armor bonus but specifically intercepts physical trauma through high-frequency crystallization.

  • Cost: 8 Magic Points; 1D4 Sanity
  • Casting Time: 1 Action (Instantaneous)
  • Duration: Until shattered or the next dawn.
  • Game Mechanics: Upon activation, three interlocking hexagonal planes of violet light manifest and orbit the caster. Each hexagon acts as an absolute barrier against a single physical attack (bullets, blades, or blunt force). When the investigator is hit by a physical attack, one hexagon shatters, and the damage is reduced to zero.
  • Limitations: The matrix has no effect against magical fire, poison gas, or psychic/Sanity-based attacks. The loud crack of activation and the violet glow may require a Stealth roll at a penalty (Hard or Extreme) to remain unnoticed.

Blades in the Dark

Matrix 184: The Shield of Six-Fold Light

A specialized ability often embedded in a Spark-Wright’s device or etched into a Whisper’s ritual focus. It is designed for close-quarters survival in the ghost-thick industrial districts.

  • Type: Supernatural Ability / Gadget Function
  • Stress Cost: 2 Stress
  • Game Mechanics: When you activate this ability, you summon three floating, hard-light hexagons. For the remainder of the score, you may expend one hexagon to Resist a physical consequence (such as Slashed, Shot, or Crushed) without rolling or taking additional stress. Each hexagon can negate one physical consequence entirely.
  • Narrative Complication: The shields emit a distinct hum and ultraviolet glow. Any attempt to use Prowl or remain inconspicuous while the shields are active is considered a Desperate position.

Dungeons & Dragons (2024 Edition)

Matrix 184: Ablative Quartz-Shield

1st-Level Abjuration (Wizard)

  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S, M (The Arcane Engram-Codex)
  • Duration: 8 Hours
  • Frequency: Once per Day

You strike the holographic projection emanating from your codex, manifesting three violet, hexagonal shields of hard-light that orbit you. While at least one hexagon remains, you gain a +2 bonus to AC against ranged attacks.

Whenever a creature hits you with a melee or ranged weapon attack, or you fail a Dexterity saving throw against a physical effect (such as a falling rock or a burst of shrapnel), one of the hexagons shatters. The attack’s damage is reduced to 0, and the hexagon is destroyed. The spell ends when all three hexagons are destroyed.


Knave (2nd Edition)

Matrix 184: The Crystalline Barrier

A spell that must be cast from an Engram-Codex or a specifically prepared Quartz Slide. It is favored by delvers for its “fire-and-forget” nature.

  • Casting: Intelligence check (as per standard spellcasting).
  • Duration: 8 Hours or until used.
  • Game Mechanics: You manifest 3 floating violet hexagons. Each hexagon can be “spent” to automatically succeed on a Save against a physical hazard or to negate the damage from a single physical attack.
  • Restriction: You can only benefit from one instance of this spell per day. While the shields are active, you cannot be hidden from sight, as the ultraviolet glow illuminates you even in magical darkness. If you are struck by a magical effect (fire, lightning, etc.), the hexagons do not trigger and the damage is taken normally.

Fate

Matrix 184: Ablative Quartz-Shield

  • Type: Magical Stunt / Extra
  • Cost: Once per day (requires a Fate Point if used a second time in the same session).
  • Description: The avatar strikes a holographic projection, manifesting three floating violet hexagons of hard-light that orbit their body to intercept physical threats.
  • Game Mechanics: Upon activation, the avatar gains the “Shielded by Hard-Light” Aspect with 3 free invokes. These invokes can only be used to defend against physical, kinetic, or concussive attacks (bullets, blades, shrapnel).
  • Specific Rule: When the avatar would take Stress or a Consequence from a physical source, they must expend a free invoke to negate the hit entirely. Once all 3 invokes are used, the Aspect is removed.
  • Complication: While the Aspect is active, any Prowl or Stealth-based rolls automatically fail due to the ultraviolet glow and mechanical humming.

Numenera & Cypher System

Matrix 184: Ablative Quartz-Shield

  • Level: 3 (Abjuration)
  • Kind: Esotery (Enlisted via Item 512)
  • Cost: 3 Intellect (and Once per Day restriction)
  • Duration: 8 hours or until depleted.
  • Game Mechanics: The caster summons three interlocking violet hexagons. These provide an Asset to Speed defense tasks against physical attacks.
  • Specific Rule: If the caster fails a Speed defense task against a physical source (projectile, melee, or falling debris), the damage is reduced to 0, and one hexagon shatters. After the third hexagon shatters, the esotery ends.
  • Complication: The “Vibrant Ultraviolet” glow makes it impossible to remain hidden and provides a +1 difficulty to any task involving subtlety or stealth.

Pathfinder (2nd Edition)

Matrix 184: Ablative Quartz-Shield (Spell 1)

  • Traits: Uncommon, Abjuration, Force, Visual
  • Cast: [two-actions] (Staccato Chant, Physical Strike)
  • Range: Self; Duration: 8 hours
  • Frequency: Once per day.
  • Game Mechanics: You manifest three violet hexagonal plates of force. You gain a +1 status bonus to AC.
  • Specific Rule: The shield possesses 3 charges. When you would take physical bludgeoning, piercing, or slashing damage, one charge is consumed, and the damage is reduced to 0. This reaction happens automatically. Once all three charges are consumed, the spell ends and the AC bonus is lost.
  • Roleplay Constraint: Because this is a hard-light manifestation, it sheds Dim Light in a 10-foot radius. You cannot be Concealed or Hidden while this spell is active.

Savage Worlds (Adventure Edition)

Matrix 184: Ablative Quartz-Shield

  • Power: Deflection (Modified)
  • Rank: Novice
  • Power Points: Special (Once per Day)
  • Range: Self; Duration: 5 (1/round) or until shattered.
  • Game Mechanics: Activation requires a successful Faith or Spellcasting roll. Upon success, the avatar is surrounded by three floating violet hexagons.
  • Specific Rule: Each hexagon acts as a localized “Heavy Armor” plate. When the caster is hit by a physical attack (not magic/elemental), one hexagon shatters, and the attack is considered to have missed or caused 0 damage.
  • Complication: The ultraviolet flare makes the caster a “Distracted” target for the purposes of stealth, and they cannot benefit from Cover provided by darkness or shadows while the shields are orbiting.

Shadowrun (6th World Edition)

Matrix 184: MCT “Ablative Quartz” Defense Program

In the Sixth World, this spell is often encoded as a “Limited Spell” within an optical grimoire. It bridges the gap between physical armor and mana-based shielding by manifesting hard-light plates in Augmented Reality that have physical substance.

  • Type: Physical, Specialized Abjuration
  • Range: Self
  • Duration: Sustained (Special)
  • Drain Value: 4
  • Frequency: Once per Day
  • Game Mechanics: Upon a successful Spellcasting + Magic Test, three interlocking hexagonal AR constructs manifest. Each hexagon grants the caster +2 Tactical Advantage on Defense tests against physical projectiles or melee strikes.
  • Specific Rule: When the caster would take damage from a physical attack, one hexagon shatters. The damage from that specific attack is reduced by the caster’s Magic Rating x 2. If the damage is reduced to 0, the hexagon is spent. Once all three hexagons are gone, the spell ends.
  • Syntax Note: This spell is highly visible on the Astral Plane and in AR, granting an automatic +2 dice to anyone attempting to track or spot the caster.

Starfinder (2nd Edition Playtest)

Matrix 184: Ablative Quartz-Shield

  • [Area] 5-ft. emanation; [Target] Self
  • Defense AC; Duration 10 minutes or until discharged
  • Frequency Once per Day
  • Game Mechanics: You punch the holographic interface of your caster-matrix, manifesting three floating violet hexagons. You gain a +1 status bonus to AC and a +2 status bonus to Reflex saves against physical hazards (like explosions or falling debris).
  • Specific Rule: The spell has 3 Charges. When an enemy hits you with a physical weapon attack (Kinetic), you may use a Reaction to expend 1 Charge and reduce the damage to 0. This does not work against energy-based attacks (Laser, Plasma, etc.).
  • Syntax Note: The ultraviolet light emitted by the hexagons grants you the Illuminated condition, making it impossible to benefit from Concealment or Invisibility.

Traveller (Mongoose 2nd Edition)

Matrix 184: TL 13 Crystalline Kinetic Interceptor

Within the Traveller universe, this is less a “spell” and more a high-tech “Disposable Software Package” stored on a physical quartz drive.

  • Tech Level: 13
  • Skill Requirement: Electronics (Computers) or Psionic (Telekinesis)
  • Duration: 1 Hour or until destroyed.
  • Game Mechanics: Activating the drive requires an Average (8+) Skill Check. On a success, three kinetic-energy hexagons orbit the user. Each hexagon provides a fixed Armor Value of 10 against a single physical hit.
  • Specific Rule: When the user is hit by a slugthrower, blade, or shrapnel, one hexagon intercepts the blow. Roll the damage; if the damage is equal to or less than 10, the user takes 0 damage and the hexagon remains. If the damage exceeds 10, the hexagon shatters, negating the entire hit, but is then removed from play.
  • Syntax Note: The humming of the TL 13 drive and the violet glow impose a -3 DM to any Stealth checks.

Warhammer (Age of Sigmar: Soulbound)

Matrix 184: Ironweld Hex-Plates

Often found etched into the Chamonite plates of an Ironweld Engram-Codex, this spell is a favorite among battle-mages who find themselves in the thick of the fray against the physical hordes of Chaos.

  • Complexity: 12
  • Duration: One Scene
  • Frequency: Once per Day
  • Game Mechanics: You strike the codex, and three violet hexagons of Chamonite-light burst forth. While active, your Defense increases by one step against physical attacks.
  • Specific Rule: The spell provides 3 “Shatter Points.” Whenever you would suffer Damage from a physical source (Melee or Ranged), you may spend 1 Shatter Point to negate the Damage entirely. You do not need to roll to negate the damage; the hexagon simply intercepts the blow and disappears in a shower of sparks.
  • Syntax Note: The intense ultraviolet light and mechanical whirring make it impossible to use the Hide action. Any creature attempting to find you has Advantage on Mind (Awareness) tests.