From "Mage: The Sorcerer's Crusade"
( Some paraphrased, some typed out verbatim. All Copyright White Wolf. )
First, the Lexicon:
Common Terms
Each magickal culture has its own names and terminology for various things. Trying to list them all would be an exercise in futility. The following terms, however, find their way into conversations between magic across the known world.
Acolyte - A servant who follows a magus out of religious devotion or sacred duty; in this period many servants are acolytes. (see Consor, Grog.)
Aethyrs: Realms of higher consciousness, surrounding the Earth and radiating outward into ever-more esoteric states. (See Earth, Realms.)
Apprentice: An aspiring magus or craftsman serving serving a greater master in return for training and accreditation.
Artisans: When capitalized, this term refers to magi who work their magicks through mechanical devices or sacred geometry. Also a general term for craftsmen (uncapitalized).
Ascension: A higher state of being, one beyond power, beyond limit, beyond care. (See Path of Gold.)
Astral Flight: Leaving your body behind and traveling into the spirit worls or across the mortal one.
Awakening: Opening your eyes to the mystical Tapestry. Awakened One refers to a magus, and occasionally to other night-folk, too. (See Mist, Enlightenment.)
Common World: A casual term for the mortal, material reality that most people live their lives within.
Consor: An un-Awakened associate of a magus. Though he lacks magical ability, a consor has some other extraordinary talent that sets him apart from mere grogs or servants.
Contrarium, the: Heaven's dark mirror. This underworld lies below the Earth's crust, housing Purgatory, the true Hells and the ghostly Shadowlands. Lesser purgatories and Hells spin in the Umbra, dimly connected to the Contrarium.
Council of the Nine Mystick Traditions: Also called the Council or the Traditions. A newly forming fellowship of mysticks who seek to preserve the ways of magick while following the Path of Gold. (See below.)
Covenant: Although it formally applies to a Hermetic stronghold, "Covenant" can refer to any established magickal community.
Cray: A wellspring of mystickal power, where the energies of Creation surge into pools.
Creation: Everything made by the hand of God (or the gods) -- the mortal world, the Otherworlds and the Void.
Daedalean: A catch-all term for the members of the Order of Reason. The name comes from the Greek scientist Daedalus, one of the "patron saints" of the Order.
Daemon: A common term for the Mystick Self, which comes to "life" during the Awakening. Later called the Avatar.
Disparate: An insult for magi who refuse to take sides. Also a group (or a member of a group) that attended the Council but never joined.
Dreaming, the: Also known as Faerie or the Faerie Dreaming; a half-world that mirrors the mortal, but with a vivid, distorted edge.
Earth, the: Capitalized, Earth refers to the material world.
Ephemera: Spirit-flesh -- not quite matter but still "solid" to the proper Arts.
Ethiope: Archaic term for black Africans (as opposed to Arabs.) Also Moor.
Fall, the: The loss of ideals and vision. Usually wrapped in Infernalism, Hubris or both, the Fall often ends in death, slavery or corruption.
Familiar: A spirit that inhabits an animal form and assist a magus with her work.
Fate, Fortune or Free Will: One of the great Renaissance debates; is humanity governed by predestination (personified by Lady Fate); blind lucky (personified by Dame Fortuna); or man's own decisions (often epitomized as virtues and vices)? Either way, the principles play active roles in magick.
Fragmentum: (plural Fragmenti) An Otherworldly Realm that mirrors an aspect of magick. Later called Shard Realm.
Gauntlet: A common name for the chilly threshold between the worlds of Matter and Spirit.
Ghost: A restless human soul. Also known as a wraith or spirit.
Horizon: The border of God's Earth and the threshold of Heaven; also the name of a colossal Realm in which the traditions meet.
Hubris: The fatal pride that drives most sorcerers to destroy themselves and those around them.
Humours: Bodily fluids, thought to influence temperament and health.
Infernalist: A sorcerer who bargains with unholy powers, turns his back on everything he considered sacred and follows the Path of Screams.
Lilith: By some accounts, the original wife of Adam. Refusing his dominion, she stole fruit from the Tree of Life and Knowledge, then ran off to learn the Black Arts. Seen as a Divine figure by some pagans.
Mage: Also magus, sorcerer, wizard and a host of other names. A person who transcends mortal vision, Awakens to the truth of magick and learns to use it.
Maraud: A demented magus (Or Mad One) who twists Creation into knots simply by existing. (See Path of Screams.) Marauds embody chaos in human form.
Microcosm/Macrocosm: The concept that a smaller thing (microcosm) reflects a larger thing (macrocosm). Often expressed as "As above, so below." A fundament of magickal thought.
Mist, the: The fog of blindness most mortals spend their whole lives wandering through. (See Awakening, Sleepers.) Also, the eternal fog that shrouds the spirit worlds; to travel, one walks into the Mists.
Moonpaths: Shining bridges through the Mists, guarded by moon-spirits and leading to Otherworldly Realms.
Mysticks: A general name for magi. Usually refers to those who practice obvious magick, rather than science-magick. (See Philosopher-scientist.)
Naturae: Nature spirits (See spirits), as opposed to demons and angels.
Night-folk: Vampires, werewolves, faeries and other magical creatures.
Old Gods: The pre-Christian Deities worshiped by Pagans and shamans but displaced by the Word of God. Seen by Christian magi as spirits, these deities still command respect in rural places.
Order of Reason, the: An international affiliation of philosopher-scientists dedicated to helping humanity. Rejecting magick in favor of science and reason, the Order seeks its own Path of Gold in the form for Enlightenment for all. (See below.)
Otherworlds: Spirit lands outside the borders of the Common World -- the Heavens, Hell, elemental courts and other, esoteric Realms. (See Umbra.)
Pagan: One who believes in the many gods of the Old Ways, as opposed to the one God of Christianity, Judaism or Islam. In this world, an endangered but defiant creed.
Path of Gold, the: The road to Ascension, idealized by many but followed by few.
Path of Screams, the: The road of Infernalist and the Maraud. Instead of a higher state. the wizard seeks a debased or demented one. While this road has a valid place in Creation, those who follow it cause misery and sorrow.
Path of Thorns, the: The wizard's destiny -- to follow a winding, upward, dangerous road through thorns of temptation and blindness. Hopefully, the sorcerer will eventually reach Zenith or pursue the greater Path of Gold.
Paths of the Wyck: Weird passages between mortal world and spirit one, supposedly left by elder sorcerers. (See Wyck.)
Pattern: The shape any given thing, from a flame to a spirit to a brick to a drop of water. Filled with Quintessence, a Pattern comes into being. (See True Form.)
Penumbra, the: A twilit spirit-shadow of the mortal world, resting on the other side of the Gauntlet.
Philosopher-scientist: A magus who explores the natural and esoteric worlds. Weaving his magick from formulae and science, rather than from mysticism, her rarely considers what he does to be "magick." (See Ars Praeclarus.)
Quintessence: The "fifth essence" that permeates and flows through all creation. Also called Prima, Vis, Earth's Blood and Odyllic Force. (See Tass.)
Regio: An area shimmering with mystick power, usually aligned with some kind of resonance.
Scourge: The price of magick; beneficial or baneful fortune surrounds all sorcerers, and occasionally rises to strike them down. Some believe the whipping (scourging) is from God, and is punishment for presuming to alter His Creation; other see it as the snapping of mystic threads, or the whims of angry Pagan gods.
Shadow-walking: Entering the spirit world (the "shadow") and traveling through it in bodily form (as opposed to astral flight).
Shallowing: A time when the mortal world and Otherworlds overlap, or a place where a normal person could cross over without difficulty.
Sleeper: Also Sleepwalker, Caudex; a person who cannot see Creation the way it truly is. One who has not Awakened, and probably never will. (See Awakening, Mist.)
Solitary: A sorcerer who chooses to be left alone. A solitary might join a group for a little while, but she avoids long-term alliances or indoctrination.
Spheres, the: Nine elements of Creation spinning in orbits around the Earth. According to legend, they chime like crystals, giving forth the "Music of the Spheres." Also a name sometimes given to the nine Arts associated with those Spheres.
Tapestry, the: A symbol of Creation.
Tass: Quintessence refined into solid form.
Trinity, the: The interplay of change (mutatio), order (stasis) and decay (entropy) that keeps Creation moving.
True Form: The original Pattern or name given to a person or thing. Magick can change this Form, but doing so places the wizard above the Creator -- not a wise move! Sometimes called the Holy Form by deeply religious magi.
Umbra: An uncommon name for the vast spirit world (or more properly, worlds) surrounding the mortal one. (See Otherworlds.) Also called L'Umbra Haute.
Vadum: (plural Vada) An Otherworld Realm in which principles of magick keep the place in an endless state of flux. Later called Shade Realm.
Void, the: Also called the Abyss; the endless space that surrounds God's Creation. Known in later days as the Deep Umbra.
Weavery: Spellcasting. The term comes from the idea of reweaving Creation.
Witchwalk: Eerie phenomena that betrays a mage's presence. Soured milke, strange sounds, rustling winds and hundreds of other portents can follow "when a witch walks by."
Word, the: A great Truth, often seen in different lights (the Holy Word, the Word of Reason, the Word of Insight, etc.). Sadly, most people consider their chosen Word to be the only truth, and will kill in its name.
Zenith, the: The paragon of magickal power. Not true enlightenment, but mastery of great and terrible forces. (See Ascension, Path of Thorns.)
Zodiac: The celestial bodies (often viewed as legendary heroes or creatures) that influence humours, Fate and Fortune.
The Council of Nine
It takes a lot to create a common "language"; nevertheless, the diplomats and visionaries of the Council have coined the following terms and titles to make inter-Tradition conversations easier. Within its own ranks, each Tradition still employs its favored terms and names.
Adeptus: A magus of some skill and insight.
Bani: An honorific meaning "Of the House of..."; for example: Cygnus Moro, bani Euthanatos.
Cabal: A group of magi working together.
Certámen: A magickal dual between two parties, with formal rules and observers. To safeguard bystanders, a certámen occurs inside a circle prepared for its use. On pain of death, the combatants agree to limit their attacks to each other. Although rarely fought to the death, some duels prove fatal.
Compact of Callias: Declaration of cooperation, suggesting the formation of inter-Tradition cabals.
Deaconus: One of the founders of a Covenant.
Discipulus: A magus recently graduated from apprentice status. Female form is Discipula.
Gilgul: A magickal punishment in which the offender's soul is ripped apart and scattered. It is reserved for the most horrible crimes.
Icari: An insulting play on words referring to Daedaleans. Daedalus was the successful inventor; Icarus was his jealous son, who flew too close to the sun, was burned, and fell.
Legatus: A council diplomat, skilled in both magickal and mundane politics.
Magister: A Master-rank magus. The variant title, Magister Mundi, denotes a wizard of great power and reputation. Magistra refers to a female Master, but many Tradition wizards use a catch-all term.
Mastiga: A foolish apprentice, and young and stupid magus, or an errant consor.
Primi: "The First"; the 10 founders of the Tradition Council, and the spokesmen for each group.
Promethian: A left-handed compliment. this term refers to a member of the Order of Reason. Taken from Prometheus, the titan who stole fire from the gods and gave it to humanity. While most Tradition mages use the term scornfully, many still respect those who bear the title. (See Icari, Squama.)
Squama: An insulting name for Daedaleans, refers to the metal plates used in armor (with the idea that their heads and hearts are made of the same material).
Tradition: A large sect composed of like-minded magi and operating within certain protocols. These are: The Ahl-i-Batin (Batini); Akashic Brotherhood; Chakravanti/Euthanatoi; Chur Céleste (Celestial Chorus); Dream-Speakers; Order of Hermes; Seers of Chronos (Sahajiya); Solificati; and Verbena.
Umbrood: Literally means "shadow-children"; a Hermetic term for spirits of all kinds.
The Order of Reason
(As we do not have many mages as it is, I will leave out this part, because only the Order of Reason really knows this stuff. If you'd like me to put in the lexicon for the Order of Reason, please ask, and I will gladly oblige.)