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 Info on Mages

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auramistwallow



Posts: 12
Join date: 2008-10-07
Age: 23
Location: East Coast, USA

PostSubject: Info on Mages   Tue Oct 14, 2008 7:51 pm

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; Chœur 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.)
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auramistwallow



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PostSubject: Re: Info on Mages   Tue Oct 14, 2008 7:54 pm

Traditions
(The Dream-Speakers and Akashic Brotherhood would not be in Europe at this time, so I will not give information on them. If you would like information on them, ask, and I will gladly oblige.)

Ahl-i-Batin

"I'd rather offer my hand than my sword blade. Which will you take, I wonder?"

Sphere Affinity: Connection.

The wind speaks. Sometimes in a lover's whisper, other times, in a sirocco scream. Like the wind, the Ahl-i-Batin seem formless, invisible and elemental. And like the wind, they speak in many voices.
Masters of Connection, these mysticks cross great distances with ease. During the Crusades, Batini assassins struck down kings; now their diplomats smooth ruffled feathers while their warriors make more permanent truces. When need be, these magi emerge, perform their duties, then vanish.

Concepts: Diplomat, weapons-master, sage, student of foreign Arts, translator, young apprentice, vengeance-minded warrior

Stereotypes of Others:
Council Magi: Blood has been spilled between us that cannot be forgotten; still, in the name of Unity, all Allah's children must be endured, if not loved. If we refuse to shelter each other, the storm will sweep us all away.
Daedaleans: Their words are wise, but their ways are blood and dust.
Infernalists: Sup with Iblis (Satan) and you shall burn.
Disparates: Oases are few and far between. Wander off if you will, but do not blame me when you perish.
Marauds: No desert wind is as harsh as the dreams of the mad.

Chakravanti (Euthanatoi)

"No man is more corrupt than one who knows death and cares nothing for life."

Sphere Affinity: Entropy

As everyone knows, a crossroad is the surest path to the Underworld. So it's fitting that a Crossroad of four diverse cultures let to the Thanatoic Tradition: the uncanny Chakravanti, or Euthanatoi, who watch over the Arts of morality.
Like leaves from an autumn tree, these magi guard the moment between life and death. Heretical reincarnationists, they see Creation as a spinning Wheel of Death and Rebirth. When something -- or someone -- interferes with the Wheel's motion, the obstacle should be removed. The method of removal may be as simple as a kind word or as final as murder. No other Tradition inspires as much dread as the Chakravanti. Even the sweetest among them, seems, to others, like a demon from Hell.

Concepts: Healer, guardian, merchant, assassin, spy, ghost-tender, necromancer

Stereotypes of Others:
Council Magi: While we stand in brilliant company, their fears blind them to the truths that seem so plain to us. Only Sahajiya and our witch-cousins understand the wheel as we do; the Warring Hands know its name, but cannot comprehend its spin.
Daedaleans: To dig a grave for the world and call it a bed is foolishness.
Infernalists: We stand on the brink of darkness; they leap into it, and must be purged.
Disparates: Go your ways, cousins. I force no one to follow my road.
Marauds: Pity the Mad Ones; they have died standing up, and have forgotten to fall.

Chœur Céleste (Celestial Chrous)

"See my lamp. Hear my voice. Please -- the Last Hour is near..."

Sphere Affinity: Prime

No sound is more transcendent than the voices of man and God in harmony. Transported by communion, an imperfect human song rises like a wind and becomes a chime in the music of the spheres. How malignant, then, to hear that song drowned out by the clink of coin and the rustle of vestments. The song is broken like a thief on the wheel, and its notes turned bitter. The true Singers of the Lord are appalled by this clamor, and they bear light into the darkness, sometimes with candles, sometimes with brands.

Concepts: Holy hermit, priest, Church reformer, clerical renunciate, healer, scholar, knight, innocent, fallen person redeemed by faith

Stereotypes of Others:
Council Magi: We sing before a Council of wolves, but perhaps we can ease their appetities by reminding them of the Song we all share.
Daedaleans: Oh, groan, Prometheus! The eagle of Pride tears at your liver as Reason chains you to a stone. Even I cannot set you free -- you must rise of your own accord.
Infernalists: We must choke the Final Dirge in their throats.
Disparates: Voices crying in the wilderness. Let us comfort them.
Marauds: God blinds the proud with insight. Pray you do not join their company.

Order of Hermes

"Be bold, generous and proud, ye scions of the griffin! Ours is a magnificent Order, and it's weathered harsher storms than this!"

Sphere Affinity: Forces

Challenge defines the magus. A true wizard does not shrink from difficulties -- he embraces them, transcends them and overcomes them with his Arts and wisdom. As above, so below. Glorious is the worker who knows this, who speaks Heaven down upon Earth and lifts Earth up unto Heaven, and who thereby occupies the void between. He can truly call himself Awakened.

Concepts: Young wizard, rake, spy, artist, scholar, elemental master, judge, noble

Stereotypes of Others:
Council Magi: An assembly of High Arts and Low, the like of which no man has ever seen! (Too bad they're such ungrateful bastards!)
Daedaleans: A puzzle: vital, to be sure, and guided by good purpose. Their arts, however, are brimstone and cold steel. Trust them not, but don't discount them.
Infernalists: A babbling rabble of would-be magi. Let them roast their own behinds!
Disparates: Pah!
Marauds: So far into Twilight these demensi go that the earth itself quails beneath their feet.

Seers of Chronos (Sahajiya)

"A temple's sanctity is in its soul, not in its stones."

Sphere Affinity: Time

To Awaken, you must leap from mortal perceptions to immortal ones. And no magus understands perceptions and their alteration like the Seers of Chronos. Named for the titan of time, these eccentric sorcerers give the fig to mores and preconceptions. Fear is the first thing shed when a Sahajiya arrives; other things -- inhibitions, clothing, sanity -- often follow.
Church and society revile the body; passions are man's legacy from the Fall. Seers -- or Sahajiya (roughly, "Naturals"), as many call themselves --- believe the opposite. By their bizarre logic, even the darkest passions are Divine.

Concepts: Libertine, dancer, traveling player, prophet, madman, poet

Stereotypes of Others:
Council Magi: Your eyes are book-blind, friends. Come feel the sunshine and truly see the sun.
Daedaleans: Their future is a steely fist and whitrling screams of smoke.
Infernalists: Pain comes with life, but to make all life pain is an abomination.
Disparates: Kiss me and go your way.
Marauds: No stars shine brighter than those who have set themselves alight.

Solificati

"Lift yourself above the dust if you would turn it to gold."

Sphere Affinity: Matter

An Awakened person wears a crown. Like the halo of a saint, this glittering coronet displays God's favor. To win that crown, a magus must look past false appearance, master the Art of Transformation and refine himself from clay to gold.
Alchemy, the Transformation Art, concerns the ascension of base materials to an exalted state. Mortal "puffers" try to turn lead to gold, but the true alchemist wants to transform himself. While this quest involves material disciplines, those refinements are baby steps on the Royal Road.

Concepts: Mysterious strange, apothecary, monk, astrologer, painter, noble, ne'er-do-well

Stereotypes of Others:
Council Magi: Oh, the Lions of Hermes are worthy bedfellows, and the Desert Winds shine like gold, but the rest of these fops are embers in grease. Perhaps the ethiopes have secrets to share...
Daedaleans: Their stony towers weigh heavily upon one's heart.
Infernalists: Dragon's blood is wine for these fellows. May it rot out their maggoty guts!
Disparates: Who am I to chastise sparks for fleeing from the fire?
Marauds: Broken threads make bitter tapestries.

Verbena

"The World Tree has more branches than your Cross -- and far deeper roots!"

Sphere Affinity: Life

The Old Gods are not dead, nor are their followers. Despite the spread of Christianity, the woods and mountains still shelter Pagan ways. Even most Christian folk know enough to respect the Old Gods. Who knows when they -- or their servants -- may be watching?
But now those servants are besieged by the army of God. Once tolerated, the Pagans have become a symbol of everything the church forbids. As witch-hunters scour the countryside, a coalition of Pagans -- the Verbena -- rises to meet the threat. With bloody Arts and savage ways, these children of Brigid, Odin, Freyja and the rest gather around fires to invoke the coming night. When darkness falls, they teach their young to destroy their rivals with the passion of their warlike forbears.

Concepts: Hermit, firebrand, herbalist, shapeshifter, healer, forester

Stereotypes of Others:
Council Magi: Swallow your pride and extend your hand -- these folk may be strange allies, but we all share a common foe.
Daedaleans: I'd sooner drink my own heart's blood than watch you turn this world to steel and paper.
Infernalists: They rebel against the Church by worshiping it's opposite. A perverse slave, though, is still a slave.
Disparates: Tend your gardens well, cousin. The storm is upon us.
Marauds: Sages with the hearts of wolves and the minds of children.
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PostSubject: Re: Info on Mages   Tue Oct 14, 2008 8:11 pm

More coming soon! (I'll be posting Spheres next.)
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PostSubject: Re: Info on Mages   Tue Oct 14, 2008 8:56 pm

Well, okay, it didn't take that long: The Spheres of Magick

Connection: Creation's Weave

Specialties: Conjurations, Gates, Scrying, Warding, Wayfaring

All things are connected. A magus who understands the ties between places and things can step across huge distances, move objects from afar, spy through scrying glasses, open portals or shut other creatures out. An esoteric discipline, Connection allows a sorcerer to keep a safe distance between herself and other subjects.
Sorcerers with a connection affinity seem distracted but precise; although their eyes focus on distant landscapes, they never seem to trip or falter. Connection spells often require some "link" to the subject -- a mirror, a bit of hair, a handful of dirt, etc.; working "blind" is possible, but risky.

Entropy: The Turn of Fate and Fortune

Specialties: Fate's Hand, Fortune's Kiss, Decay, Necromancy

All things must die. The wise magician understands this. Rather than cringe from death, he masters its secrets and climbs aboard the Wheel of Fate. The spells that flow from his courage go by many names, but some Council wizards refer to them collectively as Entropy -- The art of Turning.
The Art of Turning leaves definite marks on their masters. Specialists seem either melancholy or unusually sanguine. Some carry an aura of death -- Jhor -- while others seem extraordinarily lucky. Even the happiest of them, however, have shadowed hearts; those that are highly perceptive in this area or that can read auras can sense a dark core in these magicians. Atropos, the Cutter of Threads, has a branding kiss and all her chosen wear it.

Forces: The Storm Art

Specialties: Alchemy, Elements (any or all), Weaponry, Weather-witching

Mighty is the magus who takes Nature by the hand. One of the earliest and most-basic Arts, this Sphere reflects a command of the elemental forces -- wind, sound, electricity, fire, light and darkness.
There's nothing subtle about Forces; magi touched by its power manifest Resonances that even mortals can sense. The fore-witch, the ice-wizard, the master of the Four Winds -- these sorcerers display their affinities through their very presence. Forces-magi tend to be temperamental and intense, often surrounded by "whispers" of their Art (cold breezes, a crackling touch). Workings often demand a sample of the element in question -- a candle, incense and so forth -- before the spell can take hold.

Life: Creation's Heartbeat

Specialties: Transformation, Healing, Improvement, Creation

No Magick is older than the mystery of Life. Traditionally associated with woman (whose master of life puzzles men), this Art promotes healing, growth, change and adaptation in living things -- plants, people, beasts, even insects. (The concepts of bacteria and genetics come later; Renaissance magicians do not deal in such things.) Life, this is a blade with a double edge; in a world that depends on reproduction and the harvest, the magus who holds the key to life and death is a frightening figure indeed.
Like Matter and Forces, Life is a Pattern Art; hence, a magician can shuffle life with other elements, turning fire into flies, skin into stone or -- most blasphemous of all -- empty air into man.On its own, Life can heal, harm, mutate or sense anything under its sway. A magician devoted to Life seems healthier (and often more beautiful) than any mortal should be. Her affinity followers her, too: Plants bloom and illness fades when the Life-witch is around. Her spells demand artifacts of life -- seeds, body fluids, skin -- and tend to be very direct.

Matter: The Shaper's Art

Specialties: Alchemy, Shaping, Conjuration, Forging, Transmutation

Just as Life attunes itself to Woman, Matter often belongs to Man the Builder. Stone, lumber, metal -- once-living and never-living things shape themselves at the hands oft he master of Materi, who reworks existing materials or creates new ones.
(Note: Certain materials -- plastic, plutonium -- have yet to be conceived, let alone isolated. Others -- steel, gunpowder -- are understood but remain esoteric. Players and storytellers should avoid references to modern elements in period games and disallow spells that attempt to use them.)
The Matter-magus is a craftsman at heart; his features seem hard, his manners, blunt. Everything he owns displays fine workmanship, but he disdains mere wealth. His Arts display a similar attention to detail; distillation, sculpture, design and construction -- these are the rituals of the Ars Materia, and technique is far more important than power.

Mind: The Dream of Life

Specialties: Dreams, Empathy, Illusions, Astral Travel, Communication

What is a magus without will? Beasts and spirits may think, but only humans possess the sharp intellect, imagination and will to truly Awaken. Thus, Mind provides the cornerstone for all magicks -- it refines the roots of the Art.
Mind-mastery demands study and discipline; a willworker seems distracted but proves attentive. He often speaks in riddles and finishes other peoples words for them. Mental spells glide through logic, dreams, concentration and charms.

Prime: The Fifth Essence

Specialties: Channeling, Quintessence Draining, Enchantment

Before there was form, there was Divine Essence. Shaped by God's commands, this "Quintessence" wove itself into patterns. Beneath Creation's sluggish surface, that Fifth Essence still stirs. Strong emotions summon it, Resonance colors it, and magick gives it wings.
A quintessence master betrays her affinity with a powerful glow; some folks shine with golden radiance, while others shimmer like midnight suns. Prime carries and unmistakable presence; when channeled with prayers, alchemy or other weavery, it glows or raises "witchwalks" even mortals can sense.

Spirit: Breath of the Gods

Specialties: Shadow-walking, Spirit Parley, Possession, Fetishes, Necromancy

No magus doubts the Invisible World.In later days, some magi will even try to redefine the Otherworlds as "alternate dimensions." In this age, however, all sorcerers believe --even if they define their belief in different ways. Magi of the faith dread the ghosts, demons and celestials that populate this half-world, but primal mysticks prefer the soul to the flesh. Some see the Otherworlds as antechambers to Heaven and Hell; others regard them as the breath of Creation.
Because such weavery bridges worlds, most Spirit spells use the local gauntlet as a casting difficulty. Spirit-mysticks dwell in a half-world between flesh and ephemera; they talk to the air and unseen sights. Uncanny "witchwalks" follow them everywhere. Shamanic Arts often include excruciating trials -- fasting, sacrifice and self-mutilation -- which only add to the black magick stigma.

Time: The Blinking of God's Eye

Specialties: Perceptions, Temporal Control, Prophecy

Sunrise, sunset, planting, harvest, birth, death, a relentless passage leading to Doomsday and eternity, is that how it has to be? Some say "no."
Esoteric doctrines claim time is an illusion. Such heresy stops short of Christian shores but makes fascinating study. According to the mad seers of the Eats, time is an illusion we choose. When you free yourself of all worldly lies, time falls away and immortality -- the dream of every mage -- becomes real.
Although such magicks puzzle the average mage, the master of Time sees through new eyes. His manners are strange -- his speech slides through past / present / future and his gaze hovers far away -- but his Arts bedazzle the wizard who thinks of time as simple, onward progression.
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