Materia

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Dark Ages Mage

Command of Material Substances

Materia is the art of alchemical and philosophical(i.e,scientific) shaping, and forging. With the Craftmason's dedication eclipsing their dedication to the world of matter eclipsing their dedication the the subtle magical workings of magic, they gave up the study of Ars Primus in favor of Ars Materia, the control of material substances. Most applications of Materia beyond the perceptual (i.e., discerning properties of matter) require extended spells. Rarely is matter easily changed with but the wave of a wand. This is not to say that Materia cannot be worked in the field, just that it is most appropriate in a laboratory. In general, the Storyteller should assume that any of the spell effects listed below require more than one success, and might need 10 or more. At the storyteller's discretion, certain mages of the Order of Hermes can also learn this Pillar, such as the magical smiths of House Verditius.




The mage can sense integrity and weakness in objects and structures. Even the smallest flaw in a tapestry, the merest imperfection in a crystal, or the thinnest crack in a wall can be discerned with but a glance. At this level the Craftmason can also disscern the balance of the four classical elements (Earth, Air, Fire, Water) in all non-living things




●● Now the mage can tamper with items in the material world. Substances can be nudged toward or away from the direction of their true nature: The mage may make liquids more or less viscous, metals harder or softer and mineral spirits more or less flammable. One substance can be transmuted into another, similar substance: copper into bronze, for example, or urine into water. He may nudge the elemental balance of a substance with his will, turning stone to clay(by making the stone more malleable, like water) or air into a thick black smoke (by making it darker and heavier, like earth). The mage can make powerful poisons at this level as well.




●●● This is the beginning of true understanding of the nature of matter for the Craftmason. He can make substances that perform in a wondrous variety of ways: powders that flash like lightning or explore. Oils that burn even under water. He can melt stone, cause glass to burn and stil lwater into a beautiful blue crystal at room temperature. He can make opaque substances transparent and vice versa. These changes aren't permanent (unless made so with an ongoing spell), but they might be permanent enough.




●●●● High manifestations of alchemical science are possible now; the Craftmason may distill Orichalum (true Gold) and Lunargent (True Silver) from such common elements as lead and dirt. He may forge highly precise and tiny objects, allowing him to create scale and chain mail as fine and smooth as velvet but as hard as adamantium. He can make oils that nourish, potions that dissolve metal, poisons that cause flesh to evaporate, and beautiful liquid gems that bead and roll like quicksilver. He can make whole walls evaporate. He can animate matter to create strange golems of clay and wood. With the proper formulae and practice, the Craftmason can transform base elements like dirt and stone into leather, wood, milk, food or nearly anything else he may need.




●●●●● At this level of understanding, the Craftmason, having mastered all the rules of matter's working, can now, with enough preparation, break all of those rules at will. With enough experimentation, he can subvert any natural law pertaining to the material world. The mage may alter the density, volume and weight of a substance at will. He can make two items exist in the same space without interfering with one another. He can give matter any propery he can imagine - buoyancy, viscosity, impermeability, conductivity, etc, - or he can unmake it entirely .




Sample Foci: Alchemical Equipment, Acids, Bases, Reagents, etc.

Specialties: Gemstones, Elemental Metals, New Elements





Sources: https://whitewolf.fandom.com/wiki/Forma

DAM: Dark Ages: Mage Rulebook, p. 120-123
DAM: Dark_Ages: Mage Grimoire, p. 161