Matter Cheat Sheet

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Matter Cheat Sheet
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Contents

This is a quick reference only. Refer to the main Matter page and individual spells carefully as Mage House Rules will take precedence.


Matter Note: Common and Rare Materials, and Simple vs Complex

  • “Simple liquids” are liquids composed of one substance. Wine and milk are included, even though chemically they

are mixtures.

  • “Multiple liquids” mean more than one liquid mixed together, e.g. watered - down beer, blackcurrant juice mixed

with vodka etc.

  • “Common solids” include: steel, brass, bronze, tin, aluminium, titanium, lead etc., soil, plastic, paper, stone, glass,

ivory, clay, porcelain, obsidian or wood (wood to wood includes, e.g. oak to mahogany, ebony to teak). Th is could also include processed drugs, such as cocaine, cannabis resin and heroin.

  • “Complex objects” mean machinery, clockwork and electronic items, items with moving parts (doors, windows,

boxes) and anything composed of more than one substance, e.g. a gunmetal pistol with a walnut handle and steeljacketed copper tipped lead rounds.

  • “Rare materials” include: precious gems (diamonds, rubies, sapphires, topaz etc.) and radioactive materials (uranium,

iodine radioisotope etc).

Matter • (Initiate)

  • Compelling
    • Alter the conductivity of objects, up or down, even to making objects non-conductive. Concrete can become conductive like copper: electrical wire can become as conductive as stone.
  • Knowing
    • Analyze the function of complex objects with moving parts (e.g. to see how a puzzle works, or to see what makes a clockwork).
    • Detect the presence of a given substance (gold, copper, a type of plastic, cocaine, heroin, diamonds, rubies).
    • Determine the physical composition of an object. Weight, density, chemical composition, conductivity, the purity of a stash, etc. Can be used to sense if cocaine has been cut, or if a diamond is a lab-grown stone, as compared to a mined one (and, if the caster is familiar with diamonds, which mine).
  • Unveiling
    • Mage Sight Dark Matter. Sense magic. Scrutinize magic.
    • Gain sensory perception of phenomena within the purview of Matter.
    • Sense if an object is subject to a Matter spell of any kind: and if so, what sort.
    • Discern dense, sluggish, thick or ponderous Resonances.
    • Find secret compartments within seemingly solid matter. Detect concealed traps or hidden switches.



Matter •• (Apprentice)

  • Ruling
    • Improve the balance and heft of a simple item, improving its function. Th e object grants the 9 Again rule to attempts to use it.
    • Control and shape:
      • Liquids. Touch range. Includes water droplets in fog, mist and rain. Covert. Yes, honestly.
    • Transmutation:
      • Simple liquid to simple liquid. Touch range. Includes water droplets in rain, mist and fog.
    • Alter an object’s light conductivity. Opaque objects can be made translucent or transparent: windows can be blacked out; steel panes can be made into windows. Caster could choose only to make one surface transparent, if he wishes (steel panes on the outside, clear windows on the inside).
  • Veiling
    • Make a substance appear to be another substance. Make water look like wine, or gold look like lead.
    • Veil a simple substance, e.g. cocaine, diamonds, from Scrutiny.
    • Conceal a hidden switch, trap or concealed compartment from scrutiny.
    • Make an identifiable object look like a different object of its type by removing or altering characteristics.
    • Alter the appearance of a fake artwork to look like the real thing, or alter the appearance of a real artwork to look like a fake.
  • Shielding
    • Ambient matter surrounding the mage alters its characteristics to protect the caster. Air hardens or becomes non conductive to electricity; water vapour quenches flame; a laser’s progress through the air is impeded because the air became opaque between it and the caster; bullets soften, blunting their impact. Protects against physical attacks. Does not protect against being grappled. Does not protect against being attempts to overcome a grappled mage.
  • Unveiling
    • Bestow Matter • Mage Sight upon others (Dark Matter)



Matter ••• (Disciple)

  • Weaving
    • Transpose components of one machine to another machine (e.g. creating a hybrid of a machine gun and a shotgun to create a device which can shoot shotgun rounds in bursts or autofire).
    • Soften solid matter, allowing one to sculpt steel or stone like clay. When the spell ends, the substance does not return to its original shape. Durability and Structure are unchanged.
    • Turn an object into a mass of swarming vermin. Requires Life •••.
  • Fraying
    • Degrade an object’s Durability.
  • Perfecting
    • Reinforce an object’s Durability.
    • Repair objects seamlessly, repairing damage to Structure.
  • Ruling
    • Control and shape:
      • Simple liquids. Sensory range.
      • Multiple liquids. Touch range.
    • Transmutation:
      • Simple liquid to simple liquid. Sensory range.
      • Multiple liquids to simple liquids. Touch range.
      • Multiple liquids to multiple liquids. Touch range.
      • Simple common solid to simple common solid. Touch range.
    • Bestow the armour piercing quality upon an object or multiple bullets (armour piercing factor 1).
  • Shielding
    • Bestow Matter Shielding •• protection upon others.


Matter •••• (Adept)

  • Patterning
    • Control and Shape:
      • Multiple liquids. Sensory range.
      • Simple liquids with Sympathetic magic. Space ••.
      • Air and gases. Prevent a gas or smoke from filling selected areas.
      • Rate of dispersion of gases, such as anaesthetic gas being poured into a room, mustard gas or nerve gas.
      • Move a mass of air or gas around. Increase the strength of a wind.
      • Alter air or gaseous pressure up or down, even to vacuum.
    • Transmutation:
      • Simple liquid to simple liquid with Sympathetic magic. Space ••.
      • Multiple liquids to simple or multiple liquids. Sensory range.
      • Common solid substance to simple liquid substance.
      • Simple common solid to simple common solid. Sensory range.
      • Complex or rare solid to simple common solid. Touch range.
      • Object made of one matter into different kind of object made of same matter.
      • Part of an object (e.g. turning the hammer of a gun into glass). Touch range.
      • Gas to gas.
  • Unravelling
    • Destroy inert mundane objects, damaging Structure (ignore Durability). An object so destroyed ceases to be.
  • Ruling
    • Bestow the armour piercing quality upon an object or multiple bullets (armour piercing factor 2).
  • Weaving
    • Improve or degrade a mechanical object’s efficiency, affecting its ability to function. Equipment bonuses, including vehicle handling, can be altered up to +5 or down to -5. Vehicles’ acceleration can be improved up to +25 mph or down to -25 mph; the maximum speed can be increased up to +50 mph or down by -50 mph. Touch range.


Matter ••••• (Master)

  • Making
    • Alter an object’s Size, making it larger or smaller.
    • Forge Thaumium, an extraordinary metal. Requires Prime •••.
    • Create objects, even complex objects, out of nothing.
    • Forge rare materials such as gold, even some kinds of extraordinary materials such as uranium, out of nothing, or transmute any available substance, solid, liquid or gas, into them.
  • Unmaking
    • Destroy objects made out of magical substances, including Atlantean Artifacts, etc., damaging their Structure (ignore Durability). An object so destroyed ceases to be.
  • Ruling
    • Bestow the armour piercing quality upon an object or multiple bullets (armour piercing factor 3).
  • Weaving
    • Improve or degrade a mechanical object’s efficiency, affecting its ability to function. Sensory range.
  • Patterning
    • Transmutation:
      • Simple liquid to simple liquid or multiple liquid.
      • Complex liquid to complex liquid or simple liquid.
      • Liquid (simple or multiple) to solid (simple or complex).
      • Liquid (simple or multiple) to gas.
      • Solid (simple or complex) to liquid (simple or complex).
      • Solid (simple or complex) to gas.
      • Gas to liquid (simple or multiple), or solid (simple or complex).
      • Common substance to rare substance.
      • Rare substance to common substance.



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