Fairly valuable to smiths, but itâs a high volume material - you need a lot of it - and fairly easily produced.
Charcoal burners were on the very low end of society, and had a faintly sinister and magical reputation, which makes sense, as theyâre using fire to transform wood to this glassy fuel material, and tended to live on the outskirts of society, deep in woods.
I figure there are local charcoal burners wherever thereâs source material.
A so-inclined mage should be able to produce vast amounts of charcoal, but Iâm unsure on Arts:
CrHe 2: Create a processed plant product, like a finished plank of wood.
Seems to work, although the âplantnessâ of charcoal is debateable.
MuHe 4: Change a plant or item made from plant products into metal or stone (Terram requisite)
This works, but your charcoal will change back. As long as you burn it soon, no problem.
ReHe 5: Treat and process items made of plant products.
This makes the most sense to me, except the end product (charcoal) seems Terram.
Hermetically, I can see where the argument goes: The burning away of the woody material at a specific temperature releases the gross, earthly fire from the wood, transforming the wood into a more basic Terram material and leaving the purer, hotter fire still trapped within. The interesting if crude alchemical process performed by lowly charcoal burners can be much improved by suitable Hermetic wisdom.
So, you start with Herbam and transform it to Terram as a natural process, reducing the complex compound to a more basic elemental compound.
Perhaps thereâs a sidebar on charcoal buried somewhere in the vast text.