Magic theory

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Revision as of 06:37, 24 April 2013 by Andrew Gronosky (talk | contribs) (Clarified introduction, separated the Ability rules from the in-game background, added several categories)

Magic Theory refers to the theoretical principles that underlie Hermetic Magic. It is a general, unified theory that includes principles such as the Laws of Magic, the Hermetic Limits, and the use of Arcane Connections. Magic theory transcends the scope of any single Art.

Background

Bonisagus the Founder developed Hermetic Magic Theory, which assimilates and extends the knowledge of earlier magical traditions such as the Cults of Mercury, Mithras, and Osiris[1]. Bonisagus created it by carefully studying spells from several different magical traditions and identifying the commonalities among them. By extracting and formalizing these common principles, Bonisagus created a framework that made it easier to learn, teach, and record magical spells and enchantments.[2]

Presumably, the other Founders helped to develop magic theory, but ArM5 only discusses the other aspects of Hermetic magic, such as spontaneous magic or enchanted items, that they contributed to the early Order.[3]

Magic Theory Ability

In Ars Magica, "Magic Theory" is an Arcane Ability possessed by virtually all Hermetic magi. The ArM5 rule book describes Magic Theory as "knowledge of what magic is and how it works."[4] The Magic Theory Ability is primarily used in the laboratory, where it one of the statistics used to calculate the Laboratory Total.

Uses of Magic Theory

The Magic Theory Ability is very important to a magus because the character's score in Magic Theory is added to his or her Lab Total. Therefore it is important for all Laboratory activities, including learning spells, inventing new spells, enchanting devices, and creating a Longevity Ritual.

A magus's Magic Theory score determines the amount of Vis he or she can use in the laboratory. This limit can be found on page 94 of ArM5. Magic Theory further limits the number of components one can incorporate into an invested item (see ArM5 page 97), is required to set up an Hermetic laboratory, to copy books on magic effectively, and so on. Magic Theory further limits the number of components one can incorporate into an invested item (see ArM5 page 97), is required to set up an Hermetic laboratory, to copy books on magic effectively, and so on.

Learning Magic Theory

Anyone can learn Magic Theory. However, in ArM5, with a few rare exceptions (e.g. Failed Apprentices and Familiars), only characters with The Gift can assist a magus in the lab.

Alternatives to Magic Theory

Magi of House Merinita can use their score in Faerie Magic in lieu of Magic Theory under certain circumstances.[5]

Some Hedge Wizards can perform limited Laboratory activities.[citation needed]

References

  1. Houses of Hermes: True Lineages, p. 5
  2. Ars Magica Fourth Edition, p. 64, "Hermetic Magic"
  3. Ars Magica Fifth Edition, p. 9, "The Foundation of the Order"
  4. Ars Magica Fifth Edition, p. 66, "Magic Theory"
  5. Houses of Hermes: Mystery Cults, p. 88, "New Abilities"

Legacy Page

The history of this page before August 6, 2010 is archived at Legacy:magic_theory