Tradition: Difference between revisions

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* [[Hedge Wizard]]
* [[Hedge Wizard]]
* [[Hedge Magic]]
* [[Hedge Magic]]
* [[Rival Magic]]
* [[True Lineage]]
* [[True Lineage]]
* [[Hermetic Magic]]
* [[Hermetic Magic]]

Revision as of 19:25, 17 August 2012

A tradition is a particular style of magic that it practiced and handed down to generations of magicians through apprenticeship. Hermetic magic is an especially flexible, powerful magical tradition practiced throughout the Order of Hermes. There exist other, non-Hermetic traditions; many of them are associated with a particular culture or locale in Mythic Europe. Many traditions are ancient

Kinds of Traditions

"Tradition" is not a strictly defined game term in Ars Magica. There are several varieties of magic that can be called "traditions." They are all similar in a sense that wizards who practice the tradition share some similar powers, but they differ in the scope of those powers and in the diversity of the traditions' members.

Hermetic Magic: Hermetic magic can be considered a very broad, powerful, and diverse tradition of magic. All members of the Order of Hermes can be said to follow it, except perhaps hedge wizards who very recently joined the Order.
True Lineages: Magi who belong to True Lineages practice standard Hermetic magic with few variations. Magic is not strictly predictable, however, so even members of these well-established Houses have certain idiosyncrasies represented by their House Virtues. Members of a given lineage may also tend toward certain Hermetic Virtues and Flaws or particular Arts, though these are only suggestions.
Mystery Cults: Mystery Cults are traditions that teach Mysteries, which non-Hermetic magic. This usually takes the form of special Mystery Virtues rather than Arts or Abilities. Some Mystery Cults are integrated into the Order as Houses, but others are not. Most mystery cults pre-date Hermetic magic theory.
Ex Miscellanea Traditions: All members of House Ex Miscellanea have a particular tradition of magic that is represented by a Major non-Hermetic Virtue (usually a Supernatural Virtue). They are also fully capable of Hermetic Magic with the exception that they must have at least one Major Hermetic Flaw, which can be thought of as representing the imperfect assimilation of both Hermetic and non-Hermetic magic into their Gift.
Hedge Wizards: Hedge Wizards are magicians who don't know any Hermetic magic and practice just one, non-Hermetic tradition. Hedge magic is much narrower in scope, less flexible, and usually weaker than Hermetic magic. It is also a lot harder to learn. In terms of game mechanics, hedge magic is usually represented by a Supernatural Virtue and/or one or more Abilities. Hedge wizards never have Art scores.
Non-Magical and Other Traditions: There are many mystical traditions in Mythic Europe, many aligned with other Realms. Such traditions usually use the Favored Ability mechanic and rely on a small number of supernatural Abilities, most often including at least one Method and one Power. Members of these traditions sometimes include mythic companions.


Related Topics

Related Products

References

  • House Ex Miscellanea, ArM5 page 11
  • Hermetic Houses Summary, ArM5 page 30

Legacy Page

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