Non-Hermetic

From Project: Redcap

Non-Hermetic is an adjective that refers to any supernatural power or effect that is different from Hermetic Magic. While Infernal and Faerie powers could be described as non-Hermetic, the term is usually reserved for powers derived from the Magic Realm.

Kinds of Non-Hermetic Magic

There are basically four kinds of non-Hermetic magic:

  1. Hedge Magic
  2. Mysteries
  3. Ancient Magic
  4. Supernatural Virtues

Similarities Differences from Hermetic Magic

Like Hermetic magic, the power of non-Hermetic magic comes from the Magic Realm, but people who use it (called magicians or wizards) are mortal. They are not considered magical creatures and do not have a Might Score.

Each tradition of non-Hermetic magic typically has its own game mechanics that describe how it works. They do not use the same rules as Hermetic magic. By necessity, the rules for a non-Hermetic tradition are a lot simpler than the rules for Hermetic Magic. A given type of non-Hermetic magic is usually based on a Supernatural Virtue, an Arcane Ability, or some combination, but that's just a convenient convention. Some non-Hermetic rules work differently.

Strengths of Non-Hermetic Magic

Some of the Limits of Magic are considered to be flaws in Hermetic magic theory. In principle, a non-Hermetic tradition might not share these flaws. In practice, there are game balance considerations to bending or breaking the Limits of Magic, so there's no non-Hermetic tradition in canon that can just disregard all of them. Also, even if a certain kind of non-Hermetic magic could get around one of the Limits of Magic, that doesn't mean it would necessarily be more powerful than Hermetic magic. It might have inherent flaws of its own.

Since non-Hermetic magic doesn't use the same rules as Hermetic magic, each tradition has its own analogue of the spell guidelines. This means that things that are hard to do with the Hermetic Arts (that is, things that have a high-Magnitude spell guideline) might be a good deal easier under the rules for a particular form of non-Hermetic magic.

In some cases, advancement in non-Hermetic magic can be quicker than in Hermetic magic. The number of Abilities that a magician needs to learn is typically less than the large set of Arts and Abilities needed by a magus. This advantage is frequently diminished by the lack of books on non-Hermetic magic.

Weaknesses of Non-Hermetic Magic

There are qualities inferior to Hermetic Magic that non-Hermetic magic may have. If they used paired abilities, the equivalent of arts, one, usually comparable to a technique, may either be a difficult art or not be an accelerated ability. This is usually the case where there are fewer techniques in the tradition than in Hermetic Magic. Or, only one art equivalent ability may be used in any casting. Either case means that tradition's practitioners have lower casting totals and penetration than a magus would. The total array of effects the tradition's spells constitute will likely be smaller than the more flexible Hermetic Arts as well, though a hedge tradition may be able to cause some effects that Hermetic Magic cannot. Many non-Heremtic traditions are hard to learn and are not written down in books. This seriously limits the advancement potential of a hedge wizard.

No non-Hermetic tradition gives the extent of protection that magi obtain from the magic resistance and form bonuses derived from their knowledge of the Hermetic forms, though some protection is provided.

Of course, non-Hermetic traditions lack Parma Magica, but that is a lack of knowledge, not ability. Non-Hermetic practitioners with the gift can learn parma magica, as it is an arcane ability, not a supernatural ability or art. This is why join or die is enforced absolutely for anyone who learns the parma magica.

References

  • Other Wizards, ArM5 page 16
  • Learning Supernatural Abilities, ArM5 page 166

Related Topics

Legacy Page

The history of this page before August 6, 2010 is archived at Legacy:non-hermetic