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		<id>https://www.redcap.org/index.php?title=Parma_Magica&amp;diff=13846</id>
		<title>Parma Magica</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Parma_Magica&amp;diff=13846"/>
		<updated>2014-12-27T14:28:46Z</updated>

		<summary type="html">&lt;p&gt;78.88.118.112: correction of small editing error&lt;/p&gt;
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&lt;div&gt;&lt;br /&gt;
&#039;&#039;Parma Magica&#039;&#039; is a Latin phrase meaning &amp;quot;Magical Shield.&amp;quot;  Parma Magica is a spell-like ritual that provides [[Hermetic]] [[Magus|Magi]] with [[Magic Resistance]].  It provides a general-purpose [[Magic Resistance]] that combines with the Magic Resistance granted by the magus&#039;s [[Form]] score.&lt;br /&gt;
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Parma Magica was invented by [[Bonisagus the Founder|Bonisagus]].  It is one of the two great discoveries attributed to him; the other is [[Hermetic Magic]] itself.&lt;br /&gt;
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The exact details of Parma Magica have varied a little through the lifetime of Ars Magica.&lt;br /&gt;
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== Parma Magica in Fifth Edition ==&lt;br /&gt;
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Parma Magica is the only form of all-around Magic Resistance in [[Fifth Edition]] [[Canon]].  [[Non-Hermetic]] wizards (and [[Diabolist|diabolists]]) lack anything that provides Magic Resistance against all [[Forms]].&lt;br /&gt;
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In addition to providing [[Magic Resistance]], Parma Magica also blocks the adverse social effects of the [[Gift]].  This enables magi to have normal social interactions with one another, form friendships, and found long-lasting [[Covenant|covenants]].  In Fifth Edition canon, Parma Magica made the [[Order of Hermes]] possible ([[ArM5]], page 9).&lt;br /&gt;
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In [[ArM5]], Parma Magica is a an [[Arcane Ability]] that can only be learned by characters who have The [[Gift]].  The secret of Parma Magica is only taught to members of the [[Order of Hermes]]; teaching it to outsiders is a serious crime ([[ArM5]], page 66).  Hermetic apprentices are not taught the full secret of Parma Magica until after they have passed their [[Wizards Gauntlet]] and sworn the [[Hermetic Oath]].&lt;br /&gt;
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[[Houses of Hermes True Lineages]] includes some variations on Parma Magica that could be invented as a [[Hermetic Breakthrough]].&lt;br /&gt;
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=== Fifth Edition References ===&lt;br /&gt;
&lt;br /&gt;
* Invention and social effects of Parma Magica, [[ArM5]] page 9.&lt;br /&gt;
* Ability Description, [[ArM5]] page 66.&lt;br /&gt;
* Activating and De-Activating Parma Magica, [[ArM5]] 85&lt;br /&gt;
* Formula for Magic Resistance granted by Parma, [[ArM5]] 85 &lt;br /&gt;
* Sharing Parma Magica, [[ArM5]] 66, 85&lt;br /&gt;
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== Parma Magica in Fourth Edition ==&lt;br /&gt;
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Mechanically, Parma Magica worked the same in Fourth Edition as it does in Fifth Edition.  There is no mention of it having any effect on the social impairment of The Gift.&lt;br /&gt;
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== Parma Magica in Second and Third Edition ==&lt;br /&gt;
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Parma Magica in Second and Third Edition provided Magic Resistance.  In addition, the text noted that Parma Magica also blocked the &amp;quot;everyday&amp;quot; magic of a beautiful sunrise or a well-prepared meal.  This set magi apart from other characters and made them think and act even more differently from mundanes.&lt;br /&gt;
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In the Third Edition sourcebook, [[Houses of Hermes]], it was noted that some members of House Jerbiton avoid using Parma Magica so they can fully experience beauty.&lt;br /&gt;
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== Parma Magica in First Edition ==&lt;br /&gt;
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Parma Magica in [[ArM1]] was not an Ability at all, but a [[Rego]] [[Vim]] [[General Spell|General spell]]. Furthermore, Parma Magica would &amp;quot;go down&amp;quot; and need to be re-cast if a spell successfully penetrated it.  A magus would know when his Parma went down, but not necessarily why. (This is the opposite of the situation in [[ArM5]], where a magus knows when his Parma blocks a spell but not when one gets through).&lt;br /&gt;
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The effect of having Parma Magica as a ReVi spell was to strongly encourage all magi to develop their Rego and Vim scores.  Presumably, this tended to reduce diversity among player-magi.  Parma Magica was changed to an Ability in Second Edition, presumably to weaken the incentive for magi to specialize in Rego Vim.&lt;br /&gt;
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== See Also ==&lt;br /&gt;
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* [[Aegis of the Hearth]]&lt;br /&gt;
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== Legacy Page  ==&lt;br /&gt;
The history of this page before August 6, 2010 is archived at [[Legacy:parma_magica]]&lt;br /&gt;
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[[Category:Order of Hermes]]&lt;/div&gt;</summary>
		<author><name>78.88.118.112</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Supernatural_Ability&amp;diff=13843</id>
		<title>Supernatural Ability</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Supernatural_Ability&amp;diff=13843"/>
		<updated>2014-12-07T19:01:06Z</updated>

		<summary type="html">&lt;p&gt;78.88.118.112: List of supernatural abilities is sorted and made more complete&lt;/p&gt;
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&lt;div&gt;&lt;br /&gt;
A &#039;&#039;&#039;Supernatural Ability&#039;&#039;&#039; is a type of [[Ability]] that governs the use of a supernatural power. It is associated with one of the supernatural [[Realms of Power]], and often with a [[Supernatural Virtue]] of identical name that allows the use of the Ability and confers it with a score of 1. (Although characters with the [[Gift]] may also acquire one supernatural Ability without needing a virtue.)&lt;br /&gt;
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Supernatural abilities are discussed at length in [[HoHS]] 103-105. The core description is at [[ArM5]] [[??]].&lt;br /&gt;
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Note that a supernatural ability is influenced by the [[Realm Interaction Chart]] just like any other supernatural power. This means that any [[Magic Realm|Magical]] supernatural ability is heavily penalized within the [[Dominion]], probably to the point of not being useful for non-specializing characters. Urban characters with such virtues would probably be unaware of their supernatural abilities unless they spend time outside the city, or in parts of the city where the dominion doesn&#039;t curtail the Ability&#039;s use. &lt;br /&gt;
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==== Learning Supernatural Abilities ====&lt;br /&gt;
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It is in principle possible for anyone with the [[Gift]] to learn a supernatural ability much like any other Ability. However, the source Quality is reduced substantially (see [[ArM5]] [[??]]). As a result, it is practically impossible for Hermetic magi or other powerful practitioners of magic to learn more supernatural abilities in this way, and they usually remain only with the supernatural abilities they acquired in character generation through [[Supernatural Virtue|Supernatural Virtues]].&lt;br /&gt;
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Certain mystical traditions treat some supernatural abilities as [[Favored Ability|Favored Abilities]], which allows their members to learn them in-play and in advanced age.&lt;br /&gt;
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Another means to gain a supernatural ability is through initiation into [[Mystery|Mysteries]], thereby attaining the appropriate Virtue. This is rather rare in [[Canon|canon]], however, as most initiations give rise to capabilities rather than Abilities. Certain mysteries, however, provide such abilities - including [[Enigmatic Wisdom]], [[Divination and Augury]], and more.&lt;br /&gt;
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==== Canonic Abilities ====&lt;br /&gt;
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[[Canon]] provides a wide array of supernatural abilities:&lt;br /&gt;
* [[Animal Ken]] ([[ArM5]] 62): Allows communication with animals as if they were human beings.&lt;br /&gt;
* [[Control Fertility]] ([[HoHS]] 105): The ability to control the &amp;quot;vegetative spirit&amp;quot; of things, presented as an example supernatural ability and used by the [[Scinfolk]].&lt;br /&gt;
* [[Craft Automata]]: A supernatural ability granted by the [[Automata]] mystery.&lt;br /&gt;
* [[Dowsing]] ([[ArM5]] 64): The ability to find things nearby using dowsing rod.&lt;br /&gt;
* [[Enchanting Music]] ([[ArM5]] 65): Supernaturally influencing others with music.&lt;br /&gt;
* [[Entrancement]] ([[ArM5]] 65): Gaining control of other&#039;s will by staring into their eyes.&lt;br /&gt;
* [[Heartbeast]] ([[ArM5]] [[??]]): The ability to assume your [[Heartbeast|heartbeast]] or human form, as posessed by [[Bjornaer]] magi.&lt;br /&gt;
* [[Magic Sensitivity]] ([[ArM5]] 67): The ability that allows to sense magic, but also makes user more susceptible to it.&lt;br /&gt;
* [[Mythic Herbalism]]: The ability used to create healing potions, poisons, and more.&lt;br /&gt;
* [[Persona]]: Supernatural ability allowing the character to perfectly adopt and create personas, in use within [[House Tytalus]].&lt;br /&gt;
* [[Premonitions]] ([[ArM5]] 67): Danger sense.&lt;br /&gt;
* [[Second Sight]] ([[ArM5]] 67): The ablity to see through illusionary concealment and disguise, including invisibility.&lt;br /&gt;
* [[Sense Holiness and Unholiness]] ([[ArM]] 67): The ability to feel the presence of good and evil.&lt;br /&gt;
* [[Shapeshifter]] ([[ArM5]] 67): The ability to change shape into an animal form.&lt;br /&gt;
* [[Summon Animals]] ([[HoHS]] 105): The ability to summon animals, provided as an example supernatual ability and used by the [[Beast Masters]].&lt;br /&gt;
* [[Whistle Up the Wind]] ([[HoHS]] 105): The ability to create wind, provided as an example supernatural ability and used by the [[Tempestaria]].&lt;br /&gt;
* [[Wilderness Sense]] ([[ArM5]] 67): Mystical attunement to the ways of the wilderness, allows to acquire information related to nature, like presence of natural hazards.&lt;br /&gt;
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===  Legacy Page  ===&lt;br /&gt;
The history of this page before August 6, 2010 is archived at [[Legacy:supernatural_ability]]&lt;/div&gt;</summary>
		<author><name>78.88.118.112</name></author>
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