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		<summary type="html">&lt;p&gt;Importing text file&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;== Version 1 ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Date:&amp;#039;&amp;#039;&amp;#039; 2010-02-28 15:56:43 GMT&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Author:&amp;#039;&amp;#039;&amp;#039; AndrewGronosky&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Comment:&amp;#039;&amp;#039;&amp;#039; Initial version&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Use this template for articles too short to break into sub-topics&lt;br /&gt;
&lt;br /&gt;
; Sometimes, but not often, a {{preface| preamble text }} may be needed.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;non-Hermetic&amp;#039;&amp;#039;&amp;#039; 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]].&lt;br /&gt;
&lt;br /&gt;
{{toc}}&lt;br /&gt;
&lt;br /&gt;
= Kinds of Non-Hermetic Magic&lt;br /&gt;
&lt;br /&gt;
There are basically four kinds of non-Hermetic magic:&lt;br /&gt;
&lt;br /&gt;
# [[Hedge Magic]]&lt;br /&gt;
# [[Mystery|Mysteries]]&lt;br /&gt;
# [[Ancient Magic]]&lt;br /&gt;
# [[Supernatural Virtue|Supernatural Virtues]]&lt;br /&gt;
&lt;br /&gt;
= Similarities Differences from Hermetic Magic&lt;br /&gt;
&lt;br /&gt;
Like Hermetic magic, the power of non-Hermetic magic comes from the [[Magic Realm]], but people who use it (called &amp;#039;&amp;#039;magicians&amp;#039;&amp;#039; or &amp;#039;&amp;#039;wizards&amp;#039;&amp;#039;) are mortal.  They are not considered magical creatures and do not have a [[Might Score]].&lt;br /&gt;
&lt;br /&gt;
Each [[tradition]] of non-Hermetic magic typically has its own [[game mechanics]] that describe how it works.  They do &amp;#039;&amp;#039;not&amp;#039;&amp;#039; 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&amp;#039;s just a convenient convention.  Some non-Hermetic rules work differently.&lt;br /&gt;
&lt;br /&gt;
== Strengths of Non-Hermetic Magic&lt;br /&gt;
&lt;br /&gt;
Some of the [[Hermetic Limits]] 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 Hermetic Limits, so there&amp;#039;s no non-Hermetic tradition in [[canon]] that can just disregard all of them.&lt;br /&gt;
&lt;br /&gt;
Since non-Hermetic magic doesn&amp;#039;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. &lt;br /&gt;
&lt;br /&gt;
In some cases, advancement in non-Hermetic magic can be quicker than in Hermetic magic.  The number of [[Ability|Abilities]] that a magician needs to learn is typically less than the large set of [[Art|Arts]] and [[Ability|Abilities]] needed by a [[magus]].  This advantage is frequently diminished by the lack of [[book|books]] on non-Hermetic magic.&lt;br /&gt;
&lt;br /&gt;
== Weaknesses of Non-Hermetic Magic&lt;br /&gt;
&lt;br /&gt;
Non-Hermetic magic is a lot less flexible than Hermetic magic.  Usually, a given tradition is limited to a single [[Form]] of magic, or perhaps a handful of forms.&lt;br /&gt;
&lt;br /&gt;
Non-Hermetic traditions lack [[Parma Magica]].  Their spells and effects tend to have weak [[Penetration]].  This puts them at a serious disadvantage when they have to fight or compete with magi.  Probably their best option is to try indirect attacks (see [[School of Vilano]]).&lt;br /&gt;
&lt;br /&gt;
Most non-Heremtic magic is hard to learn and is not written down in [[book|books]].  This seriously limits the advancement potential of a hedge wizard.&lt;br /&gt;
&lt;br /&gt;
= References&lt;br /&gt;
&lt;br /&gt;
* Other Wizards, [[ArM5]] page 16&lt;br /&gt;
* Learning Supernatural Abilities, [[ArM5]] page 166&lt;br /&gt;
&lt;br /&gt;
= Related Topics&lt;br /&gt;
&lt;br /&gt;
; Related pages within this site&lt;br /&gt;
* [[Mystery]]&lt;br /&gt;
* [[Hedge Wizard]]&lt;br /&gt;
* [[Diabolist]]&lt;br /&gt;
* [[House Ex Miscellanea]]&lt;br /&gt;
* [[Join or Die]]&lt;br /&gt;
* [[Ancient Magic]]&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
== Version 2 ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Date:&amp;#039;&amp;#039;&amp;#039; 2010-03-17 13:32:41 GMT&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Author:&amp;#039;&amp;#039;&amp;#039; AndrewGronosky&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Comment:&amp;#039;&amp;#039;&amp;#039; More on Limits of Magic&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Use this template for articles too short to break into sub-topics&lt;br /&gt;
&lt;br /&gt;
; Sometimes, but not often, a {{preface| preamble text }} may be needed.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;non-Hermetic&amp;#039;&amp;#039;&amp;#039; 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]].&lt;br /&gt;
&lt;br /&gt;
{{toc}}&lt;br /&gt;
&lt;br /&gt;
= Kinds of Non-Hermetic Magic&lt;br /&gt;
&lt;br /&gt;
There are basically four kinds of non-Hermetic magic:&lt;br /&gt;
&lt;br /&gt;
# [[Hedge Magic]]&lt;br /&gt;
# [[Mystery|Mysteries]]&lt;br /&gt;
# [[Ancient Magic]]&lt;br /&gt;
# [[Supernatural Virtue|Supernatural Virtues]]&lt;br /&gt;
&lt;br /&gt;
= Similarities Differences from Hermetic Magic&lt;br /&gt;
&lt;br /&gt;
Like Hermetic magic, the power of non-Hermetic magic comes from the [[Magic Realm]], but people who use it (called &amp;#039;&amp;#039;magicians&amp;#039;&amp;#039; or &amp;#039;&amp;#039;wizards&amp;#039;&amp;#039;) are mortal.  They are not considered magical creatures and do not have a [[Might Score]].&lt;br /&gt;
&lt;br /&gt;
Each [[tradition]] of non-Hermetic magic typically has its own [[game mechanics]] that describe how it works.  They do &amp;#039;&amp;#039;not&amp;#039;&amp;#039; 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&amp;#039;s just a convenient convention.  Some non-Hermetic rules work differently.&lt;br /&gt;
&lt;br /&gt;
== Strengths of Non-Hermetic Magic&lt;br /&gt;
&lt;br /&gt;
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&amp;#039;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&amp;#039;t mean it would necessarily be more powerful than Hermetic magic.  It might have inherent flaws of its own.&lt;br /&gt;
&lt;br /&gt;
Since non-Hermetic magic doesn&amp;#039;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. &lt;br /&gt;
&lt;br /&gt;
In some cases, advancement in non-Hermetic magic can be quicker than in Hermetic magic.  The number of [[Ability|Abilities]] that a magician needs to learn is typically less than the large set of [[Art|Arts]] and [[Ability|Abilities]] needed by a [[magus]].  This advantage is frequently diminished by the lack of [[book|books]] on non-Hermetic magic.&lt;br /&gt;
&lt;br /&gt;
== Weaknesses of Non-Hermetic Magic&lt;br /&gt;
&lt;br /&gt;
Non-Hermetic magic is a lot less flexible than Hermetic magic.  Usually, a given tradition is limited to a single [[Form]] of magic, or perhaps a handful of forms.&lt;br /&gt;
&lt;br /&gt;
Non-Hermetic traditions lack [[Parma Magica]].  Their spells and effects tend to have weak [[Penetration]].  This puts them at a serious disadvantage when they have to fight or compete with magi.  Probably their best option is to try indirect attacks (see [[School of Vilano]]).&lt;br /&gt;
&lt;br /&gt;
Most non-Heremtic magic is hard to learn and is not written down in [[book|books]].  This seriously limits the advancement potential of a hedge wizard.&lt;br /&gt;
&lt;br /&gt;
= References&lt;br /&gt;
&lt;br /&gt;
* Other Wizards, [[ArM5]] page 16&lt;br /&gt;
* Learning Supernatural Abilities, [[ArM5]] page 166&lt;br /&gt;
&lt;br /&gt;
= Related Topics&lt;br /&gt;
&lt;br /&gt;
; Related pages within this site&lt;br /&gt;
* [[Mystery]]&lt;br /&gt;
* [[Hedge Wizard]]&lt;br /&gt;
* [[Diabolist]]&lt;br /&gt;
* [[House Ex Miscellanea]]&lt;br /&gt;
* [[Join or Die]]&lt;br /&gt;
* [[Ancient Magic]]&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;/div&gt;</summary>
		<author><name>Redcap Automation</name></author>
	</entry>
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