Magic theory: Difference between revisions
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Revision as of 19:30, 25 April 2013
Magic Theory, sometimes called Hermetic theory, refers to the set of universal magical principles developed by Bonisagus and the other Founders.[1] Magic theory is a body of knowledge that describes how magic works, and transcends the scope of any single Art.
There is an Arcane Ability called Magic Theory that represents knowledge of, and practical experience with, magic theory.[2]
Importance of Magic Theory
Magic theory is Bonisagus's second great invention, after Parma Magica.[1] It is a single, universal theory that describes how all magic works, meaning that magic from almost any tradition can be explained in terms of Hermetic theory. (Note that mysteries generally teach knowledge outside the conventional boundaries of magic theory.)[citation needed]
According to the the ArM5 rule book,
The most immediate advantage of Hermetic magic was that it allowed wizards of diverse magical backgrounds to share their knowledge. Before Bonisagus’ theory, the practice of magic had been highly individualized and therefore limited in scope. With the ability to share and accumulate knowledge, Hermetic magi gained an immense advantage over other wizards.[3]
Thus, magic theory makes it possible for magi of the Order of Hermes, even those of different Houses, to teach magic to one another and to write books about the Arts.
Characteristics of Magic Theory
While Bonisagus's theory is very useful for making magic understandable, that is not the same as making it entirely systematic or predictable. The ArM5 rule book points out that every magus's magic is a little bit idiosyncratic[4] and using magic is complex and not entirely predictable.[5]
The Ars Magica rules don't describe the actual tenets of magic theory in much detail. Magi know a lot about magic theory, but players only need to know how the magic rules work. Magic theory incorporates various forms of occult knowledge including astrology[5][6], alchemy[7], and the magical properties of gemstones[8].
The Limits of Magic describe what magic can't do.
The Laws of Magic are part of magic theory and the rules occasionally refer to them.
Arcane connections are important in magic theory, allowing a magus to affect a distant person, creature, or object through sympathetic magic.
The Magic Theory Ability
The Arcane Ability, Magic Theory[2], represents an Ars Magica character's proficiency in understanding and correctly applying magic theory. Magi use it extensively used in their laboratory activities, such as inventing spells and creating enchanted devices.
Learning Magic Theory
All magi need a certain minimum score[9] in Magic Theory to comply with ArM5 rules. It's advisable to create a magus character with a higher score than that bare minimum.[10]
Non-magi can learn the Magic Theory Ability (note that access to all [[Arcane Ability|Arcane Abilities at character creation is restricted), but it primarily useful only to characters who work in an Hermetic laboratory: magi, apprentices, and familiars. One of the few uses non-magi have for Magic Theory is in copying books: scribes who copy books on the Arts need a certain score in Magic Theory or else they will produce corrupted copies.[11]
Uses of the Magic Theory Ability
The Magic Theory Ability is very important to a magus because it affects practically all of a magus's laboratory activities. Specifically:
- It is used to calculate the magus's Lab Total.[12] It also determines the bonus to Lab Total a magus can get using experimentation.[13]
- At character generation, a magus's Magic Theory score partly determines the maximum Level of the formulaic spells he can know.[14]
- It determines the amount of raw vis a magus may use in a season of lab work.[15]
- It determines how many different pieces a magus can combine into a single enchanted item to obtain different shape and material bonusses.[16]
- A magus needs a certain minimum score in Magic Theory to set up his own laboratory[17]
- When creating an advanced magus character (one who has been out of apprenticeship for several years before starting play), the character's Magic Theory score determines how many enchanted items he may have[18]
- A score in Magic Theory is required to serve a magus as a laboratory assistant.[19] The Gift is normally required as well[19], but failed apprentices[20] are an exception.
- Magic Theory is used in certain Mysteries, such as Potent Magic[21] and Bind Curse.[22]
Alternatives to the Magic Theory Ability
Magi of House Merinita can use their score in Faerie Magic in lieu of Magic Theory under certain circumstances.[23]
The Mystery of Vulgar Alchemy uses Magic Lore in addition to Magic Theory.[24]
History of Magic Theory
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[25]. 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.[26]
Bonisagus started and led this work, but he had help from many of the pre-eminent wizards of his time. Trianoma located powerful wizards and convinced them to learn Parma Magica and then come share their own magical knowledge with Bonisagus, who then incorporated their teachings into magic theory.[27] In turn, they studied Bonisagus's new theory and expanded their own powers. These magicians became known as the Founders.
References
- ↑ 1.0 1.1 Ars Magica Fifth Edition, p. 9, "The Foundation of the Order"
- ↑ 2.0 2.1 Ars Magica Fifth Edition, p. 66, "Magic Theory"
- ↑ Ars Magica Fifth Edition, p. 75, first paragraph
- ↑ Ars Magica Fifth Edition, p. 30, second paragraph
- ↑ 5.0 5.1 Ars Magica Fifth Edition, p. 75, third paragraph
- ↑ Ars Magica Fifth Edition, p. 84, "Sympathetic Connections" (inset)
- ↑ Ars Magica Fifth Edition, p. 101, "Longevity Rituals"
- ↑ Ars Magica Fifth Edition, p. 110, "Shape and Material Bonuses" (table)
- ↑ Ars Magica Fifth Edition, p. 32, "Magus Only -- Apprenticeship"
- ↑ Ars Magica Fifth Edition, p. 32, "Hermetic Magi Recommended Minimum Abilities"
- ↑ Ars Magica Fifth Edition, p. 166, "Corrupted Copies"
- ↑ Ars Magica Fifth Edition, p. 94, "Basic Laboratory Activities"
- ↑ Ars Magica Fifth Edition, p. 108, "Inventing a Spell by Experimentation"
- ↑ Ars Magica Fifth Edition, p. 29, "Detailed Character Creation Summary" (inset)
- ↑ Ars Magica Fifth Edition, p. 94, "Vis"
- ↑ Ars Magica Fifth Edition, p. 97, "Preparation for Enchantment"
- ↑ Ars Magica Fifth Edition, p. 94, "Creating a Laboratory"
- ↑ Ars Magica Fifth Edition, p. 32, "Magus Only -- After Apprenticeship"
- ↑ 19.0 19.1 Ars Magica Fifth Edition, p. 103, "Help in the Laboratory"
- ↑ Ars Magica Fifth Edition, p. 42, "Failed Apprentice"
- ↑ Houses of Hermes: Mystery Cults, p. 6, "Potent Magic and Potent Spells"
- ↑ Houses of Hermes: Mystery Cults, p. 131 "Bind Curse (Major House Mystery)"
- ↑ Houses of Hermes: Mystery Cults, p. 88, "New Abilities"
- ↑ The Mysteries Revised Edition, p. 32, "Vulgar Alchemy -- Minor Hermetic Mystery Virtue"
- ↑ Houses of Hermes: True Lineages, p. 5
- ↑ Ars Magica Fourth Edition, p. 64, "Hermetic Magic"
- ↑ Ars Magica Fifth Edition, p. 9, "The Foundation of the Order"
Legacy Page
The history of this page before August 6, 2010 is archived at Legacy:magic_theory