Magic theory: Difference between revisions

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'''Magic Theory''' refers to the [[Hermetic]] theory of magic developed by [[Bonisagus the Founder]], which is the most powerful and flexible form of magic ever known to [[Mythic Europe]].  It constitutes an [[Arcane Ability]] possessed by nearly all [[Magus|Magi]] and represents an understanding of mystical principles such as the [[Laws of Magic]] and transcends the scope of any single [[Art]].
{{About|Hermetic magic theory in general|the [[Arcane Ability]]|Magic Theory (Ability)}}


== Uses of Magic Theory ==
'''Magic Theory''', sometimes called Hermetic theory, refers to the set of universal magical principles developed by [[Bonisagus the Founder|Bonisagus]] and the other [[Founder]]s.<ref name="Foundation">''[[Ars Magica Fifth Edition]]'', p. 9, "The Foundation of the Order"</ref> Magic theory is a body of knowledge that describes how magic works, and transcends the scope of any single [[Art]].


The Magic Theory Ability is very important to a magus because the character's score in Magic Theory is added to his or her [[Lab Total]]. Therefore it is important for all [[Laboratory]] activities, including learning spells, inventing new spells, enchanting devices, and creating a [[Longevity Ritual]].
There is an [[Arcane Ability]] called Magic Theory that represents knowledge of, and practical experience with, magic theory.<ref name="Ability">''[[Ars Magica Fifth Edition]]'', p. 66, "Magic Theory"</ref>


A magus's Magic Theory score determines the amount of [[Vis]] he or she can use in the laboratory. This limit can be found on page 94 of ArM5. Magic Theory further limits the number of components one can incorporate into an [[Enchanted device|invested item]] (see [[ArM5]] page 97), is required to set up an Hermetic laboratory, to copy books on magic effectively, and so on. Magic Theory further limits the number of components one can incorporate into an invested item (see [[ArM5]] page 97), is required to set up an Hermetic laboratory, to copy books on magic effectively, and so on.
== Importance of Magic Theory ==
Magic theory is Bonisagus's second great invention, after [[Parma Magica]].<ref name="Foundation" /> It is a single, universal theory that assimilates the magical concepts and practices from many [[tradition]]s.


== Who can Learn Magic Theory ==
According to the the [[ArM5]] rule book,


Anyone can learn [[Magic Theory]]However, in [[ArM5]], with a few rare exceptions (e.g. Failed Apprentices and [[Familiar|Familiars]]), only characters with [[The Gift]] can assist a magus in the lab.
<blockquote>
The most immediate advantage of Hermetic magic was that it allowed  wizards  of  diverse  magical  backgrounds  to  share  their  knowledgeBefore 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.<ref>''[[Ars Magica Fifth Edition]]'', p. 75, first paragraph</ref>
</blockquote>


== Alternatives to Magic Theory ==
Thus, magic theory makes it possible for magi of the [[Order of Hermes]], even those of different [[Houses of Hermes|Houses]], to teach magic to one another and to write [[book]]s about the [[Art]]s. Magic theory also makes it possible for any magus to create a [[longevity ritual]], bind a [[familiar]], enchant a [[talisman]], or create other [[enchanted device]]s.


Magi of [[House Merinita]] can use their score in [[Faerie Magic]] in lieu of Magic Theory in some circumstances.
== 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<ref>''[[Ars Magica Fifth Edition]]'', p. 30, second paragraph</ref> and using magic is complex and not entirely predictable.<ref name="PhaseOfMoon" />
 
The Ars Magica rules don't describe the actual tenets of magic theory in much detail. [[Magus|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 [http://en.wikipedia.org/wiki/Astrology astrology]<ref name="PhaseOfMoon">''[[Ars Magica Fifth Edition]]'', p. 75, third paragraph</ref><ref name="Sympathetic">''[[Ars Magica Fifth Edition]]'', p. 84, "Sympathetic Connections" (inset)</ref>, [http://en.wikipedia.org/wiki/Alchemy alchemy]<ref>''[[Ars Magica Fifth Edition]]'', p. 101, "Longevity Rituals"</ref>, and the magical properties of gemstones<ref>''[[Ars Magica Fifth Edition]]'', p. 110, "[[Shape and Material Bonus]]es" (table)</ref>.
 
The [[Laws of Magic]] are part of magic theory and the rules occasionally refer to them.
 
[[Arcane connection]]s are important in magic theory, allowing a magus to affect a distant person, creature, or object through [http://en.wikipedia.org/wiki/Sympathetic_magic sympathetic magic].
 
== Limitations of Magic Theory ==
The [[Limits of Magic]] describe what magic ''can't'' do.
 
While Hermetic theory is highly useful and successful at explaining many kinds of magic, it is not fully comprehensive. There have always been forms of magic that Hermetic theory can't explain. Even some well-known spells of the [[Order of Hermes]], such as ''[[Wizard's Communion]]''<ref>''[[Ars Magica Fifth Edition]], p. 160, ''Wizard's Communion''</ref>, ''[[Aegis of the Hearth]]''<ref>''[[Ars Magica Fifth Edition]], p. 161, ''Aegis of the Hearth''</ref>, and ''Whispering Winds''<ref>''[[Ars Magica Fifth Edition]], p. 127, ''Whispering Winds''</ref>, can't be fully explained in terms of conventional magic theory. There are also [[mystery|mysteries]], which teach secret magical knowledge that has never been incorporated into magic theory.<ref>''[[The Mysteries Revised Edition]]'', p. 4, "What are the Mysteries?"</ref>
 
== History of Magic Theory ==
[[Bonisagus the Founder]] developed Hermetic Magic Theory, which assimilates and extends the knowledge of earlier magical [[tradition]]s such as the Cults of [[Cult of Mercury|Mercury]], [http://en.wikipedia.org/wiki/Mithras Mithras], and [http://en.wikipedia.org/wiki/Osiris Osiris]<ref>''[[Houses of Hermes: True Lineages]]'', p. 5</ref>. 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.<ref>''[[Ars Magica Fourth Edition]]'', p. 64, "Hermetic Magic"</ref>
 
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.<ref>''[[Ars Magica Fifth Edition]]'', p. 9, "The Foundation of the Order"</ref> In turn, they studied Bonisagus's new theory and expanded their own powers. These magicians became known as the [[Founder]]s.
 
Bonisagus combined the theoretical discussions of the Founders with the teachings of [[Diedne the Founder]], a mage from the druidic tradition. Diedne explained and taught Bonisagus how to create new spells at a moment's notice without needing to perform a ritual beforehand. The two teachings, ritualistic magic and [[spontaneous magic]], combined to create early Hermetic theory.
 
== References ==
<references />
 
=== External References ===
Timothy Ferguson's Games from Folktales podcast episodes and blog entries:
*[https://timothyferguson.wordpress.com/2016/04/16/what-do-your-hands-say-in-mythic-europe/ What do your hands say in Mythic Europe?]
*[https://timothyferguson.wordpress.com/2018/06/14/the-magical-realm-is-meinongs-jungle/ The Magical Realm is Meinong’s Jungle]
*[https://timothyferguson.wordpress.com/2018/03/09/the-omphalos-synthesis-and-creo-magic/ The Omphalos Hypothesis and Creo Magic]
*[https://timothyferguson.wordpress.com/2016/12/15/why-there-is-no-art-of-tempus/ Why there is no Art of Tempus]
*[https://timothyferguson.wordpress.com/2016/11/08/environmental-determinism-and-the-order-of-hermes/ Environmental determinism and the Order of Hermes]


Some [[Hedge Magic|Hedge Wizards]] can perform limited [[Laboratory]] activ
===  Legacy Page  ===
===  Legacy Page  ===
The history of this page before August 6, 2010 is archived at [[Legacy:magic_theory]]
The history of this page before August 6, 2010 is archived at [[Legacy:magic_theory]]


[[Category:Hermetic Magic]]
[[Category:Hermetic Magic]]
[[Category:Rules]]
[[Category:ArM1]]
[[Category:ArM2]]
[[Category:ArM3]]
[[Category:ArM4]]
[[Category:ArM5]]

Latest revision as of 07:47, 17 October 2022

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 assimilates the magical concepts and practices from many traditions.

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. Magic theory also makes it possible for any magus to create a longevity ritual, bind a familiar, enchant a talisman, or create other enchanted devices.

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 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.

Limitations of Magic Theory

The Limits of Magic describe what magic can't do.

While Hermetic theory is highly useful and successful at explaining many kinds of magic, it is not fully comprehensive. There have always been forms of magic that Hermetic theory can't explain. Even some well-known spells of the Order of Hermes, such as Wizard's Communion[9], Aegis of the Hearth[10], and Whispering Winds[11], can't be fully explained in terms of conventional magic theory. There are also mysteries, which teach secret magical knowledge that has never been incorporated into magic theory.[12]

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[13]. 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.[14]

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.[15] In turn, they studied Bonisagus's new theory and expanded their own powers. These magicians became known as the Founders.

Bonisagus combined the theoretical discussions of the Founders with the teachings of Diedne the Founder, a mage from the druidic tradition. Diedne explained and taught Bonisagus how to create new spells at a moment's notice without needing to perform a ritual beforehand. The two teachings, ritualistic magic and spontaneous magic, combined to create early Hermetic theory.

References

  1. 1.0 1.1 Ars Magica Fifth Edition, p. 9, "The Foundation of the Order"
  2. Ars Magica Fifth Edition, p. 66, "Magic Theory"
  3. Ars Magica Fifth Edition, p. 75, first paragraph
  4. Ars Magica Fifth Edition, p. 30, second paragraph
  5. 5.0 5.1 Ars Magica Fifth Edition, p. 75, third paragraph
  6. Ars Magica Fifth Edition, p. 84, "Sympathetic Connections" (inset)
  7. Ars Magica Fifth Edition, p. 101, "Longevity Rituals"
  8. Ars Magica Fifth Edition, p. 110, "Shape and Material Bonuses" (table)
  9. Ars Magica Fifth Edition, p. 160, Wizard's Communion
  10. Ars Magica Fifth Edition, p. 161, Aegis of the Hearth
  11. Ars Magica Fifth Edition, p. 127, Whispering Winds
  12. The Mysteries Revised Edition, p. 4, "What are the Mysteries?"
  13. Houses of Hermes: True Lineages, p. 5
  14. Ars Magica Fourth Edition, p. 64, "Hermetic Magic"
  15. Ars Magica Fifth Edition, p. 9, "The Foundation of the Order"

External References

Timothy Ferguson's Games from Folktales podcast episodes and blog entries:

Legacy Page

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