Non-Hermetic

From Project: Redcap
Revision as of 05:48, 17 August 2012 by Andrew Gronosky (talk | contribs) (moved Non-hermetic to Non-Hermetic: Capitalization; no redirect because original was an orphan)


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

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.

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).

Most non-Heremtic magic is hard to learn and is not written down in books. This seriously limits the advancement potential of a hedge wizard.

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